GuildWiki has been locked down: anonymous editing and account creation are disabled. Current registered users are unaffected. Leave any comments on the Community Portal.
- This skill may be earned from a quest. See skill information for details. - This spell causes Exhaustion. - Energy requirement - Activation Time - Recharge Time
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.
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.
EliteHex 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.
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.
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.
EliteEnchantment 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.
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.
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.
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.
EliteEnchantment 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.
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.
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.
EliteSpell. 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.
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.
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.
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.
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.
EliteHex 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.
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.
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.