Warrior
Stance. For 1..5 second[s], you have a 75% chance to block melee and projectile attacks. When Defensive Stance ends, you gain one strike of adrenaline for each melee attack skill you have (maximum 0..4). (Tactics)
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)
Hammer attack. If Renewing Smash hits, it deals +10..40 damage. If you hit a knocked-down foe, you gain 3 Energy and this attack recharges instantly. (Hammer Mastery)
Skill. For 7..18 seconds you have an additional 90..300 Health. (Strength)
Skill. For 5..11 seconds, while wielding a shield, the next attack skill used against you is blocked. If it was a melee skill, your attacker is knocked down and that skill is disabled for an additional 15 seconds. (Strength)
Hammer attack. Lose all adrenaline. Attack all adjacent foes. If this attack strikes a foe suffering from a condition, that foe is knocked down. (50% failure chance with Hammer Mastery 4 or less.) (Hammer Mastery)
Stance. For 8..20 seconds, you cannot be knocked down and you do not suffer extra damage from a critical attack. (Tactics)
Shout. All nearby foes that are moving are knocked down. This skill recharges 1..8 second[s] faster for each foe knocked down (maximum 25 seconds). (Tactics)
Ranger
Nature ritual. Create a level 1..10 spirit. Non-spirit creatures within range take 4 additional damage whenever they take physical damage. This spirit dies after 30..150 seconds. (Wilderness Survival)
Bow attack. If Distracting Shot hits, it interrupts target foe's action but deals only 1..16 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. (Expertise)
Bow attack. Needling Shot strikes for only 10..30 damage and moves faster than normal. If Needling Shot strikes a foe below 50% Health, Needling Shot recharges instantly. Your other attack skills are disabled for 2 seconds. (Marksmanship)
Bow attack. If this attack hits, you strike for +5..20 damage. If you land a critical hit, you deal an additional +5..25 damage. (Marksmanship)
Trap. When Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 5..20 fire damage and set on fire for 1..3 second[s]. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted. (Wilderness Survival)
Skill. You heal your animal companion for 20..104 Health. If your companion is dead, it is resurrected with 10..58% Health. If you have Comfort Animal equipped, your animal companion will travel with you. (Beast Mastery)
Shout. For 5..20 seconds, your animal companion attacks 25% faster and heals you for 1..31 Health with each successful attack. (Beast Mastery)
Skill. For 5..20 seconds, your pet attacks 33% faster and deals +3..10 additional damage. (Beast Mastery)
Monk
Enchantment spell. For 15 seconds, target ally gains +4..9 Health regeneration. (Healing Prayers)
Spell. Remove one condition from target ally. If that ally is under the effects of an enchantment, that ally is healed for 15..75 Health. (Protection Prayers)
Spell. Remove one condition from each party member. Party members relieved of Burning are healed for 10..100 Health. (Protection Prayers)
Enchantment spell. While you maintain this enchantment, target ally deals 30% less damage with attacks, but gains 14..50% more Health when healed. (Protection Prayers)
Skill. Lose all enchantments. For each one lost, you gain 0..80 Health, lose one hex, and lose one condition (maximum 1..8 hexes and conditions). (Divine Favor)
Spell. This attack deals 10..55 Holy damage. If attacking, your target takes an additional 10..35 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)
Spell. Heal entire party for 30..75 Health. (Healing Prayers)
Necromancer
Spell. If target foe has more than 50% Health, that foe loses all enchantments. (No Attribute)
Hex spell. For 5 seconds, allies hitting target foe gain 0..2 strike[s] of adrenaline. When this hex ends, that foe suffers from Cracked Armor for 1..15 second[s]. (Blood Magic)
Enchantment spell. For 8..14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster. (Blood Magic)
Well spell. Exploit nearest corpse to create a Well of Suffering at its location. For 10..30 seconds, foes in that area suffer -1..6 Health degeneration. (Death Magic)
Hex spell. For 30 seconds, whenever target foe takes physical damage, Mark of Pain deals 10..40 shadow damage to adjacent foes. (Curses)
Spell. If target hostile animated undead has a master, its bond to its master is broken, making it hostile to all other creatures. If it had no master, you become its master. (50% failure chance with Death Magic 4 or less.) (Death Magic)
Skill. Touch target foe to steal up to 29..74 Health. (Blood Magic)
Well spell. Exploit nearest corpse to create a Well of the Profane at its location. For 8..20 seconds, foes in that area are stripped of all enchantments and cannot be the target of further enchantments. (50% failure chance with Death Magic 4 or less.) (Death Magic)
Mesmer
Hex spell. For 8..20 seconds, target foe moves 50% slower. (Illusion Magic)
Stance. For 30..90 seconds, whenever you take lightning damage, the damage is reduced by 26..50% and you gain 2 Energy. (Inspiration Magic)
Enchantment spell. For 36..60 seconds, all of your signets use your Fast Casting attribute instead of their normal attributes. (Fast Casting)
Hex spell. Target foe loses 5..8 Energy. For each point of Energy lost in this way, that foe and all foes in the area suffer -1 Health degeneration for 10 seconds. (Friend of the Kurzick Title Track)
Enchantment spell. For 4..10 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy. (Illusion Magic)
Hex spell. For 10 seconds, target foe moves 50% slower. When Kitah's Burden ends you gain 10..18 Energy. (Illusion Magic)
Spell. Target foe takes 15..75 damage. If target foe is suffering from 2 or more hexes, that foe suffers a Deep Wound for 5..20 seconds. (Illusion Magic)
Stance. For 30..90 seconds, whenever you take fire damage, the damage is reduced by 26..50% and you gain 2 Energy. (Inspiration Magic)
Assassin
Hex spell. For 10 seconds, target foe moves 10% faster than normal. For each second, if that foe is moving, that foe takes 5..20 damage. (Deadly 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)
Enchantment spell. For 10..35 seconds, half-ranged spells cast 5..50% faster and recharge 5..50% faster. (Critical Strikes)
Enchantment spell. While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill and all of your skills are disabled for 10 seconds. (No Attribute)
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)
Dagger attack. If this attack hits, you strike for +19..31 damage. If your target was above 90% Health you deal an additional 15..75 damage. (Critical Strikes)
Skill. Target touched foe suffers 5..50 damage, and if that foe is suffering from a hex or condition that foe is knocked down. Iron Palm counts as a lead attack. (Deadly Arts)
Off-hand attack. Must follow a lead attack. If you are under the effects of an enchantment and this attack hits, target foe suffers from a Deep Wound for 5..20 seconds. (Dagger Mastery)
Paragon
Spear attack. Your spear moves three times faster. If it hits, you deal +10..40 damage. (Spear Mastery)
Spear attack. If this attack hits, your target begins Bleeding for 5..20 seconds. (Spear Mastery)
Spear attack. If this attack hits, it deals +5..25 damage and sets target foe on Fire for 1..3 second[s]. (Spear Mastery)
Chant. For 10 seconds, the next time each ally within earshot uses a Spell, that ally gains 1..6 Energy. (Motivation)
Shout. For 5..15 seconds, the next time target other ally would be knocked down, all nearby foes take 15..75 damage instead. (Command)
Echo. For 3..11 seconds, target ally moves 25% faster. This echo is reapplied every time a chant or shout ends on that ally. (Leadership)
Spear attack. If this attack hits a foe with Cracked Armor, that foe suffers a Deep Wound for 5..20 seconds. (Spear Mastery)
Spear attack. If this attack hits, you deal +5..20 damage. If you are under the effects of an enchantment, this spear flies twice as fast and cannot be blocked. (Spear Mastery)
Dervish
Scythe attack. If this attack hits a foe, that foe is Crippled for 3..8 seconds. If you have more Health than target foe, all adjacent foes take 10..30 earth damage. (Scythe Mastery)
Flash enchantement spell. All nearby foes begin Bleeding for 5..15 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 3..8 seconds. (Earth Prayers)
Enchantment spell. Lose all adrenaline. For 20 seconds, you gain 1..4 Energy every time an enchantment on you ends. (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)
Spell. Target touched ally is healed for 15..60 Health for each Enchantment on you (maximum 150). (Wind Prayers)
Flash enchantement spell. For 20 seconds, you deal 5..25 less damage and steal 5..25 Health whenever you hit with a scythe attack. When you cast this enchantment you steal 5..25 Health from all adjacent foes. (Wind Prayers)
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)
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)
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