Warrior
Signet. You have +50..300 maximum Health. This signet ends if you successfully hit with an attack. (Strength)
Signet. For 8..20 seconds, you have +10..40 armor and cannot be knocked down, but your movement is slowed by 75%. (Strength)
Stance. For 8..14 seconds, you move 25% faster. (Strength)
Stance. For 1..6 second[s], you block any attack skills used against you. For each successful block, you gain adrenaline and 5 Energy. Wary Stance ends if you use a skill. (Tactics)
Sword attack. If this attack hits, you deal +1..31 damage. If you hit a foe that is knocked down, you gain 1..5 adrenaline. (Swordsmanship)
Hammer attack. If Auspicious Blow hits, you strike for +5..20 damage and gain 3..8 Energy. If target foe is suffering from Weakness, this attack is unblockable. (Hammer Mastery)
Melee attack. If this blow hits, you deal +20..40 damage. If you have more Health than target foe, you gain 1..2 strike[s] of adrenaline. (Tactics)
Hammer attack. If this attack strikes a foe who is knocked down, the resulting dust cloud will blind adjacent foes for 3..7 seconds. (Hammer Mastery)
Monk
Enchantment spell. While you maintain this Enchantment, target other ally gains +1 Health and +1 Energy regeneration, but you lose 1 Energy each time that ally casts a Spell. (No Attribute)
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. Target ally is healed for 25..100. This spell is easily interrupted. (Healing Prayers)
Skill. Touched target foe takes 10..55 holy damage. If knocked down, your target takes an additional 10..55 holy damage. (Smiting Prayers)
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)
Spell. Lose half your current Health. Target other ally is healed for 100..136% of the amount you lost. (Healing Prayers)
Enchantment spell. For 8 seconds, whenever target ally takes more than 50 damage from the next 10 attacks or spells, that ally is healed for 30..90 Health. (Protection Prayers)
Enchantment spell. For 30 seconds, your Smiting Prayers have double the Divine Favor bonus. (Divine Favor)
Mesmer
Hex spell. For 10 seconds, target foe moves 50% slower. When Ethereal Burden ends, you gain 10..18 Energy. (Illusion Magic)
Stance. For 5..25 seconds, any Illusion Magic hex you cast lasts 10..40% longer. (Inspiration Magic)
Enchantment spell. For 5..20 seconds, whenever a spell you cast is interrupted, that spell is instantly recharged. (Fast Casting)
Stance. For 5..20 seconds, the next signet you activate recharges 20..80% faster. (Fast Casting)
Spell. Remove an enchantment from target foe. If an enchantment is removed, you gain 8..17 Energy and 40..120 Health. (Inspiration Magic)
Hex spell. For 10 seconds, target foe has -1 Energy degeneration. If this hex is removed prematurely, that foe loses 1..5 Energy. (Inspiration Magic)
Hex spell. For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 1..3 Energy whenever that foe fails to hit in combat. (Inspiration Magic)
Spell. Target foe loses 3 Energy. You are healed 20..65 for each point of Energy lost. (Inspiration Magic)
Assassin
Hex spell. For 3..15 seconds, target foe moves 25% slower and while target foe has no other hexes, that foe has 20 less armor against your attacks. (Shadow Arts)
Hex spell. For 5..35 seconds, the next time damage would drop target foe's Health below 50%, you inflict a Deep Wound for 5..20 seconds and Shadow Step to that foe. This spell has half the normal range. (Deadly Arts)
Dual attack. Must follow an off-hand attack. If it hits, this attack strikes for +10..30 damage, results in a critical hit, and you gain 1..3 Energy. (Critical Strikes)
Enchantment spell. For 4 seconds and 1 second for each rank of Critical Strikes, you attack 33% faster and gain 15..25 armor. This skill reapplies itself every time you land a critical hit. (Sunspear Title Track)
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)
Spell. Must follow an off-hand attack. Target foe and all adjacent foes become Blinded for 3..15 seconds. (Shadow Arts)
Off-hand attack. Must strike a knocked-down foe. If it hits, Falling Spider strikes for +15..35 damage and target foe is Poisoned for 5..20 seconds. (Dagger Mastery)
Off-hand attack. Must follow a lead attack. If it hits, this attack strikes for +10..25 damage and you gain 5..20 Energy. (Dagger Mastery)
Dervish
Enchantment spell. For 20 seconds, every time you successfully hit with an attack, you gain 3..15 Health for each enchantment on you (maximum 25 Health). (Mysticism)
Spell. Target other ally is healed for 5..50% of your current Health (maximum 300 Health). (Mysticism)
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)
Enchantment spell. You gain 1..3 Energy for each foe within earshot, maximum 8 Energy. For 10 seconds afterward, this enchantment does nothing. When this enchantment ends, you gain 1..3 Energy for each foe within earshot, maximum 8 Energy. (Mysticism)
Spell. Deals 10..60 cold damage to all nearby foes. If you are enchanted, this spell deals an additional 10..60 cold damage. (Wind Prayers)
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. 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)
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