Warrior
Hammer attack. If Fierce Blow hits, you strike for +5..20 damage. If target foe was suffering from Weakness, that foe also suffers from a Deep Wound for 1..8 second[s]. (Hammer Mastery)
Melee attack. If this attack hits a moving foe, you strike for +5..30 damage, and your target is knocked down. (Strength)
Axe attack. When this attack hits, you deal +5..20 damage. If target foe is suffering from a Deep Wound, you interrupt that foe's action. (Axe Mastery)
Shout. For 4..6 seconds, all other party members gain +100 armor. (Friend of the Luxon Title Track)
Hammer attack. Lose all adrenaline. If Hammer Bash hits, your target is knocked down. (Hammer Mastery)
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)
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)
Assassin
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)
Dagger attack. If it hits, Black Lotus Strike strikes for +10..31 damage. If target foe is suffering from a Hex, you gain 5..13 Energy. (Critical Strikes)
Off-hand attack. Must strike a knocked-down foe. If it hits, you strike for +15..35 damage and gain 1..12 Energy. (Dagger Mastery)
Hex spell. For 20 seconds, the next time you hit target foe with a dual attack skill that foe is knocked down. (No Attribute)
Enchantment spell. For 4..10 seconds, you have a 75% chance to block. Critical Defenses refreshes every time you land a critical hit. (Critical Strikes)
Enchantment spell. For 6 seconds, you gain 5..10 Health regeneration. When Shadow Refuge ends, you gain 40..100 Health if you are attacking. (Shadow Arts)
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)
Dervish
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)
Spell. Deals 15..65 cold damage to target foe. You lose one Dervish enchantment. If an enchantment was removed, target foe loses 1 enchantment and you gain 1 strike of adrenaline. (Mysticism)
Flash enchantement spell. For 3..15 seconds, your Dervish enchantments recharge 33% faster. When you activate this enchantment, all adjacent foes are interrupted. When this enchantment ends, all adjacent foes are interrupted. 50% failure chance unless Wind Prayers 5 or higher. (Wind Prayers)
Enchantment spell. For 60 seconds, you have +40..100 max Health and take 1..10 less damage from foes with less Health than you. (Mysticism)
Spell. You gain 80..150 Health and remove 1 Dervish enchantment. If an enchantment was removed in this way, you also lose 1..3 hex[es]. (Wind Prayers)
Enchantment spell. For 20 seconds, you have +40..100 maximum Health. When this enchantment ends, you are healed for 75..200 Health. (Earth Prayers)
Enchantment spell. You have +100 max Health. When this enchantment ends, all party members in the area are resurrected with 40..50% Health and 20..30% Energy. (Sunspear Title Track)
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