Back to ClassShaman
You know Classic. This is what's different now, and nothing else.
Talents45 of 50 new or different
12 new talentsFull text in Talent by talent
30 changed talentsFull text in Talent by talent
Elemental 11
Enhancement 9
3 talents moved, same effectFull text in Talent by talent
Elemental 2
Enhancement 1
8 talents goneFull text in Talent by talent
Elemental 1
Enhancement 5
Restoration 2
Spellbook41 of 61 new or different
22 spells with new numbersFull text in the spellbook
Checked against beta build 1.60.1.70245, Oct 6, 2026 · Shaman data from 1.60.1.70170, no Shaman change since
Six and a half minutes. Every chapter has a section below.
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Totems, imbues and talents


Totems got the most new buttons. Call of the Elements drops your saved four in one cast, Totemic Recall picks them back up and gives you back a quarter of their mana, and Totemic Projection moves them up to 30 yards. Classic had none of that. Try the bar.
Six of the ten new spells are about totems. Tap one to read it.

Instead of waiting for Fire Nova Totem to blow, you cast Fire Nova and it goes off around your Fire totem for the same damage, on a 10 second cooldown.
520 Mana30 yd rangeInstant10 sec cooldown
Instantly inflicts 413 to 459 fire damage to enemies within 10 yd of your active Fire totem.

Most of your totems last five minutes and reach 30 yards now, so you're putting them back down far less often. Three of the numbers got weaker and two got stronger.
ClassicForeverhow long it lasts, how far it reaches, the top rank's number
Nine more last longer or reach further with the same numbers: Mana Spring, Stoneskin, Windwall, Frost Resistance, Fire Resistance, Nature Resistance, Tremor, Poison Cleansing and Disease Cleansing.
Earthbind, Grounding, Stoneclaw, Searing, Magma, Mana Tide and Sentry kept their durations. The others lasted 2 minutes in Classic, Healing Stream and Mana Spring one. The 30 yards on the party totems is what Totemic Mastery gave, built in.

You still carry your four totem items, because every totem spell asks for one. And going by Blizzard's notes, Windfury, Grace of Air and Tranquil Air don't stack with each other anymore, even from two Shamans.
You still carry the four totem items. Every totem spell asks for its element's totem, and the game's own tooltips read Tools: Earth Totem and the rest.
Tranquil Air Totem, Windfury Totem, and Grace of Air Totem no longer stack together even if used by different Shamans in the same group.
The same notes say Flametongue Totem no longer stacks with Flametongue Weapon or with Windfury Totem, can't be stacked by recasting, and is replaced at once by another totem. Tranquil Air Totem has no spell in the beta client, so it isn't in the lists above. Blizzard's notes still name it, so it's neither gone nor here until someone sees a trainer offer it at 50.

Weapon imbues last an hour now. But with Windfury or Flametongue on your main hand, you get nothing from the totem of the same name.
Classic Imbue the Shaman's weapon with wind. Each hit has a 20% chance of granting you 2 extra attacks with 333 extra melee attack power. Lasts for 5 minutes.
Forever Imbue the Shaman's weapon with wind. Each hit has a 20% chance of granting you 2 extra attacks with 333 extra melee attack power. When applied to main hand, disables any benefit you personally receive from Windfury Totem. Lasts for 60 minutes.
Classic Imbue the Shaman's weapon with fire. Each hit causes 36 to 112 additional Fire damage, based on the speed of the weapon. Slower weapons cause more fire damage per swing. Lasts for 5 minutes.
Forever Imbue the Shaman's weapon with fire. Each hit causes 35 to 112 additional Fire damage, based on the speed of the weapon. Slower weapons cause more fire damage per swing. When applied to main hand, disables any benefit you personally receive from Flametongue Totem. Lasts for 60 minutes.
All four imbues last an hour where Classic's tooltips said five minutes. Whether an imbue can go on an off-hand weapon isn't settled: the new sentence names the main hand, but nothing teaches a Shaman dual wield.

Twelve talents are new, and four of them are buttons: Lava Burst and Riptide at the bottom of their trees, Water Shield in Restoration row 3, the row you reach at 20, and Rage of the Farseer at the bottom of Enhancement. Tap any of them to read it.
The new buttons
New in Elemental
New in Enhancement
New in Restoration
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Classic against Forever


Only five of the 50 talents sit in the same spot and say the same thing. Everything else is new, changed or moved, and eight are gone.
Elemental16 talents
Enhancement18 talents
Restoration16 talents
The five that held: Guardian Totems, Improved Lightning Shield, Improved Healing Wave, Nature's Swiftness and Purification.

A lot of what you waited for comes sooner. Stormstrike and Mana Tide Totem moved from the bottom of their trees up to row 4, the row you reach at 25, and Elemental Alacrity, the old Lightning Mastery, is up in row 3.
ClassicForeverthe level its row opens
A row opens at 5 points in the tree for each row above it, and your first point comes at 10, so these are the levels with every point in that tree. The Legacy perk Talented starts your points sooner. Stormstrike's and Mana Tide Totem's own spells still say level 40 in the files, and which gate wins isn't tested. Four went the other way: Call of Thunder sits in row 4 now (was 3), Elemental Fury sits in row 6 now (was 5), Tidal Focus sits in row 2 now (was 1) and Ancestral Healing sits in row 3 now (was 2). Earth's Grasp changed trees, from Elemental to Enhancement, with the same words.

Eight talents are gone, the two-hander talent and Weapon Mastery among them. For some of them the spell itself now has the numbers the talent gave. Tap one to see what covers it now.
Gone from Elemental
Gone from Enhancement
Gone from Restoration
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How Elemental plays now

You'll remember saving Elemental Mastery for one big guaranteed crit. It's gone now, and Lava Burst sits right where it was, at the bottom of the tree in row 7.
row 5row 5
Elemental FuryLightning Overload
row 7row 7
Elemental MasteryLava Burst
row 7, reached at 40
Classic
When activated, this spell gives your next Fire, Frost, or Nature damage spell a 100% critical strike chance and reduces the mana cost by 100%.
Forever
165 Mana30 yd range2.5 sec cast10 sec cooldownYou hurl molten lava at the target, dealing 150 to 192 Fire damage. If your Flame Shock is on the target, Lava Burst deals 20% increased damage.
Gone, talent and spell. Lava Burst holds row 7 now, and nothing makes one spell a guaranteed crit. Lava Burst comes with the talent at 40, and the trainer has ranks 2 and 3 at 50 and 60 in the files.
So the target gets your Flame Shock first, because Lava Burst does 20% more while it's there. Try it with and without.
you
KolkarEach rank read at the level you learn it, with no spell power. Rank 1 grows to 150 to 192 by 48 and rank 2 to 179 to 229 by 58, which is what their tooltips show at 60. Nobody has measured the 20% in a combat log yet.
To get to Lava Burst you go through Lightning Overload. It gives your Lightning Bolt and Chain Lightning a chance to throw a free second one at about half the damage. Cast a few.


The roll follows the tooltip for your points, but the tooltip and the spell behind it don't agree on the chance, so the real one isn't settled. Each copy is its own spell, 94 to 106 off a rank 10 Lightning Bolt. The tooltip names only the two lightning spells, so whether Lava Burst can overload isn't settled either.
Lightning Mastery became Elemental Alacrity, up in row 3. So you can have a 2 second Lightning Bolt in your early twenties, like a fully talented Classic one. Slide your level.
Both bolts already cast half a second faster, so at three points a Lightning Bolt is a 2 second cast, the same as Classic at five points in Lightning Mastery. Every point goes in Elemental here, and Classic's also needed 5 points in Call of Thunder first. Lightning Bolt's ranks are the files' levels (rank 4 at 20), not checked at a trainer yet.
Your Earthbind Totem only ever slowed things. Going by the tooltip, a new talent called Earthbound makes it root everything near it for 5 seconds when it drops. Drop it when they're close.
Classic · Earthbind Totem
Forever · with Earthbound
Earthbind Totem is Classic's: 45 seconds, 10 yards, a 15 second cooldown. The tooltip gives no number for the slow, so the lanes just show them slower. The root spell in the files reaches the same 10 yards for 5 seconds, but it's applied server-side and nobody has tested it yet. Earthbound is one point in row 5, reached at 30.
The rest of the tree shifted too. Call of Thunder is one point for 3%, Concussion lost Flame and Frost Shock, and Call of Flame reaches your Flame Shock and Lava Burst. Tap a card.
Top rank each side. Tap a card for both texts.
Elemental Alacrity opens Call of Thunder, which opens Elemental Fury down in row 6. And Lava Burst hangs off Lightning Overload, where Elemental Mastery hung off Elemental Fury.
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How Enhancement plays now

Stormstrike used to lift the next two Nature hits anyone landed on the target. Now its 20% is yours alone, and it waits for your next Lightning Bolt, Chain Lightning or Earth Shock. Try it both ways.
you
raptorGoing by the tooltips. The numbers under the yard are each spell's top rank with no spell power, plus the 20%, worked out here.
It comes back fast, too. Stormstrike's cooldown is 8 seconds where Classic's was 20, so a 40 second fight fits five of them where Classic fit two.
Shamanistic Focus, new in row 3, takes 45% off the mana of your Shock and Lightning Shield spells, your Earth Shock among them.
The amber after each Stormstrike is its 12 seconds, the time your 20% waits on the target. 125 Mana a Stormstrike now; Classic's cost 21% of base mana. Whether a new Stormstrike starts the clock over isn't tested, and the reset on a dodge or parry is server-side and untested too.
While your axe is busy, Maelstrom Weapon builds up to five stacks. Each one takes 4% a point off your next Lightning Bolt's cast and mana, so 20% a stack at five points.
Your next Lightning Bolt, Rank 10
The chance a hit gives a stack isn't in the files, so here every press gives one. Stacks last 30 seconds. Lightning Bolt only. Each cut is worked out from the rank text, not timed in the game.
Mental Dexterity turns your Intellect into attack power, 100% of it at three points, and Mental Quickness turns up to 30% of it into spell power at two points. Slide your Intellect.
Classic's Ancestral Knowledge gave 5% more maximum Mana at 5 points, not Intellect. Worked out from the rank texts and the Intellect you pick.
Down at the bottom, Rage of the Farseer raises your attack speed by 30% for 25 seconds, on a 3 minute cooldown. Since the Sep 24 build it doesn't touch your spells.
Your weapon's speed
The first swing lands as the Rage starts. 30% faster divides each swing's time by 1.3, worked out here, not timed in the game. One point in row 7, the row you reach at 40, after Mental Quickness.
Ghost Wolf is still a 3 second cast. Two points in Improved Ghost Wolf make it a 3 second cast now, where Classic's two left 1 second, and it works indoors too.
Ghost Wolf itself didn't change: a 3 second cast, 100 Mana, 40% more speed. The talent hands you a copy of Ghost Wolf without the outdoors line.
Stormstrike sits in row 4, Thundering Strikes adds crit to your spells too, and Parry became Spirit Weapons, a threat switch. The two-hander talent is gone, but you can still use a two-handed axe.
Classic
Allows you to use Two-Handed Axes and Two-Handed Maces.
Now Gone, because two-handed axes and maces are baseline now, Blizzard says (its Enhancement Short, 1 Oct). Nothing you can see teaches dual wield, and no one had reported trying an off-hand by 6 Oct.
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How Restoration plays now

In Restoration you lead with Riptide, an instant heal that sets up a Chain Heal on that target for 25% more. Riptide your tank, then Chain Heal it.
Riptide your tank, then Chain Heal.
you
Taurenyour tank
Troll
DwarfThe three in the yard

Taurenyour tank![]()
healed

Troll![]()
healed

Dwarf![]()
healed
Forever
385 Mana40 yd rangeInstant6 sec cooldownHeals a friendly target for 799 to 883, an additional 805 over 15 sec, and increases the effectiveness of your Chain Heal casts directly on that target by 25%.
Riptide can crit now, Blizzard's notes say so.
Both at rank 3, read at 60 with no spell power; the green numbers are the middle of each range, and "After Riptide" is the tooltip's 25% worked out, not tested yet. Riptide is one point in row 7, reached at 40 after Healing Way, with ranks 2 and 3 at 50 and 60 in the files.
All that healing runs you dry, and Restoration has more ways to get mana back. Water Shield returns 2% of your maximum mana when you're hit or a heal crits, one of its 3 globes at a time.
Water Shield is up.
you
One globe every few seconds, 3.5 seconds in the files, and it lasts 10 minutes. One Elemental Shield at a time, going by Water Shield's own tooltip. Lightning Shield's tooltip doesn't say it.
And Mindfulness lets half your mana regen keep going while you cast, with all 3 points. Classic gave a Shaman no talent for it.
your regen
0%Classic gave a Shaman no talent for it.your regen
50%Six drops stand for your regen: the three ranks keep about a sixth, a third and a half of it (17, 33 and 50% in the tooltips).
Healing Way used to build up on a target over a few Healing Waves. Now it's a flat 25% on every one from the first, with all 3 points.
Classic
Your Healing Wave spells have a 100% chance to increase the effect of subsequent Healing Wave spells on that target by 6% for 15 sec. This effect will stack up to 3 times.
Forever
Increases the amount healed by your Healing Wave spell by 25%.
ClassicForeverthe talent's part lit on top · on your tank, one wave after another
Healing Wave rank 10, the middle of each range, no spell power. Healing Wave itself heals about 7% less than Classic's at that rank, so the bars start lower. At 1 or 2 points each Classic stack was a roll, so there the bars and the total show the average.
Mana Tide Totem is up in row 4, the row you reach at 25, and reaches 30 yards. Rank 3 still gives 290 mana a pulse, but rank 1 gives 88 where it gave 170.
you
Tauren8 yd
Troll16 yd
Dwarf25 yd
row 7row 4Three rows higher, and no Restorative Totems first
4 pulses, one every 3 seconds for 12 seconds, to your group in reach, you with them: the totem stands at your feet. The game files still put the spell itself at level 40, and which gate wins isn't tested.
Nature's Guidance and its 3% hit are gone. Your hit lives in Tidal Focus now: 5% with all 5 points, in row 2. Mindfulness, Water Shield and Riptide are the new tiles.
Every friendly totem reaches 30 yards on its own now, which is what it gave.
3 ranks to the same 70%, where Classic took 5.
Doesn't add crit to Lightning Bolt or Chain Lightning anymore.
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Spell power and base damage


Your Lightning Bolt casts half a second faster before talents. But at the top rank it hits for well under half what it did, 189 to 211 where Classic's did 428 to 476.
you
targetRank 10 each side, no spell power, no talents. Each hit rolls inside its tooltip's range. Ranks 1 to 3 kept their casts; the half second comes off from rank 4 up.

And Chain Lightning took the biggest cut, 76% at the top rank. Its first hit used to be bigger than a Lightning Bolt's, and now it's smaller.
Classictop rank each
Forevertop rank each
In Classic, Chain Lightning's first hit was the bigger one: 505 to 563 against 428 to 476. In Forever it's 119 to 133 against 189 to 211.
Still three targets, each jump 30% less, as in Classic. Tooltip numbers at the top rank, no spell power, no talents. First target only. Tap a bar for its whole line.

It isn't only the bolts. The ranks you learn before level 12 barely changed. From 12 on they start to drop, the ranks you level with from 20 on start a lot lower, and your shocks are 43 to 45% lower at the top rank. Pick a spell.

Gear narrows the gap but never closes it. At 600 spell power a top rank Lightning Bolt is still about a third behind, and in the files its share of your spell power fell too, from 85.7% to 71.4%.
Arithmetic on the tooltips and the files' spell power shares, not a test in the game: each range's middle plus its share of your spell power. No talents, crits or hit.
Talented, both cast it in 2 seconds (Lightning Mastery 5/5 took a second off, Elemental Alacrity 3/3 takes half a second), so for a deep Elemental Shaman the per cast gap is the one that counts.

But your cast heals held up much better. A top rank Healing Wave is only about 7% lower.
the whole frame: Classic's top rankdamage lefthealing left
Your damage, top ranks
Your cast heals, top ranks
Tap a spell for both numbers.
Cast heals only, at the top rank. Healing Stream Totem's tick (rank 5) went from 14 to 11, about a fifth lower.
Forget the damage numbers you remember from Classic. Whether anything beyond the spells themselves makes up the difference still needs testing.
not tested yet7 of 8
5 races, two of them new to Shaman

Five races can be a Shaman now. Two of them are new to the class: Windshaper Skyborne and Dwarf.
Tap a face to find its card, or tap a racial to read it.
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The trees and builds people plan

24,580 builds of 41 points or more planned here, since the Sep 24 patch (build 70009), updated daily.
Tap a tree for its most planned build, or a build to see its trees.
The first number counts builds of 41 points or more since the Sep 24 patch. The split and the order weigh what people did with each build since then, so making, opening, sharing and saving one count for more than a look, and builds a few points apart count as one. The opened and saved counts on each row go back to Sep 13. Builds that today's trees refuse are left out.
Every build, with how they are counted, in the Shaman calculator.
The most popular Shaman builds, by spec and the leveling order.
Shaman is one of 4. The rest land as each one is checked against the beta. All of them in one place. Until then, what changed for Warriors, Paladins, Hunters, Rogues and Druids is written out from the data.
The exact lines, when you want them.

Classic beside Forever, the words that changed marked.
Classic Reduces the mana cost of your Shock, Lightning Bolt and Chain Lightning spells by 2%.
Forever Reduces the mana cost of your Shock, Lightning Bolt, Lava Burst, and Chain Lightning spells by 2%.
Classic Increases the damage done by your Lightning Bolt, Chain Lightning and Shock spells by 1%.
Forever Increases the damage done by your Lightning Bolt, Chain Lightning, and Earth Shock spells by 1%.
Of the three shocks it only covers Earth Shock now.
Classic Reduces damage taken from Fire, Frost and Nature effects by 4%.
Forever Reduces damage taken from Fire, Frost, and Nature effects by 3%.
Reduces the cooldown of your Shock spells by 0.2 sec.
Classic Increases the damage done by your Fire Totems by 5%.
Forever Increases the damage done by your Fire Totems and by your Flame Shock, Fire Nova, and Lava Burst spells by 5%.
Classic Your offensive spell crits will increase your chance to get a critical strike with melee attacks by 3% for 10 sec.
Forever Your offensive spell critical strikes will increase your chance to get a critical strike with melee attacks by 3% for 10 sec.
Gives you a 10% chance to enter a Clearcasting state after casting any Fire, Frost, or Nature damage spell. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
Classic Reduces the cast time of your Lightning Bolt and Chain Lightning spells by 0.2 sec.
Forever Reduces the cast time of your Lightning Bolt, Chain Lightning, and Lava Burst spells by 0.17 sec.
Build 70009, Sep 24, 2026: Moved from Elemental row 6 to Elemental row 3.Build 70009, Sep 24, 2026: No longer needs Call of Thunder.Both bolts already cast half a second faster, so at three points a Lightning Bolt is a 2 second cast, the same as Classic at five points in Lightning Mastery.
Classic Reduces the delay before your Fire Nova Totem activates by 1 sec. and decreases the threat generated by your Magma Totem by 25%.
Forever Increases the damage done by your Fire Nova spell by 10% and reduces its cooldown by 2 sec.
Classic Gives you a 33% chance to gain the Focused Casting effect that lasts for 6 sec after being the victim of a melee or ranged critical strike. The Focused Casting effect prevents you from losing casting time when taking damage.
Forever Reduces the pushback suffered from damaging attacks while casting Lightning Bolt, Chain Lightning, and Lava Burst by 23%.
Classic Increases the critical strike chance of your Lightning Bolt and Chain Lightning spells by an additional 1%.
Forever Increases the critical strike chance of your Lightning Bolt and Chain Lightning spells by 3%.
Build 70009, Sep 24, 2026: Now needs Elemental Alacrity maxed first.Classic Increases the range of your Lightning Bolt and Chain Lightning spells by 3 yards.
Forever Increases the range of your Lightning Bolt, Chain Lightning, Fire Nova, and Lava Burst spells by 3 yards, and increases the range of your Flame Shock spell by 8 yards.
Forever Gives your Lightning Bolt and Chain Lightning spells a 3% chance to cast a second, similar spell on the same target at no additional cost that causes half damage and no threat.
The tooltip says 3, 7 and 10% by rank, but the spell behind it reads 30%, so the real chance isn't settled. The copy is its own spell, with about half the base damage and the spell power share. Whether it can copy Lava Burst isn't settled; the tooltip names only the two lightning spells.
Forever Your Earthbind Totem Immobilizes nearby targets for 5 sec when cast.
The root is server-side; the talent's row in the files is a placeholder.
Classic Increases the critical strike damage bonus of your Searing, Magma, and Fire Nova Totems and your Fire, Frost, and Nature spells by 100%.
Forever Increases the critical strike damage bonus of your Searing and Magma Totems and your Fire, Frost, and Nature spells by 20%.
Build 70009, Sep 24, 2026: Moved from Elemental row 3 to Elemental row 6.Build 70009, Sep 24, 2026: Now needs Call of Thunder maxed first.Blizzard swapped it with Elemental Alacrity in the Sep 24 build, so footage from before then shows it in row 3.
Forever You hurl molten lava at the target, dealing 150 to 192 Fire damage. If your Flame Shock is on the target, Lava Burst deals 20% increased damage.
Build 70009, Sep 24, 2026: was 106 to 134, now 150 to 192The damage is read at level 60. At 40, rank 1 does 143 to 185. Ranks 2 and 3 come from the trainer at 50 and 60 in the files.
When activated, this spell gives your next Fire, Frost, or Nature damage spell a 100% critical strike chance and reduces the mana cost by 100%.
Increases the health of your Stoneclaw Totem by 25% and the radius of your Earthbind Totem by 10%.
The one talent that changed trees: Classic had it in Elemental row 2.
Classic Improves your chance to get a critical strike with your weapon attacks by 1%.
Forever Improves your chance to get a critical strike with all spells and attacks by 1%.
Crit for your spells as well as your swings now, and it's in row 1.
Classic Increases your maximum Mana by 1%.
Forever Increases your Intellect by 2%.
Forever Increases your Attack Power by an amount equal to 33% of your Intellect.
A second value of 20 sits in the files with nothing in the tooltip to explain it.
Classic Reduces the cast time of your Ghost Wolf spell by 1 sec.
Forever Reduces the cast time of your Ghost Wolf spell by 1.0 sec, and Ghost Wolf may be used indoors.
Classic Increases the melee attack power bonus of your Rockbiter Weapon by 7%, your Windfury Weapon effect by 13% and increases the damage caused by your Flametongue Weapon and Frostbrand Weapon by 5%.
Forever Increases the melee attack power bonus of your Rockbiter Weapon by 7%, your Windfury Weapon effect by 13% and increases the damage caused by your Flametongue Weapon and Frostbrand Weapon by 5%.
Rank 2's Rockbiter number reads 13% where Classic's read 14%. The top rank is the same.
Forever Reduces the mana cost of your Shock and Lightning Shield spells by 45%.
Classic Increases your chance to dodge by an additional 1%.
Forever Increases your chance to dodge by an additional 2%.
Classic Increases your armor value from items by 2%.
Forever Increases your Stamina by 2%.
Classic Increases your attack speed by 10% for your next 3 swings after dealing a critical strike.
Forever Increases your attack speed by 5% for your next 3 swings after dealing a melee critical strike.
Five points lower at every rank, so rank 1 is half of Classic's (5% where it was 10%), and it needs Mental Dexterity now where Classic's needed five points in Thundering Strikes.
Classic Gives you an extra attack. In addition, the next 2 sources of Nature damage dealt to the target are increased by 20%. Lasts 12 sec.
Forever Instantly strike for normal weapon damage and increase the damage you deal to the target with your next Lightning Bolt, Chain Lightning, or Earth Shock spell by 20% for 12 sec.
Row 4 opens at level 25, with 15 points in the tree, and the spell's own row in the files still says level 40. Which gate wins hasn't been tested. Classic's needed three points in Elemental Weapons first; nothing now.
Classic Gives a chance to parry enemy melee attacks.
Forever Gives a chance to parry enemy melee attacks, reduces all threat generated by your attacks by 30% while Rockbiter Weapon is not active, and increases all threat generated by 30% while Rockbiter Weapon is active.
The parry is in the tooltip only; no row in the files teaches Parry. Untested until a character sheet shows it.
Forever Increases your spell damage and healing by up to 15% of your Intellect.
Forever When you Stormstrike, you have a 50% chance to gain 50% mana regeneration while casting spells for 15 sec, and Stormstrike's cooldown has a 50% chance to reset each time you Dodge or Parry.
The reset on a dodge or parry is server-side and untested.
Forever When you deal damage with a melee attack, you have a chance to reduce the cast time and Mana cost of your next Lightning Bolt spell by 4%. Stacks up to 5 times. Lasts 30 sec.
The chance per hit isn't in the files. Five stacks at five points come to 100% off the cast time and the cost, which should mean instant and free; nobody has tested it.
Forever Increases your attack speed by 30% for 25 sec.
Build 70009, Sep 24, 2026: Rank 1 text changed.Increases the amount of damage reduced by your Stoneskin Totem and Windwall Totem by 10% and reduces the cooldown of your Grounding Totem by 1 sec.
Increases the damage done by your Lightning Shield orbs by 5%.
Increases your chance to block attacks with a shield by 1% and increases the amount blocked by 5%.
Increases the effect of your Strength of Earth and Grace of Air Totems by 8%.
Allows you to use Two-Handed Axes and Two-Handed Maces.
Increases the melee attack power bonus of your Windfury Totem by 15% and increases the damage caused by your Flametongue Totem by 6%.
Increases the damage you deal with all weapons by 2%.
Classic Reduces the Mana cost of your totems by 5%.
Forever Reduces the Mana cost of your totems and any spells that summon or move them by 5%.
Forever Allows 17% of your Mana regeneration to continue while casting.
Classic Reduces the threat generated by your healing spells by 5%.
Forever Reduces the threat generated by your spells by 5%.
Classic Reduces the Mana cost of your healing spells by 1%.
Forever Reduces the Mana cost of your healing spells by 1% and improves your chance to hit by 1%.
Nature's Guidance is gone, so this is where your hit comes from.
Classic Reduces the cooldown of your Reincarnation spell by 10 min and increases the amount of health and mana you reincarnate with by an additional 10%.
Forever Reduces the cooldown of your Reincarnation spell by 10 min, increases your maximum health by 2%, and increases the amount of health and Mana you reincarnate with by an additional 10%.
Classic Increases your target's armor value by 8% for 15 sec after getting a critical effect from one of your healing spells.
Forever Increases your target's armor value by 8% for 15 sec after getting a critical effect from one of your healing spells.
Rank 2 reads 17% where Classic's read 16%. The top rank is the same.
Classic Gives you a 14% chance to avoid interruption caused by damage while casting any healing spell.
Forever Gives you a 23% chance to avoid interruption caused by damage while casting any healing spell.
Forever The caster is surrounded by 3 globes of water. When a spell, melee, or ranged attack hits the caster or when one of the caster's healing spells gets a critical result, 2% of maximum mana is restored to the caster, expending one water globe. Only one globe will activate every few seconds. Lasts 10 min. Only one Elemental Shield can be active on the Shaman at any one time.
No trainer sells it; the talent hands it over. Only its own tooltip says one Elemental Shield at a time.
Classic Increases the critical effect chance of your healing and lightning spells by 1%.
Forever Increases the critical effect chance of your healing spells by 1%.
It doesn't add crit to Lightning Bolt or Chain Lightning anymore. In the files it still reaches your Lightning Shield orbs, though the tooltip names only heals.
Classic Increases the effect of your Mana Spring and Healing Stream Totems by 5%.
Forever Increases the effect of your Mana Spring Totem by 5% and increases the effect of your Healing Stream Totem by 10%.
Classic Summons a Mana Tide Totem with 5 health at the feet of the caster for 12 sec that restores 170 mana every 3 seconds to group members within 20 yards.
Forever Summons a Mana Tide Totem with 5 health at the feet of the caster for 12 sec that restores 88 mana every 3 seconds to group members within 30 yards.
Row 4 opens at level 25, with 15 points in the tree, and the spell's own row in the files still says level 40. Which gate wins hasn't been tested. Rank 1 restores 88 mana every 3 seconds where Classic's gave 170; rank 3 is the same 290.
Classic Your Healing Wave spells have a 33% chance to increase the effect of subsequent Healing Wave spells on that target by 6% for 15 sec. This effect will stack up to 3 times.
Forever Increases the amount healed by your Healing Wave spell by 8%.
A flat bonus now. Classic's stacked 6% up to three times on one target.
Forever Heals a friendly target for 485 to 533, an additional 445 over 15 sec, and increases the effectiveness of your Chain Heal casts directly on that target by 25%.
The numbers are read at level 60. At 40, rank 1 heals 456 to 504 plus 445 over time. Blizzard's Sep 24 notes say it can crit.
Reduces the casting time of your Healing Wave spell by 0.1 sec.
When activated, your next Nature spell with a casting time less than 10 sec. becomes an instant cast spell.
Increases the effectiveness of your healing spells by 2%.
Riptide counts as one of your healing spells here, the heal and its heal over time.
Increases your chance to hit with melee attacks and spells by 1%.
The radius of your totems that affect friendly targets is increased to 30 yd.
10 new, 9 reworked, 22 with new numbers, 20 the same. Every line from the beta client's tooltips, read at level 60, unless the entry says otherwise.
Instantly inflicts 53 to 61 fire damage to enemies within 10 yd of your active Fire totem.
Simultaneously places up to 4 totems specified in the Totem Bar.
New in Forever. Drops a saved set of totems in one cast.
Returns your totems to the earth, giving you 25% of the mana required to cast each totem destroyed by Totemic Recall.
New in Forever. Classic had no way to pull totems back.
The caster is surrounded by 3 globes of water. When a spell, melee, or ranged attack hits the caster or when one of the caster's healing spells gets a critical result, 2% of maximum mana is restored to the caster, expending one water globe. Only one globe will activate every few seconds. Lasts 10 min. Only one Elemental Shield can be active on the Shaman at any one time.
Relocates your active totems to the specified location.
Simultaneously places up to 4 totems specified in the Totem Bar. Can call different totems than Call of the Elements.
New in Forever. Drops a saved set of totems in one cast.
Simultaneously places up to 4 totems specified in the Totem Bar. Can call different totems than Call of the Elements or Call of the Ancestors.
You hurl molten lava at the target, dealing 150 to 192 Fire damage. If your Flame Shock is on the target, Lava Burst deals 20% increased damage.
Increases your attack speed by 30% for 25 sec.
Heals a friendly target for 485 to 533, an additional 445 over 15 sec, and increases the effectiveness of your Chain Heal casts directly on that target by 25%.
Classic, Rank 1 Summons a Stoneskin Totem with 5 health at the feet of the caster. The totem protects party members within 20 yards, reducing melee damage taken by 4. Lasts 2 min.
Forever, Rank 1 Summons a Stoneskin Totem with 5 health at the feet of the caster. The totem protects party members within 30 yards, reducing Physical damage taken by 4. Lasts 5 min.
Classic, Rank 1 Imbue the Shaman's weapon with fire. Each hit causes 5 to 17 additional Fire damage, based on the speed of the weapon. Slower weapons cause more fire damage per swing. Lasts for 5 minutes.
Forever, Rank 1 Imbue the Shaman's weapon with fire. Each hit causes 5 to 18 additional Fire damage, based on the speed of the weapon. Slower weapons cause more fire damage per swing. When applied to main hand, disables any benefit you personally receive from Flametongue Totem. Lasts for 60 minutes.
Classic, Rank 1 Summons a Frost Resistance Totem with 5 health at the feet of the caster for 2 min. The totem increases party members' frost resistance by 30, if within 20 yards.
Forever, Rank 1 Summons a Frost Resistance Totem with 5 health at the feet of the caster for 5 min. The totem increases party and raid members' frost resistance by 30, if within 30 yards.
Classic Gives you an extra attack. In addition, the next 2 sources of Nature damage dealt to the target are increased by 20%. Lasts 12 sec.
Forever Instantly strike for normal weapon damage and increase the damage you deal to the target with your next Lightning Bolt, Chain Lightning, or Earth Shock spell by 20% for 12 sec.
Level 25 is when row 4 of the tree opens with every point in Enhancement. The spell itself still says level 40 in the files, and which gate wins isn't tested.
Classic, Rank 1 Summons a Fire Resistance Totem with 5 health at the feet of the caster for 2 min that increases the fire resistance of party members within 20 yards by 30.
Forever, Rank 1 Summons a Fire Resistance Totem with 5 health at the feet of the caster for 5 min that increases the fire resistance of party and raid members within 30 yards by 30.
Classic, Rank 2 Summons a Flametongue Totem with 5 health at the feet of the caster. The totem enchants all party members' main-hand weapons with fire if they are within 20 yards. Each hit causes 9.1 to 27.9 additional Fire damage, based on the speed of the weapon. Slower weapons cause more fire damage per swing. Lasts 2 min.
Forever, Rank 2 Summons a Flametongue Totem with 5 health at the feet of the caster. The totem enhances the melee attacks of all party members within 30 yards. Each main hand hit causes 9 to 31 additional Fire damage, based on the speed of the weapon. Slower weapons cause more fire damage per swing. Lasts 5 min.
Classic, Rank 1 Summons a Nature Resistance Totem with 5 health at the feet of the caster for 2 min that increases the nature resistance of party members within 20 yards by 30.
Forever, Rank 1 Summons a Nature Resistance Totem with 5 health at the feet of the caster for 5 min that increases the nature resistance of party and raid members within 30 yards by 30.
Classic, Rank 1 Imbue the Shaman's weapon with wind. Each hit has a 20% chance of granting you 2 extra attacks with 103 extra melee attack power. Lasts for 5 minutes.
Forever, Rank 1 Imbue the Shaman's weapon with wind. Each hit has a 20% chance of granting you 2 extra attacks with 103 extra melee attack power. When applied to main hand, disables any benefit you personally receive from Windfury Totem. Lasts for 60 minutes.
Classic, Rank 1 Summons a Windfury Totem with 5 health at the feet of the caster. The totem enchants all party members main-hand weapons with wind, if they are within 20 yards. Each hit has a 20% chance of granting the attacker 1 extra attack with 122 extra melee attack power. Lasts 2 min.
Forever, Rank 1 Summons a Windfury Totem with 5 health at the feet of the caster. The totem enhances the melee attacks of all party members within 30 yards. Each main hand hit has a 20% chance of granting the attacker 1 extra attack with 95 extra melee attack power. Lasts 5 min.
Every rank whose spell power coefficient changed, Classic beside Forever. Type your spell power and the last two columns turn into damage added per cast.
| Spell | Rank | Classic | Forever | Classic adds | Forever adds |
|---|---|---|---|---|---|
| 1 | 12.3% (heal) | 42.9% (heal) | |||
| 2 | 27.1% (heal) | 57.1% (heal) | |||
| 3 | 50% (heal) | 71.4% (heal) | |||
| 4 | 79.3% (heal) | 85.7% (heal) | |||
| 1 | 12.3% (direct) | 42.9% (direct) | |||
| 2 | 31.4% (direct) | 57.1% (direct) | |||
| 3 | 55.4% (direct) | 71.4% (direct) | |||
| 4 | 85.7% (direct) | 71.4% (direct) | |||
| 5 | 85.7% (direct) | 71.4% (direct) | |||
| 6 | 85.7% (direct) | 71.4% (direct) | |||
| 7 | 85.7% (direct) | 71.4% (direct) | |||
| 8 | 85.7% (direct) | 71.4% (direct) | |||
| 9 | 85.7% (direct) | 71.4% (direct) | |||
| 10 | 85.7% (direct) | 71.4% (direct) | |||
| 1 | 15.4% (direct) | 38.6% (direct) | |||
| 2 | 21.2% (direct) | 38.6% (direct) | |||
| 3 | 29.9% (direct) | 38.6% (direct) | |||
| 1 | 14.7% (direct) | 26.7% (direct) | |||
| 2 | 22.7% (direct) | 26.7% (direct) | |||
| 1 | 13.4% (direct), 6.3% (per tick) | 21.4% (direct), 10% (per tick) | |||
| 2 | 19.8% (direct), 9.3% (per tick) | 21.4% (direct), 10% (per tick) | |||
| 1 | 5.2% (direct) | 1.7% (direct) | |||
| 2 | 8.3% (direct) | 1.7% (direct) | |||
| 3 | 8.3% (direct) | 1.7% (direct) | |||
| 4 | 8.3% (direct) | 1.7% (direct) | |||
| 5 | 8.3% (direct) | 1.7% (direct) | |||
| 6 | 8.3% (direct) | 1.7% (direct) | |||
| 1 | 71.4% (direct) | 57.1% (direct) | |||
| 2 | 71.4% (direct) | 57.1% (direct) | |||
| 3 | 71.4% (direct) | 51.7% (direct) | |||
| 4 | 71.4% (direct) | 57.1% (direct) |
Why casters hit for less: Blizzard put spell power on gear from level 10, starting with weapons, and lowered every damage spell's base by what typical questing greens give you (the WoW: Forever Podcast, episode 2, 9:48). Searing Totem does the same damage, but its share fell to 1.7% a hit, from 8.3% on ranks 2 to 6 and 5.2% on rank 1. Lightning Bolt from rank 4 and every Chain Lightning rank lost share as well as base damage. Damage ranks not listed keep their Classic share. Direct means per cast; per tick means each tick of the effect.
Classic, Rank 3 Heals a friendly target for 136 to 162.
Forever, Rank 3 Heals a friendly target for 126 to 150.
Classic, Rank 10 Casts a bolt of lightning at the target for 428 to 476 Nature damage.
Forever, Rank 10 Casts a bolt of lightning at the target for 189 to 211 Nature damage.
Classic, Rank 1 Imbue the Shaman's weapon, increasing melee attack power by 49 and allowing melee attacks to cause additional threat when using that weapon. Lasts for 5 minutes.
Forever, Rank 1 Imbue the Shaman's weapon, increasing melee attack power by 49 and allowing melee attacks to cause additional threat when using that weapon. Lasts for 60 minutes.
Classic, Rank 3 Instantly shocks the target with concussive force, causing 65 to 69 Nature damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 2 sec. Causes a high amount of threat.
Forever, Rank 3 Instantly shocks the target with concussive force, causing 51 to 55 Nature damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 2 sec. Causes a high amount of threat.
Classic, Rank 2 The caster is surrounded by 3 balls of lightning. When a spell, melee or ranged attack hits the caster, the attacker will be struck for 29 Nature damage. This expends one lightning ball. Only one ball will fire every few seconds. Lasts 10 min.
Forever, Rank 2 The caster is surrounded by 3 balls of lightning. When a spell, melee or ranged attack hits the caster, the attacker will be struck for 24 Nature damage. This expends one lightning ball. Only one ball will fire every few seconds. Lasts 10 min.
Classic, Rank 1 Instantly sears the target with fire, causing 25 Fire damage immediately and 28 Fire damage over 12 sec.
Forever, Rank 1 Instantly sears the target with fire, causing 24 Fire damage immediately and 28 Fire damage over 12 sec.
Classic scales with 5.2% of spell power (direct)
Forever scales with 1.7% of spell power (direct)
Summons a Searing Totem with 5 health at your feet for 30 sec that repeatedly attacks an enemy within 20 yards for 9 to 11 Fire damage.
Classic, Rank 1 Summons a Strength of Earth Totem with 5 health at the feet of the caster. The totem increases the strength of party members within 20 yards by 10. Lasts 2 min.
Forever, Rank 1 Summons a Strength of Earth Totem with 5 health at the feet of the caster. The totem increases the strength of party members within 30 yards by 7. Lasts 5 min.
Classic Summons a Tremor Totem with 5 health at the feet of the caster that shakes the ground around it, removing Fear, Charm and Sleep effects from party members within 30 yards. Lasts 2 min.
Forever Summons a Tremor Totem with 5 health at the feet of the caster that shakes the ground around it, removing Fear, Charm and Sleep effects from party members within 30 yards. Lasts 5 min.
Classic, Rank 1 Instantly shocks the target with frost, causing 95 to 101 Frost damage and slowing movement speed by 50%. Lasts 8 sec.
Forever, Rank 1 Instantly shocks the target with frost, causing 68 to 72 Frost damage and slowing movement speed by 50%. Lasts 8 sec.
Classic, Rank 1 Imbue the Shaman's weapon with frost. Each hit has a chance of causing 47 additional Frost damage and slowing the target's movement speed by 25% for 8 sec. Lasts for 5 minutes.
Forever, Rank 1 Imbue the Shaman's weapon with frost. Each hit has a chance of causing 44 additional Frost damage and slowing the target's movement speed by 25% for 8 sec. Lasts for 60 minutes.
Classic, Rank 1 Summons a Healing Stream Totem with 5 health at the feet of the caster for 1 min that heals group members within 20 yards for 6 every 2 seconds.
Forever, Rank 1 Summons a Healing Stream Totem with 5 health at the feet of the caster for 5 min that heals group members within 30 yards for 5 every 2 seconds.
Classic, Rank 1 Heals a friendly target for 170 to 194.
Forever, Rank 1 Heals a friendly target for 150 to 172.
Classic Summons a Poison Cleansing Totem with 5 health at the feet of the caster that attempts to remove 1 poison effect from party members within 20 yards every 5 seconds. Lasts 2 min.
Forever Summons a Poison Cleansing Totem with 5 health at the feet of the caster that attempts to remove 1 poison effect from party members within 30 yards every 5 seconds. Lasts 5 min.
Classic, Rank 1 Summons a Mana Tide Totem with 5 health at the feet of the caster for 12 sec that restores 170 mana every 3 seconds to group members within 20 yards.
Forever, Rank 1 Summons a Mana Tide Totem with 5 health at the feet of the caster for 12 sec that restores 88 mana every 3 seconds to group members within 30 yards.
Level 25 is when row 4 of the tree opens with every point in Restoration. The spell itself still says level 40 in the files, and which gate wins isn't tested.
Classic, Rank 1 Summons a Magma Totem with 5 health at the feet of the caster for 20 sec that causes 22 Fire damage to creatures within 8 yards every 2 seconds.
Forever, Rank 1 Summons a Magma Totem with 5 health at the feet of the caster for 20 sec that causes 20 Fire damage to creatures within 8 yards every 2 seconds.
Classic, Rank 1 Summons a Mana Spring Totem with 5 health at the feet of the caster for 1 min that restores 4 mana every 2 seconds to group members within 20 yards.
Forever, Rank 1 Summons a Mana Spring Totem with 5 health at the feet of the caster for 5 min that restores 4 mana every 2 seconds to group members within 30 yards.
Classic, Rank 4 Hurls a lightning bolt at the enemy, dealing 505 to 563 Nature damage and then jumping to additional nearby enemies. Each jump reduces the damage by 30%. Affects 3 total targets.
Forever, Rank 4 Hurls a lightning bolt at the enemy, dealing 119 to 133 Nature damage and then jumping to additional nearby enemies. Each jump reduces the damage by 30%. Affects 3 total targets.
Classic, Rank 1 Summons a Windwall Totem with 5 health at the feet of the caster. The totem protects party members within 20 yards, reducing ranged damage taken by 32. Lasts 2 min.
Forever, Rank 1 Summons a Windwall Totem with 5 health at the feet of the caster. The totem protects party members within 30 yards, reducing ranged damage taken by 32. Lasts 5 min.
Classic Summons a Disease Cleansing Totem with 5 health at the feet of the caster that attempts to remove 1 disease effect from party members within 20 yards every 5 seconds. Lasts 2 min.
Forever Summons a Disease Cleansing Totem with 5 health at the feet of the caster that attempts to remove 1 disease effect from party members within 30 yards every 5 seconds. Lasts 5 min.
Classic, Rank 1 Heals the friendly target for 332 to 380, then jumps to heal additional nearby targets. If cast on a party member, the heal will only jump to other party members. Each jump is 50% as effective as the previous target. Heals 3 total targets.
Forever, Rank 1 Heals the friendly target for 245 to 281, then jumps to heal additional nearby targets. If cast on a party member, the heal will only jump to other party members. Each jump is 50% as effective as the previous target. Heals 3 total targets.
Classic, Rank 1 Summons a Grace of Air Totem with 5 health at the feet of the caster. The totem increases the agility of party members within 20 yards by 43. Lasts 2 min.
Forever, Rank 1 Summons a Grace of Air Totem with 5 health at the feet of the caster. The totem increases the agility of party members within 30 yards by 49. Lasts 5 min.
Summons an Earthbind Totem with 5 health at the feet of the caster for 45 sec that slows the movement speed of enemies within 10 yards.
Summons a Stoneclaw Totem with 206 health at the feet of the caster for 15 sec that taunts creatures within 8 yards to attack it.
Returns the spirit to the body, restoring a dead target to life with 65 health and 120 mana. Cannot be cast when in combat.
Purges the enemy target, removing 1 magic effect.
Cures 1 poison effect on the target.
Turns the Shaman into a Ghost Wolf, increasing speed by 40%. Only useable outdoors.
Cures 1 disease on the target.
Allows the target to breathe underwater for 10 min.
Changes the caster's viewpoint to the targeted location. Lasts 1 min. Only useable outdoors.
Allows the friendly target to walk across water for 10 min. Any damage will cancel the effect.
Yanks the caster through the twisting nether back to home. Speak to an Innkeeper in a different place to change your home location.
Summons a Grounding Totem with 5 health at the feet of the caster that will redirect one harmful spell cast on a nearby party member to itself every 10 seconds. Will not redirect area of effect spells. Lasts 45 sec.
When activated, your next Nature spell with a casting time less than 10 sec. becomes an instant cast spell.
Allows you to resurrect yourself upon death with 20% health and mana.
Summons an immobile Sentry Totem with 100 health at your feet for 5 min that allows vision of nearby area and warns of enemies that attack it. Right-Click on buff to switch back and forth between totem sight and shaman sight.
You are proficient in the use of the following armor types: Cloth, Leather, Mail.
Read on BlizzCon demo footage, not from the beta client.
Read on BlizzCon demo footage, not from the beta client.
Gives a chance to block enemy melee and ranged attacks.
Read on BlizzCon demo footage, not from the beta client.
Gives a chance to dodge enemy melee attacks.
Read on BlizzCon demo footage, not from the beta client.
You are fluent in the following languages:
Read on BlizzCon demo footage, not from the beta client.
Newest first.
The beta runs until 21 October and the game launches 4 November; each new build is listed here once it is checked.
No change to Shaman data.
No change to Shaman data.
No change to Shaman data.
No change to Shaman data.
Summons a Disease Cleansing Totem with 5 health at the feet of the caster that attempts to remove 1 disease effect from party members within 30 yards every 5 seconds. Lasts 2 min.
Summons a Disease Cleansing Totem with 5 health at the feet of the caster that attempts to remove 1 disease effect from party members within 30 yards every 5 seconds. Lasts 5 min.
No change to Shaman data.
No change to Shaman data.
Moved from Elemental row 6 to Elemental row 3. (was Elemental row 6)
Moved from Elemental row 3 to Elemental row 6. (was Elemental row 3)
Now needs Elemental Alacrity maxed first.
No longer needs Call of Thunder.
Now needs Call of Thunder maxed first.
You hurl molten lava at the target, dealing 106 to 134 Fire damage. If your Flame Shock is on the target, Lava Burst deals 20% increased damage.
You hurl molten lava at the target, dealing 150 to 192 Fire damage. If your Flame Shock is on the target, Lava Burst deals 20% increased damage.
Increases your melee attack speed and spell casting speed by 30% for 25 sec.
Increases your attack speed by 30% for 25 sec.
You hurl molten lava at the target, dealing 164 to 210 Fire damage. If your Flame Shock is on the target, Lava Burst deals 20% increased damage.
You hurl molten lava at the target, dealing 179 to 229 Fire damage. If your Flame Shock is on the target, Lava Burst deals 20% increased damage.
Casts a bolt of lightning at the target for 35 to 41 Nature damage.
Casts a bolt of lightning at the target for 44 to 52 Nature damage.
Summons a Windfury Totem with 5 health at the feet of the caster. The totem enhances the melee attacks of all party members nearby. Each main hand hit has a 20% chance of granting the attacker 1 extra attack with 95 extra melee attack power. Lasts 5 min.
Summons a Windfury Totem with 5 health at the feet of the caster. The totem enhances the melee attacks of all party members within 30 yards. Each main hand hit has a 20% chance of granting the attacker 1 extra attack with 95 extra melee attack power. Lasts 5 min.
No change to Shaman data.
No change to Shaman data.
No change to Shaman data.
The demo's numbers were read off streams, with the streamer's level, gear and talents in them. So none of these rows is a nerf or a buff.
Moved from Restoration row 1 to Restoration row 4. (was Restoration row 1)
Moved from Restoration row 4 to Restoration row 1. (was Restoration row 4)
You hurl molten lava at the target, dealing 158 to 187 Fire damage. If your Flame Shock is on the target, Lava Burst deals 20% increased damage.
You hurl molten lava at the target, dealing 106 to 134 Fire damage. If your Flame Shock is on the target, Lava Burst deals 20% increased damage.
Instantly strike for normal weapon damage and increase Nature damage you deal to the target by 20% for 12 sec.
Instantly strike for normal weapon damage and increase the damage you deal to the target with your next Lightning Bolt, Chain Lightning, or Earth Shock spell by 20% for 12 sec.
Heals a friendly target for 479 to 528, an additional 499 over 15 sec, and increases the effectiveness of your Chain Heal casts directly on that target by 25%.
Heals a friendly target for 485 to 533, an additional 445 over 15 sec, and increases the effectiveness of your Chain Heal casts directly on that target by 25%.
Reduces the Mana cost of your healing spells by 1% and increases your chance to hit with all spells and attacks by 1%.
Reduces the Mana cost of your healing spells by 1% and improves your chance to hit by 1%.
+5% damage vs Beasts.
Damage dealt versus Beasts increased by 5%.
Sense nearby treasure and show it on the minimap. Lasts until cancelled.
Instant. Allows the dwarf to sense nearby treasure, making it appear on the minimap. Lasts until canceled.
+1% critical strike chance with all spells and attacks while a mace or two-handed mace is equipped.
Increases your critical strike chance with all spells and attacks by 1% while you have a mace or two-handed mace equipped.
Instant, 3 min cooldown. Removes and grants immunity to all Bleed, Poison and Disease effects, and reduces all Physical damage taken by 10% for 8 sec.
Instant, 3 min cooldown. Instantly removes and grants immunity to all Bleed, Poison, and Disease effects, and reduces all Physical damage taken by 10% for 8 sec.
+1% critical strike chance with all spells and abilities while an axe or two-handed axe is equipped.
Increases your critical strike chance with all spells and abilities by 1% while you have an axe or a two-handed axe equipped.
Stun duration reduced by 20%.
Duration of Stun effects on you reduced by 20%.
Instant, 3 min cooldown. Removes and grants immunity to all Curses and Banes, and reduces all Magical damage taken by 15% for 8 sec.
Instant, 3 min cooldown. Instantly removes and grants immunity to all Curses and Banes, and reduces all Magical damage taken by 15% for 8 sec.
Passive. Damage to Elementals increased by 5%.
Damage dealt versus Elementals increased by 5%.
0.5 sec cast, 2 min cooldown. Draw power from a convergence of elements: +10% movement and mounted speed for 30 sec, or 15 min if a convergence is nearby.
0.5 sec cast, 2 min cooldown. Attempt to draw power from a convergence of elements and receive its blessing, increasing your movement and mounted movement speeds by 10%. Lasts 30 sec if no elemental convergence is nearby, and 15 min if one is found.
Passive. 1% increased melee, ranged, and spellcasting Haste.
Increases your spellcasting, melee, and ranged Haste by 1%.
Grow bonus herbs without Herbalism.
Instant. Cultivate a nearby herb, growing a duplicate you can harvest without requiring Herbalism skill. Each herb may only be cultivated once.
+5% total Health, +1% Hit Chance.
Total Health increased by 5% and chance to hit increased by 1%.
Gain increased movement speed the longer you keep moving.
Gain 1% increased movement speed every 5 sec spent moving, up to a maximum of 30% increase. Taking damage or standing still will reduce this effect.
+5% damage vs Beasts.
Damage dealt versus Beasts increased by 5%.
Channeled, 3 min cooldown. Regenerate 50% of your maximum Health over 6 sec; any movement, action or damage taken cancels it.
Channeled, 3 min cooldown. Regenerate 50% of your maximum Health over 6 sec. Any movement, action, or damage taken will cancel the effect.
10% of Health regen continues in combat.
Health regeneration rate increased by 10%. In addition, 10% of total Health regeneration will continue during combat.
Every class, every build: beta changes.