Elite Melee attack. If it hits, this attack interrupts the target's current action. If that foe was casting a spell, that foe is Dazed for 10 seconds. (No Attribute)
Skill. For 5..11 seconds, while wielding a shield, the next attack skill used against you is blocked. If it was a melee skill, your attacker is knocked down and that skill is disabled for an additional 15 seconds. (Strength)
Elite Nature ritual. Create a level 1..10 spirit. Whenever a non-spirit creature in its range reaches 0 Energy, that creature takes 20..70 damage. This spirit dies after 30..180 seconds. (Wilderness Survival)
Trap. Create a Viper's Nest. When it is triggered, all nearby foes are struck for 5..35 piercing damage and become Poisoned for 5..20 seconds. Viper's Nest expires after 90 seconds. This Trap is easily interrupted. (Beast Mastery)
Enchantment spell. While you maintain this enchantment, target ally gains +2 Health regeneration. That ally is healed for 30..180 Health when Watchful Spirit ends. (Divine Favor)
Elite Hex spell. For 3..15 seconds, whenever target foe attacks or casts a spell on a creature with less Health, that foe loses 25..100 Health. (Blood Magic)
Enchantment spell. For 30..60 seconds, whenever you use a skill that targets a foe, you deal 5..20 shadow damage to all other foes adjacent to you. (Blood Magic)
Elite Hex spell. Remove one enchantment from target foe and all nearby foes. For 5..20 seconds, enchantments expire 150..300% faster on those foes. (Illusion Magic)
Hex spell. For 6 seconds, the next spell that target foe casts on one of your allies fails and deals 10..100 damage to that foe and all nearby foes. (Domination Magic)
Elite Spell. Target foe suffers 10..50 lightning damage. If you have more Energy than target foe, that foe suffers 10..50 more lightning damage and is knocked down. This spell has 25% armor penetration. (Air Magic)
Hex spell. If target foe is under the effect of a Water Magic hex, that foe is struck for 20..80 cold damage. Otherwise, that foe moves 66% slower for 1..5 second[s]. (Water Magic)
Enchantment spell. For 3..7 seconds, you are enchanted with Swirling Aura and have 1..6 Health regeneration and a 50% chance to block projectiles. If you are Overcast when you cast this spell, all party members in earshot are also enchanted. (Water Magic)
Elite Hex spell. Your non-Assassin skills are disabled for 3 seconds. For 1..10 seconds, target foe moves 50% slower. When this hex ends that foe is Crippled for 1..15 seconds. (Shadow Arts)
Off-hand attack. Must follow a lead attack. If it hits, this attack strikes for +10..35 damage and any stance being used by target foe ends. This attack cannot be blocked. (Dagger Mastery)
Dual attack. Must follow an off-hand attack. If it hits, you deal +5..20 damage. If you a hit a Crippled foe, that foe is knocked down. (Dagger Mastery)
Elite Binding ritual. Create a level 1..12 spirit. Whenever this spirit's attack hits a stationary foe, that foe is knocked down and the spirit loses 70..50 Health. This spirit dies after 30..60 seconds. (Communing)
Binding ritual. Create a level 1..14 spirit. All allies within its range holding an item gain 15..45 maximum Health and 10 maximum Energy. This spirit dies after 15..60 seconds. (Spawning Power)
Spell. Target foe is struck for 5..50 lightning damage. If you are under the effects of a weapon spell, you deal an additional 10..40 lightning damage. (Channeling Magic)
Spell. Open a Spirit Rift at target foe's location. After 3 seconds, all adjacent foes are struck for 25..125 lightning damage and suffer from Cracked Armor for 1..20 second[s]. (Channeling Magic)
Elite Skill. For 10 seconds, the next time an ally within earshot would take fatal damage, that damage is negated and that ally is healed for 20..200 Health. Angelic Bond ends on all other allies. (Leadership)
Spear attack. If this attack hits, you deal +5..20 damage. If it hits a summoned creature, all nearby foes take 15..90 holy damage, and are set on fire for 3 seconds. (Spear Mastery)
Elite Form. For 10..90 seconds, your Dervish enchantments recharge 50% faster and your attacks deal chaos damage. Whenever you lose a Dervish enchantment, steal 1 Energy from all nearby foes. This skill is disabled for 45 seconds. (Mysticism)
Spell. Deals 15..75 cold damage and takes 1 enchantment from target foe. If that foe was not enchanted, that foe is Dazed for 1..4 second[s]. (Wind Prayers)
Flash enchantement spell. When you cast this enchantment, all nearby foes take 10..40 cold damage. For  30 seconds, your attack skills remove enchantments from knocked-down foes. When this enchantment ends, nearby foes are affected by Cracked Armor for 1..10 second[s]. (Wind Prayers)