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1 | Nature's Salve Instantly heals some of the target's health. |
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1 | Death Swarm Deals divine damage over time to the target and lowers their defense. |
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2 | Thornskin An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally. |
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3 | Nature's Elixir Replenishes a large amount of target ally's health. |
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3 | Tempest Deals cold damage over time to an opponent. Deals extra damage to Elementals. |
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4 | Lucidity An augmentation that increases the intelligence and health of an ally. |
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5 | Armor of Nature A group augmentation that increases the physical damage resistance and the health of the fury's group. |
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5 | Divine Providence Allows a priest to create a heroic opportunity using the spells at his or her disposal. |
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6 | Cure Cures impairments found on the target ally. |
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6 | Wrath Deals instant divine damage to the target. "Let the heretics and non-believers tremble under divine wrath." - Plumetor Dul'Sadma |
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7 | Intimidation Impairs the target's agility and wisdom. |
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7 | Karana's Hold Roots the fury's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. |
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7 | Nature's Salve II Instantly heals some of the target's health. |
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8 | Revive Resurrects a fallen ally. That ally has resurrection sickness for a while. This spell cannot be used in combat, but can be used on allies that are not part of your group. |
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9 | Death Swarm II Deals divine damage over time to the target and lowers their defense. |
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9 | Enduring Breath An augmentation which grants an ally the ability to breathe under water. |
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10 | Snare Snares the enemy, slowing their movement speed for a limited duration. |
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10 | Thornskin II An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally. |
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10 | Nature's Elixir II Replenishes a large amount of target ally's health. |
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11 | Favor of the Phoenix Summons a Crystallized Phoenix Feather for every group member. The feather can be used to revive a fallen priest. The revived Priest is protected from another death for a short period of time. |
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11 | Tempest II Deals cold damage over time to an opponent. Deals extra damage to Elementals. |
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12 | Regrowth Heals a large amount of target ally's health over time for a short duration. |
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13 | Brambles Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect. |
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13 | Spirit of the Wolf Increases the movement speed of an ally while out of combat. "I've met a lovely ranger named Holly Windstalker. She's very friendly and outgoing, but a bit crazed about wolves and bears." - Isabella Cellus, Qeynos Hills |
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14 | Autumn's Kiss Replenishes health over time for a short duration to the druid's group. |
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14 | Untamed Regeneration Heals all allies near the fury. |
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15 | Sylvan Touch Heals a large amount of target ally's health over time for a short duration. This spell does not require any power and does not have a casting time. "A single treant can breathe life into a forest." - Daryann Stormrider, Willow Wood |
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15 | Nature's Salve III Instantly heals some of the target's health. |
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16 | Master of the Hunt A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold. |
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16 | Lucidity II An augmentation that increases the intelligence and health of an ally. |
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17 | Death Swarm III Deals divine damage over time to the target and lowers their defense. |
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18 | Nature's Elixir III Replenishes a large amount of target ally's health. |
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18 | Forest Spirit A group augmentation that increases the intelligence, wisdom, and spell resistance of the fury's group. |
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19 | Regrowth II Heals a large amount of target ally's health over time for a short duration. |
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19 | Armor of Nature II A group augmentation that increases the physical damage resistance and the health of the fury's group. |
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20 | Peerless Predator The fury takes on the form of a lion, increasing stamina, spell resistance, and base avoidance. While in this form, the fury also gains the ability to see stealthed creatures. |
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21 | Karana's Hold II Roots the fury's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. |
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21 | Intimidation II Impairs the target's agility and wisdom. |
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22 | Fierce Rousing Resurrects a fallen ally. This spell can be used in combat and cannot be interrupted. |
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22 | Nature's Salve IV Instantly heals some of the target's health. |
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23 | Ferocity of the Eel Augmentation which grants the fury's group the ability to clearly see and breathe under water. |
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23 | Thunderbolt Instantly deals a significant amount of magic damage to a target. |
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24 | Thornskin III An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally. |
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25 | Tempest III Deals cold damage over time to an opponent. Deals extra damage to Elementals. |
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26 | Primal Fury An augmentation that increases damage attributes, base avoidance, and spell resistance of an ally. Additionally, this grants a chance of increased attack speed and combat attack damage. This spell does not require any concentration, but can only be maintained on a single ally. |
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26 | Regrowth III Heals a large amount of target ally's health over time for a short duration. |
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27 | Brambles II Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect. |
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28 | Untamed Regeneration II Heals all allies near the fury. |
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28 | Autumn's Kiss II Replenishes health over time for a short duration to the druid's group. |
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29 | Nature's Salve V Instantly heals some of the target's health. |
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29 | Feast An impairment placed on the target, that heals the fury's group over a period of time, increases the group's attributes, increases the group's base avoidance, and increases the group's spell resistance when that target takes a certain amount of damage. "One's anger must be fed, just as one feeds their stomach. If one starves either of the two, one will die." - General Urduuk |
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30 | Master of the Hunt II A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold. |
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30 | Lucidity III An augmentation that increases the intelligence and health of an ally. |
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31 | Death Swarm IV Deals divine damage over time to the target and lowers their defense. |
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32 | Starnova Deals instant heat damage to the target and all other nearby encounter members. |
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32 | Nature's Elixir IV Replenishes a large amount of target ally's health. |
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32 | Forest Spirit II A group augmentation that increases the intelligence, wisdom, and spell resistance of the fury's group. |
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33 | Armor of Nature III A group augmentation that increases the physical damage resistance and the health of the fury's group. |
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34 | Peerless Predator II The fury takes on the form of a lion, increasing stamina, spell resistance, and base avoidance. While in this form, the fury also gains the ability to see stealthed creatures. |
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35 | Spirit of the Bat Grants an ally increased power regeneration, increased power pool, agility, and base avoidance. This spell does not require any concentration, but can only be maintained on a single ally. |
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35 | Fae Fire A group augmentation that grants the fury's group additional heat damage with every successful attack for up to 3 attacks per ally. |
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35 | Karana's Hold III Roots the fury's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. |
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35 | Intimidation III Impairs the target's agility and wisdom. |
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36 | Call of the Hunt Resurrects all nearby fallen allies. This spell can be used in combat and cannot be interrupted. |
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37 | Thunderbolt II Instantly deals a significant amount of magic damage to a target. |
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38 | Thornskin IV An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally. |
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39 | Tempest IV Deals cold damage over time to an opponent. Deals extra damage to Elementals. |
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39 | Pact of the Cheetah An emergency group augmentation that cures hostile root effects and increases the in-combat movement speed of the fury's group for a short duration. |
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40 | Primal Fury II An augmentation that increases damage attributes, base avoidance, and spell resistance of an ally. Additionally, this grants a chance of increased attack speed and combat attack damage. This spell does not require any concentration, but can only be maintained on a single ally. |
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40 | Regrowth IV Heals a large amount of target ally's health over time for a short duration. |
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41 | Feral Tenacity If target ally receives damage that would be fatal, that ally is healed over time and their agility is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time. |
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41 | Brambles III Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect. |
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42 | Untamed Regeneration III Heals all allies near the fury. |
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42 | Abolishment Cures impairments on the fury's group. |
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42 | Autumn's Kiss III Replenishes health over time for a short duration to the druid's group. |
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43 | Feast II An impairment placed on the target, that heals the fury's group over a period of time, increases the group's attributes, increases the group's base avoidance, and increases the group's spell resistance when that target takes a certain amount of damage. "One's anger must be fed, just as one feeds their stomach. If one starves either of the two, one will die." - General Urduuk |
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43 | Nature's Salve VI Instantly heals some of the target's health. |
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44 | Lucidity IV An augmentation that increases the intelligence and health of an ally. |
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44 | Master of the Hunt III A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold. |
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45 | Death Swarm V Deals divine damage over time to the target and lowers their defense. |
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45 | Untamed Shroud Grants invisibility to the fury's group |
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46 | Forest Spirit III A group augmentation that increases the intelligence, wisdom, and spell resistance of the fury's group. |
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46 | Starnova II Deals instant heat damage to the target and all other nearby encounter members. |
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46 | Nature's Elixir V Replenishes a large amount of target ally's health. |
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47 | Armor of Nature IV A group augmentation that increases the physical damage resistance and the health of the fury's group. |
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47 | Maddening Swarm Interrupts target encounter and reduces their casting and aggression skills. |
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48 | Feral Pulse Replenishes health over time for a short duration to the fury's group. This spell does not require any power and does not have a casting time. |
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48 | Peerless Predator III The fury takes on the form of a lion, increasing stamina, spell resistance, and base avoidance. While in this form, the fury also gains the ability to see stealthed creatures. |
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49 | Intimidation IV Impairs the target's agility and wisdom. |
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49 | Karana's Hold IV Roots the fury's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. |
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49 | Fae Fire II A group augmentation that grants the fury's group additional heat damage with every successful attack for up to 3 attacks per ally. |
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50 | Primeval Awakening Resurrects a fallen ally and shapechanges them into a treant, granting increased offensive casting techniques, intelligence, focus, and power over time replenishment. After the shapechange effect expires, the ally will get resurrection sickness. This spell can be used in combat. |
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50 | Porcupine An augmentation cast on the fury's ally that greatly increases the ally's resistances and causes all attackers of that ally instant divine damage. It costs power over time to maintain the spell but the spell can be toggled off early if desired. This spell can expire early if the porcupine effect triggers 50 times. |
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51 | Thunderbolt III Instantly deals a significant amount of magic damage to a target. |
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52 | Thornskin V An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally. |
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52 | Back into the Fray Replenishes target ally's health. If target ally is under 50% health, the amount replenished is doubled. |
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53 | Tempest V Deals cold damage over time to an opponent. Deals extra damage to Elementals. |
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53 | Spirit of the Bat II Grants an ally increased power regeneration, increased power pool, agility, and base avoidance. This spell does not require any concentration, but can only be maintained on a single ally. |
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54 | Primal Fury III An augmentation that increases damage attributes, base avoidance, and spell resistance of an ally. Additionally, this grants a chance of increased attack speed and combat attack damage. This spell does not require any concentration, but can only be maintained on a single ally. |
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54 | Regrowth V Heals a large amount of target ally's health over time for a short duration. |
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55 | Brambles IV Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect. |
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55 | Feral Tenacity II If target ally receives damage that would be fatal, that ally is healed over time and their agility is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time. |
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55 | Ring of Fire Summons a ring of fire around the fury. Heat damage is continually inflicted to any enemies within the ring. |
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56 | Autumn's Kiss IV Replenishes health over time for a short duration to the druid's group. |
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56 | Untamed Regeneration IV Heals all allies near the fury. |
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56 | Abolishment II Cures impairments on the fury's group. |
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57 | Nature's Salve VII Instantly heals some of the target's health. |
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57 | Feast III An impairment placed on the target, that heals the fury's group over a period of time, increases the group's attributes, increases the group's base avoidance, and increases the group's spell resistance when that target takes a certain amount of damage. "One's anger must be fed, just as one feeds their stomach. If one starves either of the two, one will die." - General Urduuk |
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58 | Master of the Hunt IV A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold. |
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58 | Lucidity V An augmentation that increases the intelligence and health of an ally. |
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58 | Hibernation Replenishes the group's health after a short period of time has passed. |
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59 | Death Swarm VI Deals divine damage over time to the target and lowers their defense. |
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60 | Nature's Elixir VI Replenishes a large amount of target ally's health. |
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60 | Forest Spirit IV A group augmentation that increases the intelligence, wisdom, and spell resistance of the fury's group. |
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60 | Starnova III Deals instant heat damage to the target and all other nearby encounter members. |
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61 | Maddening Swarm II Interrupts target encounter and reduces their casting and aggression skills. |
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61 | Armor of Nature V A group augmentation that increases the physical damage resistance and the health of the fury's group. |
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62 | Peerless Predator IV The fury takes on the form of a lion, increasing stamina, spell resistance, and base avoidance. While in this form, the fury also gains the ability to see stealthed creatures. |
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63 | Fae Fire III A group augmentation that grants the fury's group additional heat damage with every successful attack for up to 3 attacks per ally. |
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64 | Karana's Hold V Roots the fury's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. |
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64 | Intimidation V Impairs the target's agility and wisdom. |
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65 | Thunderbolt IV Instantly deals a significant amount of magic damage to a target. |
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65 | Call of Storms Calls upon the power of thunderstorms to inflict damage to enemies within the area of effect. |
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66 | Thornskin VI An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally. |
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67 | Tempest VI Deals cold damage over time to an opponent. Deals extra damage to Elementals. |
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68 | Primal Fury IV An augmentation that increases damage attributes, base avoidance, and spell resistance of an ally. Additionally, this grants a chance of increased attack speed and combat attack damage. This spell does not require any concentration, but can only be maintained on a single ally. |
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68 | Regrowth VI Heals a large amount of target ally's health over time for a short duration. |
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69 | Feral Tenacity III If target ally receives damage that would be fatal, that ally is healed over time and their agility is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time. |
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69 | Brambles V Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect. |
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70 | Abolishment III Cures impairments on the fury's group. |
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70 | Untamed Regeneration V Heals all allies near the fury. |
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70 | Autumn's Kiss V Replenishes health over time for a short duration to the druid's group. |
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70 | Porcupine II An augmentation cast on the fury's ally that greatly increases the ally's resistances and causes all attackers of that ally instant divine damage. It costs power over time to maintain the spell but the spell can be toggled off early if desired. This spell can expire early if the porcupine effect triggers 50 times. |
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71 | Feast IV An impairment placed on the target, that heals the fury's group over a period of time, increases the group's attributes, increases the group's base avoidance, and increases the group's spell resistance when that target takes a certain amount of damage. "One's anger must be fed, just as one feeds their stomach. If one starves either of the two, one will die." - General Urduuk |
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71 | Nature's Salve VIII Instantly heals some of the target's health. |
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71 | Spirit of the Bat III Grants an ally increased power regeneration, increased power pool, agility, and base avoidance. This spell does not require any concentration, but can only be maintained on a single ally. |
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72 | Lucidity VI An augmentation that increases the intelligence and health of an ally. |
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72 | Back into the Fray II Replenishes target ally's health. If target ally is under 50% health, the amount replenished is doubled. |
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72 | Master of the Hunt V A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold. |
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72 | Death Swarm VII Deals divine damage over time to the target and lowers their defense. |
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73 | Forest Spirit V A group augmentation that increases the intelligence, wisdom, and spell resistance of the fury's group. |
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73 | Nature's Elixir VII Replenishes a large amount of target ally's health. |
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74 | Starnova IV Deals instant heat damage to the target and all other nearby encounter members. |
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74 | Ring of Fire II Summons a ring of fire around the fury. Heat damage is continually inflicted to any enemies within the ring. |
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74 | Armor of Nature VI A group augmentation that increases the physical damage resistance and the health of the fury's group. |
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75 | Maddening Swarm III Interrupts target encounter and reduces their casting and aggression skills. |
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75 | Fae Fire IV A group augmentation that grants the fury's group additional heat damage with every successful attack for up to 3 attacks per ally. |
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76 | Peerless Predator V The fury takes on the form of a lion, increasing stamina, spell resistance, and base avoidance. While in this form, the fury also gains the ability to see stealthed creatures. |
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76 | Intimidation VI Impairs the target's agility and wisdom. |
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76 | Karana's Hold VI Roots the fury's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. |
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76 | Hibernation II Replenishes the group's health after a short period of time has passed. |
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77 | Thunderbolt V Instantly deals a significant amount of magic damage to a target. |
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77 | Thornskin VII An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally. |
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78 | Call of Storms II Calls upon the power of thunderstorms to inflict damage to enemies within the area of effect. |
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78 | Tempest VII Deals cold damage over time to an opponent. Deals extra damage to Elementals. |
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78 | Regrowth VII Heals a large amount of target ally's health over time for a short duration. |
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79 | Autumn's Kiss VI Replenishes health over time for a short duration to the druid's group. |
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79 | Brambles VI Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect. |
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79 | Primal Fury V An augmentation that increases damage attributes, base avoidance, and spell resistance of an ally. Additionally, this grants a chance of increased attack speed and combat attack damage. This spell does not require any concentration, but can only be maintained on a single ally. |
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80 | Ball Lightning Launches a ball of lightning from your hands that moves around you, pulsing lightning in an area around itself as it travels. Ball Lightning inflicts damage to all nearby enemies in its destructive path. It can be canceled early if needed. |
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80 | Untamed Regeneration VI Heals all allies near the fury. |
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80 | Cure Curse Cures curse impairments on the target ally. |
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80 | Porcupine III An augmentation cast on the fury's ally that greatly increases the ally's resistances and causes all attackers of that ally instant divine damage. It costs power over time to maintain the spell but the spell can be toggled off early if desired. This spell can expire early if the porcupine effect triggers 50 times. |
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80 | Feral Tenacity IV If target ally receives damage that would be fatal, that ally is healed over time and their agility is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time. |
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81 | Spirit of the Bat IV Grants an ally increased power regeneration, increased power pool, agility, and base avoidance. This spell does not require any concentration, but can only be maintained on a single ally. |
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81 | Feast V An impairment placed on the target, that heals the fury's group over a period of time, increases the group's attributes, increases the group's base avoidance, and increases the group's spell resistance when that target takes a certain amount of damage. "One's anger must be fed, just as one feeds their stomach. If one starves either of the two, one will die." - General Urduuk |
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81 | Nature's Salve IX Instantly heals some of the target's health. |
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82 | Death Swarm VIII Deals divine damage over time to the target and lowers their defense. |
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82 | Back into the Fray III Replenishes target ally's health. If target ally is under 50% health, the amount replenished is doubled. |
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82 | Lucidity VII An augmentation that increases the intelligence and health of an ally. |
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82 | Master of the Hunt VI A group augmentation that increases the elemental resistance and health pool of the fury's group. The elemental resistance protects more against heat than cold. |
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83 | Nature's Elixir VIII Replenishes a large amount of target ally's health. |
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83 | Forest Spirit VI A group augmentation that increases the intelligence, wisdom, and spell resistance of the fury's group. |
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84 | Starnova V Deals instant heat damage to the target and all other nearby encounter members. |
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84 | Ring of Fire III Summons a ring of fire around the fury. Heat damage is continually inflicted to any enemies within the ring. |
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84 | Armor of Nature VII A group augmentation that increases the physical damage resistance and the health of the fury's group. |
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85 | Fae Fire V A group augmentation that grants the fury's group additional heat damage with every successful attack for up to 3 attacks per ally. |
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85 | Maddening Swarm IV Interrupts target encounter and reduces their casting and aggression skills. |
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86 | Karana's Hold VII Roots the fury's target in place, preventing them from movement. Every hostile spell or damage received by the target has a chance at breaking the effect. |
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86 | Intimidation VII Impairs the target's agility and wisdom. |
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86 | Peerless Predator VI The fury takes on the form of a lion, increasing stamina, spell resistance, and base avoidance. While in this form, the fury also gains the ability to see stealthed creatures. |
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86 | Hibernation III Replenishes the group's health after a short period of time has passed. |
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87 | Thunderbolt VI Instantly deals a significant amount of magic damage to a target. |
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87 | Thornskin VIII An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker. This spell does not require any concentration, but can only be maintained on a single ally. |
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88 | Call of Storms III Calls upon the power of thunderstorms to inflict damage to enemies within the area of effect. |
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88 | Regrowth VIII Heals a large amount of target ally's health over time for a short duration. |
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88 | Tempest VIII Deals cold damage over time to an opponent. Deals extra damage to Elementals. |
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89 | Autumn's Kiss VII Replenishes health over time for a short duration to the druid's group. |
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89 | Primal Fury VI An augmentation that increases damage attributes, base avoidance, and spell resistance of an ally. Additionally, this grants a chance of increased attack speed and combat attack damage. This spell does not require any concentration, but can only be maintained on a single ally. |
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89 | Brambles VII Snares and stifles all enemies near the fury and reduces their hate towards the fury. Any hostile actions taken on them have a chance at breaking this effect. |
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90 | Porcupine IV An augmentation cast on the fury's ally that greatly increases the ally's resistances and causes all attackers of that ally instant divine damage. It costs power over time to maintain the spell but the spell can be toggled off early if desired. This spell can expire early if the porcupine effect triggers 50 times. |
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90 | Ball Lightning II Launches a ball of lightning from your hands that moves around you, pulsing lightning in an area around itself as it travels. Ball Lightning inflicts damage to all nearby enemies in its destructive path. It can be canceled early if needed. |
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90 | Untamed Regeneration VII Heals all allies near the fury. |
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90 | Feral Tenacity V If target ally receives damage that would be fatal, that ally is healed over time and their agility is increased. This spell cannot be interrupted, does not require any power and has a very fast casting time. |