Professions Orcs (Orc). Basic characteristics of the Adept

Orcs are a race that emerged from fire. Orcs are much stronger and more resilient than other intelligent creatures, but their magical abilities are somewhat less. After the fall of the Giants, the Orcs managed to seize power over Aden, but their forces were soon defeated by the combined army of Men and Elves. After that, the Orcs subdued their ardor and live on the northern outskirts of Elmore.

    Race Special Features: have increased resistance to poisons and diseases.

    Race characteristics: endowed with great physical strength, high health and mana, fast regeneration ability, but they are slow in movement and in attack.

1-19
20-39
40-75
76-84
Awakening
85-99
Warrior of Tyr
Tyrr Warrior
Warrior of Tyr
Tyrr Warrior
Isa Caster
Iss Enchanter
Isa Caster
Iss Enchanter

Orc Fighter

A fighter is the initial class of warriors of the Orc race, those who preferred to take up edged weapons rather than study ancient magic. Only Fighters can master the art of professional brass knuckle fighting and fight with dignity using a massive two-handed sword.

Basic characteristics Orc Fighter

STR DEX CON INT WIT MEN
88 50 87 37 38 41

Raider (Orc Raider)

Raiders specialize in close combat and rely entirely on their strength. They are excellent with swords and clubs - almost all of their skills are based on the use of these particular types of weapons. Raiders are able to concentrate to increase their offensive capabilities and deal with enemies more effectively.

Destroyer

Destroyers are Raiders who excel at their craft and learn new fighting techniques. They are proficient with any type of weapon except, perhaps, bows and daggers, and a huge amount of health and a high defense rate make them unsurpassed fighters.

Titanium

Crush, destroy, destroy - the Titans successfully perform these tasks. They are incredibly strong and resilient. Being a Titan is a calling that not every Destroyer deserves. Despite their slowness, they are formidable adversaries. A couple of blows from this mighty giant can instantly level the enemy to the ground.

Monk

The monks are followers of an ancient fighting school, they are able to fight using brass knuckles. Thanks to a special technique, monks can call upon the spirits of forest animals to help them, which make them stronger, faster and more resilient.

Hermit (Tyrant)

Hermits become Monks who have shown diligence in learning. They are able to use their internal energy for concentration, as well as attacks with special combat skills. Hermits can let the spirits of various creatures into their body.

Avatar (Grand Khavatari)

Avatars are masters of the use of combat brass knuckles. Their body is plastic and mobile, their attack speed is unprecedentedly high, and the ability to change under the influence of the spirits of ancient animals makes Avatars universal fighters.

Adept (Orc Mage)

Adept - carriers ancient knowledge who use the power of Fire in their rituals. A feature of the Adepts is spells that act not only on a single target, but also on a specific area or on a group of players. Despite belonging to the magic class, Adepts can wear any type of armor and weapons.

Basic characteristics of the Adept

STR DEX CON INT WIT MEN
40 23 43 77 74 84

Shaman (Orc Shaman)

The path of the Shaman is chosen by the Orcs, who do not want to rely only on the power of weapons. Through relentless training, they learn a variety of magical skills that allow them to bless their allies and curse their enemies.

Warbringer (Warcryer)

Warbringers will be useful to any group of players, as they have unique spells to support allies. They also have a large supply of health, good protection, can wear all types of armor and are capable of inflicting significant physical damage compared to other mystics. A large amount of health allows you to survive under enemy attacks longer than many other magical and military classes. If the Warbringers have to engage in combat, they absorb the health of the enemy and stun the opponents.

Voice of Doom (Doomcryer)

Warbringers who excel in magical craft become the Voice of Doom and learn new, more powerful spells for group combat. In addition, they get the ability to infuse the spirits of ancient heroes into allies, which makes players incredibly strong, fast and hardy.

Supreme Shaman (Overlord)

High Shamans are Orc mages capable of leading clans and alliances. They have an exceptional ability to immediately affect all their allies within a certain radius, increasing their fighting qualities. However, High Shamans are also extremely dangerous opponents - they are trained to impose various seals on the enemy, weakening them.

Despot (Dominator)

Only the most worthy of the Supreme Shamans can claim the title of Despot - a genius of combat strategy and tactics, capable of inspiring entire clans and even alliances to exploits. With one move, the Despot can doom dozens of warriors and magicians to death.

The quest is taken at level 19 Tataru Zu Hestui in the orc starting village (next to the olympic pole).

The first two mobs are nearby, here is a map of the place where I spoiled the rivers for resources, from it you need to go a little along the road to the south. There is also a level 16 spider nearby, from which the famous Skeleton Buckler shield will be spoiled, supposedly increasing the rollback of magic skills.

Having knocked out the first two items, trembling in the Cave of Trials, the salamanders are immediately in the first room with mobs.
It turned out that I was doing this quest cooking and could not kill mobs, stupidly there was not enough damage, I had to take a spoiler with me, the spoiler beats the mobs, and finishes the wark. I tried not to finish, then the items do not fall. That is, the participation of the orc, to whom we are doing the quest, is mandatory. In subsequent times, I did the cooking quest already far beyond the 20th level, so I didn’t drag anyone with him, I just dressed, D blew and buffed on the warrior.

We hand over everything to Tataru Zu Hestui, and run to the place where we appeared in the world (to the gremlins). Before reaching halfway to the gremlins, we turn left, if we run from the direction of the orc village, we are looking for Hestui Totem Spirit there (such a bear, stands by the stone), then again to Tataru Zu Hestui.

Next, we go to the village of Gludin to the NPC Seer Umos, it stands in the orc guild next to the grossery store. He needs three grizzly blood samples, several types of bears are located north of Gludin, we run out through the gate on the right side of the grossery shop and run along the road for a long time, looking to the left. Here, too, I had to resort to the help of a dwarf, but she finished it off herself. Yes, attention! I messed something up here. On the last server I had to run in a completely different direction, namely through the gate between the guild of dark magicians and the training hall, for a long, long time, but it’s better to jump right into Fellmere Harvesting Grounds, there are mobs with the name Grizzly without any additions, I knocked out all the items from them, although I used to remember that I beat three test tubes with three different bears. In any case, I will leave both descriptions, one will be correct.

Having handed over the items to Umos, we leave Gludin through the gate that is between the guild of dark magicians and the training hall, we run along the road until we see a house on the left and next to the spider Duda-mara Totem Spirit.

The spirit of the totem sends us to hunt for. We already saw spiders when we ran to the grizzlies, they are almost next to Gludin. We beat the spiders, an item falls from each, when there is a sufficient amount (10-20 pieces), the Durka Spirit Boss quest mob will spawn.

We kill him, the dropped item is attributed to Duda-mara Totem Spirit.

We hand over the item received from the spirit of the totem to Sir Umos in Gludin and get a stamp Mask of Medium.

We pass the High Prefect Osborn brand and change the profession to Orc Shaman.

Somehow I still had doubts about the location of different mobs, and all because the last time this quest took place on grace. Now I will load the interlude client and check everything again.

As soon as you reach level 35, the Overs go to do quests for the second profession.

Level: 20

Anti Magic Lv.5
Increases M. Def. by 18 and defense against attacking magic by 5%.

Anti Magic Lv.6
Increases M. Def. by 20 and defense against attacking magic by 5%.

Lv.1
Reduces the time it takes to cast a spell again by 10%.

Lv.5
Increases P. Def. Def. at 21.2, Speed. Mag. by 90%, Atk. Atk. by 25% and MP recovery by 20% when wearing light armor.

Ownership Light Armor(Light Armor Mastery) Lv.6
Increases P. Def. Def. at 23.2, Speed. Mag. by 90%, Atk. Atk. by 25% and MP recovery by 20% when wearing light armor.

Lv.5
Increases P. Def. Def. by 20.9 while wearing magical armor.

Ownership Magic Armor(Robe Mastery) Lv.6
Increases P. Def. Def. by 23.8 while wearing magical armor.

Lv.3
Increases P. Def. Atk. at 4.5 and Mag. Atk. at 5.7. With a certain chance, converts 10% of the physical damage dealt to the enemy into MP.

Lv.3
Increases P. Def. Def. at 15.2, Speed. Mag. by 71% and Atk. Atk. by 25% when wearing heavy armor.

Heavy Armor Mastery Lv.4
Increases P. Def. Def. at 17.2, Speed. Mag. by 71% and Atk. Atk. by 25% when wearing heavy armor.

Increase Mana (Boost Mana) Lv.1
Increases Max. MP by 30.

Life Drain Lv.3
Inflicts additional damage to the enemy's M. Atk. 26 damage and absorbs 80% of damage dealt.

Lv.1
Summons an icy flame that consumes 58 HP of an enemy every second for a period of time. Duration: 15 sec.

Chant of Life Lv.1
Recovers 12 party members' HP every second. Duration: 15 sec.

Lv.1
Increases P. Def. Def. group members by 8%. Time: actions: 20 min.

Chant of Fire Lv.1
Increases M. Def. group members by 15%. Action time: 20 min.

Lv.1
Attacks the target and stuns them for 9 seconds. Used with blunt weapons. Overhead is possible. Power 36.

Stun Attack Lv.2
Attacks the target and stuns them for 9 seconds. Used with blunt weapons. Overhead is possible. Power 39.

Stun Attack Lv.3
Attacks the target and stuns them for 9 seconds. Used with blunt weapons. Overhead is possible. Power 42.

Poison (Venom) Lv.3
Poisons the enemy and drains 24 HP every second. Duration: 30 sec.

Seal of Poison Lv.1
Poisons nearby enemies and drains 14 HP every second. Duration: 30 sec.

Lv.3

Fear Lv.2

Madness Lv.1

Level: 25

Soul Cry Lv.3
Increases P. Def. Atk. at 33.5. Consumes 1 MP per second while active.

Anti Magic Lv.7
Increases M. Def. by 23 and defense against offensive magic by 10%.

Anti Magic Lv.8
Increases M. Def. by 25 and defense against offensive magic by 10%.

Lv.1
Increases MP regeneration rate by 1.1.

Fast Spell Casting Lv.1
Increases Atk. Mag. by 5%.

Light Armor Mastery Lv.7
Increases P. Def. Def. at 25.5, Speed. Mag. by 90%, Atk. Atk. by 25% and MP recovery by 20% when wearing light armor.

Light Armor Mastery Lv.8
Increases P. Def. Def. at 27, Speed Mag. by 90%, Atk. Atk. by 25% and MP recovery by 20% when wearing light armor.

Robe Mastery Lv.7
Increases P. Def. Def. by 26.9 while wearing magical armor.

Robe Mastery Lv.8
Increases P. Def. Def. by 29.1 when wearing magical armor.

Weapon Mastery Lv.4
Increases P. Def. Atk. on 5.7 and Mag. Atk. on 7.2. With a certain chance, converts 10% of the physical damage dealt to the enemy into MP.

Weapon Mastery Lv.5
Increases P. Def. Atk. on 6.7 and Mag. Atk. at 8.3. With a certain chance, converts 10% of the physical damage dealt to the enemy into MP.

Heavy Armor Mastery Lv.5
Increases P. Def. Def. at 19.5, Speed. Mag. by 71% and Atk. Atk. by 25% when wearing heavy armor.

Heavy Armor Mastery Lv.6
Increases P. Def. Def. on 21.1, Speed. Mag. by 71% and Atk. Atk. by 25% when wearing heavy armor.

Trembling Fire (Blaze Quake) Lv.1
Covers nearby enemies with fire and drains 58 HP every second. Duration: 15 sec.

Life Drain Lv.4
Inflicts additional damage to the enemy's M. Atk. 32 damage and absorbs 80% of damage dealt.

Chant of Battle Lv.2
Increases P. Def. Atk. group members by 12%. Action time: 20 min.

Chant of Life Lv.2
Restores 15 HP of party members every second. Duration: 15 sec.

Stun Attack Lv.4
Attacks the target and stuns them for 9 seconds. Used with blunt weapons. Overhead is possible. Power 49.

Stun Attack Lv.5
Attacks the target and stuns them for 9 seconds. Used with blunt weapons. Overhead is possible. Power 53.

Stun Attack Lv.6
Attacks the target and stuns them for 9 seconds. Used with blunt weapons. Overhead is possible. Power 57.

Aura Sink Lv.1
Burns the enemy, inflicts an additional M. Atk. 16 damage. Loses 8 MP every second. Duration 15 sec.

Lv.1

Dreaming Spirit Lv.4
Instantly puts an enemy to sleep. Duration: 30 sec.

Fear Lv.3
Frightens an enemy and makes them flee for 10 sec.

Madness Lv.2
Enters the enemy into a state of chaos, forcing them to attack random targets.

Soul Shield Lv.2
Increases P. Def. Def. by 12%. Action time: 20 min.

Level: 30

Anti Magic Lv.9
Increases M. Def. by 28 and defense against offensive magic by 10%.

Anti Magic Lv.10
Increases M. Def. by 30 and defense against attacking magic by 10%.

Quick Recycle Lv.2
Reduces the time it takes to cast a spell again by 15%.

Light Armor Mastery Lv.9
Increases P. Def. Def. at 30.1, Speed. Mag. by 90%, Atk. Atk. by 25% and MP recovery by 20% when wearing light armor.

Light Armor Mastery Lv.10
Increases P. Def. Def. at 32.5, Speed. Mag. by 90%, Atk. Atk. by 25% and MP recovery by 20% when wearing light armor.

Robe Mastery Lv.9
Increases P. Def. Def. by 32.8 while wearing magical armor.

Robe Mastery Lv.10
Increases P. Def. Def. by 35.4 while wearing magical armor.

Weapon Mastery Lv.6
Increases P. Def. Atk. on 8.3 and Mag. Atk. at 10.3. With a certain chance, converts 10% of the physical damage dealt to the enemy into MP.

Weapon Mastery Lv.7
Increases P. Def. Atk. at 9.5 and Mag. Atk. at 11.9. With a certain chance, converts 10% of the physical damage dealt to the enemy into MP.

Heavy Armor Mastery Lv.7
Increases P. Def. Def. at 23.7, Speed. Mag. by 71% and Atk. Atk. by 25% when wearing heavy armor.

Heavy Armor Mastery Lv.8
Increases P. Def. Def. at 25.6, Speed. Mag. by 71% and Atk. Atk. by 25% when wearing heavy armor.

Increase Mana (Boost Mana) Lv.2
Increases Max. MP by 50.

Pa'agrian Gift Lv.1
Increases P. Def. Atk. clan members by 8%. Action time 20 min.

Life Drain Lv.5
Inflicts additional damage to the enemy's M. Atk. 38 damage and absorbs 80% of damage dealt.

Frost Flame Lv.2
Summons an icy flame that consumes 79 HP of an enemy every second for a period of time. Duration: 15 sec.

Chant of Life Lv.3
Restores 18 HP of party members every second. Duration: 15 sec.

Chant of Shielding Lv.2
Increases P. Def. Def. group members by 12%. Time: actions: 20 min.

Flame Chant Lv.1
Increases Atk. Mag. group members by 15%. Action time 20 min.

Stun Attack Lv.7
Attacks the target and stuns them for 9 seconds. Used with blunt weapons. Overhead is possible. Power 66.

Stun Attack Lv.8
Attacks the target and stuns them for 9 seconds. Used with blunt weapons. Overhead is possible. Power 71.

Stun Attack Lv.9
Attacks the target and stuns them for 9 seconds. Used with blunt weapons. Overhead is possible. Power 77.

Seal of Binding Lv.2
Temporarily holds nearby enemies in place. Duration: 30 sec.

Lv.1

Seal of Poison Lv.2
Poisons nearby enemies and drains 19 HP every second. Duration: 30 sec.

Dreaming Spirit Lv.5
Instantly puts an enemy to sleep. Duration: 30 sec.

Fear Lv.4
Frightens an enemy and makes them flee for 10 sec.

Madness Lv.3
Enters the enemy into a state of chaos, forcing them to attack random targets.

Level: 35

Soul Cry Lv.4
Increases P. Def. Atk. at 66.5. Consumes 2 MP per second while active.

Anti Magic Lv.11
Increases M. Def. by 34 and defense against offensive magic by 10%.

Anti Magic Lv.12
Increases M. Def. by 36 and defense against offensive magic by 10%.

HP Fast Recovery (Fast HP Recovery) Lv.1
Increases HP recovery rate by 1.1.

Fast Mana Recovery Lv.2
Increases MP regeneration rate by 1.5.

Light Armor Mastery Lv.11
Increases P. Def. Def. at 36.3, Speed. Mag. by 90%, Atk. Atk. by 25% and MP recovery by 20% when wearing light armor.

Light Armor Mastery Lv.12
Increases P. Def. Def. at 39.1, Speed. Mag. by 90%, Atk. Atk. by 25% and MP recovery by 20% when wearing light armor.

Robe Mastery Lv.11
Increases P. Def. Def. by 39.6 while wearing magical armor.

Robe Mastery Lv.12
Increases P. Def. Def. by 42.6 while wearing magical armor.

Weapon Mastery Lv.8
Increases P. Def. Atk. on 11.6 and Mag. Atk. on 14.6. With a certain chance, converts 10% of the physical damage dealt to the enemy into MP.

Weapon Mastery Lv.9
Increases P. Def. Atk. on 13.3 and Mag. Atk. on 16.6. With a certain chance, converts 10% of the physical damage dealt to the enemy into MP.

Heavy Armor Mastery Lv.9
Increases P. Def. Def. on 28.7, Speed. Mag. by 71% and Atk. Atk. by 25% when wearing heavy armor.

Heavy Armor Mastery Lv.10
Increases P. Def. Def. at 30.8, Speed. Mag. by 71% and Atk. Atk. by 25% when wearing heavy armor.

Blessings of Pa'agrio Lv.1
Increases P. Def. Def. clan members by 8%. Action time: 20 min.

Trembling Fire (Blaze Quake) Lv.2
Covers nearby enemies with 79 HP every second. Duration: 15 sec.

Life Drain Lv.6
Inflicts additional damage to the enemy's M. Atk. 44 damage and absorbs 80% of the damage dealt.

Chant of Life Lv.4
Recovers 23 party members' HP every second. Duration: 15 sec.

Stun Attack Lv.10
Attacks the target and stuns them for 9 seconds. Used with blunt weapons. Overhead is possible. Power 88.

Stun Attack Lv.11
Attacks the target and stuns them for 9 seconds. Used with blunt weapons. Overhead is possible. Power 94.

Stun Attack Lv.12
Attacks the target and stuns them for 9 seconds. Used with blunt weapons. Overhead is possible. Power 101.

Aura Sink Lv.2
Burns the enemy, inflicts an additional M. Atk. 22 damage. Loses 10 MP every second. Duration 15 sec.

Seal of Slow Lv.1
Instantly reduces the Movement Speed ​​of surrounding enemies by 20%. Action time: 1 min.

Seal of Binding Lv.3
Temporarily immobilizes nearby enemies. Duration: 30 sec.

Seal of Chaos Lv.2
Instantly reduces nearby enemies' Accuracy by 9 for 30 seconds.

Dreaming Spirit Lv.6
Instantly puts the enemy into a deep sleep. Duration: 30 sec.

Fear Lv.5
Frightens an enemy, causing them to flee in fear for 10 seconds.

Madness Lv.4
Puts the enemy into a state of frenzy, provoking them to attack random targets.

Soul Shield Lv.3
Increases P. Def. Def. by 15%. Action time: 20 min.

shamans

Shamans are spiritual guides, but not of deities, but of the elements. Unlike other mystics, they interact with forces that are not very friendly. The elements are chaotic, left to their own devices, fighting each other in endless chaos.
The calling of the shaman is to bring order to this chaos. Acting as an intermediary among the Earth, Fire, Water and Air, shamans call tomes, which focus the elements to help the shaman.

Shamans are mediators among the elements. Spiritual leaders of their communities, they communicate with the spirits of their ancestors and seek to balance the raging elements. They can call upon the elements during combat to strike enemies or heal allies. Shamans can enhance weapons with various effects, strike enemies with lightning and lava bursts, and call powerful elementals to their side.

Shaman is a hybrid class. I can specialize in procasts, melee attacks and healing. Shamans are one of the most versatile classes in the game.

Story

Shamanism has existed since the time of the first intelligent races who discovered the power of the elements: Fire, Water, Earth and Air. In Draenor, now ruined Outland, orcs were shamans, in Azeroth trolls and tauren. Although shamanism flourished in Azeroth, it was destroyed in Draenor during the Great Horde Migration to Azeroth through the Dark Portal.

The greatest orcs were shamans. Zuluhed the Tortured, Ner'zhul, Gul'dan are the first of them. However, Kil'jaeden, lord of the Burning Legion, severed their ties to the spirits in sacred mountain Oshu'gun. They took on the form of an ancestor of the shamans in order to convince the headman of the community that the draenei were the enemy. The ensuing massive draenei hunt offended the spirits, and they deprived the shamans of their power.

Everything was ready…

Cut off from the elements, the former shamans turned to the power of the Burning Legion for help, becoming warlocks. Many tried to return the location of the spirits, but they failed. Even Drek'Tara was sucked in by black magic, many years later and to this day he cannot forgive himself for having sold himself to the darkness that poisons him and the entire race of orcs.

Ner'zhul became a Warlock who created a portal from Draenor to other worlds. Such an abundance of portals destroyed Draenor, creating the scattered lands of Outland. Ner'zhul repented, but he was dragged to Kil'jaeden, who told him the endless torments of hell if he did not join the Legion. Ner'zhul agreed, and he was turned into a powerful Lich King who took up residence in the body of Arthas Menethil, his first and most powerful Death Knight.

Returning to Outland, the elements were slowly recovering from the upheavals that had occurred since the opening of the portals. After some time, the elements, forgotten and abandoned, found a kindred spirit in a draenei named Nobundo.

As expected, race didn't matter among the shamans. The spirits themselves taught Nobundo the balance of nature, the strength and nature of the elements. After spending years as a student, Nobundo became a teacher himself. And he started looking for disciples in Zangramash.

Among the okrov, shamanism remained almost extinct until the arrival of Thrall, son of the late Durotan and future leader of the Frostwolf clan. Thrall seized the reins New Horde, initiated a new generation of shamans and banned the dark magic of the Burning Legion. In those days, shamans became the heroes of fantastic and incredible stories.

Class overview

Initially, shamans were only available to the Horde and only to the races: orcs, tauren and trolls. The class was designed as an alternative to the Alliance Paladins and they had similar abilities. But the balance between these classes became an impossible task for the blizzies, and the development of palas and shamans was frozen.

After the release of BC in 2007, the Alliance got access to shamans and a new race - the Draenei, and the Horde got access to paladins and a new race - the Blood Elves. After that, the blizzes had the opportunity to balance the shamans instead of copying the pals. In the future, other races were admitted to the shaman. Dwarves and goblins adopted shamanism. Pandaren also have access to this path.

In the past, shamans were called jacks of all trades. This was the result of them having many abilities outside of their specialty. After overhaul totems in patch 5.0.4, shamans provide many useful buffs to their allies. Having abilities such as Polymorph and Bind Elemental help the raid a lot. And finally, Reincarnation and Spirit of the Ancestors allow the shaman to quickly help his allies in the wipe of the raid. These abilities make the Shaman one of the strongest supports in the game.

Shamans can perform three roles in the game: mage, melee and healer. (Elem, Enkh, Restor). Enkhs were originally developed by off-tanks to counter proto-falls. With the introduction of paladins to the Horde and the introduction of Lich death knights, the need for tank shamans disappeared.
But despite the developers' attempts to divide the roles of shamans into damage dealers and healers, some enthusiasts continued to use them as tanks. However, patch 4.0.1 finally destroyed shamans like tanks.

Factions of shamans

Earth Ring: A group of shamans that accepts all races - orcs, tauren, trolls, mag'har, broken (draenei from Outland), draenei, goblins, gnomes.
- Unnamed Draenei: A group created by Farseer Nobundo.
- Dark Shaman: A group of dark shamans under Orgrimmar.

Notable shamans

Drek "Tar- chief and elder shaman of the Frostwolf clan
Ner "zul- Lich King
Thrall- Leader of the Ring of Earth, former Warchief of the Horde
Zuluhed the Tormented- Leader of the Dragonmaw Clan
Seer Nobundo- first draenei shaman

P.S What is your favorite shaman spec?

“The elements are chaotic: if they are not restrained, they converge with each other in an endless battle. The task of the shaman is to bring balance to this chaos.”

Orc Shaman

shamans(English shamans) - spiritual leaders and seers of many tribes and clans. These gifted healers are able to see the spirit world and communicate with beings that others will never see. They often know what exactly awaits their people in the future, and try to lead them through troubled times. While at first glance shamans may appear wise and calm, in combat they are formidable opponents whose wrath is as dangerous as those who draw their power from nature or the Eternals.

Story

Shamanism has existed since sentient races first discovered the power of the elements of Earth, Air, Fire and Water. On Draenor (in our time - the split Outland), shamanism was the belief of the orcs, on Azeroth, tauren and trolls were familiar with it. Although the shamanism of Azeroth flourished for a long time and is actively developing now, on Draenor by the time of the first resettlement of orcs and people - the opening of the Dark Portal - there were almost no shamans left, who were once the most famous and respected orcs, for example, Zuluhed, Ner "zul and even Gul "given. However, Kil'jaeden, lord of the Burning Legion, distorted the shamanic alliance with the spirits in the sacred mountain of Oshu'gun, pretending to be one of the shamanic ancestral spirits himself, in order to declare the draenei enemies, since the shamans had great political influence. The massive draenei massacre that followed these events eventually caused the spirits to stop bestowing their powers on the shamans. Thus, favorable conditions were created for the fall of Draenor shamanism.

Having lost their magical powers, which were a gift from the elements, the former shamans turned to the more effective power of the Burning Legion, becoming warlocks. Although many of them tried to return to believing in spirits, it was impossible. Even Drek "Tara was attracted by dark magic, although he later repented and still cannot forgive himself for having once accepted a demonic curse, which to this day poisons him and the entire race of orcs.

Races

Draenei

Draenei Shaman

The Burning Crusade to World of Warcraft.

Dark Iron clan

The casters of the Dark Iron dwarves are usually mages or shamans, as they often come into contact with fire.

ironforge

The source of information in this section is an addendum cataclysm to World of Warcraft.

In the Cataclysm expansion, shamans will become a playable class for dwarves. An official explanation has not yet been published, but it is known that:

  • Joining the Ironforge dwarves are the Wildhammer and Dark Iron clans, among whom shamans have long existed;
  • Before the Cataclysm itself, Magni Bronzebeard performs a ritual, calling on the elements to help save the city at the cost of his life, and turns to stone. It is possible that the dwarves of Ironforge, having seen the true power of the elements, turned to them.

Tauren

Orcs

Orcs revere the elements of nature, which is why shamans are treated with great respect. As a rule, shamans are closely connected with the elements, to anger which is a serious crime.

trolls

Furbolgs

Tuskarr

Tuskarr shamans are capable of influencing events such as the weather, foraging, and disease. Shamanic magic is used to heal the sick, and the shaman is also able to communicate with spirits and even fight with them in order to force the patient to be cured.