IconNameProfessionAttributeTypeCostActivation TimeRechargeDescriptionNotes
Blinded EyeAssassinCritical StrikesSkill5 30 For 20 seconds, your attacks deal +5...8...10 more damage against blinded foes.
Murderer's MantleAssassinCritical StrikesElite Flash Enchantment Spell5 45 For 5...40...45 seconds, your chance of landing a critical hit is reduced to 0%. You gain 0...16...20 damage reduction and + 1...25...30 armour.
Taskmaster's StanceAssassinCritical StrikesStance5 12 For 12 seconds, you attack 20% slower, but your attacks deal + 1...25...30 damage and are 1...20...30% more likely to be critical hits.
Way of the DragonAssassinCritical StrikesElite Stance5 12 For 20 seconds, every time you land a critical hit on a foe, that foe and all adjacent foes are set on fire for 0...3...4 seconds. Critical hits on foes already burning deal an additional +8...25...27 damage and have an additional 10% armour penetration.
BackstabAssassinDagger MasteryLead Attack5 10 Strike target foe for an additional 10...30...40 damage, and an additional 10...30...40 damage if target foe is blinded.
Cutter's ExpertiseAssassinDagger MasterySkill5 20 For 1...20...23 seconds, your dagger attack skills cost 1 less Energy and deal an additional 1...5...6 damage.
Dolphin KickAssassinDagger MasteryDual Attack10 7 Must follow an Offhand Attack. Deal an additional + 20...49...55 cold damage to target foe and all adjacent foes. This skill is easily interrupted.
Golden Cheetah SlashAssassinDagger MasteryOffhand Attack5 1 3 Must follow a Lead Attack. Strike target foe for +8...16...32 damage and inflict Bleeding for 1...10...15 seconds. If you are enchanted, this attack cannot be blocked.
Jaded BladesAssassinDagger MasteryElite Dual Attack5 1/4 1 Must follow a Lead Attack. If this attack hits, it deals an additional +0...10...12 damage to target foe and all of your Lead Attacks are recharged.
Mercury Fox StrikeAssassinDagger MasteryLead Attack5 1 3 Strike target foe for an additional 5...15...20 damage. If target foe is suffering from a condition, this attack cannot be blocked.
Murderous AssaultAssassinDagger MasteryDual Attack5 10 Must follow an Offhand Attack. Deal an extra + 10...60...75 damage to target foe. You have -40 armour while activating this skill.
Murderous LungeAssassinDagger MasteryLead Attack10 5 Deal an extra + 10...30...40 damage and cripple target foe for 1...2...3 seconds. You have -40 armour while activating this skill.
Platinum Lotus StrikeAssassinDagger MasteryElite Lead Attack5 1 5 Strike target foe for +5...20...30 damage and gain 1...8...12 Energy. This attack counts as a lead attack and cannot miss.
Quicksilver StabAssassinDagger MasteryLead Attack5 1 5 If this attack hits, you move 50% faster for 3 seconds.
Black Djinn's BreathAssassinDeadly ArtsElite Spell5 3/4 20 Send out a Black Djinn's Breath at target foe which travels for 100'. Foes struck in this way suffer -1...5...6 to all of their attributes for 0...7...8 seconds. This spell has half the usual casting range.This sends out a projectile with the same impact range and speed as a Fireball.
Blade of DarknessAssassinDeadly ArtsSpell5 3/4 3 Target touched foe takes 5...65...70 physical damage. This spell counts as a lead attack.
Cult of the BloodspillersAssassinDeadly ArtsSkill15 30 For 30 seconds, your attacks steal 0...20...25 Health, but your attacks are interrupted every time you take damage.
Dark Rose AuraAssassinDeadly ArtsEnchantment Spell5 1/4 20 For 5...25...30 seconds, you gain +2 Energy regeneration while attacking, but -2 Energy regeneration while not.
Lyrical ThieveryAssassinDeadly ArtsSpell5 1 30 Disable a shout on target foe. For 20 seconds, Lyrical Thievery is replaced by that shout and it is scaled to your Deadly Arts attribute.
Offload HexAssassinDeadly ArtsTouch Skill5 1 Remove a hex from yourself. That hex is applied to target touched foe for its remaining duration. This skill is disabled for 30...20...18 seconds.
Petrifying TouchAssassinDeadly ArtsHex Spell5 1 15 Must follow a Dual Attack. Target touched foe moves 90% slower for 1...5...6 seconds.
Silver PalmAssassinDeadly ArtsTouch Skill5 3/4 30 Deal 5...50...60 earth damage to target foe and interrupt them. If that foe has more than 90% Health, that foe is knocked down.
Stalked By ShadowsAssassinDeadly ArtsElite Hex Spell5 3/4 25 For 3 seconds, target touched foe cannot cast spells. This hex renews itself every time you hit that foe with daggers. (Maximum Duration: 0...12...14 seconds.)
Stance StealerAssassinDeadly ArtsElite Spell5 1/4 16 Shadow Step to target foe. That foe loses their current stance, which is applied to you for 1...15...17 seconds. If the foe had no stance, this spell recharges twice as quickly.
Steal EnchantmentAssassinDeadly ArtsTouch Skill5 3/4 Remove an enchantment from target touched foe. That enchantment is applied to you for its remaining duration. This skill is disabled for 45...30..28 seconds.If you steal an enchantment with a maintenance cost, you will begin to maintain the enchantment youself and can remove it as per usual, as if you had cast it on yourself. This includes enchantments which normally can only target other allies.
Butterfly's BackflipAssassinNo AttributeSkill5 1 10 While activating this skill, you have a 75% chance to block attacks and cannot be targeted by enemy spells.This skill cannot be cancelled by the user, like attack skills.
CopycatAssassinNo AttributeSkill1 1 The next time target foe uses a melee attack skill, Copycat is replaced by that skill for 15 seconds. The copied skill is scaled to your primary attribute and can be used in conjunction with any melee weapon. This skill has no aftercast delay.
Deathdancer's StanceAssassinNo AttributeStance5 25 For 20 seconds, you attack and move 33% faster. This stance ends if a foe successfully uses a skill against you.
Paymaster's PostureAssassinNo AttributeStance5 9 For 3 seconds, you attack 50% faster.IAS is capped at 33%, but the extra 17% from this skill goes towards counteracting any effects which would decrease attack speed (e.g. Faintheartedness)
Royal Assassin StanceAssassinNo AttributeStance10 60 For 10 seconds, you attack 33% faster. This stance renews itself every time you gain any amount of experience from the death of a foe.Contrary to the description, gaining 0 experience (e.g. killing a lower level enemy) will renew this stance. Killing enemy minions, spirits, summons etc will not.
Shattered MoebiusAssassinNo AttributeElite Skill5 30 For 20 seconds, you can use dagger attack skills regardless of their position in the attack chain, but when you use a dagger attack skill in this way it takes an additional 3 seconds to recharge.
Door to DarknessAssassinShadow ArtsElite Spell5 1/4 10 Shadow Step to target ally or foe and gain 0...50...70 Health. For 1 second, you cannot be targeted by enemy spells. (50% chance failure with Shadow Arts 7 or less).
Shadow AsylumAssassinShadow ArtsEnchantment Spell5 1/4 30 For 15 seconds, every time you take damage, you Shadow Step to a random location in the area and are healed for 5...25...30 Health.If damaged while using a skill, the skill will be cancelled (not interrupted) before you are Shadow Stepped.
Shadow CloneAssassinShadow ArtsElite Spell10 10 1 30 Create a Shadow Clone at target ally or foe's location which has the same non-elite skills as you. The clone has 1...300...400 Health and dies after 20 seconds. You can only have one Shadow Clone active at a time.The clone has the same attribute investments are the user. The clone is identified as "Shadow of" followed by the player's name. The clone always has 60 base armour regardless of the profession of the user. The Clone cannot use elite skills, even if acquired by using skills such as Arcane Mimicry or Inspired Hex, or PvE-only skills.
Shroud of IntrigueAssassinShadow ArtsEnchantment Spell5 1 20 You gain +1...6...7 Health regeneration for 10 seconds. This enchantment renews itself every time you land a critical hit.
Soul of ShadowAssassinShadow ArtsEnchantment Spell5 1 30 For 3...35...40 seconds, Assassin spells you cast cost 3 less Energy.
Veil of RosesAssassinShadow ArtsEnchantment Spell5 1 30 For 5...40...50 seconds, you gain 1...5...6 Health whenever you successfully strike with an attack. You gain 1...5...6 Health each second for every foe in the area who is currently bleeding. You gain 1...5...6 Health every time a foe in the area dies.
Way of the OpportunistAssassinShadow ArtsEnchantment Spell5 1/4 40 For 5...25...30 seconds, you gain an additional + 10...25...30 armour while not attacking.
Crown of SandDervishEarth PrayersFlash Enchantment10 20 For 20 seconds, you gain +0...18...21 armour and gain +0...6...8 Health regeneration. If this enchantment ends prematurely, you are knocked down.
Earth HealDervishEarth PrayersSpell5 1 5 If target ally is enchanted, that ally is healed for 30...80...90 Health.
Earth MotherDervishEarth PrayersEnchantment Spell5 1 10 For 10...30...35 seconds, Dervish skills you use on allies heal them for 3...15...20 Health.
Earth Shattering VortexDervishEarth PrayersElite Melee Attack6 If this attack hits, create an Earth Shattering Vortex at your foe's location for 10 seconds. Every second, nearby foes take 10...25...30 earth damage. Foes in range who are attacking or using skills are knocked down.
Earth SlamDervishEarth PrayersSpell3 1 10 Target touched foe and all adjacent foes take 25...55...60 earth damage. Foes who were attacking you are knocked down.Only knocks down foes attacking the user, not those attacking others.
Fists of ClayDervishEarth PrayersElite Enchantment Spell5 1/4 10 For 2...8...10 seconds, if you are wielding an earth weapon, your next attack skill causes knock down if it hits.
Ring of SaltDervishEarth PrayersEnchantment Spell5 1 15 For 1...9...10 seconds, you have a 15...65...70% chance to block attacks. Enchanted foes whose attacks are blocked in this way take 6...13...15 earth damage and bleed for 3...7...9 seconds.
Signet of Salted EarthDervishEarth PrayersSignet1 20 Inflict Cracked Armour on target foe for 3...12...14 seconds and lose 1 Dervish enchantment. If an enchantment was removed in this way this signet recharges instantly.
Wanderer's CloakDervishEarth PrayersFlash Enchantment10 5 For 10 seconds, you move 15% faster and gain +1...3...4 Health regeneration and +5...15...20 armour while moving.
Avatar of AbbadonDervishMysticismElite Form5 2 20 For 5...50...75 seconds, you suffer from -2 Health degeneration and gain 10% less benefit from healing. Your melee attacks steal 1...7...9 Health from all adjacent foes. This skill is disabled for 45 seconds.
Avatar of AuraDervishMysticismElite Form5 2 20 For 5...50...75 seconds, you gain +3 Energy regeneration. This skill is disabled for 45 seconds.
Avatar of DeldrimorDervishMysticismElite Form5 2 20 For 5...50...75 seconds, you cannot be crippled or knocked down, your attacks cannot be interrupted, and you gain a damage reduction of 0...4...5. This skill is disabled for 45 seconds.
Avatar of DhuumDervishMysticismElite Form5 2 20 For 5...50...75 seconds, damage you deal is halved but damage you deal is considered Health loss instead of damage. This skill is disabled for 45 seconds.This damage considers the target's base armour when calculating damage, but none of the target's other effects, halves it, and applies that as Health loss. For example, a target with 100 maximum Health enchanted with Protective Spirit due to take 100 damage will lose 50 Health, not 5 (10/2).
Avatar of PurityDervishMysticismElite Form5 2 20 For 5...50...75 seconds, you are immune to conditions. This skill is disabled for 45 seconds.
Avatar of TruthDervishMysticismElite Form5 2 20 For 5...50...75 seconds, hexes cast on you have their attribute power reduced by 2...8...10. This skill is disabled for 45 seconds.
Blackhearted EnchantressDervishMysticismEnchantment Spell5 1/4 20 For 3... 35...40 seconds, other enchantments you cast end instantly.This sets enchantments you cast to last zero seconds, making it a useful combination with trigger-on-end enchantments such as Cryogenic Sleep and Pious Renewal. Recasting during its own duration does not make itself end instantly. It causes Flash Enchantments to have an aftercast delay in the same way other activated skills do.
Blackhearted OathDervishMysticismEnchantment Spell10 1 30 Allies can no longer target you with spells, but your attacks have an additional +0...15...20% armour penetration. This ends if you cast a spell.
Dimirian OathDervishMysticismEnchantment Spell5 1/4 20 For 4...22...25 seconds, you gain 3 Energy every time you land a critical hit on a foe while using a non-scythe weapon.
Dimirian StrikeDervishMysticismMelee Attack Skill5 1/2 4 Lose all adrenaline. This attack deals +8...17...18 damage and counts as a lead attack.
Heart of Unholy FlameDervishMysticismFlash Enchantment10 15 All adjacent foes take 5...25...30 dark damage. For 30 seconds, your attacks deal dark damage. When Heart of Unholy Flame ends, all adjacent foes are dazed for 0...1...2 seconds.
Sariah's SilenceDervishMysticismFlash Enchantment Spell10 20 For 20 seconds, you take 5...30...33% less damage from hexes.
Way of the DimirDervishMysticismElite Stance5 20 Lose all adrenaline. For 5...20...23 seconds, you can no longer gain adrenaline, but you move and attack 33% faster.
Witcher's SliceDervishMysticismMelee Attack Skill5 10 You gain 5...10...13 Energy if this attack hits. This attack deals only 3...23...25 damage.
Clockwork TwirlDervishScythe MasteryScythe Attack10 This attack hits all adjacent foes. Your other attack skills are disabled for 3 seconds, you lose all adrenaline, and you are dazed for 3 seconds.
Crystalline ScytheDervishScythe MasteryScythe Attack10 1 5 This attack strikes only one target, but this attack has an additional 10% armour penetration and deals an extra +0...14...17 damage.
Dervish DanceDervishScythe MasteryElite Stance5 30 For 0...6...7 seconds, your attack 25% faster and your melee attacks hit all foes adjacent to you. This stance renews itself every time you strike more than 1 foe in this way.
Excommunicative AssaultDervishScythe MasteryElite Scythe Attack3 1/2 If this attack hits, it deals an additional +10...18...21 holy damage for every enchantment you have (Max: 100), split evenly between all adjacent foes.This will deal a minimum of 1 damage before no longer splitting between adjacent foes.
Glittering VictoryDervishScythe MasteryScythe Attack5 5 Hit target foe for +5...20...25 damage. For each foe struck who has less Health than you, you gain 3 Energy.
Eternal CycloneDervishWind PrayersElite Spell15 1 7 Target foe is struck for 15...80...90 cold damage. If both you and your target are enchanted, this spell recharges instantly.
Galeforce SignetDervishWind PrayersSignet1 20 You lose two Dervish enchantments and target foe takes 25...60...70 cold damage. If at least one enchantment was lost this signet recharges 75% faster. If two were lost, your target is interrupted.
Healing WindsDervishWind PrayersEnchantment Spell5 1 5 Party members who are already enchanted are enchanted with Healing Winds for 10 seconds and gain +0...3...4 Health regeneration.
Hermetic SanctuaryDervishWind PrayersEnchantment Spell5 1/4 20 For 1...9...11 seconds, you gain +20 armour and -2 damage reduction. This enchantment renews itself every time you use a non-Dervish skill.
Iridescent VisionsDervishWind PrayersEnchantment Spell10 1 20 For 10...50...60 seconds, you gain 1 Energy plus 30% of the Energy cost every time you cast a Dervish spell.
Valkyrie's AuraDervishWind PrayersFlash Enchantment Spell10 10 All adjacent foes are struck for 10...35...40 lightning damage. For 30 seconds, you deal lightning damage with your attacks. When this enchantment ends, all nearby foes are struck for 10...35...40 lightning damage and suffer from Cracked Armour for 0...3...5 seconds.
Vorpal Chasm VortexDervishWind PrayersElite Melee Attack5 If this attack hits, create a Vorpal Chasm at your foe's location. For 10 seconds, all adjacent foes are struck for 10...30...40 cold damage per second and move 66% slower for 1 second. The slowdown effect cannot be removed and is not a hex.
Windrider's OathDervishWind PrayersEnchantment Spell5 1 30 For 3...18...23 seconds, allies cannot cast spells on you, but you move and attack 33% faster.
BlusterElementalistAir MagicHex Spell10 1 8 Target foe takes 20...70...75 cold damage. For 2...6...8 seconds, that foe attacks 25% more slowly.
Borealis BlastElementalistAir MagicSpell10 5 2 10 Target foe and up to three nearby foes are struck for 10...88...95 cold damage.
Charge BoltElementalistAir MagicEnchantment Spell5 1 8 Strike target foe for 3...50...55 lightning damage. If you are overcast, you gain +1 Air Magic for 5 seconds. This spell has 25% armour penetration.
Circuit FryElementalistAir MagicSpell10 1 10 Target foe takes 10...55...60 lightning damage. If that foe has a signet equipped, all nearby foes also take 10...55...60 lightning damage. This spell has 25% armour penetration.
Deafening BlastElementalistAir MagicSpell10 1 10 Target foe is struck for 16...66...70 air damage. If you are overcast, that foe loses the effects of all shouts, chants and echos. This spell has 25% armour penetration.
Electric LoopElementalistAir MagicEnchantment Spell15 1 20 You are enchanted with Electric Loop for 18 seconds. Every second, all foes in the area around you, but not adjacent to you, are struck for 1...12...16 lightning damage. This spell has 25% armour penetration.
ElectrocuteElementalistAir MagicSpell15 1 5 Strike target foe for 10...72...80 lightning damage. If that foe is not enchanted, that foe is interrupted and crippled for 0...3...3 seconds. This spell has 25% armour penetration.
Plasma PulseElementalistAir MagicElite Spell10 5 1 8 Target foe is struck for 15...90...100 lightning damage. After 2 seconds, all foes adjacent to where Plasma Pulse struck are Dazed for 0...4...5 seconds. This spell has 25% armour penetration.
Short CircuitElementalistAir MagicSpell10 1 10 Target foe and all adjacent foes are struck for 14...55...70 lightning damage. If you are overcast, foes struck by Static Shock have their signets disabled for 1...3...4 seconds. This spell has 25% armour penetration.
StormseekerElementalistAir MagicEnchantment Spell5 1 30 For 45 seconds, your Water Magic and Air Magic spells gain an additional 0...5...6% armour penetration.
Stormseeker GlyphElementalistAir MagicGlyph15 1 10 The next spell you cast against a foe also creates a Storm at that foe's location. The storm lasts for 3 seconds and deals 5...25...31 cold damage to all adjacent foes per second.
ThunderstormElementalistAir MagicElite Spell15 2 20 For 10 seconds, create a Thunderstorm at target foe's location. Each second, a foe in the area is struck for 15...70...80 lightning damage and is interrupted. The same foe cannot be struck twice in a row. This spell has 25% armour penetration."Twice in a row" means for two consecutive seconds. For example, positing that one enemy is inside the Thunderstorm range for 10 seconds, they would be struck every 2 seconds. 2 enemies in the zone would be struck once each every 2 seconds (5 strikes each).
TornadoElementalistAir MagicSpell25 10 2 25 Target foe and all foes in the area are knocked down.
Wind Djinn's GraceElementalistAir MagicElite Enchantment Spell25 1/4 20 For 1...40...45 seconds, you move and cast Air Magic spells 25% faster. Every second you are moving, you gain 1 Energy per 10 ranks of Energy Storage. Your armour is set to 10...45...60 and cannot be increased.Stackable armour effects such as using a shield will not increase the base armour level beyond 60. This will prevent any other effects from changing your armour beyond its base level.
Basalt BastionElementalistEarth MagicEnchantment Spell10 5 1 30 For 10 seconds you cannot be interrupted, but you move 50...30...25% more slowly.
CometElementalistEarth MagicSpell10 5 2 12 Target foe and all adjacent foes take 12...90...100 armour ignoring damage.Like Magnetic Surge, the damage from this spell is both armour ignoring and Earth type. Like Meteor, the damage effect is slightly delayed and can be avoided if moving fast enough.
Conjure EarthElementalistEarth MagicEnchantment Spell10 1 45 For 60 seconds, if you're wielding an earth weapon, your attacks strike for an additional 5...17...20 earth damage.
Desynced TremourElementalistEarth MagicHex Spell15 1 30 Target foe and all adjacent foes take 13...45...50 earth damage and are hexed for 3 seconds. After 3 seconds, those foes are knocked down. This hex ends prematurely on each foe if that foe moves.
Dust TorrentElementalistEarth MagicSpell5 2 20 For 10 seconds, target foe and all adjacent foes are struck for 5...15...20 earth damage per second.
Jerod's RunestoneElementalistEarth MagicElite Spell10 1 5 Send out a projectile at target foe. If it hits, that foe takes 15...100...110 armour ignoring damage and suffers from Dazed for 0...1...1 seconds and Weakness for 2...8...9 seconds.
Mind LockElementalistEarth MagicElite Enchantment Spell5 5 1 10 Target foe is struck for 5...50...60 earth damage. If you have more Energy than target foe, that foe and all adjacent foes are struck for an additional 5...50...60 damage, and for 1...6...8 seconds, you are enchanted with Mind Lock. While enchanted, you cannot be targeted by hexes.
Obsidian VeilElementalistEarth MagicEnchantment Spell25 1/4 20 For 2...11...13 seconds, spells cast against you have a 2...17...20% chance of being reflected back onto the caster.
Ride the RocksElementalistEarth MagicElite Spell10 10 1 10 Shadow Step to target foe. That foe and all adjacent foes are knocked down and suffer from Cracked Armour for 3...8...12 seconds.
Silver ArmourElementalistEarth MagicElite Enchantment Spell5 3/4 30 For 20 seconds, every time you are the target of an enemy skill, up to 0...4...5 adjacent foes are struck for 8...45...48 earth damage.
Stone CurseElementalistEarth MagicHex Spell5 5 1 15 For 2...9...10 seconds, effects controlled by target foe can cause neither interruption nor knockdown.If a foe hexed with Stone Curse creates an interrupting effect (e.g. Maelstrom) and then dies, the Maelstrom will still not interrupt despite the hex having ended.
Ward Against CatastropheElementalistEarth MagicElite Ward Spell25 5 1 30 Create a Ward Against Catastrophe at your location. For 3...17...20 seconds, non-spirit allies within the ward cannot lose more than 50...20...15% of their maximum health from any single attack or spell.
Ward Against MagicElementalistEarth MagicWard Spell15 1 30 For 5...17...21 seconds, create a Ward at your location. Hostile spells deal 5...10...15% less damage to non-spirit allies within.
Ward Against MissilesElementalistEarth MagicWard Spell15 1 30 For 5...20...25 seconds, create a Ward at your location. All non-spirit allies in the ward have a 50% chance to block missile attacks.
Destructive SingularityElementalistEnergy StorageElite Skill25 1 60 For 10...60...70 seconds, your elemental spells gain an additional 5...15...20% armour penetration.
DoublecastElementalistEnergy StorageElite Skill5 15 For 15 seconds, the next spell you cast is cast twice, the second at 25...90...100% of the spell's attribute power.The spell's effect is executed twice for free (e.g. create two Firestorms for the price of one). It is normally not effective with hexes and enchantments as the same enchantment is placed twice at the same time. This skill has a 3/4s aftercast delay and can't be activated while using other skills.
Glyph of Greater ConcentrationElementalistEnergy StorageElite Glyph5 1 30 The next 1...3...4 spells you cast cannot be interrupted and ignore the dazed effect, and you cannot be knocked down while casting them. This glyph ends prematurely if you cast a spell while not enchanted.The spell is resolved before checking if the user is enchanted, meaning the user can be unenchanted and cast an enchantment spell on themselves without the glyph ending.
Glyph of PolarityElementalistEnergy StorageGlyph5 1 5 The next spell you cast costs 5 more Energy but causes 5 less points of overcast. (50% chance of failure with Energy Storage 4 or less)
Mana BeamElementalistEnergy StorageSpell25 3 7 Target foe and all foes between you and your target are struck for 30...90...110 armour ignoring damage. You gain 1 Energy for every foe struck.
Master of WardsElementalistEnergy StorageEnchantment Spell10 1 30 For 3...45...50 seconds, ward spells you cast activate and recharge 50% faster and their size is increased by 15%.
Arcane FurnaceElementalistFire MagicEnchantment Spell5 1 45 For 3...55...63 seconds, you gain 2 Energy every time you cast a Fire Magic spell while on fire.
Arsonist's AuraElementalistFire MagicEnchantment Spell10 1 30 For 25 seconds, every time you cast a Fire Magic spell, all foes adjacent to you are struck for 5...40...45 fire damage and are set on fire for 1 second.
Delay BlastElementalistFire MagicHex Spell5 5 3/4 10 Hex target touched foe. After 3 seconds, that foe and all nearby foes take 20...90...100 fire damage and are set on fire for 3 seconds.The effect takes place early if the target dies, and does not take place if it is removed before expiration.
Eclipsina's WishElementalistFire MagicEnchantment Spell5 10 1 30 For 90 seconds, if target ally dies while enchanted with Eclipsina's Wish, all adjacent foes are knocked down, set on fire for 1...5...9 seconds, and are hexed with Eclipsina's Wish for 8 seconds. Foes hexed with Eclipsina's Wish take 1...20...25 fire damage per second while on fire.
Flame WaveElementalistFire MagicElite Spell10 1 1/2 7 Send out a Flame Wave in the direction of target foe which travels for 100'. All foes in its path are struck for 10...80...90 fire damage.
Flame WhipElementalistFire MagicSpell15 2 18 Target foe and all foes between you and that foe are struck for 20...70...90 fire damage and are crippled for 0...1...2 seconds, and you cannot move for 1 second.The effect which prevents movement cannot be removed.
Flaming FistsElementalistFire MagicEnchantment Spell10 1 45 For 30 seconds, your touch range and point blank range Fire Magic spells cost 5 more Energy but deal +10...20...25% more damage.
Glyph of Lesser EffigyElementalistFire MagicGlyph1 1/4 5 For 30 seconds, every time you cast a spell, you set yourself on fire for 0...5...6 seconds.
HeatstrokeElementalistFire MagicHex Spell15 2 20 For 5...15...18 seconds, every time target foe has been on fire consecutively for 5 seconds, that foe is knocked down.
Hellraiser's HasteElementalistFire MagicElite Enchantment Spell10 1/4 20 For 10...28...33 seconds, your Fire Magic spells are cast and recharge 66% more quickly while you are on fire.While enchanted with Hellraiser's Haste, the AI will not remove any conditions from you as long as your Health is above 25%.
Ride the FlamesElementalistFire MagicElite Spell10 10 1 8 Shadow Step to target foe. Set yourself on fire for 1...3...4 seconds. Set all nearby foes on fire for 2...8...10 seconds. After two seconds, all foes in the area around you take 15...120...140 fire damage.
Stalked By FlamesElementalistFire MagicElite Hex Spell5 1 20 Target foe is hexed with Stalked by Flames for 6 seconds. Every second, target foe and all adjacent foes take 3...23...27 fire damage per second. This hex renews itself every time you cast a Fire Magic spell on that foe.
Summer StrikeElementalistFire MagicSpell15 1 1/2 12 After 2 seconds, target foe and all adjacent foes are struck for 18...100...110 armour-ignoring damage.
Trial By FireElementalistFire MagicEnchantment Spell5 1 20 Set yourself on fire for 3...18...20 seconds and enchant yourself with Trial By Fire for 20 seconds. When Trial By Fire ends, you gain 1 Energy for every second you were on fire. (Max: 20)
WildfireElementalistFire MagicHex Spell15 1 12 For 1...12...15 seconds, target foe suffers from -7 Health degeneration. This hex spreads itself between adjacent foes for its remaining duration.
Adriana's MirrorElementalistWater MagicElite Enchantment Spell5 1/4 20 For 10...45...60 seconds, whenever you take damage from an enemy spell, the damage is reduced by 5...50...65% and the source of that damage takes 5...50...65% of the damage that would have been dealt to you. (Maximum: 100)
Chilling GlyphElementalistWater MagicGlyph5 1 20 The next 1...2...3 spells you cast which target a foe also apply a Water Magic hex which slows the target's movement rate by 10...40...50% for 1...4...6 seconds.
Cryogenic SleepElementalistWater MagicEnchantment Spell5 1/4 35 For 3 seconds, you cannot move, take 10 less damage from all sources, suffer -10 Health degeneration and -10 Energy degeneration. After 3 seconds, you are healed for 60...150...170 Health and gain 3...24...27 Energy. This has no effect if this enchantment ends early.
Crystalline FocusElementalistWater MagicHex Spell5 1 9 Hex target foe with Crystalline Focus for 10 seconds. The next time you cast a Water Magic Hex on target foe, that foe takes 20...60...70 cold damage and Crystalline Focus ends.Casting Crystalline Focus on a foe you have already hexed with it will trigger the end condition and the damage, but not apply the hex again.
Frost SkatesElementalistWater MagicEnchantment Spell15 1/4 30 For 20 seconds, you move 0...40...50% faster and are immune to the "Icy Ground" environment effect, but you are knocked down every time you are hit with a physical attack.
FrostbiteElementalistWater MagicSpell5 1 5 Target foe suffers from Cracked Armour for 1...7...8 seconds. If you are overcast, the duration is increased by 1...3...4 seconds. If the target is affected by a Water Magic hex, the duration is increased by another 1...5...6 seconds.
GeyserElementalistWater MagicSpell25 2 15 After 2 seconds, target foe and all foes in the area are affected by Cracked Armour, take 10...100...110 cold damage and move 66% slower for 0...2...2 seconds.
Glacial CloakElementalistWater MagicEnchantment Spell10 1 15 For 3...8...9 seconds, you gain +1...25...30 armour, +0...3...5 damage reduction and +1...4...6 Health regeneration, but you move 50% slower. This effect ends if you use a skill.
HailstormElementalistWater MagicSpell25 10 2 25 Create a Hailstorm at target foe's location for 10 seconds. Foes in the area are struck for 5...15...20 cold damage per second. Foes under the influence of a Water Magic Hex also bleed for 1...3...4 seconds.
Healing RainElementalistWater MagicSpell15 1 1/2 25 For 10 seconds, target ally and all adjacent allies are healed for 10...30...40 Health per second.
Ice AttunementElementalistWater MagicEnchantment Spell10 1 45 For 20...45...50 seconds, every time you cast a Water Magic spell you gain 50% of the Energy cost back as Energy. However, your Water Magic spells can only affect one target foe at a time.For example, casting Deep Freeze will result in damaging, and applying the hex, to only the target foe. An untargeted spell such as Frozen Burst will still only hit a single foe.
Ice HammerElementalistWater MagicHex Spell25 2 7 Strike target foe for 15...90...110 cold damage. For 1...5...7 seconds, target foe moves 66% more slowly.
Mind WashElementalistWater MagicElite Spell5 1 10 Deal 1...40...50 cold damage to target foe. If you have more Energy than that foe, you deal an additional 1...40...50 cold damage and you and all nearby allies are healed for 40...99...125 Health.
PermafrostElementalistWater MagicElite Skill5 1/4 30 For 30 seconds, every time you cast a Water Magic Hex on a foe, the duration of that hex is increased an extra 50% and that foe loses 5...18...20 health for every 5 Energy the spell costs to cast.
Polar VortexElementalistWater MagicSpell25 2 30 Create a Polar Vortex at target foe's location for 10 seconds. Foes in the area under the influence of at least one Water Magic hex take 5...25...30 damage per second. Foes under the influence of at least two Water Magic hexes are also interrupted.
Ride the WaveElementalistWater MagicElite Spell10 5 1 10 Shadow Step to target foe. That foe and all adjacent foes take 15...70...90 cold damage and are interrupted.
Shatter FleshElementalistWater MagicHex Spell5 1 10 Target foe is hexed with Shatter Flesh for 1...25...30 seconds. When that foe dies, their corpse is exploited and all nearby foes are struck for 10...75...90 cold damage and move 66% more slowly for 0...3...3 seconds.This spell works on foes who leave no corpse.
SnowblindElementalistWater MagicSpell10 3/4 12 For 3 seconds, target foe and all foes between you and that foe are struck for 10...60...70 cold damge per second and are blinded for 1...4...5 seconds. You cannot move for 3 seconds.The effect which prevents movement cannot be removed.
TsunamiElementalistWater MagicElite Spell25 5 2 15 For two seconds, target foe and all foes in the area take 25...100...120 cold damage every second.
Winter BlastElementalistWater MagicHex Spell5 1 10 Target foe moves 66% slower for 1...5...6 seconds. When Winter Blast ends, that foe takes 15...70...80 cold damage.
Winter RoseElementalistWater MagicHex Spell5 1 4 Target foe is struck for 10...60...70 cold damage. If that foe was using a skill, that foe moves 66% slower for 0...1...2 seconds.
Apprentice's DisasterMesmerDomination MagicElite Hex Spell10 2 20 For 10 seconds, target foe casts spells 33% faster, but takes 45...130...140 damage every time they cast a spell.
BetrayalMesmerDomination MagicHex Spell10 2 20 For 8 seconds, the next time target foe casts a spell on one of their allies, that ally takes 30...90...100 damage.Casting a spell on yourself does not trigger Betrayal, only other allies.
Chaos RingMesmerDomination MagicSpell10 1 20 All foes adjacent to target ally lose a hex. Each foe that loses a hex in this way takes 30...110...130 damage and loses 3...9...12 Energy.
DisrespectMesmerDomination MagicHex Spell10 2 10 Target foe and all adjacent foes are hexed with Disrespect for 10 seconds. Hexed foes take 15...65...70 damage every time they attack. The hex ends on those foes prematurely if they use a skill.
Exalted OrbMesmerDomination MagicSpell5 2 7 Send out a projectile towards target foe. If it hits, that foe loses 4...12...14 Energy. The amount of Energy lost is increased by 10...80...100% if Exalted Orb is the only spell you have equipped.
HarassMesmerDomination MagicHex Spell5 2 20 Target foe is hexed with Harass for 2...6...7 seconds. The next time they use a skill, a different random skill is disabled for 5...18...20 seconds.
IndiscriminationMesmerDomination MagicHex Spell5 1 15 For 3...10...12 seconds, the next time target foe successfully casts a spell, that foe and all adjacent foes take 5...70...80 damage.
MagiceseMesmerDomination MagicHex Spell5 2 20 For 1...9...10 seconds, the Energy costs of spells cast by target foe are increased by 5. This ends if that foe successfully casts a spell.
Mantra of SubvocalismMesmerDomination MagicStance5 30 For 10...35...40 seconds, your spells ignore the effects of being Dazed, but also ignore any Fast Casting bonus.While the casting speed is not increased by Fast Casting, the attribute is still considered for skill power.
MarionetteMesmerDomination MagicElite Hex Spell10 3 25 Disable all of target foe's skills for 0...3...3 seconds. For 1...9...10 seconds, all of your skills are replaced by that foe's skills. All of your attributes are changed to match the target's. This effect ends once the hex ends or is removed.
ParanoiaMesmerDomination MagicHex Spell10 2 25 For 5...12...16 seconds, every time target foe is the target of a spell cast by one of their own allies, target foe loses 1...4...5 Energy.
PerseverationMesmerDomination MagicHex Spell10 3 30 For 6 seconds, the next time target foe uses a skill, that skill recharges instantly but all of their other skills are disabled for 1...7...8 seconds.
Power PlugMesmerDomination MagicSpell10 1/4 25 If target foe is casting a spell, that foe is interrupted and all of the spells associated with that spell's attribute are disabled for 0...1...2 seconds.
Psychic PithingMesmerDomination MagicHex Spell10 1/4 14 For 9 seconds, the next time target foe casts a spell, that foe takes 30...130...145 damage and loses 1...8...10 Energy. This hex fails if target foe is not currently casting a spell.
Psychic TripwireMesmerDomination MagicHex Spell5 1/4 20 For 1...8...10 seconds, the next time target foe attempts to Shadow Step, that foe is knocked down instead.Also includes the target being Shadow Stepped against their will, such as Time Collapse. Other effects associated with the skill causing the Shadow Step (I.e. Stance Stealer) still take effect.
SelfishnessMesmerDomination MagicHex Spell15 1 15 For 5...17...20 seconds, target foe's enchantment spells and ward spells are disabled.
ShakedownMesmerDomination MagicTouch Skill5 1 20 Targed touched foe has one skill randomly disabled for 1...6...7 seconds.
Shatter EgoMesmerDomination MagicHex Spell5 2 20 For 1...9...10 seconds, the next 1...3...4 times target foe takes damage, that foe is interrupted.
Synapse StormMesmerDomination MagicSpell10 2 30 Create a Synapse Storm at target foe's location for 10 seconds. All adjacent foes take 1...10...12 damage per second, and foes casting spells are interrupted.
Telekinetic TriggerMesmerDomination MagicHex Spell5 1 10 Target foe is hexed with Telekinetic Trigger for 10 seconds. If this hex ends early, that foe takes 35...79...98 damage.Effects such as Peace and Harmony which cause hexes to end faster do not trigger the effect if the hex lasts its whole (shortened) duration. It triggers when it is removed early (e.g. Chaos Ring)
Enchanter's WonderMesmerFast CastingEnchantment Spell10 1 45 For 5...30...35 seconds, enchantments you cast are activated 50% faster.
Mantra of IndignationMesmerFast CastingStance10 60 For 10...50...55 seconds, every time you are interrupted, the source of the interruption has all of their skills disabled for 2 seconds.
Project EgoMesmerFast CastingEnchantment Spell5 1 10 For 30 seconds, skills which belong to neither your primary nor your secondary profession use your Fast Casting attribute instead of their normal attribute.
Signet of SuperiorityMesmerFast CastingSignet1 30 For 20 seconds, your mesmer spells activate 50% more slowly but are cast at +0...2...3 attribute.
Time CollapseMesmerFast CastingSpell15 2 30 Target foe and all foes in the area are forcibly Shadow Stepped to a random location in the area. (100% chance of failure with Fast Casting 8 or less).
Time DilationMesmerFast CastingStance5 20 For 0...10...13 seconds, spells others cast on you take twice as long to activate.Includes other allies.
Time WalkMesmerFast CastingElite Stance5 20 For 2...10...12 seconds, you move and cast spells 33% faster, but spells you cast do not recharge. When this stance ends, you Shadow Step to your original location and all of the spells cast during Time Walk begin to recharge 33% faster than usual.
Failure of ImaginationMesmerIllusion MagicElite Hex Spell5 1 18 After 3 seconds, target foe takes 8...24...28 damage for each skill they have which is not recharging or disabled.Adrenaline skills which are not fully charged do not count towards the damage calculation.
Haze of MirrorsMesmerIllusion MagicHex Spell10 2 20 For 10 seconds, any time target foe or any nearby foes are interrupted, those foes take 3...45...50 damage.
HypnosisMesmerIllusion MagicHex Spell5 2 25 Target foe casts spells 100% more slowly and moves 50% more slowly for 3...9...13 seconds. Hypnosis ends if that foe is interrupted or knocked down.
Illusion of ExhaustionMesmerIllusion MagicEnchantment Spell10 1 20 The next time your Energy falls below 1...10...13, you gain 5...17...19 Energy.
Illusion of VulnerabilityMesmerIllusion MagicHex Spell5 1 10 Place a hex on yourself named Illusion of Vulnerability which lasts for 10 seconds and has no effect. (50% chance of failure with Illusion Magic 4 or less).If you are under the effects of Hex Breaker, the hex fails you will deal damage to yourself. You can still hex yourself while under the effects of Shadow Form, Obsidian Flesh, Spellbreaker, etc.
Magic MirrorMesmerIllusion MagicEnchantment Spell10 2 20 For 1...10...12 seconds, the next time you would be hexed by a foe, the caster is hexed instead.For example, being subject to Deep Freeze will result in taking damage, but the foe will be hexed after.
MaladroitismMesmerIllusion MagicHex Spell5 2 30 For 0...9...10 seconds, the next spell cast by target foe is done so at half the attribute level, rounded down.
Minor Mind MazeMesmerIllusion MagicHex Spell10 2 20 For 6 seconds, spells cast by target foe take an additional +20...40...50% longer to recharge.
Phantom FumbleMesmerIllusion MagicHex Spell5 1/4 12 For 3...8...10 seconds, the next time target foe hits with an attack, all other adjacent foes are interrupted and take 20...80...90 damage.Does not affect the target.
Psychic LabyrinthMesmerIllusion MagicElite Hex Spell10 1 20 For 7 seconds, skills used by target foe and all nearby foes take an additional +20...40...50% longer to recharge.
AnosogotiaMesmerInspiration MagicSpell5 1/4 25 Remove all hexes from yourself. After 1...9...10 seconds, reapply all those hexes onto yourself for their remaining durations.If at least one hex is removed, this spell applies the Anosogotia effect on you, which cannot be removed, even by dying. If you are dead when the effect ends, nothing occurs.
Ether BanquetMesmerInspiration MagicSpell15 1 15 Target foe and all foes in the area lose 3 Energy. For each point of Energy lost, you are healed for 5...25...30 Health. For each foe affected, you gain 1 Energy.
Fade OutMesmerInspiration MagicElite Skill5 10 Lose all conditions, hexes, stances and enchantments. For 3 seconds, effects placed on you expire 20...80...90% faster.Fade Out's effect does not shorten its own duration.
Hounds of EtherMesmerInspiration MagicHex Spell10 2 20 For 5 seconds, target foe loses 0...2...3 Energy every second. If that foe is casting a spell, that foe and all adjacent foes lose 2...6...7 Energy instead.
InfungibilityMesmerInspiration MagicHex Spell10 3 30 For 4...12...14 seconds, skills used by target foe which target their allies are cast at -1...3...3 the attribute level.Spells the foe casts on themselves are not affected.
InveiglementMesmerInspiration MagicHex Spell5 1 30 For 8 seconds, the next time target foe successfully casts a spell, you gain 6...15...19 Energy.
Mantra of InertiaMesmerInspiration MagicStance10 45 For 1...25...30 seconds, the next 0...2...3 times you would be knocked down, you are interrupted and lose 10...5...4 Energy instead.
Mantra of OpulenceMesmerInspiration MagicStance5 30 For 20 seconds, you gain 1 Energy every time you cast a Mesmer hex spell. When this stance ends, you lose 15...5...4 Energy.
OsmooseMesmerInspiration MagicSpell5 1/4 15 If target foe is casting a spell, that foe is interrupted and you are healed for 40...110...130 Health.
Pensive IncantationMesmerInspiration MagicEnchantment Spell5 1 30 For 30 seconds, the next spell you cast takes twice as long to cast, but you gain 50...150...160% of its Energy cost as Energy.
Telekinetic MeditationMesmerInspiration MagicEnchantment Spell5 2 30 For 30 seconds, whenever target ally gains Energy from a skill, they gain an extra +10...50...75% extra Energy.This increases Energy gain from skills such as Energy Tap. It has no influence on other effects such as Soul Reaping, Zealous Weapons, Leadership, Energy Regeneration, etc.
Temporal GambitMesmerInspiration MagicEnchantment Spell5 1 20 For 30 seconds, every time you use a Mesmer interruption spell to successfully interrupt a foe's skill, you gain 0...7...9 Energy. Every time you use a Mesmer interruption spell but fail to interrupt a skill, you lose 3 Energy.This works in conjunction with spells which interrupt immediately as part of their effect (Power Spike) not spells which conditionally interrupt (Panic, Clumsiness). Interrupting multiple foes at once (Cry of Frustration) only triggers the effect once.
Wastrel's WoeMesmerInspiration MagicHex Spell5 1/4 6 For 5 seconds, every second target foe does not use a skill, that foe loses 0...1...1 Energy for every second Wastrel's Woe has been in effect. This hex ends prematurely if that foe uses a skill.
Charm CollapseMesmerNo AttributeSpell5 1/4 20 For 20 seconds, if target foe's Energy falls to zero, that foe loses all enchantments and this hex ends.
Power FizzleMesmerNo AttributeSpell5 1/4 20 If target foe is casting a spell, interrupt that spell and remove an enchantment from that foe.
Power StruggleMesmerNo AttributeSpell5 1/4 30 Interrupt target foe. This skill recharges instantly if you are interrupted while it is recharging.
ApostolicityMonkDivine FavorEnchantment Spell5 1 45 For 0...26...30 seconds, your monk spells cast on allies remove a condition. Each time a condition is removed in this way, you lose 1 Energy or Apostolicity ends.
Divine PerfectionMonkDivine FavorEnchantment Spell5 1/4 20 You gain +0...1...2 to all your Monk attributes. This ends if your Health falls below 100%.
Dose of DivinityMonkDivine FavorEnchantment Spell5 3/4 12 Remove the most recently applied condition or hex from target ally. If a condition was removed, that ally is healed for 20...60...70 Health. If a hex was removed, that ally gains +1...8...10 armour for 6 seconds.An enchantment is only applied if the hex removal condition is met.
Dwayna's EdictMonkDivine FavorEnchantment Spell5 1 50 For 5...10...12 seconds, you gain +1 Energy regeneration. This enchantment renews itself every time you cast a spell on another ally.
Exculpatory SignetMonkDivine FavorSignet1 20 Target ally is healed for 15...75...90 Health.This signet recharges twice as quickly if that ally was hexed.
Order of the AdherentsMonkDivine FavorElite Enchantment Spell5 1/4 20 For 15...40...45 seconds, your Divine Favor attribute no longer has any healing benefit on other allies. Instead, your attacks with a melee weapon deal holy damage and have 1...12...15% extra armour penetration.Monk spells cast on yourself still have a Divine Favor benefit. As this gives bonus armour penetration, it stacks with Judge's Insight.
Respect for the DeadMonkDivine FavorSpell15 2 10 Exploit all corpses in spirit range. All party members are healed for 1...8...10 Health for every corpse exploited in this way. (50% chance of failure with Divine Favour 4 or less)
Avenger's PrayerMonkHealing PrayersSpell5 1 2 While you maintain this enchantment, every time target ally hits a foe, all of their party members in earshot healed for 0...7...10 Health.The packets are considered healing, not Health gain, which will trigger effects such as Soul Bind.
Concilliatory PrayerMonkHealing PrayersSpell5 1 4 Heal target other ally for 5...50...60 Health, and an additional 10...70...80 Health if that ally has less Health than you.
Fleeting SpiritMonkHealing PrayersEnchantment Spell5 1/4 4 Enchant target ally for 2 seconds. After 2 seconds, that ally is healed for 5...85...100 Health. If that ally was moving when this enchantment ends, that ally is healed for 50% extra Health.
Forgive FuryMonkHealing PrayersSpell5 1 6 Heal target ally for 10...55...70 Health and an additional +1...15...20 Health for every attack skill that ally has equipped.
Forgive SinMonkHealing PrayersSpell5 1 6 Heal target ally for 10...55...70 Health and an additional +1...15...20 Health for every hex spell that ally has equipped.
GlorifyMonkHealing PrayersEnchantment Spell5 1/4 8 For 3 seconds, the next time you heal an ally with a Monk spell, all allies adjacent to the target are healed for 10...80...90% of the spell's healing effect.
Great GospelMonkHealing PrayersElite Enchantment Spell5 1 10 For 10 seconds, all allies in earshot gain +3...5...6 Health regeneration and are healed for an additional 3...5...6 Health per second.
Laying of HandsMonkHealing PrayersElite Spell5 3/4 5 Heal target touched ally for 40...110...125 Health. If the target is not yourself, also remove a condition and a hex. The Divine Favor bonus from this spell is tripled.
Oversee the HerdMonkHealing PrayersEnchantment Spell10 1/4 30 Enchant yourself with Oversee the Herd. The next time the Health of any enchanted party member in earshot falls below 30%, this enchantment ends and that party member is healed for 15...90...110 Health.
Pure EuthymiaMonkHealing PrayersSpell10 3/4 6 Heal target ally for 15...80...100 Health. Heal for an additional +10...40...50 if that ally has no hexes or conditions.
Tetragram SignetMonkHealing PrayersSignet1/4 10 Target other ally is healed for 4...12...14 Health for every spell they have equipped.
Trial of FaithMonkHealing PrayersEnchantment Spell5 1 12 For 10 seconds, this enchantment does nothing. When it ends, target ally is healed for 1...45...50% of the damage they took while under this enchantment.The effect still occurs even when removed early. Maintaining the enchantment will delay the effect without resetting it. This spell has an unwritten limit of 500 healing.
Presbyter's EdictMonkNo AttributeEnchantment Spell5 1 1/4 1 Healing Prayers spells you cast on allies also heal all adjacent allies equal to your divine favour bonus. Extra allies healed this way cost you 1 extra Energy.
Take Dwayna's HandMonkNo AttributeElite Spell5 3 10 Resurrect target and all adjacent dead party members with full Health and Energy. If this spell is interrupted, it is disabled for an additional 30 seconds.
Aegis Against AilmentsMonkProtection PrayersEnchantment Spell5 1/4 8 For 1...7...10 seconds, target ally is immune to poison, disease, and weakness.
Aegis Against EmasculationMonkProtection PrayersEnchantment Spell5 1 20 For 1...5...7 seconds, target ally is immune to blind and daze.
Gardenia's GazeMonkProtection PrayersElite Enchantment Spell5 1/4 12 For 20 seconds, damage target ally would take is reduced to zero. This enchantment ends after preventing 5...150...180 damage.
Paraclete's InvitationMonkProtection PrayersEnchantment Spell10 1/4 10 For 3...5...7 seconds, target other ally cannot be damaged for more than 7% of their total Health. If this enchantment is not removed prematurely, that ally is healed for 20...85...100 Health once it ends. This enchantment cannot target already enchanted allies.
Shield of a GoddessMonkProtection PrayersEnchantment Spell10 1 15 Target ally takes 10...20...25% less damage from spells for 3...12...13 seconds.
Way of the Eightfold PathMonkProtection PrayersElite Enchantment Spell5 1/4 7 Enchant target ally for 0...3...3 seconds. For every enchantment spell the target has equipped, they take 5% less damage. For every hex spell, hexes expire 5% quicker. For other spell types, they take 1 less damage from spells. For every attack skill, they gain a 10% chance to block attacks. For every stance, they move 15% faster. For every ritual, they gain +10 armour. For every signet, they gain +1 Health regeneration. For every trap, conditions end 10% sooner. For every shout, they gain +1 Energy regeneration.
AbeyanceMonkSmiting PrayersSpell5 1/4 15 If target foe is casting a spell, that foe is interrupted and takes 5...70...80 holy damage. If a Necromancer or Mesmer spell is interrupted in this way this skill recharges 50% faster.
Advisor's InterventionMonkSmiting PrayersEnchantment Spell5 1/4 12 For 6 seconds, the next time target ally would have taken damage, up to 1...50...60 damage is prevented and that ally gains 1...2...3 Energy. If the damage dealt would have been fatal, that ally is also healed for 50...90...100 Health.
BewraymentMonkSmiting PrayersSpell15 2 20 Target foe loses control of up to 0...3...4 random spirits, minions, clones or other summoned creatures under their control.
Ecclesiastical RevelationMonkSmiting PrayersStance10 14 For 20 seconds, your Smiting Prayers spells activate and recharge 5...29...33% faster. All of your non-Smiting Prayers skills are disabled for 20 seconds.
Erase EvilMonkSmiting PrayersSpell5 1 18 Deal 5...50...60 holy damage to target foe. If that foe is either undead or controls a minion, this skill recharges 50% faster.
ExileMonkSmiting PrayersSpell5 1 Destroy target summoned creature. This spell will recharge in 60...20...15 seconds.
IntercessionMonkSmiting PrayersElite Enchantment Spell5 1/4 4 For 6 seconds, the next 1...6...7 times target other ally would take damage, 75% of that damage is redirected to you instead as holy damage, and that ally gains Health equal to your divine favour bonus. All of your non-Smiting Prayers skills are disabled for 10 seconds.
Seal EvilMonkSmiting PrayersElite Hex Spell5 1/4 18 For 3...9...11 seconds, chaos, dark, shadow, and typeless damage, direct Health loss and life stealing caused by target foe is 15...70...80% less effective.This hex has no effect on elemental damage, any physical types, or holy damage.
Ward Against UndeadMonkSmiting PrayersWard Spell15 2 30 Create a Ward at your location. For 5...16...18 seconds, undead enemies and those who control undead minions take 5...15...20 holy damage per second while in range.Enemies which are both undead and control undead minions are struck twice.
Demonic ContractNecromancerBlood MagicEnchantment Spell5 1/4 20 For 5...10...12 seconds, you gain +1 Energy regeneration. If an enemy dies, Demonic Contract ends and you gain 5 Energy. If Demonic Contract does not end early in this way, you lose 20% of your maximum Health.If the enchantment is removed prematurely by other means (i.e. Shatter Enchantment) it will trigger the Health loss.
EcchymosisNecromancerBlood MagicSpell5 1 10 Deal 15...70...80 cold damage to target foe. This spell recharges twice as quickly if that foe is bleeding or has the deep wound condition.
Mucronate ShellNecromancerBlood MagicEnchantment Spell5 1/4 45 For 40 seconds, you gain +0...5...6 armour. You gain an additional +0...5...6 armour every time a non-spirit creature in the area dies (max: +50 armour). Recasting this enchantment resets the bonus back to its initial value.
Order of the WaspNecromancerBlood MagicElite Enchantment Spell5 10 1 For 6 seconds, all party members steal 1 Energy when they successfully hit with an attack. (50% chance of failure with Blood Magic 4 or less.)
Pact With DarknessNecromancerBlood MagicSpell1 20 1/4 20 Gain 1...8...10 Energy.
Succubus KissNecromancerBlood MagicTouch Skill15 3/4 10 Steal 15...70...75 Health and 1...5...6 Energy from target touched foe.
Viper EyesNecromancerBlood MagicElite Enchantment Spell15 1/4 12 For 5...50...70 seconds, you can no longer deal damage, but your life stealing effects steal an extra 75...150...175% Health.Includes on-attack effects such as Grenth's Aura and vampiric weapon mods.
Wishing WellNecromancerBlood MagicElite Well Spell25 1 60 Exploit the nearest corpse to create a Wishing Well at its location. For 100...12...10 seconds, this well has no effect. When it ends, all allies inside the well have all of their skills recharged.Does not recharge skills which require a morale boost.
Beggar's BlessingNecromancerCursesHex Spell5 1 20 For 5...20...25 seconds, every time target foe either heals or is healed, you are healed for the same amount. This hex ends after you receive 100...300...350 Health in this way.
Bolt of DarknessNecromancerCursesSpell10 1 10 Strike target foe for 8...70...80 dark damage. If that foe is suffering from a Necromancer hex, remove an enchantment.
Cachexia SignetNecromancerCursesSignet1 15 If target foe is not suffering from Weakness, inflict Weakness for 1...10...12 seconds. Otherwise, target foe loses 1...7...10 Energy.
Chilled BarbsNecromancerCursesHex Spell10 2 18 For 10 seconds, every time target foe takes damage from a spell, that foe and all adjacent are struck for 1...10...15 cold damage.
Curse of CapgrasNecromancerCursesSpell15 2 18 If target foe has a Hex spell equipped, up to two of their Hex Spells are selected at random and applied to that foe with the same attribute investment as you have in Curses.This spell cannot target foes who do not have a legitimate profession-linked hex spell. This would, for example, not be able to target an enemy with only monster-only hexes and no other hexes (e.g. Varesh)
Hell Frozen RainNecromancerCursesElite Spell15 1 10 Every second for 5 seconds, target foe and all foes in the area are hexed with Hell Frozen Rain for 10 seconds. This hex causes -0...1...2 Health degeneration and -0...2...3 armour penalty cumulatively for every second Hell Frozen Rain has been in effect.For example, being struck on the 5th second at 12 Curses results in -5 Health degen and - 10 armour. The armour penalty stacks with any other - armour effect including Cracked Armour.
Hybristophilic GazeNecromancerCursesElite Spell1 1/4 3 Both you and target foe are diseased for 0...5...10 seconds.
HypoxiaNecromancerCursesSpell10 1 20 Target foe and all foes in the area take 10...50...60 shadow damage. Foes suffering from dazed are struck twice. Foes suffering from both dazed and disease are knocked down.
Netherworldly BenefactorNecromancerCursesElite Enchantment Spell5 25 1 30 For 30 seconds, all of your hex spells are cast with your Curses attribute.
Orb of AnnihilationNecromancerCursesElite Spell15 2 20 Create a slow-moving projectile which moves towards target foe and stays in place for 10 seconds. Every second, foes adjacent to the Orb lose 2...23...25 Health and suffer from Weakness and Poison for 0...10...11 seconds.The 10-second counter starts when the orb reaches its destination. If it is obstructed, it stops and places the effect wherever it stopped.
Pulmonary AssaultNecromancerCursesHex Spell5 2 25 For 1...5...10 seconds, the next time target foe uses a shout, chant, or echo, that foe is knocked down.
Tarnish SoulNecromancerCursesHex Spell5 1 15 For 30 seconds, every time target foe blocks an attack, that foe loses 0...2...3 Energy.
Torturous ExtractionNecromancerCursesSpell5 1 12 Remove all conditions from target foe. For each one removed, that foe takes 18...40...50 damage (Maximum: 150).
Well of WickednessNecromancerCursesWell Spell25 1 20 Exploit the nearest corpse to create a Well of Wickedness at its location. For 1...6...8 seconds, foes within the well cannot cast spells that target themselves or their allies.If targeting a foe while casting this spell, it will target the corpse nearest the target.
Acid RainNecromancerDeath MagicSpell25 2 30 For 10 seconds, target foe and all foes in the area take 5...15...20 cold damage per second. Foes suffering from a condition are dealt an additional 5...15...20 shadow damage.
Animate Flying BitterbeatlesNecromancerDeath MagicSpell25 3 5 Exploit the nearest corpse to create a swarm of level 1...17...19 Flying Bitterbeatles. Their attacks deal 50% less damage but inflict Cracked Armour for 2...8...10 seconds.50% damage refers to the damage dealt by standard Bone Horrors.
Animate GhoulNecromancerDeath MagicSpell25 3 5 Exploit the nearest corpse to create a level 1...15...20 Ghoul which can cast Bitter Chill.
Animate Viper EggNecromancerDeath MagicSpell15 3 8 Exploit the nearest corpse to create a level 1...13...16 Viper Egg minion. When Viper Egg dies, it is replaced by a level 1...13...16 Foul Viper whose attacks inflict poison on enemies for 1...5...6 seconds. The Viper Egg minion is passive and does not attack foes. Strong synergy with skills which destroy undead minions in order to spawn the far stronger Foul Viper more quickly.
Animate Wailing BansheeNecromancerDeath MagicElite Spell15 2 10 Exploit the nearest corpse to create a level 1...20...23 Wailing Banshee which can cast Deathly Chill, Death Nova and Fetid Ground. You can only control one Wailing Banshee at a time.The Wailing Banshee's attributes are the same as the user's, including the primary attribute.
Calling of Lost SoulsNecromancerDeath MagicSpell5 1/4 10 Shadow Step all of your summoned creatures to your location and heal them all for 10...30...35 Health. (50% chance of failure with Death Magic 4 or less).
Dance of the DeadNecromancerDeath MagicEnchantment Spell5 2 30 For 10...25...29 seconds, undead minions you create move 25% faster.While enchanted, minions you create are created with an increased base movement stat which does not end when this enchantment ends on the user. Casting the enchantment with active minions does not grant them the speed boost.
Dark ParturitionNecromancerDeath MagicEnchantment Spell5 1 25 For 5...40...50 seconds, every time you create a summoned creature, you sacrifice 5% of your maximum Health and deal 20...40...50 dark damage to all enemies near the created creature.
Dark RebirthNecromancerDeath MagicSpell25 1 15 Create a level 0...12...15 undead clone of target dead party member which has all of their non-elite skills and lives for 5...25...30 seconds. The creature is destroyed if that party member is resurrected.Despite not being a party member, the clone created by this spell can target party members with resurrection spells and other party member only abilities.
Demon FormNecromancerDeath MagicElite Form15 3 60 For 5...50...70 seconds, assume Demon Form. You move, attack, and gain adrenaline 25% faster and your attacks deal dark damage. You take an additional 50...25...25% damage from holy sources and you gain 15...10...10% less benefit from healing.
Detonate CorpseNecromancerDeath MagicSpell10 1 15 Exploit the corpse nearest to target foe. All nearby foes are struck for 15...50...70 cold damage and are interrupted.
Grave VowNecromancerDeath MagicEnchantment Spell5 1 20 For 30 seconds, you gain 0...5...8 Energy every time you exploit a corpse.
HellfireNecromancerDeath MagicElite Spell25 20 1 10 Target foe and all foes in the area are struck for 10...80...90 fire damage and 20...50...60 shadow damage and are set on fire for 1...7...8 seconds. You sacrifice an additional 5% Health for each additional foe struck after the first. You cannot sacrifice more than 50% of your total maximum Health by this spell.
Lacrymactory SignetNecromancerDeath MagicSignet1 This signet initially has no effect. Every time a non-spirit creature dies, a charge counter is stored in Lachrymactory Signet (Maximum: 10). When the signet is used again, you and your minions gain 1...10...15 Health per charge counter and the number of counters is reset to zero. (Current Charges: 0)
Lugubrist's ChoiceNecromancerDeath MagicSpell5 1/4 10 Heal target undead minion you control for 45...160...180 Health. All of your other undead minions are destroyed.
Pustile BlossomNecromancerDeath MagicHex Spell10 2 20 For 12 seconds, target foe takes 5...15...20 damage per second if they are suffering from the diseased condition.
Aura of the CountessNecromancerSoul ReapingElite Enchantment Spell10 1 30 For 0...25...30 seconds, you no longer gain Energy when creatures die. You gain 1...7...9 Energy every time you cast a spell that targets an opponent.
Invigorating HatredNecromancerSoul ReapingEnchantment Spell5 1 30 For 30 seconds, you gain 1...20...25 Health every time a creature in earshot dies.
Planchette SignetNecromancerSoul ReapingSignet1 20 If target foe dies within 10 seconds, you gain 20...50...70 Health and 1...5...9 Energy.
Poppet SignetNecromancerSoul ReapingSignet1 30 Create a level 1...12...15 Poppet. The Poppet does not attack. Every time you take damage, the Poppet takes 0...3...5% of the damage instead. You can only control 1 Poppet at a time.The Poppet has poor Health and armour and dies easily, but synergises well with effects such as Death Nova. The Poppet is considered undead like all other minions and has Health degeneration.
Soul VirusNecromancerSoul ReapingElite Hex Spell5 33 1/4 15 For 1...6...7 seconds, target foe is hexed with Soul Virus. While hexed, conditions and hexes on that foe cannot end or be removed.Hexes and Conditions will reach 0 seconds left but remain on the target, extending or delaying their effect. This does not prevent the ending of hexes which end prematurely on certain conditions, such as Wastrel's Worry and Diversion. It also does not prevent hex-removing skills from activating their on removal effect, such as Shatter Hex (though a hex is not removed it still deals damage).
"For Ascalon!"ParagonCommandShout5 10 For 7 seconds, all party members in range gain + 1...8...10 armour, and an additional +1...8...10 armour against fire damage.
"For Cantha!"ParagonCommandShout10 20 For 1...3...4 seconds, all party members attack 25% faster.
"For Elona!"ParagonCommandShout10 20 For 2...5...6 seconds, all party members gain -1...4...5 damage reduction from physical and elemental damage.
"For Kryta!"ParagonCommandShout5 10 For 1...8...10 seconds, the next time every party member is struck with a hex, that party member is healed for 5...85...90 Health.
"For the King!"ParagonCommandElite Shout1 9 You gain 1 strike of adrenaline for every party member in range who has an adrenaline skill equipped (Max: 1...5...6)
"For the Queen!"ParagonCommandElite Shout3 1 For 8 seconds, all party members gain an additional 5...25...30% benefit from healing.
"No One Said You Could Touch!"ParagonCommandElite Shout5 20 For 2...16...18 seconds, all enemy touch skills used against party members in range fail. Foes which try to touch your allies in this way are knocked down.
Golden SpearParagonLeadershipSpear Attack5 9 If this attack hits, you gain 2...11...14 Energy.
"I Shall Take Care of This!"ParagonLeadershipElite Shout10 20 For 1...18...23 seconds, your shouts no longer have any effect on your allies and you gain no Energy from Leadership. Instead, your attacks have 1...8...10% armour penetration and you have +1 Energy regeneration.The armour penetration is non-stacking.
"Might Makes Right!"ParagonLeadershipShout5 20 For 10 seconds, your next 1...10...12 attacks deal an extra +3...7...9 damage.
Operatic AssaultParagonLeadershipElite Skill10 1 Target foe is knocked down for 0...3...3 seconds and takes 1...50...60 cold damage. This skill costs 1 less strike of adrenaline for every Paragon shout you have equipped.
Serene SongstressParagonLeadershipSkill10 60 For 60 seconds, your shouts and chants cost 0...45...50% less Energy. This ends if you hit a foe, use a skill which targets a foe, or your Health falls below 50%.
Angel FlightParagonMotivationEcho5 1 20 For 0...30...35 seconds, target ally is immune to the effects of traps, gains +1 Health regeneration, and has an additional +1...10...15 armour vs elemental damage. This echo is reapplied every time a chant or shout ends on that ally.
Commendation SignetParagonMotivationElite Signet1 7 You and target other ally are healed for 10...90...100 Health and are both cured of a condition. If you or that ally are under the effects of a Shout, Chant, or Echo, remove 2 conditions instead.
Echo of SteelParagonMotivationEcho10 1 20 For 10 seconds, target other ally attacks 0...26...33% faster.
Lullaby EchoParagonMotivationEcho10 1 20 Apply a Lullaby Echo on target party member. For 10 seconds, every time that party member hits a foe with a physical attack , that foe moves, attacks, and casts spells 0...12...15% more slowly for 2 seconds.
Mercy Killing HymnParagonMotivationEcho5 1 20 For 20 seconds, all party members in range gain +5...15...17 Health every time they hit with an attack or use a skill against a foe with less than 50% Health.
Song of AngelsParagonMotivationElite Echo10 1 12 For 9 seconds, target other ally gains +2...4...5 Health regeneration and +0...2...3 Energy regeneration. You cannot attack for 9 seconds.
"Watch and Learn!"ParagonMotivationShout5 30 For 20 seconds, every time you hit a foe with an attack, all other party members in earshot gain +0...1...1 to all their attributes for 3 seconds.
Amplify VoiceParagonSpear MasterySkill10 1 30 For 4...38...40 seconds, the range of your friendly, untargeted shouts is increased by 50%.
Jagged SpearParagonSpear MasterySpear Attack5 8 If Jagged Spear hits, target foe begins bleeding for 3...10...13 seconds. If that foe was already bleeding, Jagged Spear deals an additional 5...14...17 damage.
Magma SpearParagonSpear MasterySpear Attack6 Deal an additional +6...27...30 fire damage to target foe. If that foe was Crippled, they are set on fire for 3 seconds. If that foe was on fire, they are Crippled for 1...7...8 seconds.The fire damage is a separate damage packet. If the target is both Crippled and on Fire both conditions are met and both conditions are applied again.
Mirror SpearParagonSpear MasterySpear Attack3 If this attack hits, you lose 1 condition for every condition on target foe.
Retribution SpearParagonSpear MasterySpear Attack3 If Retribution Spear hits, you deal an additional + 10...15...17 damage. If you strike a foe with more Health than you, you gain an extra 1...2...3 strikes of adrenaline.
Spear of the PersistentParagonSpear MasteryElite Spear Attack5 1/2 10 If this attack hits a foe using a skill, that skill is interrupted and Spear of the Persistent recharges in 9...5...3 seconds.
Spear of ThornsParagonSpear MasteryElite Spear Attack1 10 Strike target foe for an additional +5...15...20 damage. If this hits a foe with below 60% Health, this skill recharges instantly.
Waylayer's ThrowParagonSpear MasterySpear Attack5 10 If Waylayer's Throw hits an enemy with more than 90% Health who is neither attacking nor using a skill, it deals an extra +10...30...35 damage and cripples for 3...5...6 seconds.
All Creatures Great and SmallRangerBeast MasteryElite Skill25 20 For 30 seconds, attacks struck by all pets belonging to all party members deal an additional 1...12...15 earth damage to all adjacent foes. This effect ends if any of those pets die.
Carnivorous BiteRangerBeast MasteryPet Attack5 8 Your animal companion attempts a Carnivorous Bite which deals +1...9...11 damage. If the target is fleshy, your pet also steals 2...20...25 Health.
Ghosthound of GrenthRangerBeast MasteryElite Skill5 35 For 1...35...40 seconds, your pet cannot be targeted by hexes and is immune to all conditions except for burning.
Honey TrapRangerBeast MasteryTrap15 2 20 Place a Honey Trap at your location. When triggered, Honey Trap cripples nearby foes for 1...3...4 seconds and causes foes to lose 3...6...7 Energy every second for five seconds. Honey Trap expires after 90 seconds.
Quick ClawRangerBeast MasteryElite Pet Attack5 1 Your pet attempts an attack which activates twice as quickly as usual.
Rabid SlashRangerBeast MasteryPet Attack5 12 Your animal companion attempts a Rabid Slash which deals +5...15...20 fire damage. If this attack hits a foe with either Bleeding or Diseased, that foe is set on fire for 1...3...4 seconds.
ZoonoticismRangerBeast MasterySkill5 30 For 10...60...90 seconds, every time your pet suffers a condition, that condition is spread to all adjacent foes with the same remaining duration.
Bow SnapRangerExpertiseMelee Attack5 1 10 Interrupt target foe and deal an extra +0...6...10 damage. This skill has melee range and can only be used with a bow.This attack is slightly faster than other 1s bow attacks and is the same speed regardless of bow type.
Melandru's GuidanceRangerExpertiseElite Stance5 10 For 0...10...13 seconds, you move 15% faster. If any effect would reduce your speed, your movement rate is set to 33% faster and you cannot be slowed down further. Synergises well with self-inflicted reduced movement speed skills such as Armor of Earth and Dolyak's Signet.
Order of the Green DruidRangerExpertiseElite Skill5 60 For 1...50...60 seconds, Expertise no longer reduces the cost of your attack skills, but instead, reduces the cost of spells you cast by the same amount. This effect ends if your Health falls below 50%.
Arrows of DispellingRangerMarksmanshipElite Preparation15 2 24 For 1...9...11 seconds, your bow attacks remove an enchantment.
Astral ArrowRangerMarksmanshipElite Bow Attack5 7 If this attack hits, target foe loses 3...15...17 Energy. This attacks deals no damage.
Blast ShotRangerMarksmanshipBow Attack25 7 If this attack hits, target foe is struck for +8...30...35 damage and all adjacent foes are hit for 8...30...35 piercing damage.
Coup de GraceRangerMarksmanshipBow Attack15 6 This attack deals + 1...12...15 extra damage for every 10% lower than full Health target foe has. This attack has half the range.
Destabilizing ShotRangerMarksmanshipBow Attack15 25 If this attack hits, target foe is placed under the Destabilizing Shot effect for 0...3...4 seconds. If during this time target foe is struck by another one of your bow attacks, that foe is knocked down.
Flint ArrowsRangerMarksmanshipElite Preparation5 2 12 For 5...20...24 seconds, your bow attacks also hit every foe between you and your target. This preparation ends if you use an attack skill.Every foe hit in between you and your target is considered a separate attack, triggering both positive (Splinter Weapon) and negative (Empathy) effects.
Hot Shot BombRangerMarksmanshipBow Attack10 15 If this attack hits, place a Hot Shot Bomb on target foe. Every second for 6 seconds, that foe is set on fire for 0...3...3 seconds. Every second, Hot Shot Bomb attempts to move on to the nearest adjacent foe.When Hot Shot Bomb moves to another foe, it stops applying burning to the foe it moved from, only affecting one foe at a time.
Measured ShotRangerMarksmanshipBow Attack25 8 If this attack hits, you deal +10...40...45 damage with an additional 10% armour penetration and cannot be blocked. This attack takes twice as long as usual to execute.
Nitro ArrowsRangerMarksmanshipPreparation5 2 24 For 18 seconds, you deal cold damage with your bow attacks. Your bow attack skills deal an additional 1...5...6 damage and cause foes to move 15% slower for 1 second.
Pounding ShotRangerMarksmanshipBow Attack10 15 If this attack hits, deal +5...10...20 damage to target foe and apply Cracked Armour for 1...8...9 seconds.
Silencing ShotRangerMarksmanshipBow Attack15 15 If this attack hits, target foe is dazed for 0...1...2 seconds.Applying daze with a duration of zero seconds will still interrupt a foe casting a spell.
Sticky BombRangerMarksmanshipBow Attack15 10 If this attack hits, place a Sticky Bomb on target foe. After 3 seconds, that foe and all adjacent foes take 40...70...80 earth damage. Attacking or moving foes take an additional 10...40...50 piercing damage.
Windswept ArrowsRangerMarksmanshipPreparation5 2 12 For 24 seconds, your arrows move +0...100...125% faster and you attack +0...25...33% faster while using a bow. However, your arrows have a 25...10...6% chance of missing.
Bramble CloakRangerWilderness SurvivalSkill5 1 20 For 10 seconds, enemies which use melee attacks against you are struck for 1...8...12 earth damage and bleed for 1...3...5 seconds.Triggers even when the attacks fail to hit.
Bury DeepRangerWilderness SurvivalPreparation5 2 12 For 24 seconds, you suffer -2 in Wilderness Survival, but traps you place last 50...100...110% longer before expiring.
Calm After the StormRangerWilderness SurvivalNature Ritual25 3 45 Create a level 1...8...10 spirit. All non-spirit creatures in range gain 1 Energy every 5 seconds. This spirit dies after 9...43...47 seconds.
HeatwaveRangerWilderness SurvivalNature Ritual10 5 45 Create a level 1...8...10 spirit. All creatures in range suffer from -5 armour against earth and fire damage. This spirit dies after 10...55...60 seconds.
InundationRangerWilderness SurvivalNature Ritual10 5 45 Create a level 1...8...10 spirit. All creatures in range suffer from -5 armour against cold and lightning damage. This spirit dies after 10...55...60 seconds.
Melandru's BalanceRangerWilderness SurvivalElite Nature Ritual5 3 10 Create a level 1...7...8 spirit. Within the spirit's range, whichever species is the least populous gains +10 armour and +2 Health regeneration. This spirit dies after 10...55...60 seconds.If two species are tied for least populated, they both gain the benefit. If all creatures in range are the same species, no one gains any benefit.
Ooze TrapRangerWilderness SurvivalTrap15 2 20 Place an Ooze Trap at your location. Enemies nearby the trap when it is triggered are struck for 15...25...30 earth damage every second for 5 seconds. Foes struck in this way move 33% slower for 5 seconds. Ooze Trap expires after 90 seconds.The slowdown effect is applied as a hex and can be removed. Has synergy with Season of the Witch.
Pressure FrontRangerWilderness SurvivalNature Ritual25 3 45 Create a level 1...8...10 spirit. All non-spirit creatures in range lose 1 Energy every 5 seconds. This spirit dies after 9...43...47 seconds.
Season of the WitchRangerWilderness SurvivalElite Nature Ritual5 3 15 Create a level 1...11...12 spirit. Hexes cast in range last 50% longer. This spirit dies after 5...45...50 seconds.
Signet of SharpnessRangerWilderness SurvivalSignet1/4 8 For 1...6...7 seconds, your next attack skill has an additional 33% chance of landing a critical hit.
TrapdoorRangerWilderness SurvivalTrap15 2 30 Place a Trapdoor at your location. When triggered, Trapdoor knocks down the enemy for 0...3...4 seconds. This only affects one enemy. Trapdoor expires after 90 seconds.
Abyss of the DamnedRitualistChannelingElite Spell10 1 7 After 2 seconds, target foe and all nearby foes are struck for 25...90...100 lightning damage. Summoned creatures struck in this way take an extra 10...75...80% damage. This spell has 20% armour penetration.
Dark Ball LightningRitualistChannelingSpell10 2 10 Create a Dark Ball Lightning projectile which slowly moves towards target foe. All foes near the projectile are struck for a random amount of lightning damage between 1...50...60 and 10...90...110. This spell has 10% armour penetration.Moves at half the speed of Lightning Javelin. The same foe cannot be hit twice by this spell. For example, being hit once, Shadow Stepping out and back into its path, will not result in being hit twice.
Ghostfire WeaponRitualistChannelingWeapon Spell5 1 15 For 1...16...19 seconds, target ally deals an extra +0...8...9 fire damage with every attack.
Julia's WeaponRitualistChannelingElite Weapon Spell5 1/4 15 For 8 seconds, every time a foe successfully casts a spell on target ally, that foe is dazed for 1...3...4 seconds.
Lightning and RainRitualistChannelingArtifact Signet1 60 Your currently equipped items are replaced by Lightning and Rain daggers. You attack 5...15...20% faster and each attack deals an extra 0...3...4 cold damage and 0...3...4 lightning damage to your target. This effect ends if you swap weapons.
Signet ObscuraRitualistChannelingSignet1 20 For 1...9...12 seconds, target hostile summoned create cannot move, attack, or use skills.
Burning AncestorRitualistCommuningBinding Ritual25 1 30 Create a level 1...16...17 spirit of the Burning Ancestor. Each time a party member would be set on fire by an enemy, that burning is prevented and instead the Burning Ancestor spirit is set on fire for the same duration. If the Burning Ancestor is already on fire, it loses 100...90...80 Health. This spirit lives for 10...40...45 seconds.Has no impact on a party member setting themselves on fire.
Curse from Beyond the GraveRitualistCommuningElite Hex Spell10 1 7 For 5...9...10 seconds, target foe takes +10...50...60% more damage from summoned creatures.
Entomb SpiritRitualistCommuningHex Spell5 1 10 For 3...12...14 seconds, target foe and all adjacent foes cannot use skills which resurrect their party members.
GravesongRitualistCommuningBinding Ritual10 1 30 Create a level 1...15...17 Gravesong spirit. Foes in range take 10...35...40 damage every time they are knocked down. Every time this effect takes place, the spirit loses 25 Health. This spirit dies after 30 seconds.
InfinityRitualistCommuningBinding Ritual10 1 45 Create a level 1...17...19 spirit of Infinity. This spirit's attacks deal no damage, but every time it hits a foe you gain 1 Energy. This spirit dies after 5...30...35 seconds.
IntransigenceRitualistCommuningBinding Ritual25 1 45 Create a level 1...13...15 Intrasigence spirit. Every time an ally in range would be interrupted, the interruption is prevented, and the spirit loses 20% of its maximum Health. This spirit lives for 10...40...45 seconds.
Mourning and GriefRitualistCommuningArtifact Signet1 60 Your currently equipped items are replaced by the sword and shield Mourning and Grief. You gain +0...20...30 armour and spirits you control in earshot gain +0...1...2 Health regeneration. This effect ends if you swap weapons.Deals dark damage, scaled to your Communion attribute up to the standard maximum sword damage. No effect while holding items.
PhantasmagoriaRitualistCommuningElite Skill2 10 The next time a non-spirit creature in earshot range dies, create a level 1...20...22 Spirit of Phantasmagoria in their place whose attacks deal 1...20...30 damage. Spirits created in this way die after 30 seconds.
ReikaRitualistCommuningElite Binding Ritual5 1 20 Create a level 3...23...25 spirit of Reika. This spirit uses a non-projectile skill to cause its target to lose 10...30...35 Health. This spirit dies after 60 seconds.This spirit uses a skill with a 1 second casting time and no recharge time.
SolipsismRitualistCommuningBinding Ritual25 1 45 Create a level 1...13...15 Solipsism spirit. Every time a party member in range would be hexed, that hex is prevented and the spirit loses 25% of its maximum Health. This spirit lives for 5...25...30 seconds.
WidowerRitualistCommuningBinding Ritual15 1 30 Create a level 1...18...20 Widower spirit. This spirit's attacks deal 8...40...45 cold damage and inflict bleeding for 0...3...3 seconds. This spirit dies after 10...35...40 seconds.This spirit's attacks are not armour ignoring.
Aid from the SaintsRitualistRestorationSpell5 1 7 Heal target ally for 5...30...40 Health for every spirit in earshot.
Blood of my BloodRitualistRestorationSpell5 1 10 Sacrifice half of your current Health and heal target other ally for 100...140...150% of the amount lost.
Divine was GardeniaRitualistRestorationElite Item Spell5 1 30 For 5...55...60 seconds, you hold Gardenia's ashes. While holding them, spells you cast on allies heal them for 5...40...50 Health.
Grace and BeautyRitualistRestorationArtifact Signet1 60 Your currently equipped weapons are replaced by the wand and focus items Grace and Beauty. Your Restoration spells and Binding Rituals recharge 0...12...15% faster and you gain 0...2...3 Health per second when in earshot of a spirit. This effect ends if you swap weapons.Deals lightning damage, scaled to your Restoration attribute up to the standard maximum wand damage. No effect while holding items.
Light from the Other SideRitualistRestorationElite Spell10 3/4 5 Heal target ally for 40...90...110 Health and remove one hex. Gain 5 Energy if you are in earshot of a spirit.
LoveRitualistRestorationBinding Ritual10 1 30 Create a level 1...10...14 spirit of Love. All party members in earshot gain 1 Energy every 3 seconds. For each party member affected, the spirit sacrifices 15...10...8% of its maximum Health. This spirit dies after 30 seconds.
MoonbladeRitualistRestorationWeapon Spell10 1/4 3 For 3...17...20 seconds, target ally gains +3...17...20 Health with every successful attack.
Odyllic CleansingRitualistRestorationSpell5 1 5 If you are in earshot of at least 5...1...1 spirits, target ally is cured of a hex.
Pearl WeaponRitualistRestorationWeapon Spell5 1/4 10 For 5 seconds, target ally deals holy damage with their attacks, and every time they take damage they are healed for 0...5...7 Health.
Relic SignetRitualistRestorationSignet1 10 If you are in range of a spirit, target ally is healed for 12...60...70 Health.
Restorative SeanceRitualistRestorationSpell10 1 8 All spirits you control lose 5...30...35 Health. Heal all party members for the total amount of Health lost.
Signet of InheritanceRitualistRestorationSignet1 20 You gain 0...1...2 Energy for every Restoration spell you have equipped.
Coldhearted was AdrianaRitualistSpawningElite Item Spell15 1 60 For 3...65...68 seconds, you hold Adriana's ashes. Upon casting this spell, all spirits you control are destroyed and while holding these ashes, your binding rituals are disabled. Instead, every time you deal elemental damage to a foe, all nearby foes take 5...55...60% of the damage dealt as cold damage. This effect only activates once per spell.
Regal was HelbaRitualistSpawningElite Item Spell5 2 25 For 8...45...51 seconds, you hold Helba's ashes. When you drop them, all adjacent dead party members are resurrected with 25% Health and 25% Energy. Then, all party members in earshot are healed for 40...100...120 Health.
Shameless was ShaokuRitualistSpawningItem Spell10 1 30 For 10...33...36 seconds, your Ritualist skills cost 20% less Energy, but you suffer -3 in all of your Ritualist attributes.
WhimsyRitualistSpawningArtifact Signet1 60 Your currently equipped items are replaced by Whimsy, which takes the form of any random weapon, scaled to your Spawning attribute. You deal +0...5...6 damage with your attacks. This effect ends if you swap weapons.
Call of the BarbariansWarriorAxe MasterySkill5 1 30 For 20 seconds, you gain +1 Axe Mastery, and Warrior shouts you use last +0...42...50% longer.
Crazed ChopWarriorAxe MasteryAxe Attack6 All of your skills are disabled for 2 seconds. If this attack hits, target foe has a random amount of skills disabled (between 0 and 0...5...7) for 5 seconds. This attack has an extra 20% armour penetration.
Raven's FocusWarriorAxe MasteryElite Skill4 For 30 seconds, every time you use an axe attack skill against the same foe, your axe attacks cumulatively gain +1...+4...+5 % extra armour penetration (max: 25%). This effect resets itself if you strike a new foe.Striking multiple foes at once will reset the effect.
Sharpened AxeWarriorAxe MasterySkill5 20 For 1...12...15 seconds, you gain double adrenaline from critical hits.This effect works with any weapon.
Test of the WoodcutterWarriorAxe MasterySkill5 20 For 10 seconds, the next time you cause a critical hit with an axe, you gain 0...1...2 strikes of adrenaline and all your other axe skills are recharged.
Twin AxesWarriorAxe MasteryElite Skill5 10 For 10 seconds, your axe attacks strike twice, but you suffer -50...-30...-25 armour.
Deldrimor SmashWarriorHammer MasteryElite Hammer Attack5 Strike all adjacent foes for +10...30...40 damage. Knocked down foes suffer from Cracked Armour for 5...12...15 seconds.
Hammer ParryWarriorHammer MasterySkill5 10 For 10 seconds, while wielding a hammer, you gain +10 armour and a 75% chance to block attacks. This effect ends after blocking 1...3...4 attacks.
PuntWarriorHammer MasteryHammer Attack5 Target foe and up to two adjacent foes are knocked down and are forced to Shadow Step away from you.The distance enemies are forced to move is half of the standard casting range (comparable to Heart of Shadow)
Reckless SwingWarriorHammer MasteryHammer Attack5 Strike all adjacent foes for +5...30...35 damage. You have -40 armour while using this skill and for 2 seconds after using this skill.The armour penalty is an effect which cannot be removed, the extended duration is only applied if the skill is executed (even if it misses).
Stone Dwarf SightWarriorHammer MasteryElite Stance5 12 For 1...6...8 seconds, while wielding a hammer, you attack 25% faster and your hammer attack skills cannot be blocked.
Test of the MasonWarriorHammer MasterySkill5 20 For 10 seconds, the next time you knock down a foe with a hammer attack skill, you gain 1...6...7 Energy and 0...1...2 strikes of adrenaline.
Bully's RevelryWarriorStrengthSkill5 20 For 15 seconds, you gain 1...5...7 Health upon every successful strike.
Jack of All BladesWarriorStrengthElite Skill5 20 For 5...20...30 seconds, all of the weapon-related attributes for both your primary and secondary profession are set to 0...12...15.
Philosopher KingWarriorStrengthElite Skill5 20 For 30 seconds, for every party member in earshot, you gain +0..1...1 Health regeneration and your attack skills cost -0...1...1 less Energy (minimum cost: 1)The effects of this skill are not set on use, but fluctuate during its duration depending on how many party members are in range.
Pugilist's InsuranceWarriorStrengthSkill5 25 For 5...15...20 seconds, you gain a 50% chance to block attacks while you are attacking a foe with less Health than you.
Punisher's PleasureWarriorStrengthSkill5 20 For 1...12...15 seconds, attacks against knocked down foes give you an extra strike of adrenaline.The attacks must hit for the adrenaline gain to take effect.
RumbleWarriorStrengthSkill5 1 1 Up to 0...2...3 adjacent foes are knocked down.
Test of StrengthWarriorStrengthSkill5 20 For 10 seconds, if you deal at least 70...100...130 damage with physical attacks, you gain +0...1...2 Energy for every Warrior skill you have equipped and this skill ends.
Warrior QueenWarriorStrengthElite Skill5 30 For 30 seconds, your melee attacks gain an additional 1...2...3% armour penetration for every party member in earshot when you make the attack.The effects of this skill are not set on use, but fluctuate during its duration depending on how many party members are in range.
Amazonian RetaliationWarriorSwordsmanshipSkill1 For 5 seconds, if you are hit by a melee attack, you interrupt your current action to launch an attack against that foe . When triggered, Amazonian Retaliation activates twice as quickly, interrupts, and deals an additional +1...20...25 damage, and this skill is disabled for 15 seconds. This effect ends prematurely if you use a skill.
Bailiff's BladeWarriorSwordsmanshipElite Skill5 25 For 25 seconds, every time you successfully strike a foe with a sword, you transfer any Crippled condition you are suffering to the struck foe for its remaining duration and you cumulatively move 0...4...5% faster (max: 50%).
Blademaster's StanceWarriorSwordsmanshipStance5 12 For 10 seconds, you attack +5...15...20% faster and gain +1 Swordsmanship.
Fencer's FacadeWarriorSwordsmanshipSkill10 20 For 20 seconds, if you are wielding a sword and no offhand item, you gain +0...30...35 maximum Health, +0...5...7 maximum Energy, and +0...4...5 armour.
Fencer's FatwahWarriorSwordsmanshipStance10 20 For 1...13...15 seconds, you attack 0...25...30% faster if you are wielding a sword and no offhand item.
Fencer's FlashWarriorSwordsmanshipSword Attack3 1/4 If you are wielding no offhand item, this attack deals an additional +0...16...18 damage.
Glass SwordWarriorSwordsmanshipSword Attack8 1 Strike target foe for an additional +10...30...35 damage. This bonus damage is doubled if the foe has less than 50% Health. If this attack hits, you are unable to attack for 2 seconds.
King's AmercementWarriorSwordsmanshipElite Sword Attack6 This attack always results in a critical hit and deals +0...100...110% more damage.
Smuggler's GambitWarriorSwordsmanshipSword Attack15 If this attack hits, you gain 0...2...3 adrenaline and 5...11...13 Energy. If it misses, it is disabled for 10 seconds.
Test of the KingsguardWarriorSwordsmanshipSkill5 20 For 10 seconds, if you deal at least 50...100...110 damage while using a sword, you gain 0...3...5 strikes of adrenaline and this skill ends.
TrickbladeWarriorSwordsmanshipSword Attack5 3/4 Target foe takes +1...25...30 damage. If that foe was attacking or using a skill, all foes adjacent to you take 1...5...10 damage.
Wizard's SlashWarriorSwordsmanshipSword Attack4 Deal an extra + 5... 19...22 damage. If this attack hits, you gain an extra strike of adrenaline if that foe was hexed, and an extra strike of adrenaline if you are enchanted.
BragWarriorTacticsSkill1 12 For 8 seconds you take 1...4...5 less damage, but foes which hit you gain 1 Energy and double the adrenaline.
High and MightyWarriorTacticsSkill10 12 For 12 seconds, your attacks deal an extra +0...8...12 damage, but foes which hit you gain 1 Energy and double adrenaline.
"I Survived!"WarriorTacticsShout3 If you have less than 25...45...50% Health and you have no conditions or hexes, you are healed for 100...140...150 Health.
"Leave Her Alone!"WarriorTacticsShout3 20 For 0...6...7 seconds, the next time target foe would deal fatal damage, that damage is prevented.
"No One Can Escape From Me!"WarriorTacticsShout4 1 All foes in earshot with less than 75% Health are crippled for 0...4...5 seconds.
"Parley!"WarriorTacticsElite Shout5 5 If target foe is attacking or using a skill against you or one of your allies, that foe is interrupted and can no longer attack or target foes with skills for 0...3...4 seconds.Technically this skill targets foes attacking or using skills against their foes (not just your allies). For example, this skill would affect an enemy attacking another mutual enemy.
Personal VendettaWarriorTacticsStance2 1 For 3...8...10 seconds, you attack 33% faster if you are attacking a foe who is also attacking.
Piratical SavvyWarriorTacticsElite Skill5 10 Up to 0...6...7 of your other Warrior skills instantly recharge.
Tactician's SignetWarriorTacticsSignet2 5 Cure yourself of up to 0...2...3 conditions. You suffer -40 armour while using this skill.
"You and Me, Let's Go!"WarriorTacticsShout5 For 5 seconds, you and target foe both deal an additional 0...7...8% damage to one another.
"You're Revolting!"WarriorTacticsShout5 Target foe suffers from Weakness and Cracked Armour for 0...4...5 seconds. The duration is doubled if that foe was already suffering from a condition. If the target was suffering from Disease or is non-fleshy, the duration is tripled instead.