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Want to world of warcraft Discuss the Shaman?

Shaman are the spiritual leaders of their tribes and clans. They communicate with spirits, have visions of the future, and guide their people through the darkest of times. Many mistake their wisdom and serenity for a pacifist nature. When challenged, though, shaman have a range of powers available for dealing with threats to the natural order.

The Shaman is a secondary Healing class (to the Priest) with a fun assortment of spells and options. The Shaman is especially liked by party members for its Healing and beneficial totems. The Shaman has up to four types of totems: Air, Earth, Fire, and Water. An important part of playing the Shaman is figuring out which totem is best to use in each situation.

The Shaman is similar to a Paladin without as much armor.

Other Information

This page does not have a complete listing of all abilities that are available. Look for more once our database section is active.

Totems
The Shaman has up to four types of totems: Air, Earth, Fire, and Water. The Shaman must earn each totem by questing. The Earth totem is the first totem that's available. Other totems are available at higher levels. You should stop by the trainer every so often as you level up to see if they have a quest for a new totem.

Totems appear in the game in two different ways: as inventory objects and as spell effects. In order to cast totem spells, the Shaman must have earned and possess in his inventory the totem for that element. When he casts a totem spell, he generates a temporary magical totem on the ground nearby that can be seen and attacked by players and monsters.

Totems are immune to area effect spells.

  • Totems remain stationary and do not move with you. You and your group must remain close to the totem to benefit from it.

    Totems are Soulbound, meaning that you cannot give one to another player. Totems are required in your inventory to cast a totem of that totem type. For example, if you want to cast a Searing Totem of the Fire Totem type you must have a Fire Totem in your inventory. The good news is that the totems have unlimited usage once you get them. You don't have to continue to buy reagents to use your totems.

  • You can have one totem of each totem type active at a time. For example, you can cast up to four totems at once: an Air Totem, Earth Totem, Fire Totem, and Water Totem.
  • The last totem overrides the previous totem of the same type. If you cast a fire totem, then cast another fire totem, the last one will cancel the first one. This is important to know because you don't want to waste your mana by casting two totems of the same totem type.
  • Once placed on the ground, totems can be attacked by both monsters and players. This is important to realize as enemy Shaman can cast totems as well. When you see an enemy Shaman cast a totem, attack and destroy it.

    Air Totems

    Windwall Totem - Summons a Windwall Totem with X health at the feet of the caster. The totem protects party members within Y yards, reducing ranged damage taken by Z. Lasts A min.

    Nature Resistance Totem - Summons a Nature Resistance Totem with X health at the feet of the caster for Y min that increases the nature resistance of party members within Z yards by A.

    Grace of Air Totem - Summons a Grace of Air Totem with X health at the feet of the caster. The totem increases the agility of party members within Y yards by Z. Lasts A min.

    Windfury Totem - Summons a Windfury Totem with X health at the casters feet. The totem enchants all party members' weapons with wind, if they are within Y yards. Each hit has a Z% chance of granting the attacker A extra attack with B extra attack power. Lasts C min.

    Earth Totems

    Stoneskin Totem - Reduces melee physical damage taken.

    Earthbind Totem - Slows down enemy movement speed. Cast this totem shortly before an enemy is about to run away. This will slow him down so you can kill him before he can get help from his friends.

    Strength of the Earth Totem - Gives nearby party members a bonus to strength. This has the potential to increase their damage and other bonuses depending on their class. If you have a lot of melee strength based tanks, you might find this useful.

    Stoneclaw Totem - Taunts nearby creatures to attack it. This is one of your most useful Totems. When the monsters are attacking this totem, they are not attacking you. This means less damage during a fight. This is also a somewhat useful escape totem. Cast it and start running after the monsters start attacking the totem. This can sometimes be enough to allow you to escape without dying. Stoneclaw Totem is usable against targets that are immune to nature attacks.

    Tremor Totem - Shakes the ground around it, waking party members from harmful status. This totem is useful for when monsters try to put you to sleep or use other "harmful status effects."

    Fire Totems

    Searing Totem - Summons a Searing Totem at your feet that attacks nearby enemies.

    Water Totems

    Healing Stream Totem - Heals nearby group members. Use this during or especially after battle.

    Frost Resistance Totem - Increases party members' frost resistance. This is useful against monsters that have frost attacks.

Especially Cool Abilities!

Ghost Wolf
Research this ability as soon as it is available. This allows you to transform into a wolf and run faster! A special button will appear on your interface once you have learned Ghost Wolf. You cannot cast spells or do many other things as a Ghost Wolf. You cannot ride air mounts such as Wyverns while in Ghost Wolf form. When in Ghost Wolf form, the shaman is considered a Beast. Ghost Wolf is only useable outdoors.

Reincarnation
Reincarnation is a passive ability that will give you to option of letting you resurrect yourself once every hour upon death.

Astral Recall
The Shaman can use this spell to return to the Home Point. This is especially useful for many applications such as selling, turning in quests, meeting up with people, and more!

Ancestral Spirit
Resurrects players! This is an invaluable ability that is required often and is greatly appreciated in a party. This ability cannot be used in combat
 
 
 

Neutral buildings appear at strategic locations on every map in Warcraft III. They are designated on the minimap as tiny golden houses. These neutral buildings can be used by any race. Any unit that comes within close range of a neutral building can use it. When a unit enters the vicinity of the building, an arrow usually appears over its head, indicating that the unit can click on the neutral buildings to do business, such as hiring mercenaries or buying magic items. Some buildings have automatic benefits, and require nothing more than the presence of a unit nearby. Here are a few neutral buildings that have been sighted in the lands of Azeroth. You can also use the Select User button on the neutral building and click on the unit you want to use to activate the building.

Neutral buildings are never actually owned by any one player. To use a neutral building, a player must move a unit within one cell (150 game units) of the neutral building. The building will then indicate that it is now active for the player and can be used.

Once a unit has activated a neutral building, the player can left click on the building and receive a new command card with a list of commands indicating what can be done at the building.

Units from opposing sides can use neutral buildings simultaneously.

All neutral buildings are invulnerable.

Neutral buildings' stock has a Cooldown indicator so you know how long you need to wait for an item/unit to be back in stock.

Use neutral buildings at night to avoid the Creeps defending them.

The Goblins were former allies of the Horde, but their greed has inspired them to strike out on their own. Goblin Merchants sell various magic items to visiting Heroes.

Each Item lists the name of the item with a link to more information. The time it takes for an item to regenerate after it has been purchased is listed next. Following that is a list of when an item is first available after the start of the game. Potions of Invisibility, for example, aren't available until 440 seconds later (7+ minutes). The maximum number of items sold is listed in [ ].

Here you will find ready fighters to join you. Many creeps that are otherwise belligerent in the wild can be bought here for a fee. Units hired will count against your overall food cap so you must have enough food to support them. You can construct buildings next to Mercenary Camps or have Wisps harvest Lumber within the control range of a Mercenary Camp in order to use the camp while your army is is away. You can also just leave a low level unit next to the camp. Using this method you can continue to buy units at the Mercenary Camp as they are available.

The Mercenaries available are determined by the map tileset. There are thirteen different Mercenary Camps.

Each line of Creeps represents a separate Mercenary Camp based on the tileset. Mercenaries may be listed more than once such as the Mud Golem and Ice Troll Berserker because they are available in multiple Mercenary Camps. Merc regeneration times are typically level/food cost of Merc * 50 sec. + 10 sec.

 

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