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Quest-medium - This skill may be earned from a quest. See skill information for details.
Exhaustion - This spell causes Exhaustion.
Energy - Energy requirement
Activation - Activation Time
Recharge - Recharge Time

Air Magic

Air Attunement Air Attunement Enchantment Spell. For 36...55...60 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the skill whenever you use Air Magic.
    10 Energy 1 Activation 30 Recharge
Core   Can be obtained through a quest
Blinding Flash Blinding Flash Spell. Target foe is Blinded for 3...7...8 seconds.
    10 Energy ¾ Activation 8 Recharge
Core   Can be obtained through a quest
Conjure Lightning Conjure Lightning Enchantment Spell. For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 5...17...20 lightning damage.
    10 Energy 1 Activation 45 Recharge
Core    
Enervating Charge Enervating Charge Spell. Target foe is struck for 25...45...50 lightning damage and suffers from Weakness for 5...17...20 seconds. This spell has 25% armor penetration.
    10 Energy 1 Activation 8 Recharge
Core    
Gale Gale Spell. Knock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.)
10 Overcast 10 Energy 1 Activation 5 Recharge
Core   Can be obtained through a quest
Lightning Orb Lightning Orb Spell. Send out a Lightning Orb that strikes target foe for 10...82...100 lightning damage. This spell has 25% armor penetration.
    15 Energy 2 Activation 5 Recharge
Core   Can be obtained through a quest
Lightning Strike Lightning Strike Hex Spell. Strike target foe for 5...41...50 lightning damage. This spell has 25% armor penetration. If you are Overcast, that foe is hexed with Lightning Strike for 3 seconds. When this hex ends, that foe is struck again for 5...41...50 lightning damage.
    5 Energy 1 Activation 5 Recharge
Core   Can be obtained through a quest
Lightning Surge Lightning Surge Elite Hex Spell. After 3 seconds, target foe is knocked down, struck for 14...83...100 lightning damage, and has Cracked Armor for 5...17...20 seconds. This spell has 25% armor penetration.
    10 Energy 1 Activation 10 Recharge
Core    
Lightning Touch Lightning Touch Skill. Target touched foe and all adjacent foes are struck for 10...50...60 lightning damage, are Blinded for 1...3...4 seconds, and have Cracked Armor for 1...8...10 seconds. This skill has 25% armor penetration.
    5 Energy ¾ Activation 10 Recharge
Core    

Earth Magic

Aftershock Aftershock Spell. Nearby foes are struck for 26...85...100 earth damage. Knocked down foes are struck for 10...56...68 additional earth damage.
    10 Energy ¾ Activation 10 Recharge
Core    
Armor of Earth Armor of Earth Enchantment Spell. For 30 seconds, you gain 24...53...60 armor, but move 50...21...14% slower.
    10 Energy ¾ Activation 15 Recharge
Core   Can be obtained through a quest
Earth Attunement Earth Attunement Enchantment Spell. For 36...55...60 seconds, you are attuned to Earth. You gain 1 Energy plus 30% of the base Energy cost of the skill each time you use Earth Magic.
    10 Energy 1 Activation 30 Recharge
Core   Can be obtained through a quest
Obsidian Flame Obsidian Flame Spell. Deal 22...94...112 damage to target foe. This spell ignores armor.
5 Overcast 5 Energy 1½ Activation 5 Recharge
Core   Can be obtained through a quest
Obsidian Flesh Obsidian Flesh Elite Enchantment Spell. For 8...18...20 seconds, you gain +20 armor and cannot be the target of enemy spells, but cannot attack and have -2 energy degeneration.
    25 Energy 1 Activation 30 Recharge
Core    
Stone Daggers Stone Daggers Spell. Send out two Stone Daggers. Each Stone Dagger strikes target foe for 8...28...33 earth damage if it hits. If you are Overcast, each projectile inflicts Bleeding for 1...4...5 seconds.
    5 Energy 1 Activation  
Core   Can be obtained through a quest
Stoning Stoning Spell. Send out a large stone, striking target foe for 45...93...105 earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down.
    15 Energy 1 Activation 5 Recharge
Core   Can be obtained through a quest
Ward Against Foes Ward Against Foes Ward Spell. You create a Ward Against Foes at your current location. For 8...18...20 seconds, non-spirit foes in this area move 50% slower.
    15 Energy 1 Activation 20 Recharge
Core   Can be obtained through a quest
Ward Against Melee Ward Against Melee Ward Spell. You create a Ward Against Melee at your current location. For 5...17...20 seconds, non-spirit allies in this area have a 50% chance to block melee attacks.
    15 Energy 1 Activation 30 Recharge
Core   Can be obtained through a quest

Energy Storage

Aura of Restoration Aura of Restoration Enchantment Spell. For 60 seconds, you gain 0...1...1 Energy and are healed for 200...360...400% of the Energy cost each time you cast a spell.
    5 Energy ¼ Activation 20 Recharge
Core   Can be obtained through a quest
Elemental Attunement Elemental Attunement Elite Enchantment Spell. For 25...53...60 seconds, you are attuned to Air, Fire, Water, and Earth and gain +1...2...2 to these attributes. You gain 50% of the base Energy cost of the skill each time you use magic associated with any of these elements.
    10 Energy 1 Activation 20 Recharge
Core    
Glyph of Lesser Energy Glyph of Lesser Energy Glyph. For the next 15 seconds, your next 2 spells cost 10...16...18 less Energy to cast.
    5 Energy 1 Activation 30 Recharge
Core   Can be obtained through a quest


Fire Magic

Conjure Flame Conjure Flame Enchantment Spell. For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 5...17...20 fire damage.
    10 Energy 1 Activation 45 Recharge
Core    
Fire Attunement Fire Attunement Enchantment Spell. For 36...55...60 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the skill each time you use Fire Magic.
    10 Energy 1 Activation 30 Recharge
Core   Can be obtained through a quest
Fire Storm Fire Storm Spell. Create a Fire Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for 5...29...35 fire damage each second.
    10 Energy 2 Activation 20 Recharge
Core   Can be obtained through a quest
Fireball Fireball Spell. Send out a ball of fire that strikes target foe and all adjacent foes for 7...91...112 fire damage.
    10 Energy 1½ Activation 7 Recharge
Core   Can be obtained through a quest
Flare Flare Spell. Send out a flare that strikes target foe for 20...56...65 fire damage if it hits. If you are Overcast, Flare hits adjacent foes as well.
    5 Energy 1 Activation  
Core   Can be obtained through a quest
Immolate Immolate Spell. Target foe is struck for 20...64...75 fire damage and is set on fire for 1...3...3 seconds.
    10 Energy 1 Activation 5 Recharge
Core    
Inferno Inferno Spell. All adjacent foes are struck for 30...114...135 fire damage.
    10 Energy ¾ Activation 10 Recharge
Core   Can be obtained through a quest
Meteor Meteor Spell. Target foe and all adjacent foes are struck for 7...91...112 fire damage and knocked down.
10 Overcast 5 Energy 2 Activation 30 Recharge
Core   Can be obtained through a quest
Mind Burn Mind Burn Elite Spell. Target foe and all adjacent foes take 15...51...60 fire damage. If you have more Energy than target foe, that foe and all adjacent foes take an additional 15...51...60 fire damage and are set on fire for 1...8...10 seconds.
5 Overcast 5 Energy 1 Activation 5 Recharge
Core    


Water Magic

Blurred Vision Blurred Vision Hex Spell. For 4...9...10 seconds, target foe and adjacent foes are hexed with Blurred Vision. While hexed, those foes have a 50% chance to miss with attacks.
    10 Energy 1 Activation 12 Recharge
Core    
Conjure Frost Conjure Frost Enchantment Spell. For 60 seconds, if you're wielding a cold weapon, your attacks strike for an additional 5...17...20 cold damage.
    10 Energy 1 Activation 45 Recharge
Core   Can be obtained through a quest
Deep Freeze Deep Freeze Hex Spell. You cause a Deep Freeze at target foe's location. All foes in this area are struck for 10...70...85 cold damage, and for 10 seconds, they move 66% slower.
    25 Energy 2 Activation 15 Recharge
Core   Can be obtained through a quest
Ice Spear Ice Spear Enchantment Spell. Send out an Ice Spear, striking target foe for 10...50...60 cold damage if it hits. If you are Overcast, you gain +1...3...4 Health regeneration for 5 seconds.
    5 Energy 1 Activation  
Core   Can be obtained through a quest
Ice Spikes Ice Spikes Hex Spell. Target and adjacent foes are struck for 20...68...80 cold damage and move 66% slower for 2...5...6 seconds.
    15 Energy 1½ Activation 10 Recharge
Core   Can be obtained through a quest
Maelstrom Maelstrom Spell. Create a Maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for 10...22...25 cold damage each second. Maelstrom interrupts spell-casting when it hits.
10 Overcast 25 Energy 2 Activation 30 Recharge
Core    
Mind Freeze Mind Freeze Elite Hex Spell. Target foe takes 10...50...60 cold damage. If you have more Energy than target foe, that foe suffers an additional 10...50...60 cold damage and moves 90% slower for 1...4...5 seconds.
5 Overcast 5 Energy 1 Activation 5 Recharge
Core    
Rust Rust Hex Spell. Deals 10...58...70 cold damage to target and adjacent foes. For 5...17...20 seconds, target foe and all adjacent foes take twice as long to activate signets. If you are Overcast, foes struck with Rust have their signets interrupted and disabled for 1...8...10 seconds.
    10 Energy 1 Activation 8 Recharge
Core    
Water Attunement Water Attunement Enchantment Spell. For 36...55...60 seconds, you are attuned to Water. You gain 1 Energy plus 30% of the base Energy cost of the skill each time you use Water Magic.
    10 Energy 1 Activation 30 Recharge
Core   Can be obtained through a quest


No Attribute

Glyph of Elemental Power Glyph of Elemental Power Glyph. For 25 seconds, your elemental attributes are boosted by 2 for your next 10 spells.
    5 Energy 1 Activation 5 Recharge
Core   Can be obtained through a quest
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