Warrior
Elite Stance. For 10 seconds, the next time you would be knocked down, you gain 1..3 strike[s] of adrenaline and 1..7 Energy instead. (Tactics)
Stance. For 1..4 second[s], you gain +10 armor and have a 75% chance to block attacks. Disciplined Stance ends if you use an adrenal skill. (Tactics)
Skill. For 5..11 seconds, your melee attacks cannot be blocked. (Strength)
Stance. For 1..6 second[s], you have a 75% chance to block attacks while under the effects of a shout or chant. You gain 1 strike of adrenaline for each blocked attack. (Tactics)
Stance. For 8..20 seconds, you cannot be knocked down and you do not suffer extra damage from a critical attack. (Tactics)
Skill. For 8 seconds, while you have a sword equipped, you block the next melee attack against you, and your attacker is struck for 15..90 damage and begins Bleeding for 3..25 seconds. (Tactics)
Hammer attack. If Fierce Blow hits, you strike for +5..20 damage. If target foe was suffering from Weakness, that foe also suffers from a Deep Wound for 1..8 second[s]. (Hammer Mastery)
Stance. For 8 seconds, you have a 75% chance to block incoming attacks, but take double damage. (No Attribute)
Elementalist
Elite Spell. Target touched foe and all foes in the area are struck for 7..112 fire damage and set on fire for 1..4 second[s]. For each foe you hit, gain 2 Energy. (Fire Magic)
Spell. Cause Searing Heat at target foe's location. For 5 seconds, foes near this location are struck for 10..40 fire damage each second. When Searing Heat ends, foes in the area of effect are set on fire for 3 seconds. (Fire Magic)
Ward spell. You create a Ward of Weakness at your current location. For 5..20 seconds, foes in this area become Weakened for 5..20 seconds whenever they take elemental damage. (Earth Magic)
Enchantment spell. For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 5..20 fire damage. (Fire Magic)
Skill. For 10 seconds, the next time you deal elemental damage with a spell to a target, you deal 60..70% of that damage to all other foes in the area. (Sunspear Title Track)
Enchantment spell. For 60 seconds, you gain 0..1 Energy and are healed for 200..500% of the Energy cost each time you cast a spell. (Energy Storage)
Hex spell. Send out an ice shard that strikes target foe for 10..85 cold damage if it hits and causing target foe to move 66% slower for 2..6 seconds. (Water Magic)
Enchantment spell. For 40..60 seconds, your elemental attributes are boosted by 1. Each time you cast a spell, you gain 1 Energy for every 10 ranks of Energy Storage and are healed for 100..300% of the spell's Energy cost. (Friend of the Kurzick Title Track)
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)
Flash enchantement spell. For 5..20 seconds, attacks against moving foes also Cripple that foe for 2..9 seconds. This enchantment ends after you apply Cripple 1..3 times. When you cast this spell, you lose Cripple and 1 other condition. (Wind Prayers)
Enchantment spell. For 45 seconds, you deal 20..25 holy damage to all adjacent foes whenever you lose a Dervish enchantment. (Friend of the Kurzick Title Track)
Flash enchantement spell. All nearby foes take 5..30 holy damage. For 5..25 seconds, you have -1 Energy regeneration, and gain 1 Energy whenever you hit a foe. If this enchantment ends prematurely, you gain 1..5 Energy. (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)
Enchantment spell. For 60 seconds, you have +40..100 max Health and take 1..10 less damage from foes with less Health than you. (Mysticism)
Flash enchantement spell. For 1..6 second[s], you move 33% faster than normal. The next time you strike a foe, all other nearby foes take 10..60 cold damage and this enchantment ends. (Wind Prayers)
Flash enchantement spell. For 30 seconds, the next 1..5 time[s] you hit with a scythe, all other adjacent foes take 10..60 earth damage. (Earth Prayers)
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