Ranger
Bow attack. If Penetrating Attack hits, you strike for +5..25 damage and this attack has 10% armor penetration. (Marksmanship)
Bow attack. If this attack hits, target foe takes +10..25 damage. If that foe is not using a skill, Sloth Hunter's Shot does an additional +10..35 damage. (Marksmanship)
Bow attack. All your Preparations are removed. Shoot arrows at target foe and up to 3 foes adjacent to your target. These arrows strike for +1..10 damage if they hit. (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)
Bow attack. If Debilitating Shot hits, your target loses 1..10 Energy. (Marksmanship)
Trap. When Tripwire is triggered, all nearby foes are struck for 5..20 piercing damage. Any Crippled foes are knocked down. Tripwire ends after 90 seconds. While activating this skill, you are easily interrupted. (Wilderness Survival)
Preparation. For 24 seconds, your arrows deal fire damage and hit for an additional 3..24 fire damage. (Wilderness Survival)
Preparation. For 24 seconds, foes struck by your physical attacks become Poisoned for 3..15 seconds. (Wilderness Survival)
Mesmer
Hex spell. For 2..10 seconds, target foe takes twice as long to activate non-attack skills. (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)
Stance. For 5..25 seconds, signets you successfully activate while in this stance recharge 10..40% faster. (Inspiration Magic)
Signet. If target foe is attacking, that foe and all adjacent foes are interrupted and take 15..60 damage. Any foes using attack skills are knocked down. (Illusion Magic)
Enchantment spell. For 5..20 seconds, whenever a spell you cast is interrupted, that spell is instantly recharged. (Fast Casting)
Spell. Remove one enchantment from target foe. If that foe is hexed, this skill recharges 20..50% faster. (Inspiration Magic)
Signet. If target foe is casting a spell, the spell is interrupted and that foe suffers 10..51 damage. If that foe is hexed, Signet of Disruption can interrupt any non-spell skills. (Domination Magic)
Spell. Remove an enchantment from target foe. If an enchantment is removed, you gain 8..17 Energy and 40..120 Health. (Inspiration Magic)
Assassin
Off-hand attack. Must follow a lead attack. Fox Fangs cannot be blocked and strikes for +10..35 damage if it hits. (Dagger Mastery)
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)
Hex spell. For 10..35 seconds, whenever target foe enters a stance, you enter the same stance. (Shadow Arts)
Skill. Must follow a dual attack. Target foe is struck for 25..100 earth damage and suffers from a Deep Wound for 5..20 seconds. (Deadly Arts)
Dagger attack. If Mantis Sting hits, target foe takes +5..15 damage. If this attack strikes a moving foe, that foe is Crippled for 3..15 seconds. (Dagger Mastery)
Enchantment spell. For 20 seconds, the next time you hit with a dual attack skill, you gain 5..20 Energy. (Shadow Arts)
Enchantment spell. For 10..35 seconds, half-ranged spells cast 5..50% faster and recharge 5..50% faster. (Critical Strikes)
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)
Paragon
Chant. For 10 seconds, the next time each ally within earshot uses an attack skill, that ally gains 1..8 Energy. (Motivation)
Chant. For 10 seconds, the next Shout or Chant used by each ally within earshot costs 3..7 less Energy. (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)
Signet. If target foe is Burning, you gain 5..15 Energy. (Leadership)
Spear attack. Your spear moves three times faster. If it hits, you deal +10..40 damage. (Spear Mastery)
Shout. You gain 15..90 Health. For 1..10 seconds, other allies' spells targeting you cast 50% faster. (Command)
Spear attack. If this attack hits a foe suffering from a condition, that foe is interrupted. (Spear Mastery)
Spear attack. If this attack hits, it deals +5..20 damage, and any stance being used by your target ends. This attack cannot be blocked. All of your non-spear attack skills are disabled for 3 seconds. (Spear Mastery)
Dervish
Stance. For 2..10 seconds, you attack 25% faster. (Mysticism)
Scythe attack. This attack interrupts an action if it hits. If you are enchanted, any skill you interrupt is disabled for additional 1..10 second[s]. This attack does 50% normal damage. (Scythe Mastery)
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 7 seconds, you move 25% faster. If this enchantment ends prematurely, you lose 1 condition. (No Attribute)
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)
Flash enchantement spell. All nearby foes take 5..30 holy damage. For 30 seconds, your attacks deal holy damage. When this enchantment ends, all nearby foes are set on fire for 2..5 seconds. (Mysticism)
Melee attack. If it hits, this attack deals +10..20 damage and removes 1 Dervish enchantment. If a Dervish enchantment was removed, this skill recharges 75% faster and adjacent foes take 10..30 damage. (Scythe Mastery)
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)
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