Murloc RPG Skills, Spells and Energy: Fury and Magic Explained
Published · 3 min read
A level-1 Murk has one move: Attack. As he levels up, the Skills and Spells entries in the battle menu fill in, and the talent window (the leftmost icon at the bottom right) starts to matter. This guide goes through the resources, the two talent paths and the abilities you will meet, with the descriptions the game itself gives them.
Health and Energy
Under Murk's portrait there are two bars. The green one is health, 85 at level 1. The yellow one is Energy, 100 at the start, and it is what skills cost: the game's own tooltips list prices of 20, 25, 30, 45, 50 and 55 Energy, and the finishing move uses everything you have. If you try to use a skill without enough of it, the game answers "Not enough Energy." Energy is the thing to watch in a long fight, more than health.
Fury and Magic
Every save slot shows two numbers: Fury and Magic. These are Murk's two talent paths. Fury holds the warrior side — hitting harder, generating Energy, finishing enemies — and Magic holds spells. Points go in as you level. There is no wrong choice early on, but a murloc who spreads his points thin will have fewer strong options than one who commits.
Skills worth knowing
- Charge — hits the enemy and stuns it for the next round. It can only be used at the beginning of a fight, so it is your opening move or nothing.
- Execute — only works when the enemy is at 30% health or less, and deals extra damage for every point of Energy you have. The game tells you "You can Execute now." when the moment comes. Save Energy for it.
- Bloodrage — generates 20 Energy at the cost of 20% of your base health. Use it when you are healthy and short of Energy, never when you are losing.
- Adrenaline Rush — regenerates 20% of your Energy every round for five rounds, once per battle. Use it early in a long fight so all five rounds count.
- Cold Blood — makes your next attack 100% more likely to be a critical strike. Pair it with your biggest hit.
Two passive talents also appear: one gives a 10% chance to counterattack instantly when an enemy strikes you, the other adds 5% critical strike chance to all attacks. Passives need no Energy and no clicks, which makes them good first picks.
Spells worth knowing
- Pyroblast — heavy fire damage, but it takes three rounds to cast. While you cast, the enemy keeps hitting you.
- Polymorph — turns the enemy into a sheep for up to 10 rounds or until it takes damage. A sheep cannot attack. Cast it, heal, then start the damage.
- A frost spell that deals damage and freezes the enemy in place for two rounds; a frozen enemy cannot attack.
- Renew — a heal. "You feel renewed."
Putting it together
A Fury fight looks like this: open with Charge for the free round, trade attacks, use Adrenaline Rush if it will run long, and hold enough Energy for Execute when the enemy drops to 30%. A Magic fight is slower: freeze or polymorph first, then start Pyroblast while the enemy cannot answer. Either way, carry potions for the fight that goes wrong, and flee from anything whose level is well above yours.
New to the game? Start with the first-quest walkthrough, which covers the camp, the chief's quest and the dagger most players forget to equip.
More from the blog
- Murloc RPG Walkthrough: The First Quest, From Camp Brakil to Elwynn Forest
Ketchin, the guard, Chief Brakil and the 10 Tender Wolf Meat: the first quest step by step, the dagger most players forget to equip, and how to save.