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Energy gain[ | ]

Name Target Beneficiary Amount Stats Notes Skill type Attr Cam
Auspicious Blow Auspicious Blow Foe Self 3...7
    5 Adrenaline    
deal +5...17 damage; unblockable if foe has Weakness Hammer Attack WarriorHammer F
Counterattack Counterattack Foe Self 2...5
    5 Energy   6 Recharge
must hit attacking foe Melee Attack WarriorStr N
Flourish Flourish None Self Special
    5 Energy 1 Activation 8 Recharge
recharge all attack skills, gain 2...6 energy per skill recharged Elite Skill WarriorStr P
Warrior's Endurance Warrior's Endurance None Self Special
    5 Energy   30 Recharge
gain 3 energy each time you hit in melee, will not raise total energy over 10...22 Elite Skill WarriorStr P
Knee Cutter Knee Cutter Foe Self 2..6
    5 Adrenaline   1 Recharge
foe must be Crippled, also gain adrenaline Sword Attack WarriorSword E
Bonetti's Defense Bonetti's Defense Self Self Special
    8 Adrenaline    
+75% chance to block attacks, gain 5 energy per melee blocked, ends if use skill Stance WarriorTact P
Steady Stance Steady Stance Self Self 1...6
    5 Energy   6 Recharge
prevent next knockdown, gain energy instead, also gain adrenaline Elite Stance WarriorTact N
"Victory is Mine!" "Victory is Mine!" Foe Self Special
    5 Energy   15 Recharge
for each Condition on foe, gain 3...6 energy, also gain health Elite Shout WarriorTact P
Wary Stance Wary Stance Self Self Special
    10 Energy   10 Recharge
block all incoming attack skills, gain 5 energy per block, also gain adrenaline Stance WarriorTact P
Ferocious Strike Ferocious Strike Foe Self 3...9
    5 Energy   8 Recharge
+damage pet attack, gain energy if hits, also gain adrenaline Elite Pet Attack RangerBeast C
Scavenger Strike Scavenger Strike Foe Self 3...13
    5 Energy   10 Recharge
+damage pet attack, gain energy if hits foe with a Condition Pet Attack RangerBeast C
Marksman's Wager Marksman's Wager Self Self Special
    5 Energy 2 Activation 24 Recharge
gain 5...9 energy when your arrows hit, lose 10 energy when miss Elite Preparation RangerExp P
Body Shot Body Shot Foe Self 5...9
    5 Energy   8 Recharge
foe must have Cracked Armor Bow Attack RangerMarks E
Prepared Shot Prepared Shot Foe Self 1...7
    5 Energy   6 Recharge
you must have a Preparation active, also +damage Elite Bow Attack RangerMarks N
Scavenger's Focus Scavenger's Focus Self Self Special
    5 Energy   20 Recharge
gain 3...10 energy whenever hit foe that has a Condition Elite Skill RangerWS N
Storm Chaser Storm Chaser Self Self Special
    10 Energy   20 Recharge
gain 1...4 energy whenever Elemental damage received Stance RangerWS C
Blessed Signet Blessed Signet None Self Special
        2 Activation 10 Recharge
gain 3 energy per enchant maintained, max 3...20 energy Signet MonkDF C
Scribe's Insight Scribe's Insight Self Self Special
    5 Energy ¼ Activation 20 Recharge
gain 3 energy whenever a Signet activated Elite Enchantment Spell MonkDF N
Healing Light Healing Light Ally Self 1...3
    5 Energy 1 Activation 4 Recharge
ally must be Enchanted Elite Spell MonkHeal F
Zealous Benediction Zealous Benediction Ally Self 7
    10 Energy ¾ Activation 4 Recharge
only gain energy if target below 50% health Elite Spell MonkProt N
Balthazar's Spirit Balthazar's Spirit Ally Ally Special
-1 Upkeep 10 Energy 2 Activation  
ally gains 1 energy whenever they receive damage, also gains adrenaline Enchantment Spell MonkSmite P
Castigation Signet Castigation Signet Foe Self 1...8
        1 Activation 20 Recharge
foe must be attacking Signet MonkSmite E
Defender's Zeal Defender's Zeal Foe Self Special
    5 Energy 1 Activation 5 Recharge
you gain 2 energy whenever hexed foe attacks Elite Hex Spell MonkSmite N
Essence Bond Essence Bond Ally Self Special
-1 Upkeep 10 Energy 2 Activation  
you gain 1 energy whenever ally receives Physical/Elemental damage Enchantment Spell MonkNone P
Angorodon's Gaze Angorodon's Gaze Foe Self 3...10
    5 Energy 1 Activation 10 Recharge
Only if you are suffering a condition; steal 10...42 Health Spell NecromancerSR E
Offering of Blood Offering of Blood None Self 8...18
20% Sacrifice 1 Energy ¼ Activation 15 Recharge
requires health sacrifice Elite Spell NecromancerBlood P
Consume Corpse Consume Corpse Corpse Self 5...17
    10 Energy 1 Activation  
you teleport to corpse, also gain health Spell NecromancerDeath P
Foul Feast Foul Feast Other ally Self Special
    5 Energy ¼ Activation 4 Recharge
all ally's conditions transferred to you, gain 0...2 energy per condition gained, also gain health; half recharge if Disease is removed Spell NecromancerSR E
Masochism Masochism (PvP) Self Self 1...3
    5 Energy 1 Activation 20 Recharge
Enchantment Spell NecromancerSR E
Reaper's Mark Reaper's Mark Foe Self 5...13
    5 Energy 1 Activation 15 Recharge
gain energy if foe dies while hexed, foe also suffers health degen Elite Hex Spell NecromancerSR N
Signet of Lost Souls Signet of Lost Souls Foe Self 1...8
        ¼ Activation 8 Recharge
foe must be below 50% health, you also gain health Signet NecromancerSR N
Aneurysm Aneurysm Foe Foe All
    5 Energy 1 Activation 5 Recharge
foe takes 1...3 damage per energy gained Spell MesmerDom E
Guilt Guilt Foe Self 5...12
    5 Energy 2 Activation 25 Recharge
foe's next hostile spell fails, you steal energy Hex Spell MesmerDom P
Shame Shame Foe Self 5...12
    10 Energy 2 Activation 30 Recharge
foe's next ally-targeted spell fails, you steal energy Hex Spell MesmerDom P
Ethereal Burden Ethereal Burden Foe Self 10...18
    15 Energy 1½ Activation 30 Recharge
foe moves 50% slower, gain energy when this hex ends Hex Spell MesmerIll P
Kitah's Burden Kitah's Burden Foe Self 10...20
    15 Energy 1½ Activation 30 Recharge
foe moves 50% slower, gain energy when this hex ends Hex Spell MesmerIll F
Auspicious Incantation Auspicious Incantation Self Self Special
    5 Energy 1 Activation 25 Recharge
gain 110...182% of next spell's energy cost, also adds extra recharge to spell Enchantment Spell MesmerInsp F
Channeling Channeling Self Self Special
    5 Energy 1 Activation 15 Recharge
gain 1 energy per each in-the-area foe whenever you cast a spell Enchantment Spell MesmerInsp P
Drain Delusions Drain Delusions Foe Self 4...16
    5 Energy ¼ Activation 12 Recharge
foe loses 1 Mesmer hex, if hex lost, you gain energy, foe also loses energy Spell MesmerInsp N
Drain Enchantment Drain Enchantment Foe Self 8...15
    5 Energy 2 Activation 20 Recharge
foe loses 1 enchant, you gain energy if enchant removed, you also gain health Spell MesmerInsp C
Energy Drain Energy Drain Foe Self 6...24
    5 Energy 1 Activation 30 Recharge
foe loses energy, you gain 3x amount lost Elite Spell MesmerInsp C
Energy Tap Energy Tap Foe Self 8...12
    5 Energy 2 Activation 30 Recharge
foe loses energy, you gain 2x amount lost Spell MesmerInsp C
Ether Signet Ether Signet None Self 10...18
        1 Activation 45 Recharge
only gain if your current energy below 5...9 Signet MesmerInsp F
Hex Eater Signet Hex Eater Signet Ally Self Special
        1 Activation 25 Recharge
touched ally & adjacent allies lose 1 hex, you gain 1...3 energy per hex removed Signet MesmerInsp F
Inspired Enchantment Inspired Enchantment Foe Self 3...13
    10 Energy 1 Activation  
foe loses 1 enchant, you gain energy if enchant removed, this skill replaced by removed enchant Spell MesmerInsp P
Inspired Hex Inspired Hex Ally Self 4...9
    5 Energy 1 Activation  
ally loses 1 hex, you gain energy if hex removed, this skill replaced by removed hex Spell MesmerInsp P
Leech Signet Leech Signet Foe Self 3...13
        ¼ Activation 30 Recharge
interrupt foe's action, if spell interrupted, gain energy Signet MesmerInsp C
Mantra of Earth Mantra of Earth Self Self Special
    10 Energy   20 Recharge
gain 2 energy whenever Earth damage received, also reduce this damage Stance MesmerInsp C
Mantra of Flame Mantra of Flame Self Self Special
    10 Energy   20 Recharge
gain 2 energy whenever Fire damage received, also reduce this damage Stance MesmerInsp C
Mantra of Frost Mantra of Frost Self Self Special
    10 Energy   20 Recharge
gain 2 energy whenever Cold damage received, also reduce this damage Stance MesmerInsp C
Mantra of Lightning Mantra of Lightning Self Self Special
    10 Energy   20 Recharge
gain 2 energy whenever Lightning damage received, also reduce this damage Stance MesmerInsp C
Mantra of Recall Mantra of Recall Self Self 10...22
    10 Energy 1 Activation 30 Recharge
gain energy when this enchant ends Elite Enchantment Spell MesmerInsp P
Power Drain Power Drain Foe Self 1...25
    5 Energy ¼ Activation 20 Recharge
interrupt foe's spell/chant, you gain energy if foe interrupted Spell MesmerInsp C
Power Leech Power Leech Foe Self Special
    5 Energy ¼ Activation 20 Recharge
interrupt foe's spell/chant, foe is hexed if interrupted, then you steal 5...13 energy each time foe casts a spell Elite Hex Spell MesmerInsp F
Power Return Power Return Foe Foe 10...6
    5 Energy ¼ Activation 7 Recharge
interrupt foe's spell/chant, if foe interrupted, foe gains energy Spell MesmerFC F
Revealed Enchantment Revealed Enchantment Foe Self 3...13
    10 Energy 1 Activation  
foe loses 1 enchant, you gain energy if enchant removed, this skill replaced by removed enchant Spell MesmerInsp F
Revealed Hex Revealed Hex Ally Self 4...9
    5 Energy 1 Activation  
ally loses 1 hex, you gain energy if hex removed, this skill replaced by removed hex Spell MesmerInsp F
Signet of Recall Signet of Recall Self Self 13...19
        1 Activation 20 Recharge
you suffer -4 energy regen, gain energy when effect ends Signet MesmerInsp E
Spirit of Failure Spirit of Failure Foe Self Special
    15 Energy 3 Activation 20 Recharge
foe has -25% hit chance, you gain 1...3 energy whenever foe misses Hex Spell MesmerInsp P
Tease Tease Foe Self Special
    5 Energy ¼ Activation 15 Recharge
interrupt action of target and all other foes in the area, you steal 0...4 energy from each foe in the area Elite Spell MesmerInsp N
Waste Not, Want Not Waste Not, Want Not Foe Self 8...12
    5 Energy ¼ Activation 15 Recharge
if foe is not casting a spell or attacking Spell MesmerInsp E
Air Attunement Air Attunement Self Self Special
    10 Energy 1 Activation 30 Recharge
gain (30% base cost of skill, + 1) energy when use Air Magic skills Enchantment Spell ElementalistAir C
Aura of Restoration Aura of Restoration Self Self 0...1
    5 Energy ¼ Activation 20 Recharge
gain energy every time you cast a spell Enchantment Spell ElementalistEnergy C
Earth Attunement Earth Attunement Self Self Special
    10 Energy 1 Activation 30 Recharge
gain (30% base cost of skill, + 1) energy when use Earth Magic skills Enchantment Spell ElementalistEarth C
Elemental Attunement Elemental Attunement Self Self Special
    10 Energy 1 Activation 20 Recharge
gain 50% base cost of skill when use Air/Earth/Fire/Water skills; +1...2 to all elemental attributes Elite Enchantment Spell ElementalistEnergy C
Elemental Lord Elemental Lord Self Self Special
    5 Energy ¼ Activation 45 Recharge
gain 1 energy for every 10 ranks in Energy Storage every time you cast a spell Enchantment Spell ElementalistKurzick/Luxon F
Energy Boon Energy Boon Ally Ally + Self 1...10
    10 Energy 1 Activation 20 Recharge
Self also gain +1 Energy / 2 Energy Storage; doublecast, increases max Health by 1...3 per point of max Energy Elite Enchantment Spell ElementalistEnergy F
Ether Prism Ether Prism Self Self 5...17
    5 Energy   25 Recharge
all damage received reduced by 75%, gain energy when effect ends Elite Skill ElementalistEnergy N
Ether Renewal Ether Renewal Self Self Special
    10 Energy 1 Activation 30 Recharge
gain 1...3 energy per enchant on you whenever you cast a spell, also gain health Elite Enchantment Spell ElementalistEnergy P
Master of Magic Master of Magic Self Self Special
    5 Energy 1 Activation 10 Recharge
gain 30% base cost of elemental skills; elemental attributes set to 8...13 Elite Enchantment Spell ElementalistEnergy N
Fire Attunement Fire Attunement Self Self Special
    10 Energy 1 Activation 30 Recharge
gain (30% base cost of skill, + 1) energy when use Fire Magic skills Enchantment Spell ElementalistFire C
Glowing Gaze Glowing Gaze Foe Self Special
    5 Energy 1 Activation 8 Recharge
foe must be Burning, gain 5 + (Energy Storage rank / 2) energy Spell ElementalistFire N
Star Burst Star Burst Touched foe Self Special
    5 Energy ¾ Activation 7 Recharge
2 Energy per foe hit; deals 7...91 fire dmg and Burning 1...3s Elite Spell ElementalistFire F
Glowing Ice Glowing Ice Foe Self Special
    5 Energy 1 Activation 8 Recharge
foe must have Water Magic hex, gain 5 + (Energy Storage rank / 2) energy Spell ElementalistWater E
Glowstone Glowstone Foe Self Special
    5 Energy ¾ Activation 7 Recharge
foe must be Weakened, gain 5 + (Energy Storage rank / 2) energy Spell ElementalistEarth N
Mind Blast Mind Blast Foe Self 1...7
    5 Energy 1 Activation 2 Recharge
if foe currently has less energy than you Elite Spell ElementalistFire N
Second Wind Second Wind None Self Special
    5 Energy 1 Activation 5 Recharge
Gain 1 Energy and 5 Health for each point of Overcast; lose all enchantments Elite Spell ElementalistNone F
Shock Arrow Shock Arrow Foe Self Special
    5 Energy 1 Activation 8 Recharge
foe must be attacking, gain 5 + (Energy Storage rank / 2) energy Spell ElementalistAir F
Water Attunement Water Attunement Self Self Special
    10 Energy 1 Activation 30 Recharge
gain (30% base cost of skill, + 1) energy when use Water Magic skills Enchantment Spell ElementalistWater C
Golden Lotus Strike Golden Lotus Strike Foe Self 5...7
    5 Energy   5 Recharge
if you are enchanted, gain energy, also +damage if hits Lead Attack AssassinDagger F
Assassin's Promise Assassin's Promise Foe Self 5...17
    5 Energy ¾ Activation 45 Recharge
if foe dies while under this hex, gain energy and recharge all skills Elite Hex Spell AssassinDeadly F
Black Lotus Strike Black Lotus Strike Foe Self 5...15
    10 Energy   6 Recharge
if foe is hexed, gain energy, also +damage if hits Lead Attack AssassinCrit F
Critical Eye Critical Eye Self Self Special
    5 Energy   30 Recharge
gain 1 energy each time you critically hit, also have +crit chance for duration Skill AssassinCrit F
Critical Strike Critical Strike Foe Self 1...3
OffHand required   5 Energy   6 Recharge
if hits, gain energy per hit, also +damage and always crits Dual Attack AssassinCrit F
Falling Lotus Strike Falling Lotus Strike Foe Self 1...10
    5 Energy   12 Recharge
foe must be knocked down, also +damage if hits Off-Hand Attack AssassinDagger E
Lotus Strike Lotus Strike Foe Self 5...17
LeadAttack required   10 Energy   12 Recharge
Off-Hand Attack AssassinDagger E
Way of the Lotus Way of the Lotus Self Self 5...17
    5 Energy ¼ Activation 20 Recharge
gain energy on next successful dual attack Enchantment Spell AssassinShadow F
Caretaker's Charge Caretaker's Charge Foe Self 5
    5 Energy 1 Activation 4 Recharge
you must be holding an item, also gain health & cause damage Elite Spell RitualistChan N
Essence Strike Essence Strike Foe Self 1...7
    5 Energy 1 Activation 8 Recharge
gain energy if spirit within earshot, also damages foe Spell RitualistChan F
Offering of Spirit Offering of Spirit None Self 8...15
17% Sacrifice 5 Energy ¼ Activation 15 Recharge
requires health sacrifice unless spirit within earshot Elite Spell RitualistChan N
Renewing Surge Renewing Surge Foe Self 1...7
    5 Energy 1 Activation 15 Recharge
When hex ends Hex Spell RitualistChan N
Spirit Siphon Spirit Siphon Spirit Self 4...15
    5 Energy ¼ Activation 3 Recharge
spirit loses all energy, you steal % of energy lost Spell RitualistChan F
Weapon of Fury Weapon of Fury Ally Ally Special
    5 Energy 1 Activation 8 Recharge
for duration, ally gains 1 energy per attack hit, also gains extra adrenaline Elite Weapon Spell RitualistChan N
Soothing Memories Soothing Memories Ally Self 3
    5 Energy ¾ Activation 4 Recharge
gain energy if holding an item, also heals ally Spell RitualistRest F
Boon of Creation Boon of Creation Self Self Special
    10 Energy 2 Activation 45 Recharge
gain 1...5 energy each time you summon a creature, also gain health Enchantment Spell RitualistSpawn F
Reclaim Essence Reclaim Essence Spirit Self 5...17
    5 Energy 1 Activation 30 Recharge
kills all spirits you control, if at least 1 spirit dies, gain energy & recharge all Binding Rituals Elite Spell RitualistSpawn N
Signet of Creation Signet of Creation Self Self Special
        1 Activation 20 Recharge
Gain 4 energy for every summoned creature you control within earshot, max 3...10 energy Signet RitualistSpawn F
Spirit Channeling Spirit Channeling Self Self 3...10
    5 Energy 1 Activation 30 Recharge
If within earshot of a spirit when cast. +1...5 energy regen Elite Enchantment Spell RitualistSpawn F
Wielder's Zeal Wielder's Zeal Self Self Special
    10 Energy 1 Activation 10 Recharge
gain 1...4 energy whenever you cast Weapon Spells on allies Elite Enchantment Spell RitualistSpawn N
Energetic Was Lee Sa Energetic Was Lee Sa Self Self 1...8
    10 Energy 2 Activation 20 Recharge
hold ashes, gain +energy regen for duration, gain energy when dropped Item Spell RitualistSpawn E
"Never Give Up!" "Never Give Up!" None Allies (earshot) 1...8
    5 Energy   15 Recharge
only affects allies below 75% health Shout ParagonComm N
Glowing Signet Glowing Signet Foe Self 5...13
        ¼ Activation 20 Recharge
foe must be Burning Signet ParagonLead N
Aria of Zeal Aria of Zeal Allies (earshot) Allies (earshot) 1...5
    10 Energy 2 Activation 20 Recharge
next time each ally casts spell Chant ParagonMotiv N
Energizing Finale Energizing Finale Ally Ally Special
    10 Energy 1 Activation 5 Recharge
ally gains 1 energy each time shout/chant ends on them Echo ParagonMotiv N
Leader's Zeal Leader's Zeal None Self Special
    5 Energy   12 Recharge
gain 2 energy for each nearby ally (max 8...11) Skill ParagonMotiv N
Lyric of Zeal Lyric of Zeal Allies (earshot) Allies (earshot) 1...7
    6 Adrenaline 1 Activation 5 Recharge
next time each ally uses a Signet Chant ParagonMotiv N
Zealous Anthem Zealous Anthem Allies (earshot) Allies (earshot) 1...7
    10 Energy 1 Activation 20 Recharge
next time each ally uses attack skill Chant ParagonMotiv N
Arcane Zeal Arcane Zeal Self Self Special
    10 Energy 1 Activation 5 Recharge
gain 1 energy for each enchant on you (max 1...6) each time you cast a spell Elite Enchantment Spell DervishMyst N
Eremite's Zeal Eremite's Zeal None Self Special
    5 Energy ¼ Activation 15 Recharge
Gain 1...3 energy for each foe in earshot (max 8) on cast and end. Enchantment Spell DervishMyst N
Meditation Meditation None Self 1...3
    10 Energy ¼ Activation 20 Recharge
Every time an enchantment on you ends Enchantment Spell DervishMyst N
Pious Renewal Pious Renewal Self Self 0...4
    5 Energy   8 Recharge
Gain Energy on end; also gain 0...30 Health and skill is recharged. Elite Flash Enchantment Spell DervishMyst N
Radiant Scythe Radiant Scythe Foe Self 1...6
    6 Adrenaline    
On hit Scythe Attack DervishScythe E
Zealous Renewal Zealous Renewal None Self Special
    5 Energy   10 Recharge
Gain 1 energy whenever you hit a foe, -1 energy regeneration Flash Enchantment Spell DervishMyst N
Zealous Sweep Zealous Sweep Foe Self 3
    5 Energy   10 Recharge
3 energy + 1 adrenaline per foe hit Scythe Attack DervishScythe E
Zealous Vow Zealous Vow Self Self Special
    5 Energy ¼ Activation 12 Recharge
for duration, gain 1...5 energy per your attack hits, but have -energy regen Elite Enchantment Spell DervishWind N

Energy loss[ | ]

Name Target Modifier Stats Notes Skill type Attr Cam
Decapitate Decapitate Self -All
    8 Adrenaline    
Elite Axe Attack WarriorAxe N
"Fear Me!" "Fear Me!" Nearby foes -1...3
    4 Adrenaline   6 Recharge
Shout WarriorTact P
Marksman's Wager Marksman's Wager Self -10
    5 Energy 2 Activation 24 Recharge
Energy is lost upon failing to hit Elite Preparation RangerExp P
Debilitating Shot Debilitating Shot Foe -1...8
    10 Energy   10 Recharge
Bow Attack RangerMarks C
Quicksand Quicksand Allies and foes within spirit range -1
    10 Energy 5 Activation 30 Recharge
Energy is lost upon attacking or using a skill Elite Nature Ritual RangerWS N
Divine Boon Divine Boon Self -1
-1 Upkeep 5 Energy ¼ Activation 10 Recharge
Energy is lost upon casting a protection prayer or divine favor spell on an ally Enchantment Spell MonkDF C
Protective Bond Protective Bond Self -6...4
-1 Upkeep 10 Energy 2 Activation  
Energy is lost whenever this enchantment prevents damage to target ally Enchantment Spell MonkProt P
Rebirth Rebirth Self -All
    10 Energy 5 Activation  
Energy is lost upon resurrecting ally Spell MonkProt C
Zealot's Fire Zealot's Fire Self -1
    10 Energy ¼ Activation 30 Recharge
Energy is lost upon using a skill on an ally Enchantment Spell MonkSmite C
Purge Signet Purge Signet Self -10
        2 Activation 20 Recharge
Energy is lost per hex and condition removed by this skill Signet MonkNone C
Succor Succor Self -1
-1 Upkeep 5 Energy 1 Activation 10 Recharge
Energy is lost when enchanted ally casts a spell Enchantment Spell MonkNone P
Depravity Depravity Foe & nearby foes -1...6
    10 Energy 2 Activation 15 Recharge
Energy is lost by target foe and one nearby foe whenever target foe casts a spell Elite Hex Spell NecromancerCurses N
Shivers of Dread Shivers of Dread Self -10...6
    10 Energy 2 Activation 15 Recharge
Energy is lost upon interrupting target foe with cold damage Hex Spell NecromancerCurses F
Spinal Shivers Spinal Shivers Self -10...6
    10 Energy 2 Activation 15 Recharge
Energy is lost upon interrupting target foe with cold damage Hex Spell NecromancerCurses P
Chaos Storm Chaos Storm Target foe & adjacent foes -0...2
    5 Energy 2 Activation 30 Recharge
Each second for 10s Spell MesmerDom P
Energy Burn Energy Burn Foe -1...8
    10 Energy 2 Activation 20 Recharge
Foe takes 9 damage for each points of energy lost. Spell MesmerDom C
Energy Surge Energy Surge Foe -1...8
    5 Energy 2 Activation 15 Recharge
Nearby foes take 9 damage for each energy lost Elite Spell MesmerDom C
Guilt Guilt Foe -5...12
    5 Energy 2 Activation 25 Recharge
Energy is lost upon causing foe's spell to fail Hex Spell MesmerDom P
Power Leak Power Leak Foe -3...14
    10 Energy ¼ Activation 20 Recharge
Energy is lost upon interrupting a foe's spell/chant with this skill Spell MesmerDom P
Price of Pride Price of Pride Foe -1...6
    5 Energy 2 Activation 8 Recharge
Energy is lost when foe uses an elite skill Hex Spell MesmerDom N
Shame Shame Foe -5...12
    10 Energy 2 Activation 30 Recharge
Energy is lost upon causing foe's spell to fail Hex Spell MesmerDom P
Signet of Weariness Signet of Weariness Foe & nearby foes -3...7
        2 Activation 30 Recharge
Also inflicts Weakness 1...8s Signet MesmerDom P
Ancestor's Visage Ancestor's Visage Adjacent foes -3
    10 Energy 1 Activation 20 Recharge
Energy & all adrenaline is lost upon target ally being hit by melee attacks Enchantment Spell MesmerIll F
Distortion Distortion Self -2
    5 Energy   8 Recharge
Energy is lost upon blocking an attack Stance MesmerIll P
Sympathetic Visage Sympathetic Visage Adjacent foes -3
    10 Energy 1 Activation 20 Recharge
Energy & all adrenaline is lost upon target ally being hit by melee attacks Enchantment Spell MesmerIll P
Drain Delusions Drain Delusions Foe -1...4
    5 Energy ¼ Activation 12 Recharge
Target foe must have a Mesmer hex to remove Spell MesmerInsp N
Energy Drain Energy Drain Foe -2...8
    5 Energy 1 Activation 30 Recharge
Elite Spell MesmerInsp C
Energy Tap Energy Tap Foe -4...6
    5 Energy 2 Activation 30 Recharge
Spell MesmerInsp C
Ether Feast Ether Feast Foe -3
    5 Energy 1 Activation 8 Recharge
Spell MesmerInsp C
Ether Lord Ether Lord Self -All
    5 Energy 2 Activation 20 Recharge
Hex Spell MesmerInsp P
Ether Phantom Ether Phantom Foe -1...4
    5 Energy 1 Activation 10 Recharge
Energy is lost if this hex is removed prematurely Hex Spell MesmerInsp N
Feedback Feedback Foe -4...9
    10 Energy 2 Activation 30 Recharge
Target foe must have enchantment to remove Spell MesmerInsp F
Mantra of Resolve Mantra of Resolve Self -10...5
    10 Energy   20 Recharge
Energy is lost upon preventing interruption Stance MesmerInsp C
Power Leech Power Leech Foe -5...13
    5 Energy ¼ Activation 20 Recharge
Energy is lost when foe casts spells/chants Elite Hex Spell MesmerInsp F
Spirit Shackles Spirit Shackles Foe -5
    10 Energy 3 Activation 8 Recharge
Energy is lost whenever target foe attacks Hex Spell MesmerInsp C
Tease Tease Foe and all foes in the area -0...4
    5 Energy ¼ Activation 15 Recharge
Energy is lost and gained by the caster; foes are also interrupted Elite Spell MesmerInsp N
Signet of Disenchantment Signet of Disenchantment Self -All
        1 Activation 15 Recharge
Signet MesmerNone F
Storm Djinn's Haste Storm Djinn's Haste Self -1
    5 Energy ¼ Activation 10 Recharge
Energy is lost per second moving Enchantment Spell ElementalistAir N
Glyph of Essence Glyph of Essence Self -All
    5 Energy 1 Activation 20 Recharge
Energy is lost upon casting next spell Glyph ElementalistNone F
Dark Apostasy Dark Apostasy Self -10...5
    10 Energy ¼ Activation 15 Recharge
Energy is lost upon critical hits Elite Enchantment Spell AssassinCrit F

PvE only[ | ]

Energy gain[ | ]

Name Target Beneficiary Amount Stats Notes Skill type Attr Cam
Signet of Corruption Signet of Corruption Foe Self Special
        1 Activation 20 Recharge
damage target & foes nearby, gain 2 energy per each affected foe suffering from Condition or hex (max 12...18) Signet NecromancerKurzick/Luxon F
Lightbringer Signet Lightbringer Signet None Self 16...24
        ¼ Activation 25 Recharge
only if in the area of demonic servant of Abaddon, & you also gain adrenaline Signet Lightbringer N
Air of Superiority Air of Superiority Self Self 5
    5 Energy   20 Recharge
20% chance to gain 5 energy when you gain experience from killing a foe Skill Asura E
Smooth Criminal Smooth Criminal Foe Self 5...9
    5 Energy 1 Activation 20 Recharge
For 10...20 seconds, one random spell is disabled for target foe Spell Asura E

Energy loss[ | ]

Name Target Modifier Stats Notes Skill type Attr Cam
Ether Nightmare Ether Nightmare Foe -5..8
    10 Energy 3 Activation 25 Recharge
Foes in the area gain -1 health degeneration for each energy lost Hex Spell MesmerKurzick/Luxon F

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