Spell
Revival
Nature
Heals all party and raid members for (40% of Spell Power) and clears them of all harmful Magical, Poison, and Disease effects.
Tooltip
Heals all party and raid members for (40% of Spell Power) and clears them of all harmful Magical, Poison, and Disease effects.
How it works
Revival is built from 4 client effects, applied in this order:
- Effect 1 is Heal (effect type 10). It scales with 0.4 times spell power. Its area radius is 40 yards.
- Effect 2 is Dispel (effect type 38). Its base value is 100. Its area radius is 40 yards.
- Effect 3 is Dispel (effect type 38). Its base value is 100. Its area radius is 40 yards.
- Effect 4 is Dispel (effect type 38). Its base value is 100. Its area radius is 40 yards.
What it does
Revival is a Nature spell with an instant cast and no range (it targets the caster). When cast it heals in a 40 yard radius and dispels effects in a 40 yard radius.
Generated from the SpellEffect, SpellMisc, SpellCooldowns and SpellRange records in the current retail game build. Effects the client marks as internal hooks are left out.
Spell Details
| School | Nature |
|---|---|
| Range | Self Only |
| Cast time | Instant |
| Effect #1 | Heal (10) Spell power coefficient: 0.4 Radius: 40 yards |
| Effect #2 | Dispel (38) Value: 100 Misc value: 3 Radius: 40 yards |
| Effect #3 | Dispel (38) Value: 100 Misc value: 4 Radius: 40 yards |
| Effect #4 | Dispel (38) Value: 100 Misc value: 1 Radius: 40 yards |
Raw client values from the current retail game build. Where the game data carries no name for an id, the id is shown as is.