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Elite skills have a gold border, common skills are in white. This is a work in progress, since it is a helluvalotta work. Please note that the min/max levels for skills are within the normal ranges of player characters (i.e., 0 rank in the linked attribute to 16 rank in that attribute, the max rank you can permanently have in an attribute (so 12 max rank normally, +1 headgear, and +3 superior rune == 16 rank). It is possible to raise an attribute above 16, but this is never permanent, so the numbers are not listed here. *Note: ArenaNet (the makers of GuildWars) have some sort of obsession with changing skills rather often. I will try to keep this page up to date, but if a skill suddenly changes and the change isn't reflected here, I'm sorry.


Common Skills

Name
Energy
Type
Description
Attribute
Cast Time
Recharge Time
Resurrection Signet
n/a
Signet
Resurrect target party member. That party member is returned to life with 100% health and 25% energy. You may use this signet ring only once per mission, unless recharged by a morale boost.
n/a
3
n/a
Signet of Capture
n/a
Signet
Choose one skill from a nearby dead boss. Signet of Capture is permanently replaced by that skill. If that skill was elite, gain 250 EXP for every level you have learned. (You can only learn skills of your profession.)
n/a
2
2


Elementalist

Name
Energy
Type
Description
Attribute
Cast Time
Recharge Time
Air Attunement
10
Enchantment
For 36...62 seconds, you are attuned to air. You gain 1 energy plus 30% of the base energy cost of the spell whenever you use air magic
Air Magic
2
45
Aftershock
10
Spell
Adjacent foes are struck for 26...105 earth damage. Knocked down foes are struck for 10...72 additional earth damage
Earth Magic
3/4
10
Armour of Earth
10
Enchantment
For 30 seconds, you gain +24...62 armour, but move 50%...12% slower than normal
Earth Magic
3/4
15
Armour of Frost
5
Enchantment
For 10...36 seconds, you gain +40 armour against physical damage. Armour of Frost ends if you use any fire magic
Water Magic
1
45
Armour of Mist
10
Enchantment
For 8...21 seconds, you gain +10...42 armour and move 33% faster
Water Magic
1
30
Aura of Restoration
10
Enchantment
For sixty seconds, you are healed for 152%...417% of the energy cost each time you cast a spell
Energy Storage
1/4
5
Blinding Flash
15
Spell
Target foe is blinded for 3...8 seconds
Air Magic
3/4
4
Blurred Vision
10
Hex
For 4...10 seconds, target foe and adjacent foes are hexed with Blurred Vision. While hexed, those foes have a 50% chance to miss with attacks
Water Magic
1
12
Chain Lightning
10
Spell
Target foe and up to two other foes near your target are struck for 10...90 lightning damage. This spell has 25% armour penetration and causes exhaustion
Air Magic
3
10
Conjure Flame
10
Enchantment
For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 5...21 fire damage
Fire Magic
1
45
Conjure Frost
10
Enchantment
For 60 seconds, if you're wielding a cold weapon, your attacks strike for an additional 5...21 cold damage
Water Magic
1
45
Conjure Lightning
10
Enchantment
For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 5...21 lightning damage
Fire Magic
1
45
Crystal Wave
15
Spell
Foes adjacent to you are struck for 10...106 damage, but are cured of any negative conditions
Earth Magic
3/4
20
Deep Freeze
25
Hex
You cause a Deep Freeze at target foe's location. All foes in this location are struck for 10...90 cold damage, and for 10 seconds they move 66% slower than normal
Water Magic
2
15
Earth Attunement
10
Enchantment
For 36...62 seconds, you are attuned to earth. You gain 1 energy plus 30% of the base energy cost of the spell each time you use earth magic
Earth Magic
2
45
Earthquake
25
Spell
You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for 26...105 earth damage. This spell causes exhaustion
Earth Magic
3
15
Enervating Charge
10
Spell
Target foe is struck for 25...52 lightning damage and suffers from weakness for 5...21 seconds. This spell has 25% armour penetration
Air Magic
1
8
Eruption
25
Spell
Cause an Eruption at target foe's location. Each second for 5 seconds, foes near this location are struck for 10...42 earth damage and are blinded for 10 seconds
Earth Magic
2
30
Ether Prodigy
5
Elite Enchantment
Lose all enchantments. For 5...21 seconds, you gain +6 energy regeneration. When Ether Prodigy ends, you lose 3 health for each point of energy you have. This spell causes exhaustion
Energy Storage
1
5
Ether Renewal
10
Elite Enchantment
For 5...21 seconds, each time you cast a spell, you gain 1...4 energy and 5...21 health for each enchantment on you
Energy Storage
1
30
Fire Attunement
10
Enchantment
For 36...62 seconds, you are attuned to fire. You gain 1 energy plus 30% of the base energy cost of the spell each time you use fire magic
Fire Magic
2
45
Fire Storm
10
Spell
Create a Fire Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for 5...37 fire damage each second
Fire Magic
2
30
Fireball
10
Spell
Send out a ball of fire that strikes target foe and all adjacent foes for 7...119 fire damage
Fire Magic
2
7
Flame Burst
15
Spell
All nearby foes are struck by jets of flame for 15...127 fire damage
Fire Magic
3/4
5
Flare
5
Spell
Flare flies towards target foe, striking for 20...68 fire damage if it hits
Fire Magic
1
n/a
Frozen Burst
15
Hex
All nearby foes are stuck for 10...90 cold damage and move 66% slowewr for 3...8 seconds
Water Magic
3/4
8
Gale
10
Spell
Knock down target foe for 2 seconds. This spell causes exhaustion (50% failure chance with air magic 4 or less)
Air Magic
1
5
Glimmering Mark
10
Elite Hex
For 1...17 seconds, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from blindness for 5 seconds
Air Magic
2
5
Glyph of Concentration
5
Glyph
For 15 seconds, your next 1 spell cannot be interrupted and ignores the effects of being dazed
n/a
1
10
Glyph of Elemental Power
5
Glyph
For 25 seconds, your elemental attributes are boosted by 2 for your next 10 spells
n/a
1
5
Glyph of Energy
5
Glyph
For 15 seconds, your next spell costs 10...37 less energy to cast and does not cause exhaustion
Energy Storage
1
10
Glyph of Lesser Energy
5
Glyph
For the next 15 seconds, your next 2 spells cost 10...19 less energy to cast
Energy Storage
1
30
Glyph of Renewal
5
Elite Glyph
For 15 seconds, your next spell instantly recharges
n/a
1
10
Glyph of Sacrifice
5
Glyph
For 15 seconds, your next spell casts instantly, but takes an additional 30 seconds to recharge
n/a
1
15
Grasping Earth
5
Hex
For 8...21 seconds, all nearby foes move 50% slower
Earth Magic
3/4
12
Ice Prison
10
Hex
For 8...21 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower than normal. This effect ends if target takes fire damage
Water Magic
2
30
Ice Spear
5
Spell
Ice Spear flies towards target foe, striking for 10...74 cold damage if it hits. Ice Spear has half the normal spell range
Water Magic
1
n/a
Ice Spikes
15
Hex
Target and adjacent foes are struck for 20...84 cold damage and move 66% slower for 2...6 seconds
Water Magic
2
10
Immolate
10
Spell
Target foe is struck for 15...63 fire damage and is set on fire for 1...3 seconds
Fire Magic
1
3
Incendiary Bonds
15
Hex
After 3 seconds, target foe and all nearby foes are struck for 20...84 fire damage and are set on fire for 1...3 seconds
Fire Magic
2
15
Inferno
10
Spell
All adjacent foes are struck for 30...142 fire damage
Fire Magic
3/4
10
Iron Mist
10
Hex
For 5...18 seconds, target foe moves 90% slower than normal. That foe gains immunity to damage from all sources except lightning
Earth Magic
2
30
Kinetic Armour
15
Enchantment
For 8 seconds, you gain +20...84 armour. Whenever you cast a spell, Kinetic Armour is renewed for 8 seconds
Earth Magic
3
60
Lava Font
10
Spell
For 5 seconds, foes adjacent to the location where this spell was cast are struck for 5...53 fire damage each second
Fire Magic
2
4
Lightning Javelin
5
Spell
Send out a Lightning Javelin that strikes for 15...52 lightning damage if it hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted. This spell has 25% armour penetration
Air Magic
1
2
Lightning Orb
15
Spell
Lightning Orb flies toward target foe and strikes for 10...106 lightning damage and causes cracked armour for 5...21 seconds, if it hits. This spell has 25% armour penetration
Air Magic
2
5
Lightning Strike
5
Spell
Strike target foe for 5...53 lightning damage. This spell has 25% armour penetration
Air Magic
1
5
Lightning Surge
15
Elite Hex
After 3 seconds, target foe is knocked down and struck for 14...106 lightning damage
Air Magic
2
10
Lightning Touch
5
Skill
Target touched foe and all adjacent foes are struck for 10...63 lightning damage. Foes suffering from a water magic hex are blinded for 3...8 seconds. This spell has 25% armour penetration
Air Magic
3/4
10
Maelstrom
25
Spell
Create a Maelstrom at target foe's location. For 10 seconds, foes in that area are struck for 10...26 cold damage each second. Maelstrom interrupts spell-casting when it hits. This spell causes exhaustion
Water Magic
2
30
Magnetic Aura
5
Enchantment
For 5...21 seconds, Magnetic Aura has a 75% chance to block melee attacks
Earth Magic
1/4
60
Mark of Rodgort
15
Hex
Target foe and all nearby foes are hexed with Mark of Rodgort. For 10...37 seconds, whenever each foe is struck for fire damage, that foe is set on fire for 1...4 seconds
Fire Magic
1
15
Meteor
5
Spell
Call down a fiery meteor on your target foe. The meteor explodes, striking target foe and all adjacent foes for 7...119 damage and knocking down anyone it hits. This spell causes exhaustion
Fire Magic
3
30
Meteor Shower
25
Spell
Exploding meteors strike the area near your target. For 9 seconds, foes adjacent to that location are struck for 7...119 fire damage and knocked down every 3 seconds. This spell causes exhaustion
Fire Magic
5
60
Mind Burn
5
Elite Spell
Target foe takes 15...63 fire damage. If you have more energy than target foe, that foe takes an additional 15...63 fire damage and is set on fire for 1...7 seconds. This spell causes exhaustion
Fire Magic
1
5
Mind Freeze
5
Elite Hex
Target foe suffers 10...42 cold damage. If you have more energy than target foe, that foe suffers an additional 10...42 cold damage and moves 90% slower for 1...11 seconds. This spell causes exhaustion
Water Magic
1
8
Mind Shock
5
Elite Spell
Target foe suffers 10...53 lightning damage. If you have more Energy than target foe, that foe suffers 10...53 additional lightning damage and is knocked down. This spell has 25% armour penetration and causes exhaustion
Air Magic
1
8
Mist Form
10
Elite Enchantment
For 8...21 seconds, you cannot take or deal damage from attacks
Water Magic
1
30
Obsidian Flame
5
Spell
Deal 22...118 damage to target foe. This spell ignores armour but causes exhaustion
Earth Magic
2
5
Obsidian Flesh
10
Elite Enchantment
For 8...21 seconds, you gain +20 armour and cannot be the target of enemy spells, but move 50% slower
Earth Magic
1
30
Phoenix
15
Spell
A fiery phoenix rises at your location, striking adjacent foes for 7...119 fire damage, and flies out to your target, exploding on impact. This explosion strikes for an additional 15...95 fire damage
Fire Magic
2
10
Rodgort's Invocation
25
Spell
Target foe and all nearby foes are struck for 15...127 fire damage and set on fire for 1...3 seconds
Fire Magic
2
8
Rust
10
Hex
Deals 10...74 cold damage. For 5...21 seconds, target foe and all adjacent foes take twice as long to activate signets
Water Magic
1
8
Searing Heat
15
Spell
Cause Searing Heat at target foe's location. For 5 seconds, foes near this location are struck for 10...42 fire damage each second. When Searing Heart ends, foes in the area of effect are set on fire for 3 seconds
Fire Magic
2
30
Shard Storm
10
Hex
Send out an ice shard that strikes target foe for 10...90 cold damage if it hits, and causes target foe to move 66% slower for 2...6 seconds
Water Magic
1
10
Shock
5
Skill
Target touched foe is struck for 10...63 lightning damage and is knocked down. This spell has 25% armour penetration and causes exhaustion
Air Magic
3/4
10
Stone Daggers
5
Spell
You send out two Stone Daggers. If it hits, each Stone Dagger strikes for 8...35 earth damage
Earth Magic
1
n/a
Stoning
15
Spell
Send out a large stone, striking target foe for 45...109 earth damage if it hits. If Stoning hits a foe suffering from weakness, that foe is knocked down
Earth Magic
1
5
Swirling Aura
10
Enchantment
For 8...21 seconds, Swirling Aura has a 50% chance to block projectile attacks
Water Magic
1
45
Thunderclap
10
Elite Hex
For 8...21 seconds, if target foe is struck for lightning damage, that foe and adjacent foes are knocked down, and you lose 15...6 energy or Thunderclap ends
Air Magic
2
15
Ward Against Elements
15
Ward
You create a Ward Against Elements at your current location. For 8...21 seconds, non-spirit allies in this area gain +24 armour against elemental damage
Earth Magic
1
20
Ward Against Foes
15
Ward
You create a Ward Against Foes at your current location. For 8...21 seconds, non-spirit foes in this area moves 50% slower
Earth Magic
1
20
Ward Against Melee
15
Ward
You create a Ward Against Melee at your current location. For 5...21 seconds, non-spirit allies in this area have a 50% chance to block melee attacks
Earth Magic
1
30
Ward Against Harm
15
Ward
You create a Ward Against Harm at your current location. For 8...21 seconds, non-spirit allies in this area have 12...63 armour against fire damage and 12...25 armour against other damage
Water Magic
1
20
Water Attunement
10
Enchantment
For 36...62 seconds, you are attuned to water. You gain 1 energy plus 30% of the base energy cost of the spell each time you use water magic
Water Magic
2
45
Water Trident
5
Elite Spell
Send out a fast-moving Water Trident at target foe. Water Trident strikes for 10...74 cold damage if it hits. If it hits a moving foe, that foe is knocked down
Water Magic
1
3
Whirlwind
5
Spell
All adjacent foes take 15...63 cold damage. Attacking foes struck by Whirlwind are knocked down
Air Magic
3/4
8
Windborne Speed
10
Enchantment
For 5...11 seconds, target ally moves 33% faster
Air Magic
1
5


Mesmer

Name
Energy
Type
Description
Attribute
Cast Time
Recharge Time
Arcane Echo
15
Enchantment
If you cast a spell in the next 20 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill
n/a
2
20
Arcane Mimicry
15
Spell
For 20 seconds, Arcane Mimicry becomes the non-form elite skill from target other ally
n/a
2
60
Epidemic
5
Spell
Spread all negative conditions and their remaining durations from target foe to all foes adjacent to your target
n/a
1/4
5
Arcane Conundrum
10
Hex
For 5...16 seconds, spells cast by target foe and all adjacent foes take twice as long to cast
Illusion magic
2
20
Arcane Thievery
10
Spell
For 5...37 seconds, one random spell is disabled for target foe, and Arcane Thievery is replaced by that spell
Domination magic
1
Backfire
15
Hex
For 10 seconds, whenever target foe casts a spell, that foe takes 35...147 damage
Domination magic
3
20
Blackout
10
Skill
For 2...6 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds
Domination magic
1
12
Channeling
5
Enchantment
For 8...59 seconds, whenever you cast a spell, you gain 1 energy for each foe in the area
Inspiration magic
1
15
Chaos Storm
5
Spell
Create a Chaos Storm at target foe's location. For 10 seconds, foes adjacent to that location suffer 5...15 damage each second. Chaos Storm drains 1...7 energy whenever it strikes a foe casting a spell
Domination magic
1
30
Clumsiness
10
Hex
For four seconds, target and adjacent foes are hexed with Clumsiness. The next time each foe attacks, the attack is interrupted and that foe suffers 10...97 damage
Illusion magic
2
10
Conjure Phantasm
10
Hex
For 2...17 seconds, target foe experiences -5 health degeneration
Illusion magic
1
5
Crippling Anguish
15
Elite Hex
For 8...21 seconds, target moves 50% slower and suffers -1...3 health degeneration
Illusion Magic
1
20
Cry of Frustration
10
Spell
If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 10...46 damage
Domination magic
1/4
15
Distortion
5
Stance
For 1...5 seconds, you have a 75% chance to block attacks. whenever you block an attack in this way, you lose 2 energy or Distortion ends
Illusion magic
5
Diversion
10
Hex
For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10...59 seconds to recharge
Domination magic
3
12
Drain Enchantment
5
Spell
Remove an enchantment from target foe. If an enchantment is removed, you gain 8...18 energy and 40...125 health
Inspiration magic
2
20
Echo
5
Elite Enchantment
For 30 seconds, Echo is replaced with the next skill you use. Echo acts as this skill for 30 seconds
n/a
1
10
Elemental Resistance
10
Stance
For 30...94 seconds, you gain +40 armour against elemental damage, but you lose 24...11 armour against physical damage
Inspiration magic
n/a
20
Empathy
10
Hex
For 5...16 seconds, whenever target foe attacks, that foe takes 10...58 damage
Domination magic
2
10
Energy Burn
10
Spell
Target foe loses 1...11 energy and takes 9 damage for each point of energy lost
Domination magic
2
20
Energy Drain
5
Elite Spell
Target foe loses 2...9 energy. You gain 3 energy for each point of energy lost
Inspiration Magic
1
20
Energy Surge
10
Elite Spell
Target foe loses 1...11 energy. For each point of energy lost, that foe and all nearby foes take 9 damage
Domination Magic
2
20
Energy Tap
5
Spell
Target foe loses 4...7 energy. You gain 2 energy for each point of energy lost
Inspiration magic
2
20
Ether Feast
5
Spell
Target foe loses 3 energy. You are healed 20...52 for each point of energy lost
Inspiration magic
1
8
Ether Lord
5
Hex
You lose all energy. For 5...10 seconds, target foe suffers -1...3 energy degeneration, and you experience +1...3 energy regeneration
Inspiration magic
2
20
Ethereal Burden
15
Hex
For 10 seconds, target foe moves 50% slower. When Ethereal Burden ends, you gain 10...23 energy
Illusion magic
1
30
Fevered Dreams
10
Elite Hex
For 10...26 seconds, whenever target foe suffers from a new condition, all foes in the area suffer from that condition as well
Illusion Magic
2
8
Fragility
5
Hex
For 8...21 seconds, target foe takes 5...21 damage each time that foe suffers or recovers from a new condition
Illusion magic
1
5
Guilt
5
Hex
For 6 seconds, the next time target foe casts a spell that targets a foe (your ally), the spell fails and you steal up to 5...15 energy from that foe
Domination magic
2
25
Hex Breaker
5
Stance
For 5...85 seconds, the next time you are the target of a hex, that hex fails and the caster takes 10...48 damage
Domination magic
15
Ignorance
15
Hex
For 8...21 seconds, target foe cannot use signets
Domination magic
1
10
Illusion of Haste
5
Enchantment
For 5...11 seconds, you are no longer crippled, and you move 33% faster. When Illusion of Haste ends, you become crippled for 15 seconds
Illusion magic
1
5
Illusion of Weakness
10
Enchantment
You lose 50...253 health. Illusion of Weakness ends if damage drops your health below 25% of your maximum health. When Illusion of Weakness ends, you gain 50...253 health
Illusion magic
2
30
Illusionary Weaponry
15
Elite Enchantment
For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 8...42 damage
Illusion Magic
1
25
Imagined Burden
15
Hex
For 8...21 seconds, target foe moves 50% slower than normal
Illusion magic
1
30
Ineptitude
10
Elite Hex
For 4 seconds, the next time target foe attacks, that foe takes 30...142 damage and becomes blinded for 10 seconds
Illusion Magic
1
20
Inspired Enchantment
10
Spell
Remove an enchantment from target foe and gain 3...16 energy. For 20 seconds, Inspired Enchantment is replaced with the enchantment removed from target foe
Inspiration magic
1
n/a
Inspired Hex
5
Spell
Remove a hex from target ally and gain 4...10 energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed
Inspiration magic
1
n/a
Keystone Signet
n/a
Elite Signet
All of your signets except Keystone Signet are recharged. All of your non-signet skills are disabled for 17...4 seconds
Inspiration Magic
1
20
Leech Signet
n/a
Signet
Interrupts target foe's action. If that action was a spell, you gain 3...16 energy
Inspiration magic
1/4
30
Mantra of Concentration
5
Stance
For 1...40 seconds, the next time you would be interrupted while performing a skill, you are not interrupted
Inspiration magic
n/a
30
Mantra of Earth
10
Stance
For 30...94 seconds, whenever you take earth damage, the damage is reduced by 26...52% and you gain 2 energy
Inspiration magic
n/a
20
Mantra of Flame
10
Stance
For 30...94 seconds, whenever you take fire damage, the damage is reduced by 26...52% and you gain 2 energy
Inspiration magic
n/a
20
Mantra of Frost
10
Stance
For 30...94 seconds, whenever you take cold damage, the damage is reduced by 26...52% and you gain 2 energy
Inspiration magic
n/a
20
Mantra of Inscriptions
10
Stance
For 30...94 seconds, signets you successfully activate while in this stance recharge 25...52% faster
Inspiration magic
n/a
20
Mantra of Lightning
10
Stance
For 30...94 seconds, whenever you take lightning damage, the damage is reduced by 26...52% and you gain 2 energy
Inspiration magic
n/a
20
Mantra of Persistence
15
Stance
For 30 seconds, any Illusion Magic hex you cast lasts 20...52% longer
Inspiration magic
n/a
15
Mantra of Recall
10
Elite Enchantment
For 20 seconds, you gain no benefit from it. You gain 10...26 energy when Mantra of Recall ends
Inspiration Magic
1
20
Mantra of Recovery
5
Elite Stance
For 5...21 seconds, spells you cast recharge 33% faster
Fast Casting
n/a
20
Mantra of Resolve
10
Stance
For 30...94 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 10...4 energy or Mantra of Resolve ends
Inspiration magic
n/a
20
Mantra of Signets
15
Stance
For 10...26 seconds, the next time you use a signet, it recharges immediately
Inspiration magic
n/a
30
Migraine
10
Elite Hex
For 5...21 seconds, target foe suffers -1...3 health degeneration and takes 100% longer to cast spells
Illusion Magic
2
15
Mind Wrack
5
Hex
For 30 seconds, the next time target foe's energy drops to 0, that foe takes 15...95 damage
Domination magic
1
5
Panic
25
Elite Hex
For 5...21 seconds, target foe and all nearby foes suffer -2 energy degeneration and take 10...87 damage whenever they use a signet
Domination Magic
1
10
Phantom Pain
10
Hex
For 10 seconds, target foe suffers -1...3 health degeneration. When Phantom Pain ends, that foe suffers a deep wound, lowering that foe's maximum health by 20% for 5...21 seconds
Illusion magic
2
15
Physical Resistance
10
Stance
For 30...94 seconds, you gain +40 armour against physical damage, but you lose +24...11 armour against elemental damage
Inspiration magic
n/a
20
Power Block
15
Elite Spell
If target foe is casting a spell or chant, that skill is interrupted. The interrupted skill and all skills of the same attribute are disabled for 3...16 seconds for that foe
Domination Magic
1/4
20
Power Drain
5
Spell
If target foe is casting a spell or chant, that skill is interrupted and you gain 1...33 energy
Inspiration magic
1/4
20
Power Leak
10
Spell
If target foe is casting a spell or chant, that skill is interrupted and target foe loses 3...18 energy
Domination magic
1/4
20
Power Spike
5
Spell
If target foe is casting a spell or chant, that skill is interrupted and target foe takes 30...126 damage
Domination magic
1/4
12
Shame
10
Hex
For 6 seconds, the next time target foe casts a spell that targets an ally (your foe), the spell fails and you steal up to 5...15 energy from that foe
Domination magic
2
30
Shatter Delusions
5
Spell
Remove one mesmer hex from target foe. If a hex was removed, that foe takes 15...79 damage
Domination magic
1/4
10
Shatter Enchantment
15
Spell
Remove an enchantment from target foe. If an enchantment was removed, that foe takes 14...106 damage
Domination magic
1
25
Shatter Hex
15
Spell
Remove a hex from target ally. If a hex was removed, foes near that ally take 30...126 damage
Domination magic
1
10
Signet of Humility
n/a
Signet
Target foe's elite skill is disabled for 1...17 seconds
Inspiration magic
3
20
Signet of Midnight
n/a
Elite Signet
You and target touched foe become blinded for 15 seconds
n/a
3/4
10
Signet of Weariness
Signet
Target foe and all nearby foes lose 3...8 energy
Domination magic
2
30
Soothing Images
15
Hex
For 8...21 seconds, target foe and all adjacent foes cannot gain adrenaline
Illusion magic
2
5
Spirit Shackles
10
Hex
For 5...21 seconds, target foe loses 5 energy whenever that foe attacks
Inspiration magic
3
5
Spirit of Failure
15
Hex
For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 1...3 energy whenever that foe fails to hit in combat
Inspiration magic
3
20
Sympathetic Visage
10
Enchantment
For 4...10 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 energy
Illusion magic
1
20
Wastrel's Worry
5
Hex
After 3 seconds, target foe takes 20...105 damage. Wastrel's Worry ends prematurely if that foe uses a skill
Domination magic
1/4
1


Monk

Name
Energy
Type
Description
Attribute
Energy Regeneration Penalty
Cast Time
Recharge Time
Aegis
15
Enchantment
For _ seconds, all party members have a 50% chance to block attacks
Protection Prayers
2
30
Balthazar's Aura
25
Enchantment
For 10 seconds, foes adjacent to target ally take _ holy damage each second
Smiting Prayers
2
25
Balthazar's Spirit
10
Enchantment
While you maintain this enchantment, target ally gains adrenaline and energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers)
Smiting Prayers
-1
2
Bane Signet
Signet
Target foe takes _ holy damage. If that foe was attacking, he is knocked down
Smiting Prayers
2
25
Banish
5
Spell
Target foe takes _ holy damage
Smiting Prayers
1
10
Blessed Aura
10
Enchantment
While you maintain this enchantment, Monk enchantments you cast last _% longer than normal
Divine Favour
-1
2
2
Blessed Signet
Signet
For each enchantment you are maintaining you gain 3 energy (maximum _)
Divine Favour
2
10
Contemplation of Purity
5
Skill
Lose all enchantments. For each one lost, you gain _HP, lose one hex, and lose one condition
Divine Favour
1/4
5
Divine Boon
5
Enchantment
While you maintain this enchantment, whenever you cast a Monk spell that targets an ally, that ally is healed for _ points, and you lose 2 energy
Divine Favour
-1
1/4
1
Divine Healing
10
Spell
Heal yourself and party members in the area for _ points
Divine Favour
2
30
Divine Intervention
5
Enchantment
For 10 seconds, the next time target ally reveives damage that would be fatal, the damage is negated and that ally is healed for _ points
Divine Favour
1/4
30
Divine Spirit
10
Enchantment
For _ seconds, Monk spells cost you 5 less energy to cast
Divine Favour
1/4
60
Dwayna's Kiss
5
Spell
Heal target other ally for _ points and an additional _ points for each enchantment or hex on that ally
Healing Prayers
1
3
Essence Bond
10
Enchantment
While you maintain this enchantment, whenever target ally takes physical damage you gain 1 energy
-1
2
Guardian
5
Enchantment
For 5 seconds, target ally has a _% chance to block attacks
Protection Prayers
1
2
Heal Area
10
Spell
Heal yourself and all nearby creatures for _ points
Healing Prayers
1
5
Heal Other
10
Spell
Heal target other ally for _ points
Healing Prayers
3/4
3
Heal Party
15
Spell
Heal entire party for _ points
Healing Prayers
2
Healing Breeze
10
Enchantment
For 10 seconds, target ally gains health regeneration of _
Healing Prayers
1
2
Healing Seed
10
Enchantment
For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain _ health
Healing Prayers
2
25
Holy Strike
5
Skill
Touched target foe takes _ holy damage. If knocked down, your target takes an additional _ holy damage
Smiting Prayer
3/4
8
Holy Veil
5
Enchantment
While you maintain this enchantment, any hex cast on target ally takes twice as long to cast. When Holy veil ends, one Hex is removed from target ally
-1
1
10
Holy Wrath
10
Enchantment
While you maintain this Enchantment, whenever target ally takes attack damage,t his spell deals 66% of the damage back to the source (maximum of _ damage), and you lose 10 energy
Smiting Prayers
-1
2
Infuse Health
10
Spell
Lose half your current health. Target other ally is healed for _% of the amount you lost
Healing Prayers
1/4
Judge's Insight
10
Enchantment
For _ seconds, target ally's attacks deal holy damage and have +20% armour penetration
Smiting Prayers
2
10
Life Attunement
10
Enchantment
While you maintain this enchantment, target ally deals 30% less damage in combat, but gains _% more health when healed
Protection Prayers
-1
10
2
Life Barrier
15
Elite Enchantment
While you maintain this enchantment, damage dealt to target other ally is reduced by _%. If your health is below 50% when that ally takes damage Life Barrier ends
Protection Prayers
-1
2
5
Life Bond
10
Enchantment
While you maintain this enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by _ points
Protection Prayers
-1
2
Light of Dwayna
25
Spell
Resurrect all dead party members in the area. They are returned to life with 25% health and 0 energy
4
30
Live Vicariously
10
Enchantment
While you maintain this enchantment, whenever target ally hits a foe, you gain _ health
Healing Prayers
-1
2
Mark of Protection
10
Elite Enchantment
For 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum _. All your Protection Prayers are disabled for 10 seconds
Protection Prayers
1
45
Mend Ailment
5
Spell
Remove one condition (poison, disease, blindness, dazed, bleeding, crippled, or deep wound) from target ally. That ally is healed for _ points for each remaining condition
Protection Prayers
3/4
2
Mend Condition
5
Spell
Remove one condition (poison, disease, blindness, dazed, bleeding, crippled, or deep wound) from target other ally. If a condition is removed, that ally is healed for _ points
Protection Prayers
3/4
2
Mending
10
Enchantment
While you maintain this enchantment, target ally gains health regeneration of +_
Healing Prayers
-1
2
Orison of Healing
5
Spell
Heal target ally for _ points
Healing Prayers
1
2
Pacifism
10
Hex
For _ seconds, target foe cannot attack. This effect ends if the target takes damage
Protection Prayers
2
30
Peace and Harmony
5
Elite Enchantment
For _ seconds, target ally gains +1 energy regeneration. Peace and Harmony ends if that ally attacks or casts a spell that does not target an ally
Divine Favour
1
45
Protective Spirit
10
Enchantment
For _ seconds, target ally cannot lose more than 10% max health due to damage from a single attack or spell
Protection Prayers
1/4
5
Purge Conditions
5
Spell
Remove all conditions (poison, disease, blindness, dazed, bleeding, crippled, and deep wound) from target ally
1/4
30
Rebirth
10
Spell
Resurrect target party member. Target party member is returned to life with 25% health and 0 energy, and is teleported to your current location. All of target's skills are disabled for _ seconds. This spell consumes all of your remaining energy
Protection Prayers
6
Remove Hex
5
Spell
Remove a hex from target ally
2
7
Restore Life
10
Spell
Touch the body of a fallen party member. Target party member is returned to life with _% health and _% energy
Healing Prayers
8
Resurrect
10
Spell
Resurrect target party member. Target party member is returned to life with 25% health and 0 energy
8
Retribution
10
Enchantment
While you maintain this enchantment, whenever target ally takes attack damage, this spell deals 33% of the damage back to the source (maximum of _ damage)
Smiting Prayers
-1
2
Reversal of Fortune
5
Enchantment
For 8 seconds, the nex time target ally would take damage, that ally gains that amount of health instead, maximum _
Protection Prayers
1/4
2
Shield of Regeneration
15
Elite Enchantment
For _ seconds, target ally gains _ health regeneration and 40 armour
Protection Prayers
1
20
Shielding Hands
5
Enchantment
For 10 seconds, damage received by target ally is reduced by _
Protection Prayers
3/4
25
Signet of Devotion
Signet
Heal target ally for _ points
1
45
Signet of Judgement
Elite Signet
Target foe is knocked down. That foe and all adjacent foes take _ holy damage
Smiting Prayers
2
30
Smite
10
Attack
This attack deals _ holy damage. If attacking, your target takes an additional _ holy damage
Smiting Prayers
1
10
Smite Hex
5
Spell
Remove a hex from target ally. If a hex is removed, foes in the area suffer _ damage
Smiting Prayers
1
15
Spell Breaker
15
Elite Enchantment
For _ seconds, enemy spells targeted against target ally fail
Divine Favour
1
45
Strength of Honour
10
Enchantment
While you maintain this enchantment, target ally deals _ more damage in melee
Smiting Prayers
-1
2
Succor
10
Enchantment
While you maintain this enchantment, target other ally gains +1 health and energy regeneration, but you lose one energy each time that ally casts a spell
-1
1
10
Symbol of Wrath
5
Spell
For 5 seconds, adjacent foes take _ holy damage each second
Smiting Prayers
2
30
Unyielding Aura
5
Elite Enchantment
Bring target dead ally back to life at full health and full energy. If you stop maintaining this enchantment or if this enchantment is removed, that ally dies. deaths while enchanted with Unyielding Aura do not incur a death penalty. (50% failure chance with Divine Favour 4 or less)
Divine Favour
-1
3
45
Vengeance
10
Enchantment
Bring target dead ally back to life at full health and full energy. After 30 seconds, or if this enchantment is removed, the enchanted ally dies. Deaths while enchanted with Vengeance do not incur a death penalty
4
60
Vigorous Spirit
5
Enchantment
For 30 seconds, each time target ally attacks or casts a spell, that ally is healed for _ points
Healing Prayers
1
4
Vital Blessing
10
Enchantment
While you maintain this enchantment, target ally has +_ maximum health
Protection Prayers
-1
2
Watchful Spirit
15
Enchantment
While you maintain this enchantment, target ally gains +2 health regeneration. That ally is healed for _ points when Watchful Spirit ends
Divine Favour
-1
2
10
Word of Healing
5
Elite Spell
Heal target other ally for _ points. Heal for an additional _ points if that ally is below 50% health
Healing Prayers
3/4
4
Zealot's Fire
10
Enchantment
For 60 seconds, whenever you use a skill that targets an ally, all foes adjacent to that target are struck for _ fire damage
Smiting Prayers
1
30


Necromancer

Name
Energy
Type
Description
Attribute
Cast Time
Recharge Time
Animate Bone Fiend
25
Spell
Exploit nearest corpse to animate a lv _ bone fiend. Bone fiends can attack at range
Death Magic
3
5
Animate Bone Horror
15
Spell
Exploit nearest corpse to animate a level _ bone horror
Death Magic
3
5
Animate Bone Minions
25
Spell
Exploit nearest corpse to animate two level _ bone minions
Death Magic
3
5
Blood of the Master
10
Spell
Sacrifice 10% max health. All adjacent undead allies are healed for _
Death Magic
1
5
Blood Renewal
5
Enchantment
Sacrifice 33% max health. For 10 seconds, you gain health regeneration of 3. When Blood Renewal ends, you gain _ health
Blood Magic
1
10
Blood is Power
5
Elite Enchantment
Sacrifice 33% max health. For 10 seconds, target other ally gains +_ energy regeneration
Blood Magic
1/4
Chilblains
25
Spell
You become poisoned for 3 seconds. Nearby foes are struck for _ cold damage and lose one enchantment
Curses
3/4
15
Consume Corpse
10
Spell
Exploit a random target. You teleport to that corpse's location and gain _ health and _ energy
Death Magic
2
Dark Bond
10
Enchantment
For the next _ seconds, whenever you receive physical damage, your closest minion suffers 75% of that damage for you
Blood Magic
2
60
Dark Pact
5
Spell
Sacrifice up to 10% health and deal _ shadow damage to target foe
Blood Magic
1
2
Deathly Swarm
10
Spell
Deathly Swarm flies out slowly and strikes for _ cold damage on up to three targets
Death Magic
3
3
Defile Flesh
10
Hex
Sacrifice 20% max health. For _ seconds, target foe gains only 2/3 health from healing
Curses
1
10
Demonic Flesh
5
Enchantment
Sacrifice 20% max health. For _ seconds, your maximum health is increased by _
Blood Magic
1
60
Grenth's Balance
10
Elite Spell
If target foe has more health than you, you gain half the difference (up to your maximum health), and that foe loses an equal amount
1/4
45
Infuse Condition
10
Enchantment
For the next _ seconds, whenever you receive a condition, that condition is transferred to your closest minion instead
Death Magic
Insidious Parasite
15
Hex
For _ seconds, whenever target foe hits with an attack, you steal _ health from that foe
Curses
2
20
Life Siphon
10
Hex
For _ seconds, target suffers health degeneration of _, and you gain health regeneration of _
Blood Magic
2
2
Lingering Curse
25
Elite Hex
Sacrifice 10% max health. Target foe loses all enchantments. For _ seconds, target foe gains only half health from healing
Curses
3
10
Malaise
5
Hex
For _ seconds, target foe suffers energy degeneration of 2 and you suffer health degeneration of 2. Malaise ends if target foe's energy reaches 0
Curses
2
2
Mark of Pain
10
Hex
For 30 seconds, whenever target foe takes physical damage, Mark of Pain deals _ shadow damage to adjacent foes
2
30
Mark of Subversion
10
Hex
For _ seconds, the next time target foe s a spell on an ally, the spell fails and you steal _ health from that foe
Blood Magic
2
30
Necrotic Traversal
5
Spell Exploit a random corpse. You teleport to that corpse's location and all nearby foes become poisoned for _ seconds
Death Magic
3/4
Offering of Blood
5
Elite Spell
Sacrifice 10% maximum health. You gain _ energy
Blood Magic
1/4
15
Order of Pain
10
Enchantment
Sacrifice 17% health. For 5 seconds, whenever a party member hits a foe with physical damage, that party member does an additional _ damage
Blood Magic
2
Order of the Vampire
10
Elite Enchantment
Blood Magic
2
5
Parasitic Bond
5
Hex
For 20 seconds, target foe suffers health degeneration of 1. The caster is healed for _ when Parasitic Bond ends
Curses
1
2
Plague Signet
Elite Signet
Transfer all negative conditions and their remaining durations from yourself to target foe (50% failure chance with curses 4 or less)
Curses
2
20
Plague Touch
5
Skill
Transfer a negative condition and its remaining duration from yourself to target touched foe
3/4
Price of Failure
10
Hex
For 30 seconds, target foe has a 25% chance to miss with attacks and takes _ damage whenever that foe fails to hit in combat
Curses
3
10
Putrid Explosion
10
Spell
The corpse nearest your target explodes, sending out a shockwave that deals _ damage to nearby foes
Death Magic
1
Rotting Flesh
15
Hex
Target fleshy creature becomes diseased for _ seconds and slowly loses health
Death Magic
3
3
Shadow Strike
10
Spell
Target foe takes _ shadow damage. If that foe's health is above 50%, you steal _ health
Blood Magic
2
8
Signet of Agony
Signet
Sacrifice 10% maximum health and suffer from bleeding for 25 seconds. All nearby foes take _ damage
Blood Magic
3/4
15
Soul Barbs
10
Hex
For 30 seconds, target foe takes _ damage when an enchantment or hex is on that target
Curses
2
20
Soul Feast
10
Spell
Exploit nearest corpse to steal _ health
Death Magic
1
Spiteful Spirit
15
Elite Hex
For _ seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals _ shadow damage to that foe and all adjacent foes
Curses
2
10
Strip Enchantment
10
Spell
Remove one enchantment from target foe. If an enchantment is removed, you gain _ health
Blood Magic
1
20
Suffering
15
Hex
For _ seconds, target foe and all nearby foes suffer health degeneration of 2
Curses
2
20
Vampiric Gaze
10
Spell
Steal _ health from target foe
Blood Magic
1
5
Vampiric Touch
15
Skill
Touch target foe to steal up to _ health
Blood Magic
3/4
5
Vile Touch
10
Skill
Touch target foe to deal _ damage
Death Magic
3/4
4
Weaken Armour
10
Hex
For _ seconds, target foe has an armour penalty of -20 against physical damage
Curses
3
30
Well of Blood
15
Spell
Exploit nearest corpse to create a Well of Blood at its location. For _ seconds, allies in that area reveive health regeneration of _
Blood Magic
2
2
Well of the Profane
25
Spell
Exploit nearest corpse to create a Well of the Profane at its location. For _ seconds, fores in that area are stripped of all enchantments and cannot be the target of further enchantments (50% failure chance with death magic 4 or less)
Death Magic
3
10
Wither
10
Elite Hex
For _ seconds, target foe suffers health degeneration of 2 and energy degeneration of 2. Wither ends if target foe's energy reaches 0
Curses
2
10


Ranger

Name
Energy
Type
Description
Attribute
Cast Time
Recharge Time
Antidote Signet
Signet
Cleanse yourself of poison, disease, and blindness
2
8
Apply Poison
15
Preparation
For 24 seconds, foes struck by your physical attacks become poisoned for _ seconds
Wilderness Survival
2
12
Barbed Trap
15
Trap
When Barbed Trap is triggered, all nearby foes take _ piercing damage, become crippled, and begin bleeding for _ seconds. Barbed Trap ends after 90 seconds. While activating this skill you are easily interrupted
Wilderness Survival
2
20
Bestial Pounce
5
Pet Attack
Your animal companion attempts a Bestial Pounce that deals +_ damage. If the attack strikes a foe who is casting a spell, that foe is knocked down
Beast Mastery
15
Call of Haste
10
Shout
For 30 seconds, your animal companion has a faster attack speed and moves 25% faster than normal
Beast Mastery
25
Call of Protection
5
Shout
For 120 seconds, your animal companions have a _ base damage reduction
Beast Mastery
11
Called Shot
5
Bow Attack
Shoot an arrow that moves 3 times faster than normal and cannot be blocked or evaded
3
Charm Animal
10
Skill
Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped
Beast Mastery
10
Choking Gas
15
Preparation
For _ seconds, your arrows deal _ more damage and spread Choking Gas to all adjacent foes on impact. Choking Gas interrupts foes attempting to cast spells
Wilderness Survival
2
24
Comfort Animal
10
Skill
You heal your animal companion for _ points. If you companion is dead, it is resurrected with 42% health and all your skills are disabled for 8 seconds
Beast Mastery
1
1
Debilitating Shot
10
Bow Attack
If Debilitating Shot hits, your target loses 10 energy
10
Disrupting Lunge
5
Pet Attack
Your animal companion attempts a Disrupting Lunge that deals +_ damage. If that attack strikes a foe using a skill that skill is interrupted and is disabled for an additional 20 seconds
Beast Mastery
5
Distracting Shot
5
Bow Attack
If Distracting Shot hits, it interrupts target foe's action but deals only _ damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds
Expertise
1/2
10
Dodge
5
Stance
For _ seconds, you move 33% faster than normal and have a 27% chance to evade incoming arrows. Dodge ends if you attack
Expertise
30
Dual Shot
10
Bow Attack
Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage than normal
5
Dust Trap
25
Trap
When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are blinded for _ seconds and take _ earth damage. While activating this skill you are easily interrupted. Dust Trap ends after 90 seconds
Wilderness Survival
2
30
Energizing Wind
5
Nature Ritual
Create a level _ spirit. For creatures within its range, all skills cost 15 less energy (minimum cost 10), and skills recharge 25% slower than normal. This spirit dies after _ seconds
Beast Mastery
5
60
Escape
5
Elite Stance
For _ seconds, you move 33% faster and have a 75% chance to block attacks
Expertise
12
Favourable Winds
5
Nature Ritual
Create a level _ spirit. For creatures within its range, arrows move twice as fast as normal and strike for +6 damage. This spirit dies after _ seconds
Marksmanship
5
60
Feral Lunge
5
Pet Attack
Your animal companion attempts a Feral Lunge that deals +_ damage. If the attack strikes a foe who is attacking, that foe suffers from bleeding for _ seconds
Beast Mastery
10
Ferocious Strike
5
Elite Pet Attack
Your animal companion attempts a Ferocious Strike that deals +_ damage. If that attack hits, you gain adrenaline and _ energy.
Beast Mastery
8
Healing Spring
10
Trap
For 10 seconds, all nearby allies are healed for _HP every 2 seconds. While activating this skill you are easily interrupted
Wilderness Survival
2
20
Hunter's Shot
5
Bow Attack
If Hunter's Shot hits, you strike for +_ damage. If this attack hits a foe that is moving or knocked down, that foe begins bleeding for _ seconds
Marksmanship
5
Ignite Arrows
10
Preparation
For 24 seconds, your arrows explode on contact, dealing _ fire damage to target and all adjacent foes
Wilderness Survival
2
12
Kindle Arrows
5
Preparation
For 24 seconds, your arrows deal fire damage and hit for an additional _ fire damage
Wilderness Survival
2
12
Lightning Reflexes
10
Stance
For _ seconds, you have a 75% chance to evade melee and projectile attacks and you attack 33% faster
Expertise
45
Maiming Strike
10
Pet Attack
Your animal companion attempts a Maiming Strike that deals +_ damage. IF that attack hits a moving foe that foe becomes crippled for _ seconds
Beast Mastery
10
Marksman's Wager
5
Elite Preparation
For 12 seconds, you gain _ energy whenever your arrows hit, but lose 10 energy whenever your arrows fail to strike
Expertise
2
24
Melandru's Arrows
5
Elite Preparation
For 18 seconds, whenever your arrows hit, they cause bleeding for _ seconds, and if they hit a target who is under an enchantment, they do +_ damage
Wilderness Survival
2
12
Melandru's Assault
10
Pet Attack
Your animal companion attempts a Melandru's Assault that deals +_ damage. If that attack strikes a foe with an Enchantment, that foe and all adjeacent foes take +_ additional damage
Beast Mastery
10
Melandru's Resilience
5
Elite Stance
For _ seconds, you gain +2 health regeneration and +1 energy regeneration for each condition and hex you are suffering
Wilderness Survival
25
Oath Shot
10
Elite Bow Attack
If Oath Shot hits, all of your skills except Oath Shot are recharged. If it misses, all of your skills are disabled for 10 seconds. (50% chance to miss with 7 or less Expertise)
Expertise
25
Otyugh's Cry
5
Shout
All animals in the area become hostile to your target and gain +20 armour for 30 seconds. Otyugh's Cry cannot turn charmed animals against their masters or their masters' allies. (50% failure chance with Beast Mastery 4 or less)
Beast Mastery
30
Penetrating Attack
10
Bow Attack
If Penetrating Attack hits, you strike for +_ damage and this attack has 20% armour penetration
Marksmanship
3
Pin Down
15
Bow Attack
If Pin Down hits, your target is crippled for _ seconds
Marksmanship
15
Point Blank Shot
10
Bow Attack
Shoot an arrow that has half the normal range, but strikes for +_ damage
Expertise
3
Poison Arrow
5
Elite Bow Attack
If Poison Arrow hits, your target becomes poisoned for _ seconds
Wilderness Survival
1
Practiced Stance
5
Elite Stance
For _ seconds, your preparations recharge 50% faster and last _% longer
Expertise
15
Predatory Season
Beast Mastery
Quickening Zephyr
25
Nature Ritual
Create a level _ spirit. For creatures within its range, all skills recharge twice as fast as normal and cost 30% more energy to cast. This spirit dies after _ seconds
Wilderness Survival
5
60
Read the Wind
5
Preparation
For 24 seconds, your arrows move twice as fast and deal _ extra damage
Marksmanship
2
12
Revive Animal
5
Skill
Resurrect all nearby allied animal companions. They come back to life with 66% health
Beast Mastery
6
20
Savage Shot
10
Bow Attack
If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for _ damage
Marksmanship
2
5
Scavenger Strike
10
Pet Attack
Your animal companion attempts a Scavenger Strike that deals +_ damage. If the attack strikes a foe who is suffering a condition, that foe takes an additional +_ damage
Beast Mastery
5
Serpent's Quickness
5
Stance
For _ seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your health drops belop 50%
Wilderness Survival
45
Storm Chaser
10
Stance
For _ seconds, you move 25% faster, and you gain _ energy whenever you take elemental damage
Wilderness Survival
30
Symbiosis
5
Nature Ritual
Create a level _ spirit. For creatures within its range, for each enchantment on a creature, that creature's maximum health is increased by _. This spirit dies after _ seconds
Beast Mastery
5
60
Troll Unguent
5
Skill
For 10 seconds, you gain health regeneration of _
Wilderness Survival
3
10
Whirling Defense
10
Stance
For _ seconds, you have 75% chance to block attacks. Whenever you block a projectile in this way, adjacent foes take _ piercing damage
Expertise
60
Winnowing
5
Nature Ritual
Create a level _ spirit. For creatures within its range, creatures take 4 additional damage whenever they take physical damage. This spirit dies after _ seconds
Wilderness Survival
5
60
Winter
5
Nature Ritual
Create a level _ spirit. For creatures within its range, all elemental damage is cold damage instead. This spirit dies after _ seconds
Wilderness Survival
5
60


Warrior

Name
Energy
Type
Description
Attribute
Cast Time
Recharge Time
Frenzy
5
Stance
For eight seconds, you attack 33% faster but take double damage
Gash
Sword Attack
If this attack hits a bleeding foe, you strike for 5 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for five seconds
Swordsmanship
Healing Signet
Signet
You gain 40 health. You take double damage while using this skill
Tactics
Sever Artery
Sword Attack
If this attack hits, the opponent begins bleeding for five seconds, losing health over time
Swordsmanship