World of Warcraft information - chapters
The setting here is for the convenience of readers who have not played Warcraft. The pen & fun & pavilion www.biquge.info updated with the update of the text of each chapter. Don't click on what you don't need.
Let's start with the general setting of World of Warcraft.
The level is capped at 60. Level 40 of them can be used as a big leap. After 40 did the beast ride. (Depending on the faction and race, there are horses, leopards, sheep, wolves, mechanical birds, etc.) Level 40 riding beasts are slower, 60 can ride fast riding beasts, and they are faster, commonly known as golden horses.
Of my nine trumpets, the mage and warrior are already level 60 and can ride a thousand golden horses. Hunter level 59. Druids, knights, warlocks 40+, all have ordinary horses or leopards (unfortunately both leopards can't be used), thieves, priests 30+, shamans (this number is basically abolished, first, the level is low, and second, there is no totem that cannot play the main role) 20+, no riding beasts.
Prologue
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.
Radar (Hunter): It can detect the presence and movement of humanoids, beasts, demons, giants, dragons, and elemental creatures. Only one type of radar can be turned on at a time.
Character Panel: Displays the character's health, mana (Mage, Priest, Warlock, Knight, Hunter, Druid-Elf form, Shaman), Energy (Rogue, Druid-Leopard form), and Rage (Warrior, Druid-Bear form).
Summoning Beasts: Warlock and Knight classes can either buy horses to ride or learn to summon exclusive beasts by doing class quests. My Warlock and Knight are both 40+ trumpets, so they can summon Hell Horses and War Horses, respectively.
Teleport (Mage): Use the Teleportation Rune to teleport yourself to the main city. Or use the portal rune to open a portal that team members can use to reach the main city.
Soul Fragments: Warlocks suck soul fragments from dying hostile targets, which can be used to craft healing stones, soul stones, etc. Many Warlocks' skills require the use of Soul Shards.
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).
Equipment: The Mage currently has three Epic sets. The Aura Set is the second of these.
Status: Many professions can add status. The longest-term thing is that the knight's aura and the hunter's guard are always there once they are opened, unless they are actively closed or changed, so you don't have to worry about it.
Aura (Knight): Different auras can have various effects such as increasing physical defense and resistance.
Guardian (Hunter): 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.
Ice Armor (Mage): Lasts half an hour. Armor can be increased.
Magic Armor (Warlock): Lasts half an hour. Increases armor. Health is automatically restored.
Shingon Tenacity (Priest): Lasts half an hour. Increased maximum health.
Mark of the Wild (Druid): Lasts half an hour. Increases all stats and resistances.
Volume I
Chapter 1 Arrives at Konoha for the first time
Warcraft's operation interface - map: as large as the world map, as small as the map of your village and town. 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.
Flash (Mage): Instantaneous ability. Cooldown: 15 seconds. Instantly appeared 20 yards in front of him.
Sprint (Rogue): Lasts 15 seconds. Cooldown time is 5 minutes. Increases running speed by 50%.
Azeroth: The name of the location of the virtual World of Warcraft map.
Chapter 2: Night Raid
Status: Unless otherwise specified, the protagonist always has the Knight's Pious Aura (which increases the physical defense of all party members within a 30-yard radius) and the Hunter's Monkey Guardian (increases the chance of evasion). The stats that the protagonist adds to themselves before the battle or before danger include the following: Arcane Wisdom (increases the maximum amount of mana), Tenacity of Truth (increases the maximum amount of health), Ice Armor (increases physical defense, automatically restores health), and Mark of Wildness (increases all stats and resistances).
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.
Shields: There are many types of shields that can be had. There are three types that can be opened in preparation for battle:
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.
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.
Frost Nova: Lasts 8 seconds. Cooldown: 21 seconds. A swarm spell that freezes enemies in place and deals a small amount of damage.
Whisper Pain: An instantaneous spell that deals damage for 18 seconds.
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.
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.
Regeneration: Instant Spell. Gradually regenerates a certain amount of health over a certain period of time.
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.
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%.
Chapter 3: The Secret of Identity
Ice Arrow: Channeling time is 3 seconds. Single Attack Magic. It has a deceleration effect. Has a chance to freeze enemies.
Fireball: Channeling time is 3 seconds. Single Attack Magic. Attacks enemies and deals damage over time.
Chapter 4: Exercise
Foodmaking: Can make various grades of bread. Eating it restores health.
Water Formation: Various grades of water can be made. Drinking restores mana.
Chapter 6: The Seal That Can't Be Resisted!
Detect Stealth: Instantaneous spells. The duration of action is 10 minutes. Allows allied targets to detect invisibility.
Chapter 7: The Price of Pain: Kakashi's Smile
Hammer of Sanctions: Instantaneous spells. Cooldown time is 1 minute. Stunned the target for 5 seconds.
Evasion: Lasts 15 seconds. Cooldown time is 5 minutes. Increases dodge chance by 50%.
Intercept: Charge at the enemy, dealing a small amount of damage and stunning them for 3 seconds. Cooldown is 30 seconds.
Sprint (Rogue): Lasts 15 seconds. Cooldown time is 5 minutes. Increases running speed 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.
Golden Horse: Swift Riding Beast. Increases movement speed by 100%.
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.
Stealth: Enters non-combat. Instantaneous. 10 seconds cooldown. Movement speed reduced to 60%.
Healing: Guidance time 4 seconds. Goal of treatment.
Healing: Heals the effect of a disease on the target.
Chapter 9 Special Teacher: Five-Star Combo!
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.
Chrysanthemum tea: made from swift grass + cool spring water. Instantly increases energy by 100 after use.
Chapter 13: The Appearance of Tsubaki
Psychic Vision: Observe the world through the eyes of the target for 1 minute at a distance of 100 yards.
Chapter 15: The Edge of Life and Death
Soul Stone: 3 second cast time. Soul shards need to be consumed. Can be used to save the soul of a target. If the target dies while the soul is saved, two options will appear on the screen: release the soul or resurrect with a soul stone. If you choose to be released, you will truly die.
Chapter 16: The Right Choice
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.
Chapter 18: The Secret Truth of Medicinal Herbs
Alchemy: Business skills. Players who have learned alchemy learn to craft potions that can inflict various effects using herbs and appropriate cultivation vessels by learning and purchasing alchemy recipes from trainers. Special or precious recipes can only be obtained by killing specific monsters or bosses.
Chapter 19: Raid the Treasure
Eagle Eye: Extends the hunter's visual distance. Range 50000 yards. Can only be used outdoors.
Stealing: Instantaneous. 5 yards away. Stealing items from the target's carry-on property.
Mind control: 20 yards away. Control a humanoid target. However, its attack speed is reduced. Lasts up to 1 minute.
Chapter 20 Mission Upgrade
Blessing of Freedom: Instant Spell. Makes the target immune to any movement slowing spells and spell effects for 10 seconds.
Cheetah Guardian: Grants hunters Cheetah Guardian and increases movement speed by 30%. If the Hunter takes damage, it is stunned for 4 seconds.
Transfiguration: Cast time is 1.5 seconds. Turn enemies into sheep/pigs/turtles. Duration: 50 seconds.
Chapter 21: The Wedding
Engineering: Can make mechanical pets, accessories, parts, props, guns, equipment, etc.
Chapter 22 There is no return to the stream
Slow Fall: Instantaneous spell. Consumed: Light feathers. Slows down the fall for 30 seconds.
Chapter Twenty-Three: Mizuki's Defection
Psychic Scream: An instant spell that causes 3 nearby enemies to flee for 8 seconds.
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.
Mark of the Hunter: The marked target cannot be hidden, with a range of 100 yards.
Unlocking: 5 yards away. 5 second cast time. Locked boxes and doors can be opened. Thief tools are required.
Protective Blessing: Instant Spell. Protects the target from all physical attacks. Duration: 8 seconds. Cooldown time is 5 minutes.
Resurrection: Priests, Knights, Druids, and Shamans all have resurrection skills. Hunters can only resurrect their own pets.
Chapter 25: Aomori no Sato
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.
Imp Beech's skills: Phase Change: Be in the crack between two spaces, shuttle through space at any time, so that the enemy can't capture his position; Blood Pact: Increases the maximum health of nearby squad members; Flaming Arrows: Shoots small fireballs to attack enemies.
Chapter Twenty-Six: The Three Voices of Ninja
Transformation: Can transform a druid into Bear Form (High Defense), Leopard Form (High Attack Strength, Stealth), Traveling Form (40% faster outdoor movement speed), and Dolphin Form (100% faster swimmer, breathing underwater).
Slam: A skill in bear form that stuns the target.
Curse of Weakness: Reduces the damage the target can deal by 25 for 2 minutes.
Hypnosis: Cast time 1.5 seconds. Put the target beast to sleep. Duration: 30 seconds.
Pacify Animals: Reduces the Beast's alert so that it no longer attacks targets outside of range.
Rapid Cooldown: Instant spell. Once activated, the cooldown of all Cold spells ends. Cooldown time 10 minutes.
Chapter Twenty-Seven: New Strength
Succubus Thir Evori's Ability: Soothing Kiss: Enchants a target so that it no longer attacks.
Icicle: Instant spell. Swarm attack magic. Attacks n enemies in a fan area in front of the caster. It has a deceleration effect.
Chapter 30 Orochimaru
Flame Barrier: Instant spell. Opens a flame barrier on the caster, absorbing fire damage.
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.
Viper Spike: Spikes the target, dealing 490 Nature damage to them for 15 seconds.
Dispel Shot: 15 yards of effective range. Deals damage to the target and confuses them for 4 seconds.
Chapter Thirty-Three: An Unexpected Battle!
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.
Chapter 34 Encountering Blood Again
Detection Magic: Instantaneous Spell. 40 yards away. Detects beneficial magical effects on the target. Lasts 2 minutes.
Protective Frost Enchantment: Instant spell. Opens a frost barrier on the caster, absorbing cold damage.
Markers: The captain can give graphic markers to the target, such as triangles, squares, etc.
Chapter 38: The Birthday of the Daimyo
Flaming Piccolo: Playing the piccolo will make friendly targets dance around you. But it has no effect on the enemy. Does not affect cast.
Chapter 39: The Gospel of Bliss?
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.
Magic Explosion: Instantaneous spells. Create a spellcaster-centric magic blast. Deals damage to targets within a 10 yard radius.
Chapter 41: A Dangerous Attempt
Arcane Missile: Fires several missiles at the target for damage. Lasts five seconds.
Fishing: Full level 300 + fishing rod 20 + underwater fish trap 100 + enchantment 2 = 422, the protagonist can currently fish in waters with a fishing level of 422 at most.
Cooking: Too many recipes...... The list is endless, in short, basically everything that can be eaten in the wild can be cooked.
Cooked Smooth Fish: Regenerates a total of 874 HP in 27 seconds, must remain seated while eating, and increases your stamina by 10 points for 10 minutes. Need: Fresh, smooth, big, fish, soothing grass.
Chapter 42: The Mysterious Man
Fireworks: a product of engineering.
Chapter 43: Ninja Buster
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.
Smite: Deals holy damage to a single target.
Holy Nova: Deals Holy damage to all targets within a 10 yard radius and restores health to allies.
Icicle: Instant spell. Swarm attack magic. Attacks n enemies in a fan area in front of the caster. It has a deceleration effect.
Chapter 46: The Forest of Death
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).
Chapter Fifty-Nine: The Thunder Tooth of the Seven Ninja Blades
Dispel Magic: Instantaneous. Dispel two harmful spells from an allied target, or two beneficial spells from a local target.
Chapter 62: Miao
Magic Breath: Instant spell. Allows the target to breathe freely underwater. Lasts 10 minutes.
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.
Chapter 65 is unpredictable and confused
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.
Chapter 67 Formation, Blood God
Flar: Instantaneous spell. 15 seconds cooldown. Detect all stealth and invisible enemies in the vicinity of the Hunter.
Chapter 71 Class 3
Broken Fang: A rare animal in World of Warcraft. It is a type of leopard with a unique ability called "Rush", which can rush towards enemies at a very fast speed at the beginning of an attack. Elegant in shape.
Chapter Seventy-Eight: The Land of Craftsmen
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.
Chapter Eighty-Four: The Confrontation of Forbearance Sets Out
**: 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.
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.
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.
Chapter 85 On the way to the confrontation
Hammer of Sanctions: A knight skill with a radius of 10 yards that stuns the target for 5 seconds.
Dispel Shot: 15 yards of effective range. Deals damage to the target and confuses them for 4 seconds.
Arcane Shot: Normal Shot plus Arcane Damage.
Rapid Cooldown: Ends the cooldown of all Ice-based spells.
Chapter 86 The exercise continues
Concussion Shot: Instantaneous, reduces the target's movement speed to 50% of normal for 4 seconds.
Viper Spike: Spikes the target, dealing 490 Nature damage to them for 15 seconds.
Chapter 91: Confrontation between two people
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.
Chapter 92: Mistakes
Eye of the Beast: Directly control your pet and act from its perspective for 1 minute.
Chapter Ninety-Three: Fusion
Crafting Healing Stones: Warlocks can use a single soul fragment to create a Healing Stone, which can be used to replenish some health.
Chapter Ninety-Six: The Battle Begins
Cheetah Guardian: Grants Hunters Cheetah Guardian, increases movement speed by 30%, and stuns them for 4 seconds when damaged.
Travel Status: Transforms the druid into a cheetah, resembling a broken tooth (the prototype of a spine), slightly smaller, and 40% faster movement.
Chapter Ninety-Seven: Scuffle
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. Soul shards are the basic consumable of many of Warlock's spells.
Piety Aura: Increases armor by 505.
Fire Resistance Aura: Increases Fire Resistance by 45.
Chapter Ninety-Nine: The Battle Continues
Awakening: Channeling time is 8 seconds, and the mana regeneration rate reaches 1500% during casting.
Health Split: Converts 206 health to 252 mana.
Chapter 106 Accidents
Arcane Missile: Fires several missiles at the target for damage. Lasts five seconds.
Chapter 117: Rescue
Curse Lifting: A mage's skill that removes the curse effect from the target.
Chapter 124: New characters appear
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.
Chapter 136: Additional Gifts
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.
Yoyo actually owns two pets, one is a cheetah with a broken tooth, the "thorn" that appears in the text, and one is Alwin's most common forest bear. The pet she was carrying during the crossing was a broken tooth, and the forest bear was in a state of storage, so it could not be summoned.
Chapter 138: Windfall
Detection (Human Talent): Can detect enemies while they are invisible.
Detect Stealth (SS Demon Knowledge): Instantaneous Spell. The duration of action is 10 minutes. Allows allied targets to detect invisibility.
Trap Detection (Thief Acuity): Reveals the hidden trap for 3 minutes.
Chapter 167: Unsolvable Questions
Hearthstone: A fixed teleportation stone that all players possess and bind, which needs to be bound by the innkeeper's spell casting, and when used, the player can return to the bound inn no matter where they are.
Teleportation Runes: There are two types - Teleportation Runes and Portal Runes. It complements the mage's teleportation skills, and is a necessary item and consumable for performing skills. When a mage uses the Teleportation (Gate) skill, he will consume a rune to teleport himself to a designated location, or open a portal through which all members of the same team can reach the designated location.
Teleportation skills must be learned through a mage trainer, and every full-level mage in World of Warcraft can learn to teleport back to the three main cities (alliances: Stormwind, Ironforge, Darnassus; Hordes are: Orgrimmar, Undercity, Thunder Bluff).
The Mobius Ring - Chapter 166 Writing Wheel Eye (2).
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.
Chapter 194
Magic Breath: Instant spell. Allows the target to breathe freely underwater. Lasts 10 minutes.
Chapter 223
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.
(Note the difference between the two; The old data used here, the new one may have changed, and the Hunter has not been on the Hunter recently...... )
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......
Chapter 335
Tranquil Shot (Hunter): Attempts to remove 1 Enrage and 1 Magic from an enemy target. 8 sec CD.
Chapter 356
Leap of Faith (Priest): You grab the soul of your squad or team target and make it move to you instantly.
Death Grip (Death Knight): 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.
Chapter 358
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.
Chapter 283
Vision (Shaman): 3% base mana, switches the caster's point of view to the target area for 1 minute, can only be used outdoors.
Disruptive Shot (Hunter): Attracts the target to attack you and increases your aggro against the target by 200% for 6 seconds.
Exorcism (Paladin): 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.
Condemnation (Paladin): 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 (Paladin): 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.
Healing Prayer (Priest): 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.
Wind Fury Totem (Shaman): 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.