User:Gelbrekt/Interesting facts

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Interesting Articles to read[edit]


Green Weapons in PvP that have Unique Skin[edit]

Winds of Change


War in Kryta

Max energy of NPCs: Test using Energy Boon + Toolbox[edit]

Fort Aspenwood stats (Confirmed using screenshots)
HYPOTHESIS BASED ON THIS
  • HIGHLY PLAUSIBLE HYPOTHESIS based on testing (Consistent with all NPCs i have looked at, including minions):
    • Warriors have 20 energy by default.
    • Rangers, Assassins, Paragons & Dervishes have 30 energy by default. (Dervishes also have 25 extra health)
    • Casters have 40 energy by default. Elementalists typically have more, since they have energy storage.
    • This is already confirmed on the wiki page Creature. This page also states that NPC:s have an extra pip of energy regeneration. This would make sense to explain the energy management of the Luxon Monk; it has 40 base energy, 5 energy pips, and unless he uses Healing Breeze, the only energy skills he uses are WoH and Heal Area, so this would explain his energy management.
Uncategorized;
  • Ebon Vanguard assassin (level 16): (250-160)/3 = 30 [The assassin had surprisingly low HP].
  • Sunspear Scout [most likely a paragon, since they wield spears]: (570-480)/3 = 30 max energy.
  • Sunspear (level 3) [most likely a warrior, since they wield swords]: 200-140 -> 20 max energy.
  • Sogolon (level 3): (230-140)/3 = 30 max energy
  • Gehraz (level 3) (255-165)/3 = 30 max energy
  • Gadd : (711-480)/3 = 77 max energy -> Interesting - this does not correspond to the same rules as before (77-40 = 37, and 37 isnt divisible by 3 so it can't soley come from energy storage).. It also can't be from a morale boost since he had 480 hp. An explaination is that he, like livia, was intended to be a hero, and as a result has a custom modded (likely imperfect) weapon on him, which many heroes start with.
  • Enchanted Scythe: (570-480)/3 = 30 max energy
Fort Aspenwood
  • Kurz Elementalist: (735-480)/3 = 85 max energy. Since the other casters have 40 max energy, it seems highly likely that this means that the Kurz Elementalists have (85-40)/3 = 15 Energy Storage. This seems pretty high, but they do have 15 Earth magic, and many NPCS have 15 in 2 attributes.
  • Luxon Monk: 40 max energy
  • Luxon Priest: 40 max energyd
  • Kurz Ranger: (570-480)/3 = 30 max energy
  • Luxon Longbow (Could be different since they have different HP): (420-330)/3 = 30 max energy
  • Juggernaut: (700-640)/3 = 20 max energy
  • Orange Commander AND Siege Turtle: (650-560)/3 = 30 max energy
  • Master Architect: (620-560)/3 = 20 max energy
Minions
  • Shambling Horror AND Bone Horror: (440-320)/3 = 40 [Categorized as necromancer on the minion page]
  • Bone Fiend (410-320)/3 = 30 [Categorized as Ranger]
  • Bone Minion: (300-240)/3 = 20 [Categorized as Warrior]

Naga Shaman[edit]

STATS of Naga Shamans in different levels (Tested using Energy Boon)
  • Level 14: (534-360)/3 = 58 Max Energy -> 18 energy after base increase -> 6 Energy Storage.
    • Explaination 1 - The naga has +10 energy from staff mods (NOT likely to be true, see below): Staff has +10 energy from mods, and he has 6 energy storage (giving 18 extra energy). This seems somewhat unlikely, since he appears to have a SoH inscription on the staff, so he cant have a "Hale and Hearty" if that is true.
    • Explaination 2 - He has an imperfect staff with imperfect inscriptions (NOT likely to be true, see below).
    • Explaination 3: The naga shaman doesn't use regular equipment at all, but just has fixed "hardcoded" stats by the developers, where the energy is set to 40 for all casters (this is the most plausible explaination as per the testing above, and also consistent with the Creature page.). This explaination would mean that he has 6 energy storage (Energy: 40 + 6*3 = 58), which seems reasonable since the attribute points at that level allow for roughly 10 Earth Magic (as the wiki page states), plus 6 energy storage.
      • CHECKED: 2 attributes with levels 10 & 6 costs 97 attribute points. This is CONSISTENT with what the wiki says about heroes and attribute points: "Heroes gain attribute points at the same rate as a player character, except they receive 15 additional points at level 10 and at level 15.". This means that a hero DOES HAVE exactly 100 attribyte points at level 14.
  • Level 16: (592-400)/3 = 64 max energy -> 64-40 = 24 -> 24/3 = 8 Energy Storage
  • Level 18: (632-440)/3 =64 max energy -> 8 Energy Storage (same as above)
  • Level 20: (681-480)/3 = 67 max energy -> 67-40 = 27 -> 27/3 = 9 Energy Storage. This is lower than expected, but there is no doubt that it is a fact (I checked 3 times).
    • CONCLUSION: The hero attribute point speculation above was clearly INCORRECT. Some more speculations could of course be done here to explain this, but the data doesn't matter ultimately. Still, it is a fact that the naga has enough energy to use stoning 10 times during its lifespan.

Skills that are better than they first appear (typically due to bug)[edit]

Skills that are improved due to being bugged or likely not working as intended[edit]

Stuff with hidden/extra effects[edit]

  • Things that incorrectly apply to the expected duration, rather than the actual duration.
    • Shadow Form Shadow Form - "The -5 damage reduction is active for the expected duration of each enchantment, not its actual duration. Refreshing an Assassin enchantment before it ends reduces the received damage by an additional -5."
    • Windwalker Insignia - "Like Shadow Form, the +5 armor is active for the expected duration of each enchantment, not its actual duration. Refreshing an enchantment before it ends increases the armor bonus by an additional +5."
  • Racing Beetle - Pets that attack way faster than other pets.
  • Weapon Modifiers that affect condition duration - While Weapon modifiers that increase damage only affect the direct weapon damage itself, Condition weapon modifiers increase the duration from apparently ALL skills, including skills with no direct condition application such as Epidemic, and self-inflicting conditions such as Signet of Agony. ADDITIONALLY, the WM are bugged, see: User:Gelbrekt/ArchersSignet and Epidemic
  • Daze - Any skill that applies Daze [E.g Technibabble / Contagion] interrupts spells upon application.

Skills with hidden effects[edit]

  • Larger range than expected
  • Summon Naga Shaman Summon Naga Shaman - Several things (several of these also apply to other asura summons):
    • 1. It deals more damage than expected. While a staff has 22 max damage, the naga shaman (and other summons, hits for 46 max against 60 armor dummies). A player max damage with staff is 22*1.15*1.2*1.41 = 42.8 (Assuming SoH Inscription, Customized weapon, and critical hit, lowering armor by 20 meaning sqrt 2 = 41% bonus dmg). The Asura Summons can hit max damage 46.
    • 2. One can be present per player, not party.
    • 3 It has more energy than could be expected. A pretty good estimation based on testing is 60 energy and 5 pips (or some other combination of max energy and pips); I tested with 55e/+5pips and got almost 10 stonings in 60 seconds.
  • Foul Feast Foul Feast - "If this skill transfers Disease, it will recharge in 2 seconds regardless of modifiers affecting its recharge such as Diversion."
  • Skills that affect more than what is described in the description:
    • Iron Mist Iron Mist - Affects all spells, not just the very narrowly defined spells in its description
    • Stone Striker Stone Striker - Affects all damage, not just Physical and Elemental.
    • Armor of Unfeeling Armor of Unfeeling - [Well known]: Affects not just incomming damage, but also health loss for Shelter and Earthbind (and other health losses?) as well as spirits that damage themselves, e.g Union.
    • Soldier's Defense Soldier's Defense - NOT VERIFIED (But interesting): "Adrenaline will be gained even for attacks blocked by another blocking source (regardless of whether the user is under the effects of a shout or chant)".
    • Blood of the Master Blood of the Master - Affects all minions, not just the own user's minions as the description indicates.
  • Keystone Signet Keystone Signet - "At ranks 0-1 Fast Casting, all signets activated within the duration will deal damage and interrupt foes."
  • Earthbind Earthbind: Surpasses Stun Immunity
  • Weapon of Remedy Weapon of Remedy: Triggers multiple times if target is struck by multiple damage packets from 1 skill, e.g barbs. Presumably it also applies to VoS, 100 blades, etc. This is WORTH TESTING to verify it.
  • Fevered Dreams Fevered Dreams: See the two bugs listed on the page.
  • Verata's Gaze Verata's Gaze - Sacrifices 0% health, which triggers Dark Aura and Masochism (PvP).
    • ALSO: Another non-obvious use of this skill is to equip it on other non-necro characters who can then capture minions from Malign Intervention. Another use-case is taking over a flesh golem after a player uses Verata's Aura (with Contemplation of Purity) or Sacrifice himself to death; this would allow a player with 0 death Magic to control a level 32 Flesh golem, without even using an elite skill.


The Norn Forms do not remove all effects as they state[edit]

TESTING[edit]

  • [Note: The test only includes some random skills; i won't test all skills with in each category, hehe]
NOT REMOVED
  • Skill [Aura of Superiority] [Extend Enchantments]
  • Signet [Signet of Recall]
    • This is however not of much use, since the vast majority of signets with a duration have no impact during this form.
  • Glyph [Glyph of Lesser Energy]
  • Item Spell [Generous Was Tsungrai]
  • Weapon Spell [Nightmare weapon]
  • Echo [Mending Refrain]
  • Hex Spells [Imagined Burded]
REMOVED
  • Enchantment [Channeling]
  • Flash Enchantment [Enchanted Haste] [Heart of Holy Flame]
  • Stance [Elemental Resistance]
  • Shout [Dodge This] [Fall Back]
  • Chant [Anthem of Flame]
NOT TESTED
  • If Shouts like Feral Aggressions are removed from Pet.
Interesting skills to use for this purpose




UNCATEGORIZED[edit]

  • Signet of Binding Signet of Binding - According to the wiki, this allows you to have 2 spirits of the same type, e.g if you take control of a pain spirit and already have an own pain spirit, you will now have 2.
  • Restoration Restoration: Apparently is able to resurrect dead summons (potentially this is just when capturing other player's summons; Might be worth testing).
  • Elemental Resistance Elemental Resistance Physical Resistance Physical Resistance: Has no negative effect if the caster has 60 armor.
  • TODO: Read these pages to fill this list more completely:
    • List of Anomalies: [[1]]
    • List of Bugs: [[2]]

Skills that are not necessarily bugged, but better than they first appear[edit]

Most impressive findings
  • Mystic Regeneration Mystic Regeneration - The amount of ENCHANTMENTS are capped at 8, not the amount of regeneration. Since dervishes typically use many enchantments, this skill can often get +8-10 health regen even without high Earth Prayers.
  • Malign Intervention Malign Intervention - While it summons a minion and requires a "fleshy" target, it does NOT exploit the corpse, which is one of the few ways of creating minions without corpses.
  • Tranquility Tranquility - Not a bug, but underrated since it has always been considered bad even though It could potentially have great synergy w dervish enchants (Perhaps also stacked with Quickening Zephyr in order to reduce the CD as well).
  • Healing Seed Healing Seed - Because it causes health gain and affects adjacent allies, it can heal spirits [confirmed by testing].
    • It is NOT an effective use case here to place the spirits adjacent to the user who is attacked, since any AoE damage will kill the spirit, even if the spirits themselves are not attacked.
    • HOWEVER, it is CONFIRMED that healing seed IS TRIGGERED by Life Bond, which makes it entirely possible for a user to place down a bunch of spirits such as Union, Displacement and Shelter, and either that player (or another) casts life bond on a tank, after which the player who used life bond becomes enchanted with Healing Seed. Assuming That Armor of Unfeeling is used and the tank takes a sufficient amount of hits, it makes these spirits (who otherwise dies quickly) instead last very long.


UNCATEGORIZED
  • Epidemic Epidemic + Archer's Signet Archer's Signet - The combo is surprisingly good, and clearly superior to Extend Conditions Extend Conditions since it does not have any duration cap. See this page: User:Gelbrekt/ArchersSignet and Epidemic
  • Most Item Spells - You can pre-cast item spells before battles in order to use them twice, e.g Grasping Was Kuurong Grasping Was Kuurong can KD targets for 4 seconds (6 if using Earthbind or Stonefist Insignia).
  • Mirror of Ice Mirror of Ice - "If you strike a foe hexed with water magic"-condition is met by the skill itself, since it hits twice.
  • Protective Spirit Protective Spirit - According to the wiki, it always takes precdence before Frenzy (Forgot which page i read this on).
  • Pain Inverter Pain Inverter - Deals 80 damage per DAMAGE PACKET that the target foe deals, which it has no cap for. E.G when used on The Great Destroyer attacking 20 minions/spirits/npcs, it will deal 80*20 damage.
  • Second Wind Second Wind - Not a bug, but this can be way more powerful than it first seems, since there are MANY sources of increasing Energy in PvE, e.g Energy Storage, +30 sets, +30 from cons (cake, apple and Chalice of glory), armor, +7 from Asura., Etc.
  • Energy Boon Energy Boon - Fun Trivia: While the skill itself isn't necessarily amazing, it does allow the user to see the max energy of allies (at 0 energy storage, it increases their health as per their energy level. (GwToolbox). This can be used to find the max energy of allied NPCs. See the headline "Max energy of NPCs".
  • Rampage as One Rampage as One - While the very similar skill "Run as One" is a stance, this skill is not, allowing the user to for example use Whirling Defense in addition to this skill (which can be recharged if using a hammer with "On your Knees").
  • Animate Bone Fiend Animate Bone Fiend - Deals higher damage than a player at a comparable level; At level 20, they deal 20-56 base damage with an attack rate of 1.86, compared to a shortbow with 15-28 damage at an attack rate of 2.0. HOWEVER, remember that the effective damage of a bow becomes multiplied by 1.2*1.15 = 1.38 if having mods, resulting in a damage range of 21-39. This is STILL higher than the attack damage of a bow though (and faster attack speed).
  • Skills that can summon jagged horrors - The bleeding duration that they inflict is not specified, but it surprisingly long - 25 seconds - even at 0 death magic.
  • Skills increasing crit chance: Critical hits reduce armor of the target by 20 [which isn't included in any documentation I have found except the wiki], which increases the base damage they take from the attack by 41%.
  • "None Shall Pass!" "None Shall Pass!"; synergy with quickening zephyr, since the recharge time reduction occurs AFTER quickening Zephyr. However if it reduces below 0 it will be locked for 10 min.

Skills that are not bugged, but underrated[edit]


Skills that are WORSE than they first appear (typically due to bug)[edit]

Super Skill Combination: Ward of the Double Dragon Honor[edit]

Spell. Strike all nearby foes for +160...300 damage and an additional +140...200 vs. Charr.

Ward of the Double Dragon Honor

  • 10 Energy
  • 1 Activation
  • 20 Recharge
Attribute
Ebon Vanguard rank
Type
Spell (PvE-only)
Campaign
Eye of the North

Spell. Strike all nearby foes for +160...300 damage and an additional +140...200 vs. Charr.

Concise description
Spell. Strike all nearby foes for +160...300 damage and an additional +140...200 vs. Charr.


EXPLAINATION
  • This is the actual effect of Ebon Vanguard Battle Standard of Honor when combining it with Double dragon (as written above); Assuming the player has a weapon of enchanting [20%], the skill lasts for 10 seconds on 2 targets, i.e 20 strikes. each strike deals 8-15 more damage (armor ignoring), meaning that:
    • The skill deals 160-300 damage in total due to the buff from the ebon ward (In addition to the bonus dmg ve char).
    • The damage is armor-ignoring, which should make it effective even vs destroyers despite their extra armor.
    • In addition to this damage, we have:
      • The original damage dealt by double dragon.
      • The other skills which are boosted by the Ebon Ward-
      • The burning condition applied from the Double Dragon.
COUNTER-ARGUMENTS
  • It causes enemy scatter.
    • No, it actually doesn't due to a bug (as discussed earlier)
  • It does happen over the duration of 10 seconds, and can be removed.
    • Yes, it is true that it can be removed, but keeping an enchantment on you for 10 seconds is generally not too difficult to do in most areas of the game.
    • Also, while most periodic AoE-skills typically never hit with all of their strikes, remember that Double Dragon actually follows the user, making it significantly more likely to succeed if used on melee fighters.

Interesting Weapons from Grenth's Footprint & Sorrow's Furnace[edit]

SORROW'S FURNACE
  • Tanzit's Defender - Unique Skin (only exists in pve rewards), and can't be replicated.
  • Drago's Flatbow - EPIC unique skin, and also great stats (albeit replicable).
    • TODO: Try wearing this bow with a tonic that makes you bigger, e.g Pyre or Zhed.
GRENTH's FOOTPRINT
  • Wroth's Icon - "This item cannot be replicated, as it effectively has two inscriptions, "Master of My Domain" and "Forget Me Not".". It is MORE useful than the typical 20/20 focus, since the reduced cast time isn't really useful for protection prayer skills with very short cast time.
LESS IMPORTANT


Getting Interesting low-rank weapons (For special builds, or PvP)[edit]

  • 2. Collector's Weapons
    • Some collectors have proven to give nice low-rating weapons, for example:
    • To find collector's Simply search for a low-level area - e.g Old Ascalon and look there.
    • CHECKED AREAS:
      • (R) Nightfall --> It is very clear that the collector's items there have requirements that are way higher than other weapons you can find in the area from foes.
      • (R) Prophecies. See theese maps :
      • Factions -> NOT tested.
  • 3. Chest weapons
    • Get keys or lockpicks and unlock chests in lower level areas; these often give purple items (although i'm not sure about their weapon reqs; they might be higher)


LIST OF INTERESTING WEAPONS[edit]

  • For this purpose, ISTAN is likely the only place to go to, since Proph and factions has no inscriptions (so the weapons can't be modded) and EotN has no low-level content.
Low req Scythes - (Relevant for the Avatar of Dwayna super healing build)
  • No Req:
    • Level 10 Corsairs in Zehlon Reach dropped a inscribable 7-14 damage scythe (no req).
    • Level 10 Stormseed Jacaranda in Mehtani Keys dropped a Briarwood Scythe with 8-16 damage, NO REQ and with inscription
    • Level 10 Corsair Flogger in Mehtani Keys dropped an Embossed Scythe with 9-20 damage with req 4 scythe mastery and with inscription.
  • Up to Req 4 (Convenien since the build can easily afford that):
    • [No known foes atm]


Best Henchmen in Heroes' Ascent[edit]

Suggested Team (for solo mesmer)[edit]

  • Alsacien
  • Haldibarn
  • Hobba
  • Suzu
  • Rollo Lowlo
  • Obvious: Blahks, Divintus for healing.
Alsacien
  • VERY strong hero in many respects:
    • Basically ALL his skills are useful AoE attacks, except for Wounding Strike.
      • Wounding strike is in turn useful because of Deep Wound and extra damage since he uses the PVE version (not pvp).
    • All skills he has are easily used and spammed by the AI.
    • Transfers conditions on him through Grenth's fingers, and does AoE enchantment removal with Winds of Disenchantment.
  • NOTE: When using him, he will always try to keep the same target as you.
    • This is PROBLEMATIC since it may cause him to run around much more than he fights if you switch targets often.
    • This is also USEFUL for directing him to targets where he can hit multiple ones with Wounding Strike.
Haldibarn
  • Being a ranger, he has +30 armor vs elemental damage, which is useful against AoE nukes.
  • Inflicts AoE Poison with Apply Poison and Incendiary Arrows
  • Multiple interrupts.

Henchmen that are a "maybe"[edit]

Bacchi
  • Elementalists are nice, HOWEVER; her only useful (AOE) spells are:
    • Ice Spikes
    • Mirror of Ice -> A great AoE skill, however this is NOT useful when the elementalist doesn't go near the targets
  • So it is QUESTIONABLE if he should be used; Other players are likely better. Movement speed reduction can be very useful for henchmen teams, but this can be brought by the player instead (Deep freeze is very useful in my experience, since it gives the most powerful water magic AoE slow even at 0 water magic).


Anniversary Weapons[edit]

Anniversary Axe "Engrave" (Requires 9 Energy Storage)
  • Based on the Elementalist Conjure Spells, which are normally bad to use together with a wand or staff.
Anniversary Flatbow "Oracle" (Requires 9 Spawning Power)
Anniversary Shortbow "Whisper" (Requires 9 Critical Strikes)
Anniversary Daggers "Vengeance" (Requires 9 Leadership)
  • Gw2 Reference to Paragons turning into Spellbreakers.
Anniversary Hammer "Verdict" (Requires 9 Divine Favor)
  • Gw2 Reference to Guardians.
Anniversary Scythe "Sufferer" (Requires 9 Soul Reaping)
  • Gw2 reference to Reapers (who are in turn a references to dervishes).
  • Also based on the skill Dark Aura, since it is a powerful melee necro skill.
Anniversary Shield "Curtain" (Requires 9 Fast Casting)
  • Gw2 reference to Chronomancers.
Anniversary Spear "Arbalest" (Requires 9 Strength)
  • Based on the fact that warriors very commonly use spears to build adrenaline; now they can deal full damage.
Anniversary Staff "Unveil" (Requires 9 Mysticism)
  • Based on the fact that Dervishes commonly use staffs for healing builds; now they can deal full damage with the staff.
Anniversary Sword "Prominence" (Requires 9 Expertise)
  • Based on the fact that rangers that are not using Marksmanship have no no weapon they can use in combat.
  • Gw2 reference to rangers using swords.


List of skills that increase outgoing damage[edit]

  • Correct me if I'm wrong, but i have not found this anywhere else on the wiki.
  • TODO: Fill this list by looking through the skill lists on e.g List of monk skills. Keywords to search for:
    • "More Damage" [E.g all party members (5 seconds). 3...13...16 more damage]
    • "deal +" [E.g "Your undead servants deal +3...13...16 damage."]
    • Alternatively: Just search for the same things as are included in the list below, and/or scroll through the entire skill lists.
Checked professions
  • Warrior
  • Ranger
  • Mesmer
  • Elementalist
  • Monk
  • PvE Skills


Skills that directly increase outgoing damage[edit]

  • Counted skills:
    • Any skill that direclty deal +X..X damage or +X% damage.
IconNameDescriptionEnergyActivation timeRecharge timeProf.AttributeCampaign
"By Ural's Hammer!".jpg "By Ural's Hammer!" Shout. (30 seconds.) Resurrect all dead party members in earshot with full Health and Energy. Affected party members deal 25...33% more damage. Affected party members die when it ends, but do not receive a death penalty. 0 055 Tango-energy.png 0 06060 Tango-recharge-darker.png aAnyDeldrimor rankZ Eye of the North
"I Am the Strongest!".jpg "I Am the Strongest!" Shout. Your next 5...8 attacks deal +14...20 damage. 0 055 Tango-energy.png 0 02020 Tango-recharge-darker.png aAnyNorn rankZ Eye of the North
"Together as One!".jpg "Together as One!" Elite Shout. (3...13...15 seconds.) All party members near you or your pet deal +5...13...15 damage [sic] and gain +1...6...7 Health regeneration. PvE Skill 0 1010 Tango-energy.png 0 01515 Tango-recharge-darker.png rangeraRangerExpertiseZ Core
Anthem of Envy.jpg Anthem of Envy Chant. (10 seconds.) Allies in earshot do +10...22...25 damage with their next attack skill. Damage bonus only applies to foes with more than 50% Health. 6 Tango-adrenaline.png 0 01.001 Tango-activation-darker.png 0 paragonaParagonCommandZ Nightfall
Brutal Weapon.jpg Brutal Weapon Weapon Spell. (10...34...40 seconds.) Attacks deal +5...13...15 damage. No effect while target ally is enchanted. 0 1010 Tango-energy.png 01.001 Tango-activation-darker.png 01515 Tango-recharge-darker.png Tango-quest-icon.pngritualistaRitualistCommuningZ Factions
Calculated Risk.jpg Calculated Risk Hex Spell. Target foe does +10 damage with attacks (3...20...24 seconds). There is a 50% chance that the damage from each attack (maximum 15...83...100) will be done to that foe instead. 0 055 Tango-energy.png 01.001 Tango-activation-darker.png 0077 Tango-recharge-darker.png mesmeraMesmerIllusion MagicZ Eye of the North
Conjure Flame.jpg Conjure Flame Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 fire damage. No effect unless your weapon deals fire damage. 0 1010 Tango-energy.png 01.001 Tango-activation-darker.png 04545 Tango-recharge-darker.png elementalistaElementalistFire MagicZ Core
Conjure Frost.jpg Conjure Frost Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 cold damage. No effect unless your weapon deals cold damage. 0 1010 Tango-energy.png 01.001 Tango-activation-darker.png 04545 Tango-recharge-darker.png Tango-quest-icon.pngelementalistaElementalistWater MagicZ Core
Conjure Lightning.jpg Conjure Lightning Enchantment Spell. (60 seconds.) Your attacks hit for +5...17...20 lightning damage. No effect unless your weapon deals lightning damage. 0 1010 Tango-energy.png 01.001 Tango-activation-darker.png 04545 Tango-recharge-darker.png elementalistaElementalistAir MagicZ Core
Ebon Battle Standard of Honor.jpg Ebon Battle Standard of Honor Ward Spell. (14...20 seconds.) Allies in this ward deal +8...15 damage and +7...10 more damage against Charr. Spirits are unaffected. 0 1010 Tango-energy.png 01.001 Tango-activation-darker.png 02020 Tango-recharge-darker.png aAnyEbon Vanguard rankZ Eye of the North
Ebon Dust Aura.jpg Ebon Dust Aura Elite Flash Enchantment Spell. (30 seconds.) Deal +3...13...15 earth damage with your melee attacks. Initial Effect: Blinds nearby foes for 1...6...7 second[s]. End Effect: removes Blindness. No effect unless wielding an earth weapon. 0 1010 Tango-energy.png 0 02020 Tango-recharge-darker.png dervishaDervishEarth PrayersZ Nightfall
Favorable Winds.jpg Favorable Winds Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Arrows move twice as fast and hit for +6 damage for creatures in range. Does not affect spirits. 0 055 Tango-energy.png 055 Tango-activation-darker.png 06060 Tango-recharge-darker.png Tango-quest-icon.pngrangeraRangerMarksmanshipZ Core
Feral Aggression.jpg Feral Aggression Skill. (5...17...20 seconds.) Your pet attacks 33% faster and deals +3...9...10 damage. 0 1515 Tango-energy.png 0 02020 Tango-recharge-darker.png rangeraRangerBeast MasteryZ Eye of the North
Great Dwarf Weapon.jpg Great Dwarf Weapon Weapon Spell. (20 seconds.) +15...20 weapon damage and 28...40% chance to cause knock-down with attacks. Cannot self-target. 0 1010 Tango-energy.png 01.001 Tango-activation-darker.png 0055 Tango-recharge-darker.png aAnyDeldrimor rankZ Eye of the North
Harrier's Haste.jpg Harrier's Haste Flash Enchantment Spell. (2...7...8 seconds.) You move 25% faster and deal +3...10...12 damage to moving foes. 0 1010 Tango-energy.png 0 01010 Tango-recharge-darker.png dervishaDervishWind PrayersZ Nightfall
Order of Pain.jpg Order of Pain Enchantment Spell. Enchants all party members (5 seconds). 3...13...16 more damage whenever these party members hit with physical damage. Sacrifice}17% Tango-sacrifice.png 1010 Tango-energy.png 02.002 Tango-activation-darker.png 0 necromanceraNecromancerBlood MagicZ Core
Order of Undeath.jpg Order of Undeath Elite Spell. (5 seconds.) Your undead servants deal +3...13...16 damage. You lose 2% of your maximum Health whenever your servants hit. 0 1010 Tango-energy.png 01.001 Tango-activation-darker.png 0055 Tango-recharge-darker.png necromanceraNecromancerDeath MagicZ Nightfall
Order of the Vampire.jpg Order of the Vampire Elite Enchantment Spell. Enchants all party members (5 seconds.) These party members steal 3...13...16 Health with each physical damage attack. Party members under another Necromancer enchantment are not affected. Sacrifice}17% Tango-sacrifice.png 055 Tango-energy.png 02.002 Tango-activation-darker.png 0055 Tango-recharge-darker.png necromanceraNecromancerBlood MagicZ Prophecies
Signet of Ghostly Might.jpg Signet of Ghostly Might Elite Signet. (5...17...20 seconds.) All spirits you control within earshot attack 33% faster and deal +5...9...10 damage. 0 0 01.001 Tango-activation-darker.png 01515 Tango-recharge-darker.png ritualistaRitualistCommuningZ Nightfall
Signet of Ghostly Might (PvP).jpg Signet of Ghostly Might (PvP) Elite Signet. Target allied summoned creature deals +5...29...35 damage. That creature is destroyed after 10 seconds. 0 0 01.001 Tango-activation-darker.png 0055 Tango-recharge-darker.png ritualistaRitualistCommuningZ Nightfall
Signet of Strength.jpg Signet of Strength Signet. Your attacks deal +5 damage. Ends after 1...13...16 attack[s]. 0 0 01.001 Tango-activation-darker.png 04545 Tango-recharge-darker.png warrioraWarriorStrengthZ Factions
Soul Taker.jpg Soul Taker Elite Enchantment Spell. (3...25...30 seconds.) Attacks deal +15...19...20 damage and sacrifice 15...19...20 health. PvE Skill 0 055 Tango-energy.png 01.001 Tango-activation-darker.png 01515 Tango-recharge-darker.png necromanceraNecromancerSoul ReapingZ Core
Strength of Honor.jpg Strength of Honor Enchantment Spell. Target ally deals 5...21...25 more damage in melee. -1 Tango-upkeep.png 1010 Tango-energy.png 02.002 Tango-activation-darker.png 01515 Tango-recharge-darker.png Tango-quest-icon.pngmonkaMonkSmiting PrayersZ Core
Strength of Honor (PvP).jpg Strength of Honor (PvP) Enchantment Spell. Target ally deals 1...4...5 more damage in melee. -1 Tango-upkeep.png 1010 Tango-energy.png 02.002 Tango-activation-darker.png 01515 Tango-recharge-darker.png monkaMonkSmiting PrayersZ Core
Ursan Roar.jpg Ursan Roar Shout. (2...5 seconds) Inflicts Weakness condition to foes in earshot. Allies in earshot deal +5...15 damage per attack. 0 0 0 01515 Tango-recharge-darker.png aAnyNorn rankZ Eye of the North
Vengeance.jpg Vengeance Enchantment Spell. (30 seconds.) Resurrects target party member (full Health, full Energy). This ally deals 25% more damage and does not incur death penalty. End effect: this ally dies. 0 1010 Tango-energy.png 044 Tango-activation-darker.png 03030 Tango-recharge-darker.png Tango-quest-icon.pngmonkaMonkZ Prophecies
Weapons of Three Forges.jpg Weapons of Three Forges Elite Weapon Spell. (3...17...20 seconds.) Allies in earshot gain the effect of a random Weapon Spell. Allied spirits are not affected. PvE Skill 0 1010 Tango-energy.png 02.002 Tango-activation-darker.png 01515 Tango-recharge-darker.png ritualistaRitualistSpawning PowerZ Core
Winnowing.jpg Winnowing Nature Ritual. Creates a level 1...8...10 spirit (30...126...150 second lifespan). Increases physical damage by +4 for creatures in range. Does not affect spirits. 0 055 Tango-energy.png 055 Tango-activation-darker.png 06060 Tango-recharge-darker.png Tango-quest-icon.pngrangeraRangerWilderness SurvivalZ Core

List of skills dealing extra on attack strikes (e.g Barbs, Vow of Strength, Avatar of Grenth)[edit]

  • Skills that make foes take damage when struck by an attack, e.g Barbs, or make an ally deal extra damage with each attack, e.g Vow of Strength.
    • Skills that only deal damage once, such as Whirling Charge are NOT counted.
  • There is probably a wiki page for this already.
IconNameDescriptionEnergyActivation timeRecharge timeProf.AttributeCampaign
Avatar of Grenth.jpg Avatar of Grenth Elite Form. (10...74...90 seconds.) Your scythe attacks deal dark damage and steal 0...10...12 Health. You are immune to Disease. Apply Disease to all adjacent foes (3 seconds) when you lose a Dervish enchantment. This skill is disabled for 45 seconds. 0 055 Tango-energy.png 02.002 Tango-activation-darker.png 02020 Tango-recharge-darker.png dervishaDervishMysticismZ Nightfall
Heal as One.jpg Heal as One Elite Skill. (15 seconds.) Your pet's attacks steal 1...16...20 Health. Initial effect: heals you and your pet for 20...87...104; resurrects your pet (50% Health) if dead. If you have this equipped, your pet will travel with you. 0 055 Tango-energy.png 01.001 Tango-activation-darker.png 0055 Tango-recharge-darker.png rangeraRangerBeast MasteryZ Factions
Sand Shards.jpg Sand Shards Flash Enchantment Spell. (30 seconds.) Deal 10...50...60 earth damage to all other adjacent foes whenever you hit with your scythe. Ends after 1...4...5 hit[s]. 0 1010 Tango-energy.png 0 01010 Tango-recharge-darker.png dervishaDervishEarth PrayersZ Nightfall
Vow of Strength.jpg Vow of Strength Elite Enchantment Spell. (15 seconds.) When you attack with a scythe, deals 10...22...25 slashing damage to adjacent foes. 0 055 Tango-energy.png 00.250.25¼ Tango-activation-darker.png 02020 Tango-recharge-darker.png dervishaDervishEarth PrayersZ Nightfall

Skills that increase damage on allies, or increase damage that foes take[edit]

  • E.g Judge's Insight, or Cracked Armor.
  • (Some unrelated skills are added to create the model for each profession (beginning on its own line)
IconNameDescriptionEnergyActivation timeRecharge timeProf.AttributeCampaign
Brawling Headbutt.jpg Brawling Headbutt Touch Skill. Deals 45...70 damage; causes knock-down. 7 Tango-adrenaline.png 0 00.750.75¾ Tango-activation-darker.png 0 aAnyDeldrimor rankZ Eye of the North
Deathly Swarm.jpg Deathly Swarm Spell. Deathly Swarm flies out slowly and deals 30...78...90 cold damage. Hits two additional foes in the area. 0 1010 Tango-energy.png 02.002 Tango-activation-darker.png 0066 Tango-recharge-darker.png Tango-quest-icon.pngnecromanceraNecromancerDeath MagicZ Core
Empathy.jpg Empathy Hex Spell. (5...13...15 seconds.) Target foe's attacks deal 1...12...15 less damage, and that foe takes 10...46...55 damage with each attack. 0 1010 Tango-energy.png 02.002 Tango-activation-darker.png 01010 Tango-recharge-darker.png Tango-quest-icon.pngmesmeraMesmerDomination MagicZ Core
Flare.jpg Flare Spell. Projectile: deals 20...56...65 fire damage. If Overcast, strikes adjacent. 0 055 Tango-energy.png 01.001 Tango-activation-darker.png 0 Tango-quest-icon.pngelementalistaElementalistFire MagicZ Core
Frenzy.jpg Frenzy Stance. (8 seconds.) You attack 33% faster. You take double damage. 0 055 Tango-energy.png 0 0044 Tango-recharge-darker.png Tango-quest-icon.pngwarrioraWarriorZ Core
Healing Breeze.jpg Healing Breeze Enchantment Spell. (15 seconds.) +4...8...9 Health regeneration. 0 1010 Tango-energy.png 01.001 Tango-activation-darker.png 0055 Tango-recharge-darker.png Tango-quest-icon.pngmonkaMonkHealing PrayersZ Core
Mighty Throw.jpg Mighty Throw Spear Attack. Deals +10...34...40 damage. This spear moves three times faster. 2 Tango-adrenaline.png 0 03.003 Tango-activation-darker.png 0 paragonaParagonSpear MasteryZ Nightfall
Pain.jpg Pain Binding Ritual. Creates a level 1...10...12 spirit (30...126...150 second lifespan). Its attacks deal 5...25...30 damage. 0 055 Tango-energy.png 00.750.75¾ Tango-activation-darker.png 03030 Tango-recharge-darker.png Tango-quest-icon.pngritualistaRitualistCommuningZ Factions
Power Shot.jpg Power Shot Bow Attack. Target foe takes 25...45...50 damage. 0 1010 Tango-energy.png 0 0033 Tango-recharge-darker.png Tango-quest-icon.pngrangeraRangerMarksmanshipZ Core
Unsuspecting Strike.jpg Unsuspecting Strike Lead Attack. Deals +19...29...31 damage. Deals 15...63...75 more damage if target foe's Health is above 90%. 0 1010 Tango-energy.png 0 0022 Tango-recharge-darker.png Tango-quest-icon.pngassassinaAssassinCritical StrikesZ Factions
Vital Boon.jpg Vital Boon Enchantment Spell. (20 seconds.) You have +40...88...100 maximum Health. End effect: Heals you for 75...175...200. 0 055 Tango-energy.png 01.001 Tango-activation-darker.png 0088 Tango-recharge-darker.png Tango-quest-icon.pngdervishaDervishEarth PrayersZ Nightfall