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The Shaman -Last
Updated 4-18-2004
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Available to: Tauren, Troll, Orc Best For: Orc Primary Attribute: None
Secondary Attributes: Strength, Stamina, Intelligence, Spirit
Tirtiary Attributes: Agility
Damage Bonus From: Strength
Skills Require...
Mana
Allowable Armor: Cloth,
Leather Starting Weapons Proficiently: Maces, Staffs The Shaman is a
fighter mage that excels at using his spells to make himself a
formidable warrior. While he lacks the raw spellcasting power of
the mage, or the stamina of the fighter, he makes up for it by
using a balance of brain and brawn. The shaman is useful and
versatile in any stuation, by himself or in groups. He's the
jack of all trades, and master of versatility. |
Compared to the Warrior, the the Shaman is
physically weak. He will have less hit points, and the restriction
to leather armor and bucklers means he'll be a lot more fragile.
He's beginning weapon, the mace, isn't noted for the ability to
deal a lot of damage.
Compared to the Mage, the shaman's direct damage spells have a
much worse damage to mana ratio. This, combined with their smaller
mana pool, makes it much harder to the Shaman to destroy something
completely by spells.
However, combining the two, the Shaman becomes lethal. He's wide
array of buffs directly affect himself, reducing the damage he
takes, increasing the damage he deals, and striking the enemy with
lightning whenever they strike back. When armed with such
enchantments, the Shaman is able deal with almost any monster in
physical combat. In addition, he has the largest array of instant
direct damage spells, that help boost his damage output. Together
with the ability to heal, make the shaman a well rounded character
that's most welcome in parties.
As a shaman, you will be playing a mixed role. Sometimes you will
act as the tank, sometimes you are the artillery, and sometimes
the healer. It all depends on who you're fighting with, and who
against. Versatility is the Shaman's strength, as you can adjust
your playstyle rabidly to suit any situation.
Spell Mechanics: The spell system
of the Shaman works in a very similar fashion to that of the
mage. Instead of allocating skill points to spells at each level,
the Paladin purchases his spells from Shaman Trainers. This
ensures that a player is not penalized for casting a wide range of
spells over specializing in a certain type. Indeed, it would
be extremely foolish to do the latter. Each school of magic for
the Paladin is designed for one special purpose.
Spell Types The Shaman has
several schools of magic, with effects far ranged and varied.
However, their spells basically boil down to the following types:
Sorcery Spells: Take time to cast, but
have no cool down. They can be used as much as casting time
allows. However, if the caster is struck while casting the spell,
the casting time increases and the spell may be disrupted
altogether. Thus casting sorceries while under attack is
questionable. Those that take more than 2.5s to cast are not
recommended during melee combat. Eg. Lightning Bolt
Instant Spells: No casting time, but have
a cooldown timer. They are great in mid combat as there's no
chance they will be disrupted. In addition, you can cast them
immediately after a sorcery, or even between two attacks! Their
drawback is that you have to wait a while to use them again. Note
that. For the Shaman, all shock spells share the same cooldown,
and thus, casting Earthshock would mean waiting for 6 seconds
before Flameshock, Frost Shock or Lightning Shock can be
cast.
The Shaman's spells are split into the four
elements, Earth, Lightning, Air and Fire. Each element contains
its selection buffs, sorcery spells, and direct damage attacks.
Together, you'll find that a high level Shaman will have the most
Instant Direct Damage spells out of any class. However, he's
offensive spells are mana intensive, which forces the Shaman to
enter physical combat.
Totems and Totem Spells As the
Shaman progresses through the game he is able to gain a totem for
each of the four elements. These totems are given as rewards for
certain shaman specific quests. Shamans begin with no totems, and
get a quest to obtain a totem every 10 levels. That is, the quests
are available at Levels 1, 10, 20 and 30. Totems cannot be bought,
sold, or traded.
Totems are used to cast specific totem spells, where the Shaman
places totem on the ground. Typical totems generate some sort of
aura that either buffs the party, or curses the enemy. Only one
totem spell of each element can be in effect at the same time. For
example, a Level 6 Shaman with just the Earth totem will be able
to cast one Earth Totem Spell, where at Level 35, a Shaman with
all 4 totems can have for totem spells all going on at once, with
one spell for each element.
Totems are immobile, but their use instant. It is very much viable
to change the totem in mid battle, and often strategies require
it. For instance, using a Earth Bind totem to slow down enemies as
they approach and then a Stoneskin totem to reduce their damage
once they reach you.
Weapon Enchantments The shaman has
several spells that temporarily enchants their weapon for extra
damage. These spells should always be around, and boosts the
damage output of the Shaman significantly. However, only one
weapon enchantment can be in effect at any one time, so choose
yours wisely!
As enchantments add a constant damage to your weapon, they're much
more effective on weapons which have fast attack. If two weapons
do the same damage per second, then one with a lower cooldown if
much more preferable.
Earth Magic
Earth Magic is
offer a balance of offense and defense. They form a balanced array
of buffs, instant disruption, distraction and escape spells. The
Earth Totem is available at Level 3, and thus low level shamans
will be most familiar with the element of the Earth.
|
Rockbiter Weapon: -Instant
Duration: 5 min
Target: Self
Strengthens the primary weapon the Shaman is
wielding, causing it to deal extra damage. This is the spell that
a low level Shaman needs to boost his damage output to that of a
Warrior of the same level. The extra damage gain is especially
significant on fast weapons, often doubling their damage. You
should permanently have the spell activated.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Extra Damage |
| 1 |
1 |
10 |
24 |
1.0s |
4 |
| 2 |
14 |
13 |
80 |
1.0s |
8 |
| 3 |
30 |
80 |
165 |
1.0s |
12 |
|
|
Stoneskin Totem: -Instant Totem
Casting Time: Instant
Duration: 45s
Target: None
Places a Stoneskin Totem with 5hp at the
casters feet which reduces the damage taken by all party members
within 10 yards. A great totem to cast just before you engage in
melee combat. Great in parties consisting of mainly warriors,
who's armor makes them take very little damage already.
This Spell is obtained via the quest to get the Earth Totem, and is thus free.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Damage Decrease |
| 1 |
3 |
0 |
35 |
1.0s |
3hp |
| 2 |
18 |
24 |
35 |
1.0s |
7hp |
| 3 |
32 |
1 |
95 |
1.0s |
12hp |
|
|
Earth Shock: -Instant
Casting Time: Instant
Target: Enemy
The first instant direct damage spell available to the Shaman,
it fulfills much the same role as Fireblast for the mage. Though it deals less damage and costs greater mana, it has the added advantage of disrupting enemy spells cast 75% of the time for the next 10 seconds. This makes it deadly against spellcasters. In addition,
it has a shorter cooldown.
Despite the low Damage/Mana Ratio, Earthshock is still excellent
in melee. Cast it between attacks instantly boost damage output,
and disrupt those annoying healing spells. As a Shaman, you'll
find yourself in melee a lot more than the mage, and have more
mana to spare... so shock away. Make sure to save some for healing
though.
| Rank |
Required Level |
Cost |
Mana |
Range |
Cooldown |
Damage |
Damage/Mana |
| 1 |
4 |
80 |
30 |
20 yd |
6.0s |
17-19 |
0.60 |
| 2 |
8 |
7 50 |
45 |
20 yd |
6.0s |
28-39 |
0.73 |
| 3 |
16 |
18 |
100 |
20 yd |
6.0s |
78-82 |
0.80 |
| 4 |
28 |
70 |
195 |
20 yd |
6.0s |
168-180 |
0.89 |
|
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Earthbind Totem: -Instant Totem
Casting Time: Instant
Target: None
Requires: Earth Totem
Places a totem with 5hp at the casters feat which slows the movement speed of monsters within 10 yards by 60%. This can be placed between the caster and the monster before pulling them, as to get a few extra shots off before they reach you. Though
at higher levels, the Stoneclaw Totem is much better for this purpose.
The totem is also ideal for escape. Many times have I been saved by placing a Earthbind totem on ground, and then making a run for it.
| Rank |
Required Level |
Cost |
Mana |
Duration |
| 1 |
6 |
2 |
4 |
45s |
|
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Stoneclaw Totem
-Instant Totem Cooldown: 30s Target: None
Casting Time: 0
Requires: Earth Totem
Creates a totem with X hp at the caster's feet
that taunts nearby monsters to attack it. We note that the totem's
taunt will only work if your threat rating isn't high. Thus, once
you've landed a few strikes on the beast, Stoneclaw totem will not
work! This spell, is therefore, not very useful when it comes to
running over from a losing fight. Use Earthbind for that.
However, Stoneclaw's are good for soaking up damage at the
beginning of battle. Cast it when the monster is charging at you,
and they pummel it while it tries to kill your totem.
| Rank |
Required Level |
Cost |
Mana |
AOE Radius |
Totem Life |
Duration |
| 1 |
8 |
3 50 |
20 |
8 yrd |
70hp |
15s |
| 2 |
18 |
25 |
20 |
8 yrd |
145hp |
15s |
| 3 |
28 |
25 |
20 |
8 yrd |
220hp |
15s |
| 4 |
38 |
70 |
20 |
8 yrd |
320hp |
15s |
|
|
Strength of the Earth Totem
-Instant Totem Cooldown: 0s Target: None
Casting Time: 0
Requires: Earth Totem
Creates a totem at the casters feat that
boosts the strength of all nearby players, allowing them to deal
extra damage. Great for parties that consist mostly of lightly
armored fighters, such as other Shamans, Druids and Rogues.
| Rank |
Required Level |
Cost |
Mana |
AOE Radius |
Totem Life |
Duration |
Strength Bonus |
| 1 |
10 |
7 50 |
30 |
10 yrd |
5hp |
45s |
10 |
| 2 |
24 |
50 |
80 |
10 yrd |
5hp |
60s |
20 |
| 3 |
38 |
1 10 |
160 |
10 yrd |
5hp |
90s |
35 |
|
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Tremor Totem
-Instant Toten Target: None
Requires: Earth Totem
Places a Totem with 5hp at the casters feet
that gently shakes the ground, awaking allies from harmful status
effects such as Sleep. This a specialized totem for countering
specific enemy casters.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Duration |
| 1 |
20 |
30 |
70 |
1.0s |
90s |
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School of Fire
The School of Fire balances that of the earth
by dealing damage. Every spell in this school is a damage spell of
one form or another. Even their totem is about dealing damage to
the enemy. |
Molten Blast
-Sorcery Target: Ally
Molten Blast is a direct damage spell for the
shaman. In terms of damage, it is totally inferior to fireball for
the mage, and deals slightly less damage than even the Priest's
Holy Smite. Thus, the spell should only be used to pull enemies to
the Shaman, giving a small damage boost. Compared to Light Bolt,
it has a much faster casting time at higher levels, and is thus
more versatile.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
| 1 |
8 |
2 |
30 |
1.8s |
30 yrd |
18-26 |
0.73 |
| 2 |
14 |
13 |
45 |
2.0s |
30 yrd |
32-44 |
0.84 |
| 3 |
22 |
40 |
75 |
2.0s |
30 yrd |
63-83 |
0.97 |
| 4 |
30 |
80 |
110 |
2.0s |
30 yrd |
102-132 |
1.06 |
| 5 |
38 |
1 80 |
145 |
2.0s |
30 yrd |
148-188 |
1.16 |
|
|
Flametongue Weapon
-Instant Target: Self
Duration: 5 Minutes
Enchants a weapon so that it has a 20% chance of X
amount of fire damage with each strike. The advantage of this over
Earthbite Weapon is that the extra Damage is not reduced by armor,
however, this also means that it does not receive a bonus from the
Shaman's strength. The tradeoff is fairly even, and thus whether
you use Flametongue or Earthbite should depend on exactly what
rank of each spell you have available.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Extra Fire Damage |
| 1 |
10 |
10 50 |
125 |
1.0s |
5 min |
30 (20% Chance) |
| 2 |
22 |
40 |
125 |
1.0s |
5 min |
55 (20% Chance) |
| 3 |
36 |
1 50 |
260 |
1.0s |
5 min |
85 (20% Chance) |
|
|
Flame Shock
-Instant Target: Enemy
A second instant damage spell, Flame Shock deals half
its damage directly on casting, and the rest over 12s. The cooldown is 6s, and uses the
same timer as Earthshock. Thus, to get the bang for mana, you'll want to avoid casting
this spell consecutively. In Practice, a Shaman won't have that much mana to spare,
so cast this every 12s, or whenever you feel pressured. The damage dealt by Flame Shock
is significantly greater than Earthshock of similar levels, and should thus be used
instead against everything except casters.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Damage |
Damage/Mana |
| 1 |
12 |
12 |
65 |
6.0s |
20 yrd |
24 + 28 over 12s |
0.80 |
| 2 |
12 |
12 |
110 |
6.0s |
20 yrd |
51 + 52 over 12s |
0.94 |
| 3 |
36 |
1 50 |
230 |
6.0s |
20 yrd |
128 + 132 over 12s |
1.13 |
|
|
Searing Totem
-Instant Target: None
Requires: Fire Totem
Places a Searing Totem with 5hp at the casters
feat that periodically deals fire damage to all nearby enemies.
While the rate of damage may be slow, the totem costs very little
mana to cast, and deals a lot of damage over time. You'll find
enemies drop dead that much faster. This spell has a large radius
of effect, and has prolonged duration, and thus ideal against
multiple opponents.
The first rank of this spell is obtained through a quest.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Radius of Effect |
Damage |
Damage/Mana |
| 1 |
10 |
Quest |
30 |
1.0s |
20 yd |
2-3/s for 30s |
2.50 |
| 2 |
20 |
18 |
80 |
1.0s |
20 yd |
4-6/s for 45s |
2.81 |
| 3 |
30 |
80 |
115 |
1.0s |
20 yd |
6-9/s for 45s |
2.93 |
| 4 |
40 |
80 |
150 |
1.0s |
20 yd |
8-12/s for 45s |
3.00s |
|
|
Flametongue Totem
-Instant Target: None
Requires: Fire Totem
Places a 5hp totem at the casters feet that
enchants the weapons of all allies within 10 yards with
Flametongue of one rank higher. Any attacking ally under the
effect of this spell has
a 20% chance of dealing extra fire damage. This totem is ineffective in solo, but devastating when parties with rogues. This spell is most powerful when teaming upon
against bosses.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Duration |
Extra Fire Damage |
| 1 |
24 |
50 |
95 |
1.0s |
1.5min |
55 (20% Chance) |
|
|
Frost Resistance Totem
-Instant Target: None
Requires: Fire Totem
Places a 5hp totem at the casters feet that increases the frost resistance of all allies within 10 yards. A specialised totem for use against Frost
based enemies.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Duration |
Extra Frost Resistance |
| 1 |
26 |
60 |
85 |
1.0s |
30s |
15 |
|
|
Magma Totem
-Instant Target: None
Requires: Fire Totem
Places a Totem with 5hp at the casters feat that periodically deals fire damage to all enemies within 8 yards. Compared to Searing Totem, Magma Totem deals damage at a faster rate, but has a shorter duration and a smaller radius of effect It
is better used when a player has more mana to spare, and when soloing. In parties, against mana monsters, Searing Totem is still top choice.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Damage |
Damage/Mana |
| 1 |
26 |
60 |
255 |
1.0s |
12.5/s for 20s |
0.98 |
|
Water Magic
Water Magic deals
with healing, and its spells concisely covers that of the Priest.
While a Shaman's healing spells is much more limited than that of
a specialized healer, they're nonetheless effective. Shaman's got
their Water Totem at level 20, which allows them to place down a
wide range of totems that cure the Shaman and his allies of
wounds.
|
Healing Wave
-Sorcery
Cooldown: None
Target: Self or Ally
The Shaman equivalent of the Priest's Lesser
Heal. While the spell isn't quite as mana efficient, it still
serves its purpose nicely. A shaman is quite capable of healing
most of his own life in one casting, and completely healing
friendly casters. However, his spell does become limited when it
comes to healing warrior classes, and he's mana will fail him is
exceedingly long battles.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
| 1 |
1 |
0 |
35 |
1.5s |
40 yrd |
37-47 |
1.2 |
| 2 |
6 |
2 |
45 |
2.0s |
40 yrd |
52-64 |
1.29 |
| 3 |
12 |
10 |
95 |
2.5s |
40 yrd |
124-148 |
1.43 |
| 4 |
18 |
25 |
170 |
3.0s |
40 yrd |
246-290 |
1.58 |
|
|
Frostbrand Weapon
-Instant Target: Self
Duration: 5 Minutes
Enchants a weapon so that it has a 30% chance of X
amount of frost damage with each strike. In addition, a successful Frost Attack will
slow the enemy by 50% for 5s. Compared to Earthbite and Flametongue, Frostbrand does
significantly less damage. Unfortunately, the slowing effect does not compensate this too
well, since the Shaman needs to be in melee to use the weapon. This enchantment
has limited use in parties, where the Shaman acts primarily as a healer, and wishes
to strike opponents till they're slowed, and then run away.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Duration |
Extra Fire Damage |
| 1 |
20 |
30 |
115 |
1.0s |
5 min |
25 (30% Chance) |
| 2 |
32 |
1 |
215 |
1.0s |
5 min |
35 (30% Chance) |
|
|
Lesser Healing Wave
-Sorcery
Cooldown: None
Target: Self or Ally
Lesser Healing Wave, despite its name, is
actually a more powerful version of Healing Wave. Or rather, it
heals for significant less, but is much faster to cast. A Shaman
is a fighter mage, he does not have the luxury of always standing
at the back of a battle, and thus, this spell is immensely useful.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
| 1 |
20 |
30 |
105 |
1.5s |
40 yrd |
149-171 |
1.52 |
| 2 |
28 |
70 |
155 |
1.5s |
40 yrd |
243-277 |
1.68 |
| 3 |
36 |
1 50 |
205 |
1.5s |
40 yrd |
349-393 |
1.81 |
|
|
Healing Stream Totem
-Instant Target: None
Requires: Water Totem
Places a 5hp Totem at the caster's feet which
heals all party members within 10 yards. Ideal for use on highly
armored troops in conjunction with Stoneskin Totem. It is
incredibly useful, and effectively boosts the stamina of every
party member.
The first rank of this spell is obtained through a quest.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Radius of Effect |
Healing Rate |
Hp Healed/Mana |
| 1 |
20 |
Quest |
30 |
1.0s |
20 yd |
2hp/s for 30s |
2.00 |
| 2 |
30 |
80 |
80 |
1.0s |
10 yd |
4hp/s for 60s |
3.00 |
| 3 |
40 |
2 |
95 |
1.0s |
10 yd |
5hp/s for 60s |
3.16 |
|
|
Water Breathing
-Instant Casting Time: 0 Target: Self
Allows the Shaman to breath underwater, a
useful, but not essential spell, for underwater missions.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Duration |
| 1 |
20 |
30 |
50 |
1.0s |
10 min |
|
|
Frost Shock: -Instant
Casting Time: Instant
Target: Enemy
The Frost based instant spell deals less damage than Flame Shock, and comparable damage to Earth Shock. Instead of disrupting enemies spells, it slows the enemy unit by 50% for 8s. This is convenient against melee opponents, allowing you to get off an extra nuke. Once in melee though, the slow has little affect and the other Instant Damage spells should be used instead.
| Rank |
Required Level |
Cost |
Mana |
Range |
Cooldown |
Damage |
Damage/Mana |
| 1 |
24 |
50 |
160 |
20 yd |
6.0s |
132-140 |
0.85 |
| 2 |
40 |
2 |
290 |
20 yd |
6.0s |
281-299 |
1.00 |
|
|
Greater Healing Wave
-Sorcery Cooldown: None Target: Self or Ally
The counterpart to Lesser Healing Wave,
Greater Healing Wave heals for much more life, at the price of
having a very long casting time. It should be used only when the
Shaman is out of direct harm.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
| 1 |
24 |
50 |
240 |
3.0s |
40 yrd |
377-441 |
1.70 |
| 2 |
32 |
1 |
350 |
3.0s |
40 yrd |
597-693 |
1.84 |
| 3 |
40 |
2 |
475 |
3.0s |
40 yrd |
870-1004 |
1.97 |
|
|
Fire Resistance Totem
-Instant Target: None
Requires: Fire Totem
Places a 5hp totem at the casters feet that
increases the fire resistance of all allies within 10 yards. A
specialized totem for use against fire based attacks.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Duration |
Extra Fire Resistance |
| 1 |
28 |
70 |
85 |
1.0s |
30s |
15 |
|
|
Mana Totem
-Instant Target: None
Radius of Effect: 10 yards
Requires: Water Totem
Places a 5hp Totem at the caster's feet which
increases mana regeneration of all party members within 10 yards.
Ideal for use on a party of fighter mages who have little mana,
but highly mana effective spells, such as the Paladin, Shaman and
Druid. Note that this sparely barely regenerates more mana than it
costs to cast, and is thus useless when soloing. However, in
parties, the trade off is well worth it.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Healing Rate |
Mp Gain/Mana |
| 1 |
30 |
80 |
130 |
1.0s |
2.6mp/s for 60s |
1.20 |
| 2 |
40 |
80 |
80 |
1.0s |
10 yd |
4hp/s for 60s |
3.00 |
|
|
Disease Cleansing Totem
-Instant Target: None Radius of Effect: 10 yards Requires: Water Totem
Places a 5hp Totem at the caster's feet that
removes a disease from each party member within 10 yards every 5
seconds. A specialized totem for fighting against infectious
creatures. Generally used outside battle, when multiple party
members are infected. Otherwise, Remove Disease would be more
effective.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
| 1 |
34 |
1 20 |
75 |
1.0s |
|
Lightning Spells:
Lightning completes the Shaman's mastery of all four elements via a mix of offensive utlity spells. They help boost the Shaman's damage output by another notch, and provides him with several alternative methods of killing his foes to straight out combat. The Lightning Totem is available at level 30 via a Quest.
|
Lightning Bolt
-Sorcery Target: Enemy
The first direct damage spell available to the Shaman, Lightning
Bolt does not deal enough damage for its mana cost to warrant it as a staple spell. Typically, you're weapon, when enchanted, will be far more effective in melee combat. However, the spell is still useful for pulling enemies, finishing them off, and fighting ranged enemies when entangled.
At higher levels, it has the advantage of doing more damage then molten, but its casting time is so combursome that one would only use it to intialise an attack.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
| 1 |
1 |
0 |
20 |
1.6s |
30 yrd |
15-18 |
0.83 |
| 2 |
8 |
7 50 |
35 |
2.5s |
30 yrd |
28-30 |
0.83 |
| 3 |
18 |
25 |
90 |
3.2s |
30 yrd |
83-89 |
0.96 |
| 4 |
26 |
60 |
150 |
3.5s |
30 yrd |
156-166 |
1.05 |
| 5 |
34 |
1 20 |
205 |
3.5s |
30 yrd |
231-245 |
1.16 |
|
|
Lightning Shield
-Instant Target: Self
Duration: 10 Min Max (See below)
The cast conjures three balls of Lightning that surround him. Whenever
a creature attacks, there is a 50% chance that he is struck by a ball which does X damage depending on the rank of the spell. The spell dessipates once all 3 balls have been used up. Lightning shield offers a third way to damage the enemy, and thus stacks with direct attacks and daage over time spells. Compared to direct damage spells, Lightning Shield is quite mana efficient, and should thus be active at all times.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Damage/Ball |
Damage/Mana |
| 1 |
8 |
3 50  |
35 |
1.0s |
10 |
0.86 |
| 2 |
16 |
18 |
85 |
1.0s |
30 |
1.06 |
| 3 |
24 |
50 |
130 |
1.0s |
54 |
1.25 |
| 4 |
32 |
1 |
185 |
1.0s |
83 |
1.35 |
| 5 |
40 |
2 |
245 |
1.0s |
116 |
1.42 |
|
|
Windfury Weapon
-Instant Target: Self
Duration: 5 Min
Imbues the Shaman's Weapon with Fury of the Wind, so that it has an 15% chance of incapacitating the opponent with each strike. Incapacitated opponents cannot attack or move for X. This is an extremely power enchantment, especially when used in a party.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Windfury Duration |
| 1 |
25 |
60 |
165 |
1.0s |
5.0s |
| 1 |
40 |
2 |
290 |
1.0s |
8.0s |
|
|
Chain Lightning
-Sorcery Target: Enemy
A lethal spell that sends a lightning bolts that does X damage to Y opponents. This spell should only be used when there are three or more enemies nearby in order to make it mana effective. The spell has a long casting time, and should thus be used at beginning of battle. When your party and a pack of whatever's collide, cast this first, then engage the weakened foes.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
| 1 |
30 |
80 |
280 |
3.0s |
30 yrd |
138-156 |
0.53 |
|
|
Lightning Shock
-Sorcery Target: Enemy
A final Shock Spell deals a significant amount of damage to the enemy, and dispels one magical effect from them at the same time. In practice, however, it is only practical when the enemy does have a buff that you want to dispel. This spell shares the
cooldown timer of the other 3 Shock Spells.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Damage |
Damage/Mana |
| 1 |
32 |
1 |
225 |
6.0s |
20 yrd |
196-222 |
0.93 |
|
Spirit Magic:
The Shaman finally complements his array of elemental spells with spirt magic, a collection of utility spells that help boost his general effectiveness, and cure allies of annoying ailments.
|
Rebirth
-Sorcery Cooldown: 0 Target: Ally
Brings a target ally back to life. This spell
is quite mana intensive, and has a casting time that makes it
almost impossible to cast in battle. However, many players will be
thankful that they don't need to make another corpse run.
Resurrection isn't as essential as it sounds, since
resurrected players will suffer resurrection sickness of 5
minutes, where all their attributes are decreased by 10.
Resurrected players return to life with a fraction of their
original life. The higher ranked the spell, the more life players
begin with. Compared with the same spell for the Priest's
Resurrection, the Shaman's version is slightly weaker.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Starting Life/Mana |
| 1 |
12 |
10 |
100 |
10.0s |
40 yrd |
1% |
|
|
Ghost Wolf
-Sorcery Cooldown: 0 Target: Ally
Turns that caster into a Ghost Wolf that moves 50% faster. While in wolf form, the shaman cannot cast any spells (but may still detect herbs and attack). This spell is excellent for getting from place to place, and once you have it, you won't be able to live without it. The Shaman can run faster than nearly all monsters as a Wolf, and
can thus run past creeps if he urgently wishes to get from A to B.
The process of transforming back to humanoid form is instant, and cost no mana. Thus a Shaman in Wolf Form won't be in much trouble if her were ambushed.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
| 1 |
14 |
13 |
65 |
3.0s |
|
|
Cure
Poison -Instant Casting
Time: Instant Target: Self or Ally
Cures the target of one Poison Effect. Cast it whenever your poisoned,
even in battle. It's instant!
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
| 1 |
16 |
18 |
40 |
1.5s |
30yd |
| 2 |
32 |
1 |
100 |
1.5s |
30yd |
|
|
Purge -Instant Casting
Time: Instant Target: Enemy
Removes X buffs from the target Enemy. This spell is a very low cooldown, and can be used repeatedly to remove all enemy buffs. At higher levels, players
may opt to casting Lightning Shock instead.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Buffs Removes |
| 1 |
16 |
18 |
50 |
1.5s |
30yd |
1 |
| 1 |
16 |
1 20 |
75 |
1.5s |
30yd |
2 |
|
|
Cure Disease
-Instant Casting Time: Instant Target: Self or Ally
Certain monsters in the game can cause you to
be diseased. Diseases are generally not lethal, but do lower your
attributes by a significant amount, and can thus be quite an
annoyance. Cure Decease removes this problem by curing the target
of X diseases. This ability is inferior to the Priest's nullify
disease, but does the job well.
| |