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User:Gordon Ecker/bad henchmen

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Warrior[edit | edit source]

Crude Swing.jpg Crude Swing Hammer Attack. Attack all adjacent foes. Each foe you hit is struck for +1...16...20 damage.
    5 Energy.png   5 Recharge.png
Prophecies    
Renewing Smash.jpg Renewing Smash Hammer Attack. If Renewing Smash hits, it deals +10...34...40 damage. If you hit a knocked-down foe, you gain 3 Energy and this attack recharges instantly.
    5 Energy.png 1 Activation.png 30 Recharge.png
Factions    
"I Will Avenge You!".jpg "I Will Avenge You!" Shout. For each dead ally, you gain 10 seconds of +3...6...7 Health regeneration and your attack speed increases by 25%.
    5 Energy.png   45 Recharge.png
Prophecies    
Rush.jpg Rush Stance. For 8...18...20 seconds, you move 25% faster.
    4 Adrenaline.png    
Prophecies    
Sprint.jpg Sprint Stance. For 8...13...14 seconds, you move 25% faster.
    5 Energy.png   15 Recharge.png
Core   Can be obtained through a quest
"Charge!".jpg "Charge!" Elite Shout. All allies within earshot lose the Crippled condition. For 5...11...13 seconds, these allies move 33% faster.
    5 Energy.png   20 Recharge.png
Core    
Frenzy.jpg Frenzy Stance. For 8 seconds, you attack 33% faster but take double damage.
    5 Energy.png   4 Recharge.png
Core   Can be obtained through a quest
Mending.jpg Mending Enchantment Spell. While you maintain this enchantment, target ally gains +1...3...4 Health regeneration.
-1 Upkeep.png 10 Energy.png 2 Activation.png  
Core   Can be obtained through a quest

Ranger[edit | edit source]

Edge of Extinction.jpg Edge of Extinction Nature Ritual. Create a level 1...8...10 spirit. If a non-spirit creature within range dies, Edge of Extinction deals 14...43...50 damage to all creatures of the same type that are below 90% Health and within range of the spirit. This spirit dies after 30...126...150 seconds.
    5 Energy.png 5 Activation.png 60 Recharge.png
Prophecies   Can be obtained through a quest
Predatory Season.jpg Predatory Season Nature Ritual. Create a level 1...8...10 spirit. For non-spirit creatures within its range, all healing is reduced by 20%. If any of your attacks hit, you gain 5 Health. This spirit dies after 30...126...150 seconds.
    5 Energy.png 5 Activation.png 60 Recharge.png
Prophecies   Can be obtained through a quest
Primal Echoes.jpg Primal Echoes Nature Ritual. Create a level 1...8...10 spirit. For non-spirit creatures within its range, signets cost 10 Energy to use. This spirit dies after 30...126...150 seconds.
    5 Energy.png 5 Activation.png 60 Recharge.png
Core    
Equinox.jpg Equinox Elite Nature Ritual. Create a level 1...8...10 spirit. Spells cast within its range that cause Overcast cause an additional 10 Overcast. This spirit dies after 30...126...150 seconds.
    10 Energy.png 3 Activation.png 15 Recharge.png
Factions    
Muddy Terrain.jpg Muddy Terrain Nature Ritual. Create a level 1...8...10 spirit. Non-spirit creatures within its range move 10% slower and speed boosts have no effect. This spirit dies after 30...78...90 seconds.
    5 Energy.png 5 Activation.png 30 Recharge.png
Prophecies    
Nature's Renewal.jpg Nature's Renewal Nature Ritual. Create a level 1...8...10 spirit. For 30...126...150 seconds, enchantments and hexes cast by non-spirit creatures take twice as long to cast, and it costs twice as much Energy to maintain enchantments. This spirit dies after 30...126...150 seconds.
    5 Energy.png 5 Activation.png 60 Recharge.png
Core    
Quickening Zephyr.jpg Quickening Zephyr Nature Ritual. Create a level 1...8...10 spirit. For non-spirit creatures within its range, all skills recharge twice as fast and cost 30% more of the base Energy to cast. This spirit dies after 15...39...45 seconds.
    25 Energy.png 5 Activation.png 60 Recharge.png
Core   Can be obtained through a quest
Tranquility.jpg Tranquility Nature Ritual. Create a level 1...8...10 spirit. Enchantments cast by non-spirit creatures within its range expire 20...44...50% faster. This spirit dies after 15...51...60 seconds.
    15 Energy.png 5 Activation.png 60 Recharge.png
Factions    

Monk[edit | edit source]

Blessed Signet.jpg Blessed Signet Signet. For each enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 3...20...24 Energy in this way.
        2 Activation.png 10 Recharge.png
Core   Can be obtained through a quest
Contemplation of Purity.jpg Contemplation of Purity Skill. Lose all enchantments. For each one lost, you gain 0...64...80 Health, lose one hex, and lose one condition (maximum 1...7...8 hexes and conditions).
    5 Energy.png ¼ Activation.png 10 Recharge.png
Prophecies   Can be obtained through a quest
Release Enchantments.jpg Release Enchantments Spell. Lose all enchantments. Each party member is healed for 5...29...35 Health for each Monk enchantment lost.
    5 Energy.png 1 Activation.png 5 Recharge.png
Factions    
Restore Life.jpg Restore Life Spell. Touch the body of a fallen party member. Target party member is returned to life with 20...56...65% Health and 42...80...90% Energy.
    10 Energy.png 4 Activation.png 8 Recharge.png
Prophecies    
Infuse Health.jpg Infuse Health Spell. Lose half your current Health. Target other ally is healed for 100...129...136% of the amount you lost.
    10 Energy.png ¼ Activation.png  
Core   Can be obtained through a quest
Life Bond.jpg Life Bond Enchantment Spell. While you maintain this enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 3...25...30.
-1 Upkeep.png 10 Energy.png 2 Activation.png  
Core    
Martyr.jpg Martyr Elite Spell. Transfer all conditions and their remaining durations from your allies to you.
    5 Energy.png 1 Activation.png 10 Recharge.png
Core    
Vengeance.jpg Vengeance Enchantment Spell. Bring target dead party member back to life at full Health and full Energy. For 30 seconds, that party member deals 25% more damage. When this enchantment ends, target party member dies. Deaths while under the effects of this enchantment do not incur a death penalty.
    10 Energy.png 4 Activation.png 30 Recharge.png
Prophecies   Can be obtained through a quest

Necromancer[edit | edit source]

Awaken the Blood.jpg Awaken the Blood Enchantment Spell. For 20...39...44 seconds, you gain +2 Blood Magic and +2 Curses, but whenever you sacrifice Health, you sacrifice 50% more than the normal amount.
    10 Energy.png 1 Activation.png 45 Recharge.png
Prophecies    
Cultist's Fervor.jpg Cultist's Fervor Elite Enchantment Spell. For 5 seconds and 3 seconds longer for every rank of Soul Reaping, your Necromancer spells cost -1...4...5 Energy to cast, but you suffer from Bleeding for 10 seconds each time you cast a Necromancer spell.
    5 Energy.png 1 Activation.png 25 Recharge.png
Factions    
Dark Fury.jpg Dark Fury Enchantment Spell. For 5 seconds, whenever any party member hits with an attack, that party member gains one hit of adrenaline. (50% failure chance with Blood Magic of 4 or less.)
17% Sacrifice.png 10 Energy.png ¾ Activation.png 5 Recharge.png
Prophecies    
Dark Pact.jpg Dark Pact Spell. Deal 10...40...48 shadow damage to target foe.
10% Sacrifice.png 1 Energy.png 1 Activation.png 2 Recharge.png
Core   Can be obtained through a quest
Signet of Agony.jpg Signet of Agony Signet. You suffer from Bleeding for 25 seconds. All nearby foes take 10...58...70 damage.
10% Sacrifice.png     ¾ Activation.png 8 Recharge.png
Core   Can be obtained through a quest
Dark Aura.jpg Dark Aura Enchantment Spell. For 30 seconds, whenever target ally sacrifices Health, Dark Aura deals 5...41...50 shadow damage to adjacent foes, and you lose 5...17...20 Health.
    10 Energy.png 1 Activation.png 10 Recharge.png
Core   Can be obtained through a quest
Verata's Aura.jpg Verata's Aura Enchantment Spell. All hostile animated undead in the area become bound to you. Verata's Aura ends after 120...264...300 seconds. When Verata's Aura ends, you lose your bond with any undead bound to you. (50% failure chance with Death Magic 4 or less.)
33% Sacrifice.png 15 Energy.png ¾ Activation.png 30 Recharge.png
Prophecies    
Resurrection Signet.jpg Resurrection Signet Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This signet only recharges when you gain a morale boost.
        3 Activation.png  
Core   Can be obtained through a quest

Mesmer[edit | edit source]

Shatter Delusions.jpg Shatter Delusions Spell. Remove one Mesmer hex from target foe. If a hex is removed, that foe and all adjacent foes take 15...63...75 damage.
    5 Energy.png ¼ Activation.png 6 Recharge.png
Prophecies   Can be obtained through a quest
Distortion.jpg Distortion Stance. For 1...4...5 seconds, you have a 75% chance to block attacks. Whenever you block an attack this way, you lose 2 Energy or Distortion ends.
    5 Energy.png   8 Recharge.png
Prophecies   Can be obtained through a quest
Illusion of Pain.jpg Illusion of Pain Hex Spell. For 8 seconds, target foe has -3...9...10 Health degeneration and takes 3...9...10 damage each second. When Illusion of Pain ends, that foe is healed for 36...103...120.
    10 Energy.png 2 Activation.png 5 Recharge.png
Factions    
Illusion of Weakness.jpg Illusion of Weakness Enchantment Spell. You lose 50...202...240 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 50...202...240 Health.
    10 Energy.png 2 Activation.png 30 Recharge.png
Prophecies   Can be obtained through a quest
Auspicious Incantation.jpg Auspicious Incantation Enchantment Spell. For 20 seconds, the next spell you cast is disabled for an additional 10...6...5 seconds, and you gain 110...182...200% of that spell's Energy cost.
    5 Energy.png 1 Activation.png 25 Recharge.png
Factions    
Ether Signet.jpg Ether Signet Signet. If you have less than 5...9...10 Energy, gain 10...18...20 Energy.
        1 Activation.png 45 Recharge.png
Factions    
Keystone Signet.jpg Keystone Signet Elite Signet. All of your signets except Keystone Signet are recharged. For 20 seconds, the next 0...5...6 times you use a signet that targets a foe, all other foes adjacent to your target take 15...51...60 damage and are interrupted.
        1 Activation.png 15 Recharge.png
Prophecies    
Mantra of Signets.jpg Mantra of Signets Stance. For 10...34...40 seconds, you have +3 armor for each signet you have equipped. Whenever you use a signet, you gain 5...49...60 Health.
    5 Energy.png   20 Recharge.png
Prophecies    

Elementalist[edit | edit source]

Gale.jpg Gale Spell. Knock down target foe for 2 seconds. (50% failure chance with Air Magic 4 or less.)
10 Overcast.png 10 Energy.png 1 Activation.png 5 Recharge.png
Core   Can be obtained through a quest
Lightning Hammer.jpg Lightning Hammer Spell. Target foe is struck for 10...82...100 lightning damage and applies Cracked Armor for 5...17...20 seconds. Lightning Hammer has 25% armor penetration.
    25 Energy.png 2 Activation.png 4 Recharge.png
Factions    
Ride the Lightning.jpg Ride the Lightning Elite Spell. You Ride the Lightning to target. All adjacent foes are Blinded for 1...4...5 seconds. If your target is a foe, it is struck for 10...58...70 lightning damage. This spell has 25% armor penetration.
5 Overcast.png 10 Energy.png 1 Activation.png 5 Recharge.png
Factions    
Shock.jpg Shock Skill. Target touched foe is knocked down and struck for 10...50...60 lightning damage. This skill has 25% armor penetration.
10 Overcast.png 5 Energy.png ¾ Activation.png 10 Recharge.png
Prophecies    
Meteor.jpg Meteor Spell. Target foe and all adjacent foes are struck for 7...91...112 fire damage and knocked down.
10 Overcast.png 5 Energy.png 2 Activation.png 30 Recharge.png
Core   Can be obtained through a quest
Glyph of Essence.jpg Glyph of Essence Glyph. For 15 seconds, your next spell casts instantly but causes you to lose all Energy.
    5 Energy.png 1 Activation.png 20 Recharge.png
Factions    
Glyph of Sacrifice.jpg Glyph of Sacrifice Glyph. For 15 seconds, your next spell casts instantly, but it takes an additional 30 seconds to recharge. Ends prematurely if you use a non-spell skill.
    5 Energy.png 1 Activation.png 15 Recharge.png
Prophecies    
Resurrection Signet.jpg Resurrection Signet Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This signet only recharges when you gain a morale boost.
        3 Activation.png  
Core   Can be obtained through a quest

Assassin[edit | edit source]

Desperate Strike.jpg Desperate Strike Lead Attack. If you have less than 50...74...80% Health, you deal +15...51...60 damage.
    5 Energy.png   6 Recharge.png
Factions    
Falling Spider.jpg Falling Spider Off-Hand Attack. Must strike a knocked-down foe. If it hits, Falling Spider strikes for +15...31...35 damage and target foe is Poisoned for 5...17...20 seconds.
    5 Energy.png   8 Recharge.png
Factions    
Dark Prison.jpg Dark Prison Hex Spell. Shadow Step to target foe. For 1...5...6 seconds, that foe moves 33% slower.
    10 Energy.png ¼ Activation.png 30 Recharge.png
Factions    
Scorpion Wire.jpg Scorpion Wire Hex Spell. For 8...18...20 seconds, the next time you and target foe are more than 100' apart, you Shadow Step to that foe and that foe is knocked down. This spell has half the normal range.
    5 Energy.png 1 Activation.png 10 Recharge.png
Factions    
Return.jpg Return Spell. All adjacent foes are Crippled for 3...7...8 seconds. Shadow Step to target other ally's location.
    5 Energy.png ¼ Activation.png 15 Recharge.png
Factions    
Shadow of Haste.jpg Shadow of Haste Stance. For 10...34...40 seconds you move 15% faster than normal. When Shadow of Haste ends, you Shadow Step to your original location.
    5 Energy.png   45 Recharge.png
Factions    
Shadow Form.jpg Shadow Form Elite Enchantment Spell. For 5...18...21 seconds, you cannot be the target of enemy spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5...21...25 damage with a single skill or attack.
    5 Energy.png 1 Activation.png 30 Recharge.png
Factions    
Recall.jpg Recall Enchantment Spell. While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill, and all of your skills are disabled for 10 seconds.
-1 Upkeep.png 15 Energy.png 1 Activation.png 10 Recharge.png
Factions    

Ritualist[edit | edit source]

Gaze from Beyond.jpg Gaze from Beyond Spell. Target foe is struck for 20...56...65 lightning damage. If you are within earshot of a spirit, that foe is Blinded for 2...5...6 seconds.
    5 Energy.png 1 Activation.png 10 Recharge.png
Factions    
Binding Chains.jpg Binding Chains Hex Spell. For 3 seconds, target foe and all nearby foes move 90% slower and take 1...24...30 damage each second while moving.
    10 Energy.png 1 Activation.png 15 Recharge.png
Factions    
Spirit Light.jpg Spirit Light Spell. Target ally is healed for 60...156...180. If any spirits are within earshot, you don't sacrifice Health.
17% Sacrifice.png 5 Energy.png 1 Activation.png 4 Recharge.png
Factions    
Spirit Transfer.jpg Spirit Transfer Spell. The spirit nearest you loses 5...41...50 Health. Target ally is healed for 5 for each point of Health lost.
    10 Energy.png ¼ Activation.png 5 Recharge.png
Factions    
Feast of Souls.jpg Feast of Souls Spell. Destroy all nearby allies' spirits. For each spirit destroyed in this way, all party members are healed for 50...90...100 Health.
    10 Energy.png ¼ Activation.png 10 Recharge.png
Factions    
Rupture Soul.jpg Rupture Soul Spell. Target allied spirit is destroyed. All nearby enemies are struck for 50...122...140 lightning damage and become blinded for 3...10...12 seconds.
    10 Energy.png ¾ Activation.png 5 Recharge.png
Factions    
Spirit Channeling.jpg Spirit Channeling Elite Enchantment Spell. For 12 seconds, you have +1...5...6 Energy regeneration. When you cast this spell, you gain 3...10...12 Energy if you are within earshot of a spirit.
    5 Energy.png 1 Activation.png 30 Recharge.png
Factions    
Spirit to Flesh.jpg Spirit to Flesh Spell. Target touched allied spirit is destroyed. All nearby allies are healed for 30...198...240.
    10 Energy.png ¾ Activation.png 15 Recharge.png
Factions