Warrior
Elite Skill. For 20 seconds you have an additional 90..300 Health, an additional 20 armor, and you take -1..10 less damage. (Strength)
Skill. For 5..11 seconds, allies adjacent to you have a 75% chance to block incoming attacks. Protector's Defense ends if you move. (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)
Sword attack. If this attack hits, your target is Crippled for 3..15 seconds, slowing his movement. (Swordsmanship)
Signet. You have +50..300 maximum Health. This signet ends if you successfully hit with an attack. (Strength)
Hammer attack. If this attack hits, you strike for +5..20 damage and gain 2 strikes of adrenaline. (Hammer Mastery)
Axe attack. If this attack hits, you strike for +10..40 damage. (Axe Mastery)
Stance. For 5..15 seconds, you move 25% faster. Enraging Charge ends when you successfully strike a target, at which point you gain 0..3 strike[s] of adrenaline if you hit with a melee attack. (Strength)
Ranger
Elite Skill. For 10 seconds if you strike a foe who is suffering from a condition you gain 3..12 Energy. (Wilderness Survival)
Bow attack. If this attack hits, target foe's action is interrupted. If that action was a Skill, you strike for +10..40 damage. (Marksmanship)
Skill. Resurrect all nearby allied animal companions. They come back to life with 10..94% Health. (Beast Mastery)
Trap. When Barbed Trap is triggered, all nearby foes are struck for 7..23 piercing damage, become Crippled, and begin Bleeding for 3..25 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted. (Wilderness Survival)
Signet. Cleanse yourself of Poison, Disease, and Blindness, and one additional condition. (No Attribute)
Bow attack. If Splinter Shot hits, you deal +3..15 damage. If Splinter Shot is blocked, all foes adjacent to your target take 5..65 damage. (Marksmanship)
Bow attack. Shoot an arrow that has half the normal range, but strikes for +10..40 damage. (Expertise)
Bow attack. If Pin Down hits, your target is Crippled for 3..15 seconds. (Marksmanship)
Monk
Elite Enchantment spell. For 5..13 seconds, target ally gains +3..10 Health regeneration and 40 armor. (Protection Prayers)
Enchantment spell. For 8..18 seconds, target ally has +10 Health regeneration. This enchantment ends if that ally attacks or uses a skill. (Healing Prayers)
Enchantment spell. For 30 seconds, your Smiting Prayers have double the Divine Favor bonus. (Divine Favor)
Spell. For 5 seconds, foes adjacent to the location in which the spell was cast take 8..32 holy damage each second. (Smiting Prayers)
Enchantment spell. For 2..7 seconds, target ally has a 50% chance to block attacks. (Protection Prayers)
Enchantment spell. For 5..20 seconds, while you are casting spells, foes cannot target you with spells. When Spell Shield ends, all your skills are disabled for 10..5 seconds. (Divine Favor)
Spell. Target foe takes 20..56 holy damage. This spell does double damage to summoned creatures. (Smiting Prayers)
Hex spell. For 30 seconds, each time target foe is the target of an enchantment, the caster of that enchantment takes 15..75 damage. (Smiting Prayers)
Necromancer
Elite Enchantment spell. For 60 seconds, whenever you suffer from a new condition, all foes in the area suffer from that same condition and you sacrifice 10..5% maximum Health. (Death Magic)
Well spell. Exploit nearest corpse to create a Well of Blood at its location. For 8..20 seconds, allies in that area receive +1..6 Health regeneration. (Blood Magic)
Spell. Target foe and adjacent foes take 10..30 shadow damage. Foes already suffering from a condition are Poisoned and Weakened for 3..12 seconds. (Blood Magic)
Hex spell. For 5..20 seconds, target foe and all nearby foes cannot use shouts or chants. (Curses)
Hex spell. For 5..15 seconds, whenever target foe hits with an attack, you steal up to 15..45 Health from that foe. (Curses)
Enchantment spell. For the next 30..60 seconds, whenever you receive damage, your closest minion suffers 75% of that damage for you. (Blood Magic)
Spell. Steal up to 5..45 Health from target foe. If that foe was attacking, that foe suffers Weakness for 3..12 seconds. (Blood Magic)
Enchantment spell. For the next 15..60 seconds, whenever you receive a condition, that condition is transferred to your closest minion instead. (Death Magic)
Mesmer
Elite Enchantment spell. For 30 seconds, your melee attacks neither hit nor fail to hit. Instead, Illusionary Weaponry deals 8..40 damage to your targets for each melee attack. You have +5 armor for each equipped Illusion Magic skill. (Illusion Magic)
Hex spell. For 2..10 seconds, target foe takes twice as long to activate non-attack skills. (Illusion Magic)
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)
Stance. For 5..20 seconds, the next signet you activate recharges 20..80% faster. (Fast Casting)
Hex spell. For 8 seconds, target foe has -3..10 Health degeneration and takes 3..10 damage each second. When Illusion of Pain ends, that foe is healed for 36..120. (Illusion Magic)
Hex spell. For 5..20 seconds, target foe casts spells 50% slower and takes 5..50 damage whenever interrupted. If a skill is interrupted, Frustration deals double damage. (Illusion Magic)
Stance. For 30..90 seconds, You gain +40 armor against elemental damage, but you lose 24..12 armor against physical damage. (Inspiration Magic)
Enchantment spell. For 36..60 seconds, all of your signets use your Fast Casting attribute instead of their normal attributes. (Fast Casting)
Dervish
Elite Scythe attack. If this attack hits, you do +5..20 damage, target foe suffers from Bleeding for 5..20 seconds, and you lose 1 Dervish enchantment. If an enchantment is removed, target foe also suffers from a Deep Wound for 5..20 seconds. (Scythe Mastery)
Flash enchantement spell. All nearby foes are struck for 10..40 cold damage. For 30 seconds, your attacks deal cold damage. When this enchantment ends, you transfer 1..2 condition[s] to all nearby foes. (Wind Prayers)
Flash enchantement spell. All adjacent foes suffer from Disease for 1..2 second[s]. For 20 seconds, nothing happens. Disease duration is doubled if you are enchanted when you activate this skill. When this enchantment ends, all party members in earshot are cured of Disease. (Mysticism)
Spell. Target touched ally is healed for 15..60 Health for each Enchantment on you (maximum 150). (Wind Prayers)
Flash enchantement spell. All nearby foes are struck for 10..40 earth damage. For 30 seconds, your attacks deal earth damage. When this enchantment ends, all nearby foes have Cracked Armor for 1..10 second[s]. (Earth Prayers)
Flash enchantement spell. For 10 seconds, you gain +10 armor if you have a condition and gain 1..3 Health regen for each condition you are suffering from. When this enchantment ends, you are cured of 1..2 condition[s]. (Earth Prayers)
Stance. You remove 1 Dervish enchantment and for 1..7 second[s] you move 25% faster. If an enchantment was removed you move 50% faster instead. (Mysticism)
Signet. Remove one Dervish enchantment. Target foe is Crippled for 5..15 seconds. If an enchantment was removed, all foes nearby your target are also Crippled and this signet recharges 75% faster. (Wind Prayers)
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