Warrior
Elite Skill. All of your attack skills become recharged. You gain 2..7 Energy for each skill recharged by Flourish. (Strength)
Hammer attack. If this hammer blow hits, your target will suffer from Weakness for 5..20 seconds. (Hammer Mastery)
Stance. For 2..10 seconds, you attack 33% faster. When this stance ends, you lose all adrenaline. (Strength)
Axe attack. If Lacerating Chop hits, you deal +5..20 damage. If it strikes a knocked down foe your target suffers from Bleeding for 5..20 seconds. (Axe Mastery)
Axe attack. If this attack hits, you inflict +5..20 damage. If this attack results in a critical hit, target foe is interrupted. (Axe Mastery)
Sword attack. If this attack hits a Bleeding foe, you strike for 5..20 more damage and that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 5..20 seconds. (Swordsmanship)
Sword attack. If this attack hits, the opponent begins Bleeding for 5..25 seconds, losing Health over time. (Swordsmanship)
Sword attack. If Jaizhenju Strike hits, you strike for +1..30 damage. If you are not using a stance, Jaizhenju Strike cannot be blocked. (Swordsmanship)
Ranger
Elite Shout. Your animal companion instantly moves to your target and causes Bleeding for 5..15 seconds with its next attack. The next time you hit with an attack, target foe is Crippled for 5..15 seconds. (Beast Mastery)
Stance. For 8..20 seconds, you move 25% faster, and you gain 1..5 Energy whenever you take elemental damage. (Wilderness Survival)
Pet attack. Your animal companion attempts a Maiming Strike that deals +5..20 damage. If that attack hits a moving foe that foe becomes Crippled for 3..15 seconds. (Beast Mastery)
Pet attack. Your animal companion's next attack is a Pounce that deals +5..20 damage. If the attack strikes a moving foe, that foe is knocked down. (Beast Mastery)
Stance. All your non-attack skills are disabled for 5 seconds. For 5..11 seconds, you attack 25% faster. (Beast Mastery)
Nature ritual. Create a level 1..10 spirit. For each enchantment on a non-spirit creature within range, that creature has +27..150 maximum Health. This spirit dies after 30..240 seconds. (Beast Mastery)
Signet. Cleanse yourself of Poison, Disease, and Blindness, and one additional condition. (No Attribute)
Bow attack. If Power Shot hits, target foe takes 25..50 damage. (Marksmanship)
Monk
Elite Melee attack. Attacks target and adjacent foes for +13..30 Holy damage. Causes knock down on attacking foes. (Divine Favor)
Skill. Lose all enchantments. For each one lost, you gain 0..80 Health, lose one hex, and lose one condition (maximum 1..8 hexes and conditions). (Divine Favor)
Spell. Resurrect target party member with up to your current Health and 5..35% Energy. This spell has half the normal range. (Healing Prayers)
Enchantment spell. For 1..15 seconds, target other ally loses a hex every 5 seconds. (Healing Prayers)
Enchantment spell. While you maintain this Enchantment, target other ally gains +1 Health and +1 Energy regeneration, but you lose 1 Energy each time that ally casts a Spell. (No Attribute)
Spell. Remove all conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, and Deep Wound) from target ally. (No Attribute)
Spell. Remove one condition from target ally. If that ally is under the effects of an enchantment, that ally is healed for 15..75 Health. (Protection Prayers)
Spell. Remove all hexes from target other ally. For 8..20 seconds, that ally gains +10 armor for each Necromancer hex that was removed. (Protection Prayers)
Mesmer
Elite Signet. Your next 1..3 spell[s] use your Illusion attribute instead of its normal attribute. (Illusion Magic)
Spell. Target foe loses one enchantment. If an enchantment is removed in this way, that foe also loses 4..10 Energy. (Inspiration Magic)
Hex spell. For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 1..3 Energy whenever that foe fails to hit in combat. (Inspiration Magic)
Stance. For 30..90 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 10..4 Energy or Mantra of Resolve ends. (Inspiration Magic)
Stance. For 30..90 seconds, whenever you take fire damage, the damage is reduced by 26..50% and you gain 2 Energy. (Inspiration Magic)
Stance. For 30..90 seconds, You gain +40 armor against physical damage, but you lose 24..12 armor against elemental damage. (Inspiration Magic)
Stance. For 30..90 seconds, You gain +40 armor against elemental damage, but you lose 24..12 armor against physical damage. (Inspiration Magic)
Spell. Target foe loses 1..10 Energy and takes 9 damage for each point of Energy lost. (Domination Magic)
Ritualist
Elite Binding ritual. Create a level 1..14 spirit. Every 4 seconds, this spirit heals one non-spirit ally in the area for 10..115 Health. This spirit dies after 90 seconds. (Restoration Magic)
Weapon spell. For 3..13 seconds, if target ally attacks a foe who is not attacking, that foe is interrupted. (Channeling Magic)
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)
Weapon spell. For 4..10 seconds, target ally's attacks cannot be blocked. (Communing)
Enchantment spell. For 15..60 seconds, whenever you create a creature, up to 5 foes near that creature are struck for 20..65 lightning damage. (Spawning Power)
Binding ritual. Create a level 1..11 spirit. This spirit's attacks deal 5..20 damage and deal double damage to hexed foes. This spirit dies after 15..45 seconds. (Communing)
Item spell. Hold Xiko's ashes for up to 5..20 seconds. For each hex or condition you are suffering from while holding her ashes, you gain +3 Health regeneration. When you drop her ashes, you lose 1..4 conditions. (Restoration Magic)
Enchantment spell. For 5..30 seconds, spells you cast while within earshot of a spirit recharge 25% faster. (Spawning Power)
Paragon
Elite Echo. For 10..35 seconds, if you are under the effects of a chant or a shout, you attack 33% faster and gain 33% more adrenaline, but you have -20 armor. (Leadership)
Spear attack. Your spear moves three times faster. If it hits, you deal +10..40 damage. (Spear Mastery)
Shout. For 5..20 seconds, all party members within earshot receive +24 armor when not moving. (Command)
Signet. If target foe is Burning, you gain 5..15 Energy. (Leadership)
Echo. For 15 seconds, target non-spirit ally has +2..3 Health regeneration. This echo is reapplied every time a chant or shout ends on that ally. (Motivation)
Spear attack. If this attack hits, it deals +5..25 damage and sets target foe on Fire for 1..3 second[s]. (Spear Mastery)
Skill. You lose all adrenaline and target other ally gains 1..8 strikes of adrenaline. (Motivation)
Echo. For 10..35 seconds, whenever a chant or shout ends on target non-spirit ally, all foes adjacent to that ally are set on Fire for 1..7 second[s]. (Leadership)
Dervish
Elite Flash enchantement spell. When you cast this enchantment, all nearby foes are Blinded for 1..7 second[s]. For 30 seconds, if you are wielding an earth weapon, your melee attacks deal +3..30 earth damage. When this enchantment ends, you are cured of Blindness. (Earth Prayers)
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 5..20 seconds, you move 25% faster, and conditions expire 50% faster. (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)
Scythe attack. If it hits, this attack strikes for +3..15 damage. For each foe hit who has less Health than you, that foe and all adjacent foes are struck for 10..30 cold damage. (Scythe Mastery)
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)
Flash enchantement spell. All nearby foes are set on fire for 1..3 second[s]. For 20 seconds afterward, this enchantment does nothing. When this enchantment ends, you gain 1..2 strike[s] of adrenaline if any foes are within earshot. (Mysticism)
Flash enchantement spell. For 7 seconds, you move 25% faster. If this enchantment ends prematurely, you lose 1 condition. (No Attribute)
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