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)
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. If Concussion Shot hits while target foe is casting a spell, the spell is interrupted and your target is Dazed for 5..20 seconds. This attack deals only 1..16 damage. (Marksmanship)
Nature ritual. Create a level 1..10 spirit. For non-spirit creatures within its range, all healing is reduced by 20%. If any of your attacks hit, you gain 5 Health. This spirit dies after 30..150 seconds. (Beast Mastery)
Enchantment spell. For 10 seconds, the next time target ally receives damage that would be fatal, the damage is negated and that ally is healed for 26..240 Health. (Divine Favor)
Enchantment spell. While you maintain this enchantment, whenever target ally takes attack damage, this spell deals 33% of the damage back to the source (maximum 5..20 damage). (Smiting Prayers)
Signet. Target foe and all nearby foes take 20..30 damage. For each affected foe suffering from a condition or hex, you gain 2 Energy (maximum 12..20 Energy). (Friend of the Luxon Title Track)
Hex spell. For 5..35 seconds, target foe suffers -1 Energy degeneration and you suffer -1 Health degeneration. If target foe's Energy reaches 0, that foe takes 5..50 damage and Malaise ends. (Curses)
Spell. Target foe is struck for 5..50 cold damage. If that foe is under the effects of a Water Magic hex, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage. (Water Magic)
Off-hand attack. Must follow an off-hand attack. If it hits, this attack strikes for +10..30 damage. If it misses, it takes an additional 15 seconds to recharge. (Dagger Mastery)
Enchantment spell. For 4..10 seconds, you have +7 Health regeneration and +80 armor. This enchantment ends if you successfully hit with an attack or use a skill. (Shadow Arts)
Enchantment spell. For 60 seconds, whenever you create a creature, all allies near that creature gain 5..50 Health and lose 1 condition. (Spawning Power)
Binding ritual. Create a level 1..12 spirit. All foes within its range take twice as long to build adrenaline. This spirit dies after 15..45 seconds. (Communing)
Item spell. Hold Lee Sa's ashes for 5..15 seconds. While you hold her ashes, you gain +2 Energy regeneration. When you drop her ashes, you gain +1..10 Energy. (Spawning Power)
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)
Enchantment spell. All adjacent foes suffer from Weakness for 5..15 seconds. For 15 seconds, you take 5..20 less damage from foes suffering from a condition. (Earth Prayers)
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)