Warrior
Stance. For 2..10 seconds, you attack 33% faster. When this stance ends, you lose all adrenaline. (Strength)
Melee attack. Lose all adrenaline. If it hits, this attack will result in a critical hit and any stance being used by your target ends. This attack cannot be blocked. (No Attribute)
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)
Melee attack. If this attack hits, you strike for +5..35 damage. If you hit an attacking foe, you gain 2..6 Energy. (Strength)
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)
Melee attack. If this attack hits, you strike for +10..40 damage and your target suffers from one of the following conditions: Deep Wound (for 20 seconds), Weakness (for 20 seconds), Bleeding (for 25 seconds), or Crippled (for 15 seconds). After making a Drunken Blow, you are knocked down. (Tactics)
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)
Stance. For 8..20 seconds, you move 25% faster. (Strength)
Mesmer
Stance. For 30..90 seconds, whenever you take cold damage, the damage is reduced by 26..50% and you gain 2 Energy. (Inspiration Magic)
Stance. For 10..40 seconds, you have +3 armor for each signet you have equipped. Whenever you use a signet you gain 5..60 health. (Inspiration Magic)
Stance. For 5..25 seconds, any Illusion Magic hex you cast lasts 10..40% longer. (Inspiration Magic)
Enchantment spell. For 20 seconds, the next spell you cast is disabled for an additional 10..5 seconds, and you gain 110..200% of that spell's Energy cost. (Inspiration Magic)
Spell. Removes an enchantment from target foe and gain 3..15 Energy. For 20 seconds, Inspired Enchantment is replaced with the enchantment removed from target foe. (Inspiration Magic)
Stance. For 5..80 seconds, the next time you are the target of a hex, that hex fails and the caster takes 10..46 damage. (Domination 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)
Enchantment spell. If you cast a spell in the next 20 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill. (No Attribute)
Dervish
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)
Scythe attack. This attack strikes for +1 damage for each point of Energy you currently have, maximum 5..30. You gain 1..7 Energy if this attack hits. (Scythe Mastery)
Flash enchantement spell. For 7 seconds, you move 25% faster. If this enchantment ends prematurely, you lose 1 condition. (No Attribute)
Spell. Target other ally is healed for 5..50% of your current Health (maximum 300 Health). (Mysticism)
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)
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. 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)
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