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Shaman

Shaman

43Spells
11ElementalAir
10EnhancementAir
12RestorationWater

Common spells are available whatever the specialization; each specialization adds its own, from level 10. The level shown is the one at which the spell unlocks.

The essentials

Static

A charge you build up (4 at most) by casting the spells below; the spells that consume them spend them all at once; those that feed on them gain a bonus per charge carried, without spending them. The exact bonus is on each spell's card.

Built byLightning BoltSparkLightning FlashLava Burst

Used byEarth ShockOverloadEarthquake

Maelström

A charge you build up (2 at most) by casting the spells below; the spells that consume them spend them all at once. The exact bonus is on each spell's card.

Built byStormstrikeBlade FuryLightning Blade

Used byTremorMaelstrom Discharge

Tidal Wave

A charge you build up (2 at most) by casting the spells below; . The exact bonus is on each spell's card.

Built byChain HealUndulating WaveFoam Blade

Used by

Poisons

A poison hits the target at the start of each of its turns, until it runs out.

Flame Shock

AP and MP removal

Each point removed is rolled on its own: your Removal against the target's Dodge, with Wisdom counting on both sides. A dodged point is not removed.

Earth ShockOverloadTremor

Summons

Your summons play right after you, and their life is a share of your max HP. Totems stay on their cell and act around them every turn. A summoned body is a destructible obstacle that lasts a few turns.

Lightning TotemHealing TotemGuardian TotemBinding TotemPurification TotemWindfury TotemCloudburst TotemSpirit Link TotemGathering Totem

Specialization passives

Elemental

Elemental Mastery: when a spell consumes 4 Static or more, your next Air spell costs 1 AP less.

Enhancement

Maelstrom: your melee attacks build charges (max 2). Tremor and Maelstrom Discharge consume them for damage; Lightning Bolt, Chain Lightning and Healing Wave consume them to cost 1 AP less per charge.

Restoration

Tides: your totems gain +50% HP and +1 aura radius. Flow: Earth Shock gives you 1 Tidal Wave per 2 Static consumed.

The numbers are each spell's base at level 100, before your characteristics and the target's resistances. The base grows with your level (×0.55 at level 1); every cast varies by ±15%, a critical hit does ×1.5. Click a spell's effect to open its full card.

Common spells

LevelSpellAP RangeElementEffect
1 Lightning Bolt 3 1–6 Air
20 to 28 (Air damage)+1 Static (max 4)
  • On a critical hit: 30 to 42
  • Charges spent by: Earth Shock, Overload, Earthquake
  • Cells in range
  • Line of sight required
  • 2 casts per turn
1 Lightning Totem 3 1–3 Air
Summons a totem (15% of your max HP)10 damage per turn to enemies within 3 cells
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
Invocation, fixeZap — 10 damage
1 Spark 2 1–4 Air
12 to 16 (Air damage)+1 Static (max 4)
  • On a critical hit: 18 to 24
  • Charges spent by: Earth Shock, Overload, Earthquake
  • Cells in range
  • No line of sight needed
  • 3 casts per turn
2 Ghost Wolf 2 0–0 Neutral
+2 MP (1 turn)
  • Cooldown: 3 turns
4 Earth Shock 3 1–5 Earth
7 to 9 (Earth damage)Removes 1 MP if you have at least 3 StaticConsumes all charges (Static): +9 base damage per charge
  • On a critical hit: 11 to 14
  • Charges built by: Lightning Bolt, Spark, Lightning Flash, Lava Burst
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
  • 1 cast per turn
4 Healing Wave 4 0–5 Water
Heals 35 HP
  • Cells in range
  • Line of sight required
6 Healing Totem 3 1–3 Water
Summons a totem (15% of your max HP)Heals allies within 2 cells for 8 HP per turn
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
Invocation, fixeHealing Aura - 8 damage
9 Chain Lightning 5 1–5 Air
20 to 28 (Air damage)Bounces 2 times (−30% damage on each bounce)
  • On a critical hit: 30 to 42
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
13 Guardian Totem 3 1–3 Neutral
Summons a totem (15% of your max HP)−15% damage taken for allies within 2 cells
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns
Invocation, fixe
16 Totemic Projection 2 1–6 Neutral
Moves all your totems around the target cell
  • Cells in range
  • No line of sight needed
  • Cooldown: 2 turns

Lightning

LevelSpellAP RangeElementEffect
10 Lava Burst 4 1–6 Fire
29 to 39 (Fire damage)+1 Static (max 4)
  • On a critical hit: 44 to 59
  • Charges spent by: Earth Shock, Overload, Earthquake
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
10 Flame Shock 2 1–5 Fire
12 to 16 (Fire damage)6 Fire damage per turn (2 turns)
  • On a critical hit: 18 to 24
  • Cells in range
  • Line of sight required
20 Overload 4 1–6 Air
26 to 35 (Air damage)Removes 1 AP+5% damage per charge (Static), without spending them
  • On a critical hit: 39 to 53
  • Charges built by: Lightning Bolt, Spark, Lightning Flash, Lava Burst
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
20 Earthquake 5 1–5 Earth
17 to 23 (Earth damage)Leaves a ground zone dealing 6 damage per turn (2 turns)Consumes all charges (Static): +25% damage per chargeCircle of radius 2
  • On a critical hit: 26 to 35
  • The zone removes 1 MP
  • Charges built by: Lightning Bolt, Spark, Lightning Flash, Lava Burst
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
35 Lightning Flash 2 1–4 Air
14 to 18 (Air damage)+1 Static (max 4)
  • On a critical hit: 21 to 27
  • Charges spent by: Earth Shock, Overload, Earthquake
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
35 Lightning Relay 4 1–6 Air
26 to 35 (Air damage)
  • On a critical hit: 39 to 53
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
35 Gathering Totem 0 1–4 Air
Summons a body (20% of your max HP)Destructible body (2 turns): pulls enemies within 2 cells one cell closer
  • Cells in range
  • Line of sight required
  • Cooldown: 4 turns
Invocation, fixe
50 Binding Totem 3 1–3 Air
Summons a totem (15% of your max HP)−1 MP to enemies within 2 cells
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns
Invocation, fixe
50 Elemental Volley 4 1–6 Air
31 to 41 (Air damage)+15% damage taken (2 turns)
  • On a critical hit: 47 to 62
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
65 Stormkeeper 2 0–0 Air
Your next 3 Lightning Bolt spells cost 1 less AP and grant +1 Static (2 turns)
  • Cooldown: 5 turns
80 Storm Echo 3 0–0 Neutral
Recasts your last Air spell at 50% of its damage
  • Cooldown: 3 turns

Enhancement

LevelSpellAP RangeElementEffect
10 Blade Fury 3 1–1 Air
24 to 32 (Air damage)+1 Maelström (max 2)
  • On a critical hit: 36 to 48
  • Charges spent by: Tremor, Maelstrom Discharge
  • Cells in range
10 Tremor 4 0–0 Air
19 to 25 (Air damage)Removes 1 MPConsumes all charges (Maelström): +35% damage per chargeCircle of radius 1 around you
  • On a critical hit: 29 to 38
  • Charges built by: Stormstrike, Blade Fury, Lightning Blade
  • Cooldown: 1 turn
20 Stormstrike 4 1–1 Air
34 to 46 (Air damage)+1 Maelström (max 2)
  • Split over 2 hits
  • On a critical hit: 51 to 69
  • Charges spent by: Tremor, Maelstrom Discharge
  • Cells in range
  • Cooldown: 1 turn
20 Spirit Leap 2 2–5 Air
14 to 18 (Air damage)Charges next to the targetLine of 4 cells
  • On a critical hit: 21 to 27
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns
35 Lightning Blade 2 1–3 Air
12 to 16 (Air damage)+1 Maelström (max 2)
  • On a critical hit: 18 to 24
  • Charges spent by: Tremor, Maelstrom Discharge
  • Cells in range
  • Line of sight required
  • 3 casts per turn
35 Maelstrom Discharge 4 1–3 Air
26 to 35 (Air damage)Consumes all charges (Maelström): +30% damage per charge
  • On a critical hit: 39 to 53
  • Charges built by: Stormstrike, Blade Fury, Lightning Blade
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
50 Rock Weapons 2 0–0 Neutral
+8 damage on your melee hits (2 turns)
  • Cooldown: 3 turns
50 Windfury Totem 3 1–3 Air
Summons a totem (15% of your max HP)+15% damage to allies within 2 cells
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns
Invocation, fixe
65 Ascendance 4 0–0 Air
Your melee spells also hit the enemies next to the target, for 50% of the damage (3 turns)
  • Cooldown: 6 turns
80 Lightning Shield 2 0–0 Air
−30% damage taken (2 turns)Each melee hit taken: +1 Maelström
  • Cooldown: 4 turns

Restoration

LevelSpellAP RangeElementEffect
10 Undulating Wave 2 0–5 Water
Heals 16 HPHeals 8 HP per turn (3 turns)+1 Tidal Wave (max 2)
  • Recast on the same target, it refreshes your effect
  • Cells in range
  • Line of sight required
10 Foam Blade 3 1–6 Water
17 to 23 (Water damage)+1 Tidal Wave (max 2)
  • On a critical hit: 26 to 35
  • Cells in range
  • Line of sight required
20 Chain Heal 4 0–5 Water
Heals 20 HPBounces to 2 wounded allies (−25% healing on each bounce)+1 Tidal Wave (max 2)
  • Cells in range
  • Line of sight required
20 Undertow 3 0–5 Water
Heals 22 HP
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
35 Healing Tide 5 0–4 Water
Heals 30 HPCircle of radius 2
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn
35 Surge 2 0–5 Water
Heals 18 HP
  • Cells in range
  • Line of sight required
50 Tidal Spirit 3 0–0 Neutral
+30% healing done (2 turns)
  • Cooldown: 3 turns
50 Cloudburst Totem 3 1–3 Water
Summons a totem (15% of your max HP)Stores 30% of the heals you cast on allies within 2 cells, then releases them as one heal shared between them after 3 turns (or if it is destroyed)
  • Cells in range
  • Line of sight required
  • Cooldown: 4 turns
Invocation, fixe
65 Tidal Current 3 0–4 Water
Heals 15 HPBefore the heal, the ally swaps places with your nearest totem
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
65 Spirit Link Totem 4 1–3 Air
Summons a totem (15% of your max HP)
  • Cells in range
  • Line of sight required
  • Cooldown: 5 turns
Invocation, fixe
80 Purification Totem 3 1–3 Neutral
Summons a totem (15% of your max HP)Removes 1 debuff per turn from allies within 2 cells
  • Cells in range
  • Line of sight required
  • Cooldown: 3 turns
Invocation, fixe
80 Soothing Rain 3 1–4 Water
Leaves a ground zone that heals 7 HP per turn (2 turns)Circle of radius 1
  • Cells in range
  • Line of sight required
  • Cooldown: 1 turn