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Buy Blizzard Stuff EverQuest Guild



The Shaman -Last Updated 4-18-2004

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

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

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

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

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.