Warrior
Elite Sword attack. If Quivering Blade hits, you strike for +10..40 damage. If this attack hits a moving foe, that foe is Dazed for 5 seconds. (Swordsmanship)
Sword attack. Attack target foe twice. These attacks cannot be blocked. (Swordsmanship)
Shout. You gain +3 Health regeneration for each condition you are suffering. This regeneration expires after 5..11 seconds. (Strength)
Sword attack. If this attack hits, the opponent begins Bleeding for 5..25 seconds, losing Health over time. (Swordsmanship)
Skill. For 5..11 seconds, your melee attacks cannot be blocked. (Strength)
Axe attack. If it hits, this axe blow will inflict a Deep Wound on the target foe, lowering that foe's maximum Health by 20% for 5..20 seconds. (Axe Mastery)
Stance. For 1..6 second[s], you block any attack skills used against you. For each successful block, you gain adrenaline and 5 Energy. Wary Stance ends if you use a skill. (Tactics)
Shout. All nearby foes lose 1..4 Energy. For 1..15 second[s], your melee attacks gain +5..30% chance of a critical hit against stationary foes. (Tactics)
Monk
Elite Spell. Remove up to 1..3 hex[es] from target ally. For each hex removed in this way, that ally loses one condition and gains 15..75 Health. (Protection Prayers)
Enchantment spell. For 10 seconds, the next time target ally receives damage that would be fatal, the damage is negated and one nearby foe takes 30..180 holy damage. (Smiting Prayers)
Spell. Touched ally loses two conditions and is healed for 15..60 Health for each condition removed in this way. (Protection Prayers)
Enchantment spell. For 30 seconds, each time target ally attacks or casts a spell, that ally is healed for 5..20 Health. (Healing Prayers)
Spell. Target other ally is healed for 20..110 Health. Up to 2 additional allies near target ally are healed for 10..100 Health. (Healing Prayers)
Hex spell. For 30 seconds, every time target foe is healed, the healer takes 15..80 holy damage. (Smiting Prayers)
Enchantment spell. Bring target dead party member back to life at full Health and full Energy. For 30 seconds, that party member deals 25% more damage. When this enchantment ends, target party member dies. Deaths while under the effects of this enchantment do not incur a death penalty. (No Attribute)
Hex spell. For 8..20 seconds, target foe cannot attack. This effect ends if the target takes damage. (Protection Prayers)
Necromancer
Elite Well spell. Exploit nearest corpse to create a Well of Power at that location. For 8..20 seconds, allies within the area of Well of Power gain +1..6 Health regeneration and +2 Energy regeneration. (Blood Magic)
Spell. Transfer 1..3 negative condition[s] and [its/their] remaining duration[s] from yourself to target foe and all adjacent foes. (Curses)
Hex spell. For 30 seconds, target foe has a 25% chance to miss with attacks and takes 1..46 damage whenever that foe fails to hit in combat. (Curses)
Hex spell. For the next 3..16 seconds, target foe attacks 50% slower, and that foe suffers -0..3 Health degeneration. (Curses)
Hex spell. For 10..40 seconds, whenever target foe is struck for cold damage while using a skill, that foe is interrupted, and you lose 10..5 Energy or Spinal Shivers ends. (Curses)
Spell. Destroy one of your target animated undead minions. All foes near that creature are Diseased for 5..15 seconds. (Death Magic)
Hex spell. For 6 seconds, the next time target foe casts a spell that targets an ally of that foe, the spell fails and you steal up to 10..92 Health from that foe. (Blood Magic)
Hex spell. For 3..12 seconds, target foe and all adjacent foes are hexed with Blood Bond. Whenever an ally hits one of them with an attack, that ally gains 5..20 Health. If one of these foes dies while hexed, all allies adjacent to that foe are healed for 20..100 Health. (Blood Magic)
Mesmer
Elite Hex spell. If target foe is casting a spell or chant, that skill is interrupted and for 10 seconds, whenever that foe casts a spell, you steal up to 5..15 Energy from that foe. (Inspiration Magic)
Enchantment spell. For 20 seconds, the next spell you cast is disabled for an additional 10..5 seconds, and you gain 110..200% of that spell's Energy cost. (Inspiration 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)
Spell. If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 15..75 damage. (Domination Magic)
Signet. Target foe takes 15..75 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 5..50 damage. (Domination Magic)
Spell. If target foe is using a skill, that skill is interrupted and disabled for target foe and all foes in the area for an additional 5..12 seconds. (Domination Magic)
Hex spell. For 8..20 seconds target foe cannot use signets. (Domination Magic)
Stance. For 5..25 seconds, signets you successfully activate while in this stance recharge 10..40% faster. (Inspiration Magic)
Assassin
Elite Hex spell. All of your spells are disabled for 15 seconds. For 1..3 second[s], target touched foe cannot cast spells. (Deadly Arts)
Signet. Target foe takes 5..35 damage. If your target was Blinded, that foe suffers an additional 15..60 damage. (Deadly Arts)
Dagger attack. If this attack hits, target foe takes +10..30 damage. If you are under the effects of an Enchantment, this attack cannot be blocked. (Dagger Mastery)
Spell. You are healed for 30..150. Shadow Step to a nearby location directly away from your target. (Shadow Arts)
Off-hand attack. Must follow a lead attack. If it hits, this attack strikes for +10..25 damage and you gain 5..20 Energy. (Dagger Mastery)
Spell. Send out three Dancing Daggers at target foe, each striking for 5..35 earth damage if they hit. Dancing Daggers has half the normal range. This skill counts as a lead attack. (Deadly Arts)
Dual attack. Must follow an off-hand attack. If it hits, this attack strikes for +10..30 damage, results in a critical hit, and you gain 1..3 Energy. (Critical Strikes)
Dagger attack. If this attack hits, it interrupts target foe's action. If that action was a spell, it is disabled for 3..10 seconds. (Dagger Mastery)
Paragon
Elite Chant. For 10 seconds, all party members within earshot gain 1..4 strikes of adrenaline the next time they use an attack skill. (Leadership)
Chant. For 10 seconds, the next Shout or Chant used by each ally within earshot costs 3..7 less Energy. (Motivation)
Shout. For 20 seconds, the next 1..5 touch skill[s] used against allies within earshot fail[s]. (Command)
Spear attack. If this attack hits, you deal +5..25 damage. If that foe has more Health than you, that foe suffers from a Deep Wound for 5..20 seconds. (Spear Mastery)
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)
Chant. For 8 seconds, the next attack skill used by each ally within earshot also causes Weakness for 1..16 second[s]. (Command)
Skill. For 10 seconds, any time target other ally takes more than 250..100 damage per second, that ally is healed for any damage over that amount. (Leadership)
Spear attack. This attack deals +30..40 damage. If this attack hits a foe suffering from a condition, you gain 3..6 strikes of adrenaline. (Friend of the Kurzick Title Track)
Dervish
Elite Form. For 10..90 seconds, your Dervish enchantments recharge 50% faster and your attacks deal chaos damage. Whenever you lose a Dervish enchantment, steal 1 Energy from all nearby foes. This skill is disabled for 45 seconds. (Mysticism)
Flash enchantement spell. For 2..6 seconds, you cannot be knocked down and move 25% faster. This enchantment ends prematurely if it prevents a knockdown. (Earth 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)
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)
Signet. For 30 seconds, your next 1..3 self-targeting enchantment[s] cast instantly. Flash enchantments do not consume uses of this skill. (Wind Prayers)
Flash enchantement spell. For 2..8 seconds, you move 25% faster and deal +3..12 more damage against moving foes. (Wind Prayers)
Scythe attack. If this attack hits, you deal +5..20 damage. You gain 3 Energy and 1 adrenaline for each foe you hit. (Scythe Mastery)
Scythe attack. If this attack hits a foe, that foe is Crippled for 3..12 seconds. This skill deals +3..15 extra damage if that foe is moving. (Scythe Mastery)
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