World of Warcraft: The setting of various classes and skills

To put it simply, there are eight races in the game World of Warcraft (humans, night elves, dwarves, gnomes, orcs, trolls, undead, and minotaurs) and nine classes (warriors, thieves, hunters, mages, priests, warlocks, paladins, druids, and shamans). Pen & Fun & Pavilion www.biquge.info - the above rankings are in no particular order - I have played all these nine types of professions, of course, the level is different. However, it finally gave me a certain understanding of various professions and laid a solid foundation for writing this book.

I looked it up on the Internet, but I couldn't find the detailed settings of each professional skill, so I had to roughly recall what I wrote here, and I will definitely follow the progress of the book and write it wherever I want.

Some professions I play for a short time, the level is not high, there may be deviations, and,I can't enter the game to verify now.,Individual data and names may be wrong.,Please forgive me.。 In addition, if there are any professional websites that can provide data, please introduce them.

Next, to begin.

Overall setting

Beast Riding: There are two types: level 40 and level 60. The difference is in speed.

Maps: From a map of the world to a map of your village. I haven't been to a place, only an outline, and where I've been, you can see the existence of each building, and it's marked with the name of the place. Through the plug-in, you can see the coordinates and make annotations according to your habits, indicating the location of minerals and herbs.

Minimap: Shows the geographical environment around the character, with a circle of about forty yards in diameter.

Radar: Depending on your ethnic expertise and business skills, you can turn on the radar to indicate the distribution of surrounding treasures, herbs, and minerals on the minimap. Only one type of radar can be turned on at a time.

Life skills: fishing, cooking, first aid.

Commercial Skills: Skinning (requires a Skinning Knife), Skinmaking, Tailoring, Potion Mining, Alchemy, Mining (requires a Miner's Hoe), Forging (requires a Blacksmith's Hammer), Engineering (requires a Wrench, Gnome Spinner), Enchantment (requires a Rune Stick).

Mage

Ice Armor: Lasts half an hour. Armor can be increased.

Magic Armor: Lasts half an hour. Increases all resistances. Mana auto-regeneration.

Arcane Intelligence: Lasts half an hour. can increase the maximum mana.

Flash: Instantaneous ability. Cooldown: 15 seconds. Instantly appeared 20 yards in front of him.

Foodmaking: Can make various grades of bread. Eating it restores health.

Water Formation: Various grades of water can be made. Drinking restores mana.

Ice Shield (commonly known as "Ice Shield"): Lasts 1 minute. Cooldown is 30 seconds. It absorbs all damage for the duration of the Ice Shield, but if the damage is too high, the Ice Shield will shatter prematurely. The cast is not interrupted while the ice shield is present.

Mana Shield: Lasts 1 minute. Absorbs a certain amount of physical damage while consuming double the mana. If the damage is too high, the shield will shatter prematurely.

Ice Barrier (colloquially known as "Refrigerator"): Lasts 10 seconds. Cooldown time is 5 minutes. The refrigerator is immune to all damage while it is present, but the caster cannot move or attack.

Frost Nova: Lasts 8 seconds. Cooldown: 21 seconds. A swarm spell that freezes enemies in place and deals a small amount of damage.

Fire Blast: Instantaneous spell. Single Attack Magic.

Icicle: Instant spell. Swarm attack magic. Attacks n enemies in a fan area in front of the caster. It has a deceleration effect.

Transfiguration: Cast time is 1.5 seconds. Turn enemies into sheep/pigs/turtles. Duration: 50 seconds.

Slow Fall: Instantaneous spell. Consumed: Light feathers. Slows down the fall for 30 seconds.

Ice Arrow: Channeling time is 3 seconds. Single Attack Magic. It has a deceleration effect. Has a chance to freeze enemies.

Fireball: Boot time 3 seconds. Single Attack Magic. Attacks enemies and deals damage over time.

Blizzard: Guidance required. Swarm attack magic. Attacks enemies within a 30-yard radius of the caster's designated circle. It has a deceleration effect. Has a chance to freeze enemies.

Rapid Cooldown: Instant spell. Once activated, the cooldown of all Cold spells ends. Cooldown time 10 minutes.

Flame Barrier: Instant spell. Opens a flame barrier on the caster, absorbing fire damage.

Protective Frost Enchantment: Instant spell. Opens a frost barrier on the caster, absorbing cold damage.

Detection Magic: Instantaneous Spell. 40 yards away. Detects beneficial magical effects on the target. Lasts 2 minutes.

Magic Explosion: Instantaneous spells. Create a spellcaster-centric magic blast. Deals damage to targets within a 10 yard radius.

Firestorm: Channeling time is 3 seconds. Summons a pillar of fire that deals 375-459 fire damage to all enemies within the attack radius, and an additional 340 damage for 8 seconds.

Awakening: Channeling time is 8 seconds, and the mana regeneration rate reaches 1500% during casting.

Arcane Missile: Fires several missiles at the target for damage. Lasts five seconds.

Teleport: Use the Teleportation Rune to teleport yourself to the main city. Use the portal runes to open a portal through which team members can reach the main city.

Lifting the Curse: As the Name Suggests......

hunter

Ward: Falcon Guardian - Increases ranged attack strength; Monkey Guardian - Increases the chance of dodging; Nature's Guardian - Increases Nature Resistance; Cheetah/Panther Pack Guardian - Increases movement speed for self/all squad members.

Radar: Various types of radar can detect humanoids, beasts, demons, giants, dragons, elementals, and so on within a minimap (about forty yards in diameter).

Summon Pets: Hunter's pets can assist in attacks and engage enemy targets. The owner is also allowed to borrow his own body to enter the danger zone for observation.

Eagle Eye: Extends the hunter's visual distance. Range 50000 yards. Can only be used outdoors.

Mark of the Hunter: The marked target cannot be hidden, with a range of 100 yards.

Multi shot: 8-41 yard distance. Deals damage to three targets at once.

Indiscriminate shooting: 8-35 yards away. Continuously shoots at the target area within an 8 yard radius for 6 seconds.

Dispel Shot: 15 yards of effective range. Deals damage to the target and confuses them for 4 seconds.

Traps: Cold Traps can freeze a single target or slow multiple targets. Fire traps deal damage.

Freeze Trap: Freezes the first enemy approaching the trap for 20 seconds. Any damage will free the enemy from the freeze. The trap is valid for 1 minute.

Frost Trap: When an enemy approaches a trap, a smooth layer of ice is created around the trap, reducing the movement speed of all enemies within a 10 yard radius to 40%. The trap is valid for 1 minute.

Pacify Animals: Reduces the Beast's alert so that it no longer attacks targets outside of range.

Tame the Beast: Tame a wild beast to make it your own pet.

Viper Spike: Spikes the target, dealing 490 Nature damage to them for 15 seconds.

Flar: Instantaneous spell. 15 seconds cooldown. Detect all stealth and invisible enemies in the vicinity of the Hunter.

Arcane Shot: Normal Shot plus Arcane Damage.

Concussion Shot: Instantaneous, reduces the target's movement speed to 50% of normal for 4 seconds.

Eye of the Beast: Directly control your pet and act from its perspective for 1 minute.

Zoorals and Beast Tamers: Hunters can have up to three pets, but only one of them can be summoned and controlled at any one time, and the other pets must be stored in the Beast Tamer's pens.

Aim Shot: 8% base mana, increased ranged damage by 150, and reduced healing effect by 50% for 10 seconds.

Tranquility Shot: 8% base mana, attempts to remove 1 irritation and 1 magic from an enemy target. 8 sec CD.

Disruptive Shot: Attracts targets to attack you and increases your hatred of targets by 200% for 6 seconds.

Warlock

Magic Armor (different from mages, it's basically this when it comes to magic armor in the future): It lasts for half an hour. Increases armor. Health is automatically restored.

Curse of Pain: Instantaneous spell. The target takes damage over time for 30 seconds.

Corrosive: Instantaneous spell. The target takes damage over time for 27 seconds.

Detect Stealth: Instantaneous spells. The duration of action is 10 minutes. Allows allied targets to detect invisibility.

Soul Stone: 3 second cast time. Can be used to save the soul of a target. If the target dies while the soul is preserved, he can be resurrected with a Soul Stone. Soul shards need to be consumed.

Sacrifice: 1.5 seconds to channel. Burn the target with fire and cause them to take damage over time.

Summoned Pets: Summons Imps (to increase maximum health), Voidwalker (to sacrifice one's shield to turn into one's master), Succubus (to charm enemy targets to stop attacking), and Cerberus (to devour beneficial magic effects on enemies and harmful magic effects on oneself). With the exception of imps, soul fragments need to be consumed.

Shadow Scorch: 245 mana, instantaneous, 20 yards away, instantly blasts the target with Shadow Energy, dealing 261-293 Shadow Damage. If the target dies within 5 seconds and the caster gains experience or honor, the caster gains a soul shard.

Curse of Weakness: Reduces the damage the target can deal by 25 for 2 minutes.

Eye of Kilgro: 5 second cast time. 50,000 yards away. Summon the Eye of Kilgro and see the world through its eyes. The Eye of Kilgro is fast and stealthy, but also very vulnerable.

Summons the Hell Horse: 5 seconds cast time. Increases the mount's movement speed by 60%.

Magic Breath: Instant spell. Allows the target to breathe freely underwater. Lasts 10 minutes.

Soul Drain: Drain the target's soul, dealing 295 damage over 15 seconds. If the target dies while being drained, the caster gains a soul shard.

Health Split: Converts 206 health to 252 mana.

Summoning: Commonly known as pulling people. Together with two other teammates, create a Summoning Gate and summon your teammates to your side. Soul shards need to be consumed.

Crafting Healing Stones: Warlocks can use a single soul fragment to create a Healing Stone, which can be used to replenish some health.

priest

Mantra Tenacity: Lasts half an hour. Increased maximum health.

Truth Shield: Lasts 30 seconds. The shield absorbs all damage for its duration, but if the damage is too high, the shield will shatter prematurely. The cast is not interrupted while the shield is present.

Psychic Fire: Instant Spell. Duration: 10 minutes. Increases attack strength and armor.

Whisper Pain: An instantaneous spell that deals damage for 18 seconds.

Regeneration: Instant Spell. Gradually regenerates a certain amount of health over a certain period of time.

Healing: Boot time 3 seconds. Goal of treatment.

Healing: Heals the effect of a disease on the target.

Psychic Vision: Observe the world through the eyes of the target for 1 minute at a distance of 100 yards.

Mind Control: Control a humanoid target. However, its attack speed is reduced. Lasts up to 1 minute.

Psychic Scream: An instantaneous spell that sends the caster a psychic scream that causes 5 nearby enemies within 8 yards to flee for 8 seconds. Any damage dealt to the target may remove this effect.

Levitation: An instantaneous spell that allows the caster to float on the ground, move at reduced speed, but walk over the surface of a body of water. Any damage will interrupt the levitation effect. Lasts two minutes. Light feathers need to be consumed.

Smite: 3% mana, 1.5 seconds, 30 yards cast range. Punish an enemy, dealing 2361+85.59% Ability Power Holy Damage.

Holy Nova: Deals Holy damage to all targets within a 10 yard radius and restores health to allies.

Dispel Magic: Instantaneous. Dispel two harmful spells from an allied target, or two beneficial spells from a local target.

Resurrection: Resurrect people and pets who have died in a state of peace.

Leap of Faith: You grab the soul of your squad or team target and make it move to you instantly.

Healing Prayer: 3% mana, instantaneous, 40 yards cast range. Cast a spell on the target, restoring 5919 + 57.09% Ability Power HP the next time the target takes damage. After this healing effect occurs, the healing prayer is transferred to the squad or team member within 20 yards. Can be transferred up to 5 times, each for 30 seconds after each turn. Only one Healing Prayer can be cast at a time at a time.

druid

Mark of the Wild: Lasts half an hour. Increases all stats and resistances.

Healing Touch: Channeling time is 3.5 seconds. Heal the target, restoring health.

Rejuvenation: Instant spell. Gradually regenerates a certain amount of health over a certain period of time.

Healing: Boot time 2 seconds. Heal the target and regenerate health over time for a period of time.

Nature's Grip: Instant spell. Wraps Thorns around you, and if an enemy attacks you, you will be affected by the Root Root Effect.

Root Entanglement: 1.5 second cast time. Anchors the target in place and takes damage over time. Duration: 21 seconds. Must be used outdoors.

Transformation: Can transform a druid into Bear Form (High Defense), Leopard Form (High Attack Strength, Can Be Stealth), Journey Form (40% faster outdoor movement speed), and Sea Lion Form (100% faster swimmer speed, breathing underwater).

Hypnosis: Cast time 1.5 seconds. Put the target beast to sleep. Duration: 30 seconds.

Pacify Animals: Pacify target beasts, reducing their attack range.

Moonfire: Starts with 130-154 damage and deals 264 arcane damage over 12 seconds

Swarm: Enemies are surrounded by flying insects, reducing attack accuracy by 2% and taking a total of 264 Nature damage over 12 seconds.

Battle Resurrection: It is possible to resurrect people and pets who have already died in battle (of course in peacetime). Mediums (seeds of various trees) are required. Cooldown time is half an hour.

Thorns: Wraps thorns around allied targets, causing them to automatically take damage when attacking.

Activate: Instant, 30 yards away, 6 minutes cooldown, after activating the target, the target will maintain 400% blue return speed, even during casting, it can maintain 100% blue return speed for 20 seconds.

Health Bloom (Druid): Restores 621+5.69% Ability Power x 15 HP for the target over 15 seconds. When the health bloom effect ends or is dispelled, the target immediately restores 8150+75.19% of Ability Power Health. This effect can stack up to 3 times on the same target.

When you cast Healing Touch, Nourishment, or Healing on a target, the duration is refreshed.

Paladin

Aura: Different auras can produce various effects such as increased physical defense, increased resistance, etc.

Blessings: Different blessings can have various effects such as increased strength, increased mana regeneration, and more.

Holy shield (commonly known as invincible): Instant spell. Duration: 12 seconds, cooldown 5 minutes. The shield is immune to all damage, but its attack speed is reduced by 50%.

Protective Blessing: Instant Spell. Protects the target from all physical attacks. Duration: 8 seconds. Cooldown time is 5 minutes.

Hammer of Sanctions: Instantaneous spells. Cooldown time is 1 minute. Stunned the target for 5 seconds.

Holy Light: Channeling time is 2.5 seconds. Goal of treatment.

Flash of Light: A weakened version of the Divine Light.

Holy Healing: Instant Spell. Consumes all current mana, heals the target, heals the paladin's maximum health, and restores a certain amount of mana to the target.

Blessing of Freedom: Instant Spell. Makes the target immune to any movement slowing spells and spell effects for 10 seconds.

King's Blessing: Instant spell that adds blessing to allied targets, increasing all attributes by 10% for 5 minutes.

Hammer of Wrath: 1 second cast time, dealing holy damage to enemies. Can only be cast on enemies with less than 20% health.

Resurrection: Resurrect people and pets who have died in a state of peace.

Exorcism: Consumes 4% mana, instantaneous, 30 yards cast range, cooldown 15 seconds. Attempt to banish evil from the target with a blast of light, dealing 6960 Holy Damage and generating a stack of Divine Energy.

Condemn: 9% mana, 1.5 seconds, 30 yards cast range. Shoots an arrow of light into the enemy, dealing 3483+122% Ability Power Holy Damage and preventing the target from dealing Critical Hit for the next 4 seconds.

Holy Shock: 8% mana, instantaneous, 40 yards cast range. Blasts the target with Hallowed Energy to deal 1427+135.99% Spell Strength Divine Damage to an enemy, or restores 9389+83.29% Magic Strength HP to an allied target and gains a stack of Divine Energy. Has an additional 25% chance to deal a critical hit.

thief

Sprint: Lasts 15 seconds. Cooldown time is 5 minutes. Increases running speed by 50%.

Evasion: Lasts 15 seconds. Cooldown time is 5 minutes. Increases dodge chance by 50%.

Chiseling: Instantaneous. Deal a small amount of damage to the target and stun them for 4.5 seconds. Any attack will interrupt this effect. Rewards 1 Streak Point.

Stealth: Enters non-combat. Instantaneous. 10 seconds cooldown. Movement speed reduced to 60%.

Sneak Attack: Must be activated while stealthy, stunning the target for 4 seconds and granting 2 combo points.

Throat Twist: Must be activated while stealthy, dealing damage over time for 18 seconds and awarding 1 combo point.

Backstab: Must be activated in the target's back, dealing 150% of weapon damage + 90 damage, rewarding 1 combo point.

Cleaved: A finisher that causes the target to take damage over time for a certain amount of time, depending on the number of combo points.

Kidney Strike: A finishing move that stuns the target for a certain amount of time, depending on the number of hit points.

Boneless: A finishing move that causes the target to take a certain amount of damage, depending on the number of combo points.

Evil Attack: 45 energy, 5 yards away, instantaneous, deals normal weapon damage to the target plus 33 bonus damage, and rewards 1 combo point.

Ghost Attack: 40 energy, 5 yards away, instantaneous, deals 125% weapon damage to enemies and increases your chance to dodge attacks by 15% for 7 seconds, rewarding one attack point.

Stealing: Instantaneous. 5 yards away. Stealing items from the target's carry-on property.

Unlocking: 5 yards away. 5 second cast time. Locked boxes and doors can be opened. Thief tools are required.

Blinding: Instantaneous. 10 yards effective distance. Temporarily blinds the target, wandering around at 40% of their normal speed for up to 10 seconds. Any damage dealt to it will remove this effect. Cooldown time is 5 minutes. Blinding powder is required.

**: Thieves can learn from trainers to make various ** and quench their weapons with the following effects:

Cripple**: Reduces enemy movement speed.

Paralysis**: Increases the enemy's cast time.

Quick Effect**: Poisons enemies and immediately takes a certain amount of natural damage.

Fatal**: Poisons enemies and takes damage from Nature for a period of time.

Inflict Damage**: Poisons enemies, making them heal less effectively when healed.

Trap Detection: Shows hidden traps for 3 minutes.

warrior

Intercept: Charge at the enemy, dealing a small amount of damage and stunning them for 3 seconds. Cooldown is 30 seconds.

Torn: 10 rage, 5 yards away, instantaneous, causes the opponent's wound to bleed, dealing damage over time for 21 seconds, totaling 147 plus your weapon damage.

Broken Rib: 10 rage, 5 yards away, instantaneous, cripples enemies, deals 45 damage to them, and slows their movement speed by 50% for 15 seconds.

Shield Slam: 20 rage, 5 yards away, instant, hits the target with a shield, and has a 50% chance to dispel a magic effect from the target, as well as a large amount of threat.

shaman

Underwater Breathing: Duration: 10 minutes, requires: Shiny fish scales.

Water Walking: 3% base mana. Duration 10 minutes, requires: Fish oil. Taking damage interrupts this effect.

Resurrection: Passive. After death, it can revive itself and restore 20% of its health and mana. Required: Ankh.

Scorching Totem: Lasts 1 minute and has an attack radius of 30 yards.

Stone Skin Totem: Lasts 5 minutes, has a radius of 30 yards, and increases the right armor by 750 points.

Earthbound Totem: Lasts 45 seconds, has a radius of 10 yards, and slows the enemy's movement speed.

Lightning Shield: Lasts 10 minutes, the caster is protected by three spinning lightning balls, each time the damage is taken, consuming one lightning ball, and the attacker takes 232 Nature damage.

Frost Shock: 18% base mana, 650 cold damage, reduces movement speed by 50% for 8s.

Vision: 3% base mana, switches the caster's viewpoint to the target area for 1 minute, can only be used outdoors.

Sentry Totem: 2% base mana, instantaneous, lasts 5 minutes. The user can freely switch between their own view and the totem's perspective to monitor the area near the totem. An alarm is raised when the totem is attacked.

Wind Fury Totem: 11% mana, instantaneous. Summons a 5 health totem next to the caster, increasing the melee attack speed of all party members within a 30 yard radius for 5 minutes.

Death Knight

Death's Hand: Uses the evil energy that envelops everything to pull the target in front of the Death Knight and force the enemy to attack the Death Knight for 3 seconds.

engineering

Gnome netters: an engineering product. Jewelry. Use: Causes your target to be trapped in the net for 10 seconds. This net has many barbs, but sometimes it can be unlucky for the user......

Aojin Mechanical Dragon: An engineering product. Jewelry. Use: Summons an Aujin Mechanical Drake to fight for you, lasts 1 minute, and cools down for 1 hour.

Flash Mine: An engineering product. Uses: Causes all beasts within a 5 yard radius around you to flee for 10 seconds.

The Gnome Brainwashing Cap: An Engineering Product. Use: Contact the target's mind and try to control him, if everything is in order, you can control the target's mind for 20 seconds.

Alchemy

Super Troll's Blood Potion (Live Root + Boneset): Restores 12 HP every 5 seconds for 1 hour.

Extreme Healing Potion (Golden Ginseng*2 + Mountain Mouse Grass): Instantly restores 1050-1750 HP. Cooldown time is 3 minutes.

Racial Gifted Skills

Mankind:

Detection: Enemies that are invisible can be detected.