Melee attack. If this attack hits, you strike for +5..20 damage. If this attack is blocked, your target is knocked down and suffers 10..34 damage. (Strength)
Skill. For 8 seconds, while you have a sword equipped, you block the next melee attack against you and your attacker is struck for 20..80 damage. (Tactics)
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 30..150 seconds, enchantments and hexes cast by non-spirit creatures in range take twice as long to cast, and it costs twice as much Energy to maintain enchantments. This spirit dies after 30..150 seconds. (Wilderness Survival)
Stance. For 8..20 seconds, you have 75% chance to block attacks. Whenever you block a projectile in this way, adjacent foes take 5..11 damage. (Expertise)
Bow attack. Shoot two arrows simultaneously at target foe. If you are under the effects of an enchantment or hex, you shoot only one arrow. (No Attribute)
Enchantment spell. For 8 seconds, damage and life steal received by target ally is reduced by 3..18. When Shielding Hands ends, that ally is healed for 5..50 Health. (Protection Prayers)
Enchantment spell. For 10 seconds, target ally gains +1..4 Health regeneration. If this skill ends prematurely, that ally gains 30..120 Health. (Divine Favor)
Enchantment spell. For 5..23 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or spell. (Protection Prayers)
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)
Stance. For 1..5 second[s], you have a 75% chance to block attacks. Whenever you block an attack this way, you lose 2 Energy or Distortion ends. (Illusion Magic)
Hex spell. Target and adjacent foes are struck for 35..65 earth damage. Burning foes struck by Ash Blast are hexed for 5 seconds and have a 20..75% chance to miss with attacks. (Earth Magic)
Spell. Create Churning Earth at target foe's location. For the next 5 seconds, Churning Earth strikes foes near that location for 10..40 earth damage each second. Any foe moving faster than normal when struck by Churning Earth is knocked down. (Earth Magic)
Hex spell. Target foe and all adjacent foes are struck for 30..60 cold damage. For 10 seconds, the next Water Magic hex targeting a hexed foe lasts 25..100% longer. (Air 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)
Hex spell. Shadow Step to target foe. For 10 seconds, this hex does nothing. When this hex ends, you return to your original location and that foe suffers from a Deep Wound for 5..20 seconds. (Deadly Arts)
Binding ritual. Create a level 4..14 spirit that dies after 75..150 seconds. Attacks by this spirit steal up to 10..20 Health, and you are healed for 10..20 Health. (Sunspear Title Track)
Spell. Heal target ally for 15..60 points. If that ally is under the effects of a weapon spell, Wielder's Boon heals for an additional 15..75 Health. (Restoration Magic)
Skill. For 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 5..110 lightning damage. (Channeling Magic)
Shout. For 4..10 seconds, all allies within earshot gain 5..15 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this shout when that ally successfully hits with an attack. (Command)
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)
Scythe attack. You remove 1 Dervish enchantment. If an enchantment was removed, you inflict a Deep Wound for 3..10 seconds. You suffer from Weakness for 10 seconds if an enchantment is not removed. (Scythe Mastery)
Scythe attack. If it hits, this attack deals +1..10 damage and removes a Dervish enchantment. If an enchantment is removed, you do an additional +1..10 damage and strike all adjacent foes. (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)