Elite Axe attack. You lose all adrenaline and all Energy. If this attack hits, you deal +5..50 damage and cause a Deep Wound for 5..20 seconds. This attack always results in a critical hit. (Axe Mastery)
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. Bleeding creatures within its range suffer -2 Health degeneration. When this spirit dies, all non-spirit creatures within its range that have less than 90% Health begin Bleeding for 5..25 seconds. This spirit dies after 30..150 seconds. (Beast Mastery)
Bow attack. If this attack hits, target foe takes +10..25 damage. If that foe is not using a skill, Sloth Hunter's Shot does an additional +10..35 damage. (Marksmanship)
Trap. When Piercing Trap is triggered, all nearby foes are struck for 5..50 piercing damage. Any foes with Cracked Armor are struck for an additional 15..60 damage. Piercing Trap ends after 90 seconds. While activating this skill, you are easily interrupted. (Wilderness Survival)
Pet attack. Your animal companion attempts a Brutal Strike that deals +5..35 damage. If that attack strikes a foe whose Health is below 50%, that foe takes an additional +5..35 damage. (Beast Mastery)
Elite Enchantment spell. While you maintain this enchantment, damage dealt to target other ally is reduced by 20..50%. If your Health is below 50% when that ally takes damage, Life Barrier ends. (Protection Prayers)
Enchantment spell. For 5..23 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or spell. (Protection Prayers)
Enchantment spell. While you maintain this enchantment, conditions expire 5..50% faster on target ally. When this enchantment ends, one condition is removed from that ally. (Protection Prayers)
Elite Spell. For 5 seconds, your minions deal +3..16 damage, but you lose 2% of your maximum Health whenever one of your minions hits with an attack. (Death Magic)
Elite Hex spell. For 4 seconds, the next time target foe or any adjacent foe attacks, they take 30..135 damage and are Blinded for 10 seconds. (Illusion Magic)
Spell. Remove one Mesmer hex from target foe. If a hex was removed in this way, that foe loses 1..5 Energy and you gain 4 Energy for each point lost. (Inspiration Magic)
Elite Hex spell. After 3 seconds, target foe is knocked down and struck for 14..100 lightning damage, and has Cracked Armor for 5..20 seconds. This spell has 25% armor penetration. (Air Magic)
Enchantment spell. Send out an Ice Spear, striking target foe for 10..60 cold damage if it hits. If you are Overcast, you gain +1..4 Health regeneration for 5 seconds. (Water Magic)
Hex spell. Target and adjacent foes are struck for 35..65 earth damage. Burning foes struck by Ash Blast are hexed for 5 seconds and have a 20..75% chance to miss with attacks. (Earth Magic)
Elite Enchantment spell. For 5..21 seconds, you cannot be the target of enemy spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5..25 damage with a single skill or attack. (Shadow Arts)
Off-hand attack. Must follow a lead attack. If it hits, this attack strikes for +10..25 damage. If it hits a foe that was Crippled, that foe and all adjacent foes take +1..31 damage. (Dagger Mastery)
Hex spell. For 5 seconds, target foe suffers -1..5 Health degeneration. If that foe is moving when Enduring Toxin would end, Enduring Toxin is renewed for another 5 seconds. (Deadly Arts)
Weapon spell. For 3..8 seconds, target ally has a Weapon of Warding that grants target ally +2..4 Health regeneration and a 50% chance to block. (Restoration Magic)
Elite Form. For 10..90 seconds, your scythe attacks deal dark damage, and steal 0..12 Health. You are immune to Disease, and inflict Disease on all adjacent foes for 3 seconds whenever you lose a Dervish enchantment. This skill is disabled for 45 seconds. (Mysticism)
Flash enchantement spell. For 1..16 second[s], blocks the next 1 attack against you. If an attack is blocked, all adjacent attacking foes are knocked down and suffer from Weakness for 5..20 seconds. (Earth Prayers)
Enchantment spell. For 20 seconds, you have +24 armor and +1..4 Health regeneration. Vow of Piety renews whenever an enchantment on you ends. (Wind Prayers)
Enchantment spell. For 20 seconds, every time you successfully hit with an attack, you gain 3..15 Health for each enchantment on you (maximum 25 Health). (Mysticism)