Warrior
Elite Hammer attack. If Backbreaker hits, you strike for +1..20 damage and your target is knocked down. If you have 8 Strength or higher, this knockdown lasts 4 seconds. (Hammer Mastery)
Axe attack. If this attack hits a foe suffering from a Deep Wound, you strike for 1..20 more damage and that foe suffers from Weakness for 20 seconds. (Axe Mastery)
Stance. For 5 seconds, your attack rate is increased by 33%, but you deal 25% less damage. (No Attribute)
Shout. If there are any dead allies within earshot, your party moves 33% faster for 5..11 seconds. (Tactics)
Sword attack. If this attack hits, you deal +5..30 damage. If you are currently not in a stance, you also inflict Bleeding for 5..15 seconds. (Swordsmanship)
Axe attack. When this attack hits, you deal +5..20 damage. If target foe is suffering from a Deep Wound, you interrupt that foe's action. (Axe Mastery)
Axe attack. If it hits, this attack always results in a critical hit. (Axe Mastery)
Ranger
Elite Stance. For 1..20 second[s], you attack 33% faster and your Marksmanship attribute is increased by 2. (Expertise)
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)
Shout. For 120..300 seconds, your animal companion gains 1..3 Health regeneration, and half of all damage dealt to your animal companion is redirected to you. (Beast Mastery)
Stance. For 5..11 seconds, you move 33% faster and have a 27..75% chance to block incoming projectiles. Zojun's Haste ends if you attack. (Expertise)
Nature ritual. Create a level 1..6 spirit. For non-spirit creatures within its range, all skills cost 15 less Energy (minimum cost 10 Energy), and skills recharge 25% slower. This spirit dies after 1..60 second[s]. (Beast Mastery)
Bow attack. If Precision Shot hits, you strike for +3..10 damage. Precision Shot cannot be blocked. This action is easily interrupted. (Marksmanship)
Trap. When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 3..8 seconds and take 10..25 damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds. (Wilderness Survival)
Mesmer
Elite Hex spell. For 5..20 seconds, target moves and attacks 50% slower and suffers -1..8 Health degeneration. (Illusion Magic)
Enchantment spell. 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. (No Attribute)
Signet. Target touched ally and up to 2..5 adjacent allies each lose one hex. You gain 1..4 Energy for each hex removed this way. (Inspiration Magic)
Signet. If target foe is casting a spell, the spell is interrupted and that foe suffers 10..51 damage. If that foe is hexed, Signet of Disruption can interrupt any non-spell skills. (Domination Magic)
Hex spell. For 10 seconds, whenever target foe casts a spell, that foe takes 35..140 damage. (Domination Magic)
Hex spell. For 6 seconds, the next time target foe casts a spell that targets a foe, the spell fails and you steal up to 5..14 Energy from that foe. (Domination Magic)
Enchantment spell. For 5..20 seconds, whenever a spell you cast is interrupted, that spell is instantly recharged. (Fast Casting)
Elementalist
Elite Ward spell. Create a Ward Against Harm at this location. For 5..15 seconds, non-spirit allies in this area have +1..3 health regeneration, +12..24 armor, and an additional +12..24 armor against elemental damage. This spell is disabled for 20 seconds. (Water Magic)
Spell. Cause an Eruption at target foe's location. Each second for 5 seconds, foes near this location are struck for 10..40 earth damage and are Blinded for 10 seconds. (Earth Magic)
Glyph. For the next 15 seconds, your next 2 spells cost 10..18 less Energy to cast. (Energy Storage)
Enchantment spell. For 36..60 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the skill each time you use Fire Magic. (Fire Magic)
Glyph. For 15 seconds, your next 1..5 spell[s] recharge 25% faster and projectiles from the affected spells move 200% faster. (Air Magic)
Hex spell. For 1..8 second[s], target foe's legs are encased in ice, causing the foe to move 66% slower. If that foe has Cracked Armor, the chill seeps through causing 5..9 Health degeneration. (Water Magic)
Spell. All adjacent foes take 15..75 cold damage. Attacking foes struck by Whirlwind are knocked down. If you are Overcast, this spell strikes nearby instead of adjacent. (Air Magic)
Dervish
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)
Melee attack. If this attack hits, you inflict Bleeding for 5..15 seconds. If you are enchanted, you also inflict Cracked Armor for 1..10 second[s]. (Mysticism)
Melee attack. If this attack hits, you deal +5..25 damage. If target foe has less Health than you, you gain 30..80 Health. (Scythe Mastery)
Melee attack. If it hits, this attack deals 10..60 holy damage. It deals double damage to summoned creatures. (Mysticism)
Flash enchantement spell. For 1..7 second[s], you have a 40..80% chance to block incoming attacks. When you cast this enchantment, all nearby foes are struck for 10..40 earth damage. (Earth Prayers)
Spell. Lose 1 Dervish enchantment. If a Dervish enchantment was removed in this way, all nearby foes lose 1 enchantment and take 20..80 cold damage. (Wind Prayers)
Enchantment spell. For 20 seconds, your next 0..3 attack[s] cannot be blocked. When activated, this skill removes the Blindness condition. (Wind Prayers)
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