The Shaman is a wielder of the natural elements of the world, sharing a harmonious relationship with the Earth and her powers. Some Shaman use this power to summon torrents of water to heal wounds, while others turn their skin to stone and bring their axe down with the force of earthquakes.
Shaman talents are grouped into the Water, Wind and Earth specializations. All the below numbers assume rank 1 of the talent - see the Talent Builder (talentbuilder not updated yet) for accurate values per level! When a talent is upgraded completely, it unlocks an Ultimate ability - these abilities can be both active and passive, and grant powerful advantages.
With the tranquility of rippling streams, and yet the power of raging oceans, Water is capable of both gently healing allies, as well as devastating foes.
Water Whip, Water Bolt and Swift Waters have a 4% chance to not trigger their cooldowns.
Water Shield now lasts for 5 minutes and grants 5 charges. If cast on yourself you gain 20 charges.
Casting a Water Spell grants a charge of Mana Spring, increasing Clarity, Will and Intellect by 0,1% for 10 seconds. Mana Spring can stack to 10 charges, each charge multiplying the effect and refreshing the duration.
Attune to Water
Consumes all of your healing over time effects on all targets, healing their remeining amounts instantly. Your Elemetal Focus is changed to Water. Elemental Focus: Water
Your healing over time effects last 6 seconds longer rand heal for 60% more.
Your heals can ctritically strike.
Your basic attacks become ranged.*20% of your Earth Power is removed and a quarter of that is converted to Water Power.
Earth Spells cost 200%more Mana.
Surge of Life
Your single target beneficial Water Spells have a "'1,5%"' chance to apply Surge of Life to your target, healing for "'10%"' standard healing over 10 seconds ("'16%"' standard healing over 15 seconds if Attuned to Water).
The instant healing portion of Healing Wave now applies both to your target as well all other allies that are under the effect of one of your healing over time spells. Bonus healing caused by Wave Healing is able to trigger the Surge of Life effect.
"'1% of your Water Mastery is added to your Blasting, and instead of a wave of energy it now releases a Riptide, changing its damage type to Water and allowing it to scale using "'3%"' of your Water Power.
Ebb and Flow
Every 10 seconds your comand over water ebbs and flows, changing your Water Power by the following rotating pattern: "'+0%"' "'+3%"' "'9%"' "'+18%"'
Increases your Water Power by 1%.
Become a Spirit of Living Water!. While transformed:
Mana Costs are reduced by 50%.
Cooldown Rate is increased by 25%.
Healing Rain additionally applies rejuvenation.
All of your healing spells cause the target to be healed for more.
The rich, violent and majestic power of "'Earth"' emphasizes strong defensive capabilities, along with the power to lure enemies away from allies.
Your Earth Spells deal 2% more damage and Crag Strike hits remove 4% of the remaining cooldown of Earth Shard.
Seismic Shock now heals you for 100% of the damage it deals.
When you survive an attack that drops you below 10% of your Maximum Health, you gain an absorb shield equal to 15% of your Maximum Health that lasts for 30 seconds. This effect can occur once every 5 minutes.
Attune to Earth
Deals 1183 temporary threat to all nearby enemies that fades over 10 seconds, during which time the retaliation effect from Elemental Focus: Earth is increased by 500%. Your Elemental Foucs is changed to Earth.
Vitality, Armor and Magic Resist increased by 20%
threat generated is increased by 50%
Attackers take 20 damage and 39 threat with each attack against you.
20% of your Water Power is removed and a quarter of that is converted to Earth Power.
Water Spells cost 200% more Mana.
Casting an Earth Spell increases your Vitality and Maximum Health by 0,1% for 2 minutes, stacking up to 15 times.
Your Earth Spells and effects now stun the target for 3 seconds when they critically strike. Addionally, the retaliation effect drom your Elemental Focus: Earth can now critically strike.
6% of the damage you take is staggered, with your Earth Power increasing this amount further.
Staggered damage is dealt to you over the course of 10 seconds rather than all at once, and is dealt as earth damage. The damage cannot be further reduced by protections, but can be shielded against, as well as avoided through immunity. Damage is only staggered if the amount of damage to be staggered is greater than 5.
For the first 5 seconds of Terraform you are Invulnerable.
Increases your Earth Power by 1%.
Ground Slam now has a 40% chance to summon an Earth Elemental, which will stand in place taunting and damaging nearby enemies. The elementals health and damage is scaled based on your Earth Power. Lasts for 20 seonds or until it dies.
In Villagers & Heroes, both active and passive abilities are granted through Runes, which are found on items. To see a list of all Runes and Abilities available to the Shaman class, check out the full article below!
This page was last edited on 9 August 2020, at 13:02.
Content is available under CC BY-NC-SA 3.0 unless otherwise noted. Game content and materials are trademarks and copyrights of their respective publisher and its licensors. All rights reserved.
This site is a part of Fandom, Inc. and is not affiliated with the game publisher.