Warrior
Skill. For 8 seconds, while you have a sword equipped, you block the next melee attack against you, and your attacker is struck for 15..90 damage and begins Bleeding for 3..25 seconds. (Tactics)
Hammer attack. If this attack hits, you strike for +10..40 damage. (Hammer Mastery)
Axe attack. If this attack hits a foe suffering from a Deep Wound, you strike for +1..10 damage, and that foe becomes Crippled for 15 seconds. (Axe Mastery)
Stance. For 1..4 second[s], you gain +10 armor and have a 75% chance to block attacks. Disciplined Stance ends if you use an adrenal skill. (Tactics)
Axe attack. If this attack hits, you strike for +10..40 damage. (Axe Mastery)
Shout. For each foe within earshot (maximum 1..6), you gain one strike of adrenaline. For 10..20 seconds, your maximum Health is increased by 10..60. (Tactics)
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)
Melee attack. If Distracting Strike hits, it deals no damage and interrupts target foe's action. If target foe has Cracked Armor, that skill is disabled for 20 seconds. (No Attribute)
Ranger
Stance. All your non-attack skills are disabled for 5 seconds. For 5..11 seconds, you attack 25% faster. (Beast Mastery)
Nature ritual. Create a level 1..10 spirit. If a non-spirit creature within range dies, Edge of Extinction deals 14..50 damage to all creatures of the same type that are below 90% Health and within range of the spirit. This spirit dies after 30..240 seconds. (Beast Mastery)
Shout. For 10..25 seconds, your animal companion gains +24 armor and cannot be blocked. (Beast Mastery)
Bow attack. If this attack hits, your target bleeds for 3..25 seconds. (Marksmanship)
Trap. When Barbed Trap is triggered, all nearby foes are struck for 7..23 piercing damage, become Crippled, and begin Bleeding for 3..25 seconds. Barbed 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)
Bow attack. If this attack hits target foe, it deals +5..20 damage. If that foe is near any of your allies, this attack cannot be blocked. (Marksmanship)
Bow attack. Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage. (No Attribute)
Mesmer
Spell. Target foe loses one enchantment. If an enchantment is removed in this way, that foe also loses 4..10 Energy. (Inspiration Magic)
Signet. If you have less than 5..10 Energy, gain 10..20 Energy. (Inspiration Magic)
Stance. For 30..90 seconds, You gain +40 armor against physical damage, but you lose 24..12 armor against elemental damage. (Inspiration Magic)
Enchantment spell. For 5..20 seconds, whenever a spell you cast is interrupted, that spell is instantly recharged. (Fast Casting)
Hex spell. For 5..10 seconds, target foe suffers -1..3 Health degeneration. If that foe was attacking, that foe takes 10..52 damage. (Illusion Magic)
Hex spell. For 2..16 seconds, target foe experiences -5 Health degeneration. (Illusion Magic)
Hex spell. For 2..16 seconds, target foe suffers -8 Health degeneration. (Illusion Magic)
Hex spell. For 8 seconds, target foe has -3..10 Health degeneration and takes 3..10 damage each second. When Illusion of Pain ends, that foe is healed for 36..120. (Illusion Magic)
Assassin
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)
Off-hand attack. Must strike a hexed foe. If it hits, this attack strikes for +5..20 damage and target foe is Poisoned for 5..20 seconds. (Dagger Mastery)
Stance. For 10..40 seconds you move 15% faster than normal. When Shadow of Haste ends, you shadow step to your original location. (Shadow Arts)
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)
Stance. For 3 seconds, you run 50% faster. (No Attribute)
Spell. Shadow Step to target ally. If you have less Health than that ally, you gain 40..130 Health. (Shadow Arts)
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)
Dagger attack. If this attack hits, you strike for +8..20 damage. If target foe is suffering from a Hex, that foe is Crippled for 3..15 seconds. (Dagger Mastery)
Dervish
Melee attack. If this attack hits, you deal +3..15 damage. Each foe you hit loses 1 condition. For each foe who loses a condition, all foes adjacent to that target foe take 10..40 holy damage. (Scythe Mastery)
Signet. Remove one Dervish enchantment. Target foe is Crippled for 5..15 seconds. If an enchantment was removed, all foes in the area of your target are also Crippled and this signet recharges 75% faster. (Wind Prayers)
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)
Spell. Target other ally is healed for 5..50% of your current Health (maximum 300 Health). (Mysticism)
Enchantment spell. For 60 seconds, the next time damage drops target ally's Health below 25%, that ally is healed for 50..200 Health. (Mysticism)
Enchantment spell. For 20 seconds, your next 0..3 attack[s] cannot be blocked. When activated, this skill removes the Blindness condition. (Wind Prayers)
Enchantment spell. Lose all adrenaline. For 20 seconds, you gain 1..4 Energy every time an enchantment on you ends. (Mysticism)
Melee attack. If this attack hits, you deal +3..12 damage. If you are enchanted, this attack deals an additional +3..12 damage. (Mysticism)
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