List of skill anomalies

Notes on general skill behavior

 * If one skill would cause an effect and another skill would prevent that effect, the prevention effect takes precedence.
 * Skill effects that take place every second or every X seconds always take place at the end of each interval. For example Symbol of Wrath damages foes 1, 2, 3, 4 and 5 seconds after activation, while Meteor Shower knocks down and damages foes 3, 6, and 9 seconds after activation.
 * A character may only be under the effect of one Weapon Spell, one Stance, one Preparation and one Glyph at a time. If a new Weapon Spell, Stance, Preparation or Glyph is applied, it overwrites the old one.
 * A character does not need to equip a weapon to benefit from a Weapon Spell.
 * Whenever a Nature Ritual is successfully completed, if there are any spirits of the same type within range, they will be killed.
 * Whenever a Binding Ritual is successfully completed, if there are any allied spirits of the same type within range, they will be killed.
 * Pet Attacks work by applying a buff to your pet, which is triggered by the pet's next attack and then ends. A pet can only have one Pet Attack buff at a time, a new buff will overwrite the old one. They will trigger effects dependent on activating attack skills, such as Anthem of Fury or Zealous Anthem, but because neither the ranger nor the pet is directly attacking with an attack skill, they will not trigger effects dependent on hitting or attacking with attack skills, such as Defensive Anthem.
 * Resurrection skills will not work on non-fleshy creatures, such as Djinn.
 * If a skill has an effect that can trigger X times, the skill will end after the last triggering is used up.
 * If a skill is removed from your skill bar entirely between the time a character began using it and the end of its activation time, you will receive the message "That skill is still recharging."
 * Most skills trigger their effect at the end of the activation time, but attack skills cause their effect halfway through like ordinary weapon swings. This is important for attack skills that override the normal attack rate of a weapon: for instance, Hunter's Shot has a listed activation time of 1 second, but fires the arrow after 0.5 second (and displays an 0.5-second windup in the skill windup bar).

Warrior

 * Similar to Air of Superiority, this signet cannot be activated in the middle of another action and has aftercast delay, unlike most skills with no activation time.
 * Attacks deal 25% less damage, but the damage reduction doesn't apply to attack skills.
 * Although it has no activation time, this skill acts like it has one (gets queued, pauses the user, cannot be used while knocked down, etc.).
 * This shout has earshot range, despite the description implying that it has party range.

Ranger

 * Bow attack skills have a chance of not activating when standing on a bridge or stairway and on some inclines or overpasses, even with a clear line of sight.

Monk

 * This hex does not trigger for Heal Area, Karei's Healing Circle and Healing Ring.
 * Unlike Smite, this spell deals the additional damage on an attacking foe in a separate packet.

Necromancer

 * Cannot target non-fleshy foes.

Mesmer

 * This skill cannot be used to copy Signet of Capture.
 * While this skill is active, spells ignore +1 Illusion Magic procs. Signet of Illusions also affects spells with linked titles, see the skill's article for details.
 * If the target foe has more than one elite skill, they are all disabled.
 * Neither of the two interruptions can be used to interrupt attacks, and the first sentence of the description does not state what exactly becomes interrupted.

Elementalist

 * Unlike "I Am Unstoppable!", Sight Beyond Sight, and Tainted Flesh, this skill will not remove existing Burning when applied.
 * Although the behavior is consistent with the description, it is worth noting that this glyph does not count non-spell Elemental skills (i.e. Lightning Touch), when counting towards the "next 10 spells", but the non-spell Elemental skills will benefit from the +2 to Elemental attributes.
 * Despite the description saying that the next spell casts instantly, a better description would be very quickly as it can still be interrupted.
 * This spell actually inflicts fire damage for each second the spell has been in effect, starting at the end of the first second.
 * In addition to converting both elemental and physical damage from attacks and spells, this skill also appears to convert at least some non-elemental, non-physical damage from attacks.

Assassin

 * Attacks with this skill use the skill's listed damage in place of base weapon damage. This damage is affected by Dagger Mastery, critical hits, armor penetration, inscription and inscription-equivalent weapon damage bonuses and the target's armor, but does not benefit from the customization damage bonus.

Ritualist

 * This skill's description does not mention that the spirit's attacks inflict damage in addition to inflicting Blindness.

Paragon

 * Spear attack skills have a chance of not activating when standing on a bridge or stairway and on some inclines or overpasses, even with a clear line of sight.
 * Contrary to their descriptions, the following four skills affect the next attack made with an attack skill by each party member (or, in the cases of Anthem of Envy and Crippling Anthem, each ally). If an attack skill involves more than one attack, only the first attack will benefit. Since pet attacks work by applying a buff to the pet which is triggered by the pet's next attack, with neither the ranger nor the pet attacking directly with a skill, they are also unaffected. Because bears' Brutal Mauling skill is used by them directly, it will trigger them.
 * Unlike most instant activation skills, the following two skills cannot be activated in the middle of another action and have aftercast delay.
 * Because this chant reduces cost at the beginning of skill activation and doesn't end until activation is completed, using a shout in the middle of a chant's activation will allow both skills to benefit from this chant.
 * Unlike most instant activation skills, the following two skills cannot be activated in the middle of another action and have aftercast delay.
 * Because this chant reduces cost at the beginning of skill activation and doesn't end until activation is completed, using a shout in the middle of a chant's activation will allow both skills to benefit from this chant.
 * Unlike most instant activation skills, the following two skills cannot be activated in the middle of another action and have aftercast delay.
 * Because this chant reduces cost at the beginning of skill activation and doesn't end until activation is completed, using a shout in the middle of a chant's activation will allow both skills to benefit from this chant.
 * Because this chant reduces cost at the beginning of skill activation and doesn't end until activation is completed, using a shout in the middle of a chant's activation will allow both skills to benefit from this chant.
 * Because this chant reduces cost at the beginning of skill activation and doesn't end until activation is completed, using a shout in the middle of a chant's activation will allow both skills to benefit from this chant.

Common skills

 * When used against an invalid target, this skill incorrectly gives the "Invalid spell target." message rather than the generic "Invalid target." message.
 * Although the description says "nearby", the actual range of this skill is significantly larger than earshot.

Junundu skills

 * This skill actually takes significantly longer to activate than its listed 1/4 second activation time. The progress bar will fill up in the listed quarter second activation time, however it will flash on the activation bar for several seconds as the Junundu spits out the player.

Rollerbeetle Racing skills

 * The descriptions of the following three skills omit the fact that they can only be recharged by reaching a checkpoint.
 * The descriptions of the following five skills omit the fact that these skills are not charged by default, and can only be charged by touching a bonus power box, which randomly charges one of them.
 * This skill has the undocumented effect of providing a brief speed boost, hence the name "Ram".
 * The descriptions of the following five skills omit the fact that these skills are not charged by default, and can only be charged by touching a bonus power box, which randomly charges one of them.
 * This skill has the undocumented effect of providing a brief speed boost, hence the name "Ram".
 * This skill has the undocumented effect of providing a brief speed boost, hence the name "Ram".
 * This skill has the undocumented effect of providing a brief speed boost, hence the name "Ram".
 * This skill has the undocumented effect of providing a brief speed boost, hence the name "Ram".
 * This skill has the undocumented effect of providing a brief speed boost, hence the name "Ram".
 * This skill has the undocumented effect of providing a brief speed boost, hence the name "Ram".
 * This skill has the undocumented effect of providing a brief speed boost, hence the name "Ram".

Celestial skills

 * Although it is omitted from their descriptions, Celestial skills cannot be recharged by anything other than Morale Boosts.
 * says that it strikes for 40 damage per second. The skill actually strikes for 40 damage four times every second, in effect striking for 160 damage per second. Additionally, the skill description suggests that the damage is armor ignoring, when, in fact, it is reduced by armor. Exactly 1 pulse per second inflicts Lightning damage, exactly 1 pulse per second inflicts Cold damage, and some of the pulses inflict Fire damage, the other pulses inflict unknown types of Elemental damage, presumedly Earth damage.
 * This skill will not queue properly.

Blessings

 * The descriptions of these blessings omit the boss bonus. Killing a boss yields 50, 100, 150, 200, 250 or 300 bonus reputation depending on kills.

Mission-specific skills

 * Although the description does not mention it, this spell fires a projectile that inflicts 50 damage if it hits.

Monster skills

 * The following five skills have an undocumented effect that prevents them from being disabled.
 * (also sends all conditions affecting Shiro onto everyone he strikes, and removes one hex from Shiro.)
 * The following two skills have an undocumented effect that sometimes prevents them from being interrupted, the exact mechanics of this effect is unknown.
 * (also sends all conditions affecting Shiro onto everyone he strikes, and removes one hex from Shiro.)
 * The following two skills have an undocumented effect that sometimes prevents them from being interrupted, the exact mechanics of this effect is unknown.
 * The following two skills have an undocumented effect that sometimes prevents them from being interrupted, the exact mechanics of this effect is unknown.
 * The following two skills have an undocumented effect that sometimes prevents them from being interrupted, the exact mechanics of this effect is unknown.


 * : Creatures summoned with this skill are not considered summoned creatures by other skills, such as Banish and Spiritual Pain.
 * : Rather than only triggering the next time the target loses an enchantment, this hex triggers every time the target foe loses an enchantment, lasting until it is removed.
 * : Contrary to the descriptions, this skill damages and knocks down all creatures within earshot of the user, whether ally or foe.
 * : This skill has the undocumented effect of bypassing knockdown immunity. And it will sometimes be cast at wand range.