Windfury Totem
Rank 1 · Shaman · Enhancement · changed
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Classic Era 1.15.9.69722
Windfury Totem
Rank 1
115 Mana
Instant
Requires Shaman
Requires level 32
Tools: Air Totem
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.
Anniversary (TBC) 2.5.6.69795
Windfury Totem
Rank 1
95 Mana
Instant
Requires Shaman
Requires level 32
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.
What changed from Classic Era 1.15.9.69722
| Field | Classic Era 1.15.9.69722 | Anniversary (TBC) 2.5.6.69795 |
|---|---|---|
| Cost | 115 Mana | 95 Mana |
| Tools | Air Totem | — |
Technical fields (1)
Bitmasks, expansion numbers and the client's own unnamed columns. They changed, and nothing a player sees changed with them.
| Field | Classic Era 1.15.9.69722 | Anniversary (TBC) 2.5.6.69795 |
|---|---|---|
| Raw Description | Summons a Windfury Totem with $s1 health at the feet of the caster. The totem enchants all party members main-hand weapons with wind, if they are within $8514a1 yards. Each hit has a 20% chance of granting the attacker $8516s2 extra $lattack:attacks; with ${$8516m1*$<mult>} extra melee attack power. Lasts $d. | Summons a Windfury Totem with $s1 health at the feet of the caster. The totem enchants all party members main-hand weapons with wind, if they are within $8514a1 yards. Each hit has a 20% chance of granting the attacker $8516s2 extra $lattack:attacks; with $8516s1 extra melee attack power. Lasts $d. |
Effects
| # | Effect | Aura | Value | Period | Radius | Chain | Trigger |
|---|---|---|---|---|---|---|---|
| 1 | 28 | 5 |
Effect and aura numbers are the client's enum ids; values follow the vanilla base-points-plus-die-sides rule with level scaling at the spell's max level.
