ArenaNet:Skill bugs

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Info-Logo.png Note: As of September 2, 2009 this page is no longer active. If you have a bug to report please go to Feedback:Bug reports/Skill bugs.
Bug Reports

This page exists to report skills the behave differently from what their descriptions claim. For skills that have been considered but won't be changed (invalid or unfixable issues) see ArenaNet:Skill bugs/Nofix.

For conflicts between descriptions and skill behavior, use the following template to report your issue:

{{skill bug|skill name|claimed behavior|actual behavior}}

An example of this, using a fixed bug, would be:

{{skill bug|Conflagration|All ''arrows'' deal fire damage|All ''projectiles'' deal fire damage}}

This would give:

Conflagration Conflagration
Description claims: All arrows deal fire damage
Actual behaviour: All projectiles deal fire damage

For other suspected bugs, use {{skill icon}}, followed by a description of the suspected bug.

Comments can be made on the talk page. Other skill issues should go on the balancing pages or the suggestions page. An ArenaNet employee may add a Reported icon to indicate that the issue has been reported and is awaiting resolution. Anyone may change this to a Yes symbol if they verify that the issue has been fixed in-game. A No icon may be used to indicate that a bug is not considered a valid issue, or that the issue is unfixable.

Yes Fixed
Reported Reported, awaiting resolution
No Not currently considered a bug, but open to discussion
No Not an issue that will be addressed

Resolved bugs


List of description / behavior conflicts


NoCyclone Axe Cyclone Axe
Description claims: ...all adjacent opponents
Actual behaviour: Attack target foe and adjacent foes. Each attack that hits deals +4...10...12 damage.
NoCrude Swing Crude Swing
Description claims: ...all adjacent foes
Actual behaviour: Attack target foe and adjacent foes. Each attack that hits deals +5...17...20 damage.
These attacks target a foe, who if kiting might not get hit once the attack completes. Their descriptions haven't been updated since the targeting functionality was changed.

Actually, you mean adjacent to you, not your foe (cyclone axe) right? -- Halogod35 User Halogod35 Sig.jpg 13:34, 28 April 2009 (UTC)
We don't understand what you feel the issue is with these skills. The description matches the functionality: When you hit the skill, you will hit every adjacent enemy around you. Since this skill can be used without even having a target selected, you are not attacking target foe and all adjacent foes, but rather just all adjacent foes. Much like some of the Elementalist fire skills that just nuke everything in the area. --Andrew Patrick 17:41, 8 May 2009 (UTC)
"Since this skill can be used without even having a target selected" Erm, that was removed a while ago (to the disappointment of many "I'm a ballerina!" fans). Although the skills don't state it, they require a target. Vili 点 User talk:Vili 23:39, 12 May 2009 (UTC)
These skills require a target. Old old behavior didn't, but these were changed a while ago to need a target for whatever reason. ~Seef II <|۞> 23:54, 12 May 2009 (UTC)

ReportedHealing Signet Healing Signet
Description claims: you gain 1337 health
Actual behaviour: you are healed for 1337 health.

I've added this to the database, thanks for the report! Leah Rivera 20:26, 13 July 2009 (UTC)


ReportedSerpent's Quickness Serpent's Quickness
Description claims: Ends when your health drops below 50%
Actual behaviour: Ends when damage drops your health below 50%

Notes: Does not end with life loss, degen, or when activated while under 50% health (unless they then take damage). ~Shard User Shard Sig Icon.png 22:31, 3 February 2009 (UTC)
This has been reported, thank you for the help! --Andrew Patrick 17:53, 8 May 2009 (UTC)

NoSpike Trap Spike Trap
Description claims: "When triggered,attacks foes,..."
Actual behaviour: Actual effect: causes damage to party members and allies as well.

I wasn't able to reproduce this issue. Are there any more details available? Leah Rivera 21:51, 29 July 2009 (UTC)

ReportedCall of Haste (PvP) Call of Haste (PvP)
Description claims: "Shout. (30 seconds) Your pet moves and attacks 25% faster."
Actual behaviour: Actual effect: Nothing, this skill doesnt add any effects to the pet.

Note: The pet I used when I found this was a lvl 20 Dire Moss Spider. Also, I posted a picture on the skills discussion page. Da Sonic 13:49, 8 August 2009 (UTC)
This issue was reported and addressed. Are you still seeing the bug now? Leah Rivera 19:58, 17 August 2009 (UTC)
Sorry, hadnt checked in a while, yeah, it looks like it was fixed Zodiac Sword.png Da Sonic Monday Onyx Staff.png 02:29, 31 August 2009 (UTC)


YesPlague Signet Plague Signet
Description claims: Lengthens sent conditions by 100...180...200%
Actual behaviour: Lengthens sent conditions by 0...80...100%

I passed this along for you. Thanks for the report. -Kim Chase 17:41, 14 July 2009 (UTC)
This looks like it's fixed. Leah Rivera 21:41, 25 September 2009 (UTC)

NoSignet of Sorrow Signet of Sorrow
Description claims: Recharges instantly if foe is near a corpse
Actual behaviour: Recharges instantly if target foe is near a corpse that has not been exploited

This skill is recharging instantly for me if there is either a fresh or exploited corpse near my target. Are there any more details about the situation you were in where you expected the instant recharge and didn't get it? Could the corpse have been out of range? Remember that the corpse needs to be near your target, not you. -Kim Chase 17:52, 14 July 2009 (UTC)
I was on the isle of the nameless. I had a hero BiP himself to death right next to a dummy, then exploited the corpse, then tried using SoS. For some reason, it didn't work. --Jette User Jette awesome.png 19:05, 29 July 2009 (UTC)
I wasn't able to reproduce this issue. I followed Jette's example and had Ogden blood sacrifice himself to death near the range Practice dummy. Signet of Sorrow recharged instantly as long as there was a corpse, exploited or not, near my target. Is there an angle we're missing on this one? Thanks for the help. Leah Rivera 19:16, 30 July 2009 (UTC)

ReportedVampiric Swarm Vampiric Swarm
Description claims: Slowly flies out and steals X amount health from 3 foes in the area
Actual behaviour: has to have a targeted even though description states that it is just foes in the area, like unholy feast. if target dies, spell fails too

I've added this to the database, thanks for the report. Leah Rivera 22:04, 29 July 2009 (UTC)


YesVigorous Spirit Vigorous Spirit
Description claims: Heals target ally when they attack
Actual behaviour: Heals target ally when their attack is not obstructed

It seems like the text just isn't 100% accurate. This has been reported, thanks! --Andrew Patrick 18:31, 8 May 2009 (UTC)
This has been fixed. Leah Rivera 21:41, 25 September 2009 (UTC)

NoShielding Hands Shielding Hands
Description claims: (8 seconds.) Reduces incoming damage by 3...15...18.
Actual behaviour: Sometimes at the end of the enchantment it doesn't reduce the damage, this can be tested with a monk 105

Works for me. Where are you using it? ~Shard User Shard Sig Icon.png 20:53, 25 June 2009 (UTC)
This looks like a case of enchantment order, specifically with prot spirit. The talk page for shielding hands has the same thing. -- 21:03, 25 June 2009 (UTC)

I couldn't find an issue with Shielding Hands when used alone. However, the posters above are correct that enchantment order matters. Were you using Shielding Hands with any other enchantments at the time? Leah Rivera 22:32, 29 July 2009 (UTC)
This is not a bug, it is working as intended. To get around this never cast protective spirit after shielding hands.

NoLive Vicariously Live Vicariously
Description claims: You gain 2...14...17 health whenever target ally hits a foe
Actual behaviour: It does what it says except when ally hits with retribution or holy wrath

I'm not the one who posted this bug. Isn't it an enchantment that hits a foe, not an ally? - J.P.ContributionsTalk 11:38, 11 August 2009 (UTC)
It isn't a bug. Live Vicariously won't trigger on any spells or spell affects, only on attacks - thus the term "hit". Might as well wait for QA to confirm, though. ··· Danny Pew Pew 16:54, 11 August 2009 (UTC)
This is the intended behavior of the skill. Thank you for the report, though. --Andrew Patrick 00:04, 12 August 2009 (UTC)

NoStonesoul Strike Stonesoul Strike
Description claims: Deals 10...46...55 holy damage. Deals 10...46...55 more holy damage if target is knocked-down.
Actual behaviour: Heroes don't use it, even when micro'd.

Heroes do use this skill when micro'd, at least when set to Avoid Combat. Any elaboration on the situation in which the skill wouldn't activate? ··· Danny Pew Pew 19:31, 31 August 2009 (UTC)
I wasn't able to reproduce this issue. My heroes were using the skill when micro'd and would use it on their own if within touch range of their foe. Is this different than the functionality you're seeing? Leah Rivera 22:24, 23 September 2009 (UTC)

ReportedLife Bond Life Bond
Description claims: Half of the damage ... redirected to you.
Actual behaviour: Nothing.

Does not work against Siege Attack. The target takes full damage and none of the damage is passed on. I've tested this in Isle of the nameless with a hero. --Cruznik 01:22, 31 August 2009 (UTC)
Spells such as Meteor Shower also does not redirect to the caster. --Cruznik 01:51, 31 August 2009 (UTC)
"While you maintain this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you."
"target other ally takes damage from an attack, half the damage"
"an attack"
CRITICAL ERROR:bad command or file name|fail overload, system shutdown imminent —Jette User Jette awesome.png 02:28, 31 August 2009 (UTC)
I've entered an inquiry on Life Bond not protecting against Siege Attacks as they are listed as attacks. As for the spells, that is intended functionality, Life Bond will only protect against attacks. Thanks for the report! Leah Rivera 23:26, 23 September 2009 (UTC)


ReportedArcane Thievery Arcane Thievery
Description claims:
Actual behaviour: Hangs when is selected for hero to use, but use time expires first.

I see, if you have a borrowed skill checkmarked when Arcane Thievery ends, the checkmark will get stuck there and can't be removed unless you checkmark a different skill. This occurs for similar skills like Echo as well. Thank you for the report. -Kim Chase 20:05, 16 January 2009 (UTC)

ReportedArcane Echo Arcane Echo
Description claims:
Actual behaviour: Changes the appearance of recharging skills when used. When This skill ends other recharging skills jump ahead in progress on your skill bar

I'm not seeing anything wrong. Maybe there some other factor involved that's not mentioned here? -Kim Chase 19:13, 17 November 2008 (UTC)
Perhaps it's local, but when using this skill while maintaing Shadow Form if i copy a spell (Shadow Form included but not exclusively) it displays this distorting behavior, perhaps I should get a video of this. I notice it while continuously using Shadow form in Underworld Hard Mode

-- 20:39, 17 November 2008 (UTC)

Thanks for additional info. All of my recharging skill icons are still behaving normally when echoing Shadow Form. -Kim Chase
My testing has resulted in the findings that this only happens to skills that had their recharge decreased. They snap to where they would have the same cool down remaining at their normal recharge speed. Invincible RogueUser Invincible Rogue siggyiggywiggy.gif 22:55, 26 November 2008 (UTC)
It's easily replicable by using Arcane Echo to maintain Shadow Form. ··· Danny Pew Pew 17:45, 2 July 2009 (UTC)
Good eye guys and thank you for the additional information Invincible. I was able to reproduce the issue and have entered it into the database. Leah Rivera 23:06, 29 July 2009 (UTC)

ReportedHypochondria Hypochondria
Description claims: Spell. Target foe suffers from the same Conditions as all foes in the area.
Actual behaviour: Removes all conditions on foes in the area and places them on target.

Wow, that's like a free Martyr cast for the enemy. Thanks for bringing this up. -Kim Chase 01:15, 16 January 2009 (UTC)

ReportedIllusion of Weakness Illusion of Weakness
Description claims: Enchantment Spell. You lose 50...202...240 Health.
Actual behaviour: Enchantment Spell. You lose 50...202...240 Health if you are not enchanted with Illusion Haste.

Also, Illusion of Haste and Faithful Intervention are not re-applied if re-cast. Ɲoɕʈɋɽɕɧ 13:19, 1 April 2009 (UTC)
I'm a little unsure of the issue here, so please correct me if I'm wrong. Illusion of Weakness seems to be working as intended. Using the skill will cause health loss, whether or not Illusion of Haste is applied.
The second point, of Illusion of Haste and Faithful Intervention not re-applying while the respective enchantment is still active, is by design. Neither have a duration, so don't need to be refreshed. If the enchantment falls and is re-cast it will apply appropriately.
Did that answer the issues brought up here? Please post with more information if I misinterpreted the situation. Thank you for the report! Leah Rivera 20:17, 30 July 2009 (UTC)
Oh, it was a slip while writing. I meant, it doesn't cause health loss if already enchanted with itself. Because of this not existing health loss, I find the design choice quite questionable. Ɲoɕʈɋɽɕɧ 01:17, 7 August 2009 (UTC)
Thank you for the follow-up. The end effect not triggering on refresh for Illusion of Haste and Illusion of Weakness does seem inconsistent with other Enchantment spells. I've thrown a bug in the database concerning that issue. Good catch and thanks again for the help. Leah Rivera 21:36, 17 August 2009 (UTC)


ReportedGlyph of Sacrifice Glyph of Sacrifice
Description claims: your next spell casts instantly
Actual behaviour: your next spell casts in a quarter of a second

Thanks for the report! Kim added this to the database. Leah Rivera 20:49, 30 July 2009 (UTC)

NoGust Gust
Description claims: Deals 10...54...65 cold damage. Causes knock-down (3 seconds) if target foe is hexed with Earth or Water Magic.
Actual behaviour: Heroes don't use it, even when micro'd.
--The preceding unsigned comment was added by User:Echo (talk).

This belongs in ArenaNet talk:AI bugs. --User Timeoffire45 sig.jpg Timeoffire45 rawr 18:40, 26 August 2009 (UTC)
This is an AI issue, as was mentioned by Time. Even so, I wasn't able to reproduce this bug. My heroes will use Gust whenever available as long as they're not busy casting something higher priority. Thanks for the report though! Leah Rivera 23:35, 23 September 2009 (UTC)


ReportedBlinding Powder Blinding Powder
Description claims: Target foe and all adjacent foes become Blinded for 3...13...15 seconds.
Actual behaviour: At attribute 0 target foe is blinded for 10 seconds. Then with attributes target foe is blinded for 2...12...15

Note that the second range given is at attribute 1 instead of the standard attribute 0 because attribute 0 starts at 10 seconds. It starts off 2 seconds below its description but around attribute 13 lines up properly.
I've updated this bug in the database. Thanks for the report. Leah Rivera 21:36, 30 July 2009 (UTC)

NoDeadly Paradox Deadly Paradox
Description claims: Stance. (5...13...15 seconds.) Your Assassin skills activate and recharge 33% faster. Disables your attack skills (10 seconds).
Actual behaviour: Stance. (5...13...15 seconds.) Your Assassin skills recharge 33% faster and activate 66% faster. Disables your attack skills (10 seconds).

I wasn't able to reproduce this issue. Is there a particular skill you were seeing this with? Thanks for the report. Leah Rivera 22:09, 30 July 2009 (UTC)
I'm getting this consistently. It might be more noticeable if you use a 2s cast like Shameful Fear. ~Shard User Shard Sig Icon.png 01:08, 31 July 2009 (UTC)

ReportedJungle Strike Jungle Strike
Description claims: Must follow a lead attack. If it hits, this attack strikes for +10...22 damage. If it hits a foe that was Crippled, that foe and all adjacent foes take +1...25 damage.
Actual behaviour: When target is crippled, bonus damage is only applied to adjacent foes, though the skill description indicates that it should also effect the target. This can be tested on an AL60 dummy in the isle of nameless, cause crippled to the dummy, then use Jungle Strike and it will only do about 31 damage, with no seperate bonus damage.

This issue has been reported. Thanks for the help! Leah Rivera 23:52, 23 September 2009 (UTC)

ReportedSeeping Wound Seeping Wound
Description claims: that foe takes 5...13...15 damage per second
Actual behaviour: that foe takes 5...13...15 Chaos damage per second

I've added this to the database, thank you for the help. Leah Rivera 18:12, 30 July 2009 (UTC)

ReportedShadow Walk Shadow Walk
Description claims: Stance. Shadow Step to target foe. For 1 second, your attack skills are disabled. For 30 seconds, you cannot cast Enchantments. When this Stance ends, you return to your original location.
Actual behaviour: Skill cancels Knock Down triggered skills such as Falling Spider and Falling Lotus.

For example would be if an assassin uses Trampling Ox, Horns Of The Ox, Wastrel's Collapse, Etc. to knock down a foe and then Falling Spider after, Falling Spider will fail if the target uses Shadow Walk while they are knocked down or before the user triggers the Falling Spider skill.--дттяøχ Ǿšтēиđø 00:22, 28 April 2009 (UTC)
I've entered this issue into the database. Thank you for the report! Leah Rivera 00:10, 30 July 2009 (UTC)

NoShroud of Distress Shroud of Distress
Description claims: For 30...54...60 seconds, if you are below 50% Health, you have 3...7...8 health regeneration . . .
Actual behaviour: For 30...54...60 seconds, if you are below 50% Health, the next time you use a skill you gain 3...7...8 health regeneration.

I'm unsure if other actions will also trigger the healing. This bug is especially noticeable when under the effects of Shadow Form. Silence in Death 23:46, 11 August 2009 (UTC)
I've added this to the database. Thanks for the report! Leah Rivera 20:27, 17 August 2009 (UTC)
I just got this bug back. Unfortunately, this can't be fixed due to technical limitations. Guild Wars checks health on a polling system, so it only checks if the regen should be applied when certain external conditions are met. Thank you again for the report. Leah Rivera 23:31, 17 August 2009 (UTC)


ReportedShadowsong Shadowsong
Description claims: The Spirit's attacks cause Blindness for 1...5...6 seconds.
Actual behaviour: The Spirit's attacks cause Blindness for 1...5...6 seconds and deal 5..17..20 damage

ReportedSignet of Creation (PvP) Signet of Creation (PvP)
Description claims: All spirits and animated creatures in the area gain 1...5...6 health regeneration. After 30 seconds those spirits and creatures are destroyed.
Actual behaviour: Does nothing.

This has been entered into the system. Thank you for the report. Leah Rivera 22:31, 30 July 2009 (UTC)

ReportedFlesh_of_My_Flesh Flesh_of_My_Flesh
Description claims: Lose half your Health. Resurrect target party member with your current Health and 5...17...20% Energy.
Actual behaviour: When used repeatedly and quickly, the energy reserve of target resurrected becomes negative, although the energy bar of target resurrected indicates that the reserve is full.

Tested during death-leveling of a pet into Zaishen Menagerie. - San Matteo 23:02, 31 July 2009 (UTC)
I wasn't able to reproduce this issue. Any other clues out there on how to get a solid repro for this one? :) Leah Rivera 00:12, 1 August 2009 (UTC)
Ok, let me explain (sorry for my bad english^^). For first thing setup your pg with a 55 model (superior runes on all armor pieces and a -50 offhand). Load two hero, one mesmer and another monk. Mesmer will be your resurrector: simply need to have a superior rune of fast casting on mask, 16 fast casting, 12 restoration magic and flash of my flesh how single skill on your bar. Monk will heal resurrector: simply need to have a superior rune of healing prayers on scalp, 16 healing p., 12 divine favor and healing skills at your advice. Either heroes need to set to avoid combat. Enter into menagerie, order to Wynn to spawn a pet of level 12 at least, flag your heroes to the external of the fence, attack the spawned pet and let him kill you (initially disable the skills of the monk, otherwise the monk tries to heal u). After first kill re-enable skills of monk and let to pet to kill u for many minutes (usually let him to level up to 20). At your advice, try now to go away from the pet and try cast any of skill that u have on the bar. Try also to ping your energy bar: you will say that it is a zero even if it is filled. I hope i have explained it clearly. - San Matteo 06:43, 1 August 2009 (UTC)
Excellent repro steps San Matteo, they were very thorough! However, I still wasn't able to get this to occur but I'll continue to keep an eye out. Additionally, has anyone encountered this issue in an area where it could hinder gameplay? Leah Rivera 19:28, 3 August 2009 (UTC)
What is your energy before any Death Penalty Matteo, that might be important? DarkNecrid 21:43, 3 August 2009 (UTC)
I've made a demo clip that show the bug (sorry for poor quality of images, i'm not an expert^^, my suggestion is to view it fullscreen). Dark, before any dp the energy is variable, can be 3 or more (see the video). - San Matteo 11:00, 4 August 2009 (UTC)
Neat bug! Thank you for following up on this San Matteo, the video was a big help. I was able to reproduce the issue and have entered it into the database. Thanks again for the report! Leah Rivera 18:59, 7 August 2009 (UTC)

Reported Nightmare Weapon Nightmare Weapon
Description claims: Reduces damage
Actual behaviour: Doesn't reduce damage added by other skills such as Kindle Arrows

Nightmare Weapon subs damage before other skills add damage. ~Shard User Shard Sig Icon.png 02:52, 9 August 2009 (UTC)
I sent an inquiry to Linsey to see if this is how she wants it to function. I don't think things like Kindle Arrow count as separate attacks even though it does separate damage. If I remember correctly, this is consistent with other skills like Conjure Flame and Splinter Weapon, but it's early so forgive me if I'm mistaken. --Andrew Patrick 17:26, 12 August 2009 (UTC)
Actually, kindle adds damage to the weapon, it's not a separate damage packet like Ignite or Splinter. ~Shard User Shard Sig Icon.png 23:51, 17 August 2009 (UTC)

Reported Draw Spirit Draw Spirit
Description claims: target spirit teleports to your location
Actual behaviour: target spirit shadow steps to your location

Testing showed that the spirit cannot pass through a closed gate (expected behavior of a "teleport" mechanic), which makes this a shadow step. I'm guessing this is an error in the skill description, and it was intented to work like Summon Spirits, which is described and behaves like a shadow step. User Rose Of Kali SIG.jpgRose Of Kali 07:06, 23 August 2009 (UTC)
Good catch! I've added this to the database, thanks for the report. Leah Rivera 00:07, 24 September 2009 (UTC)


ReportedSpear Swipe Spear Swipe
Description claims: Spear Melee Attack
Actual behaviour: Spear Attack
(Concise description)

I've entered this into the database, thanks for the report! Leah Rivera 00:22, 24 September 2009 (UTC)

ReportedAnthem of Flame Anthem of Flame
Description claims: the next attack Skill used by each...
Actual behaviour: the next attack Skill hit by each...
(compare Anthem of Weariness)

This issue has been reported along with other other similar inconsistencies with anthem skills. Thank you. -Kim Chase 19:43, 26 November 2008 (UTC)

Reported"Incoming!" "Incoming!"
Description claims: Targets gain 5...13...15 Health while moving.
Actual behaviour: Targets gain 5...13...15 Health per second while moving.

I've entered this issue into the database, thank you for the report. Leah Rivera 23:09, 30 July 2009 (UTC)

Reported"Can't Touch This!" "Can't Touch This!"
Description claims: used against allies within earshot fail.
Actual behaviour: used against party members within earshot fail.

I've added this to the database. Thanks for bringing this to our attention! Leah Rivera 00:04, 31 July 2009 (UTC)


ReportedPious Renewal Pious Renewal
Description claims: Gives Health and Energy when enchantments end.
Actual behaviour: Gives Health and Energy when enchantments end at the same time Pious Renewal is removed, inconsistently. To test this, try Pious Renewal and Mystic Sandstorm. You will gain extra Health and Energy. Then, try Pious Renewal, Dust Cloak and Mystic Sandstorm. You will gain additional Health and Energy for both enchantments. Then, try Pious Renewal, Zealous Renewal, and Mystic Sandstorm. You will gain additional Health and Energy ONLY for Pious Renewal. When removed simultaneously by an effect like Mystic Sandstorm, Extend Enchantments, Ether Prodigy, or other "lose all enchantments" skills, both Pious Renewal and Vow of Piety consistently trigger or fail to trigger for different enchantments. You can see a full list on my user page at MA Anathe. The main problem with this bug is that only 7 out of the 30 non-elite Dervish enchantments will trigger Pious Renewal when skills like Mystic Sandstorm are used, which limits the effectiveness of Pious Renewal greatly. Furthermore, while all tested Prophecies and Factions skills will trigger Pious Renewal in these situations, no tested Eye of the North skills will, and Nightfall is extremely inconsistent.

Please see my note below. :) Leah Rivera 01:22, 31 July 2009 (UTC)

ReportedVow of Piety Vow of Piety
Description claims: Gives Health when enchantments end.
Actual behaviour: See above.

Wow, great bug! I've entered this into the database. Thank you for all your careful research, your documentation made it easy to verify. Leah Rivera 01:22, 31 July 2009 (UTC)
Note: this defect is probably not relevant with the skill update... ~Seef II <|۞> 08:31, 25 August 2009 (UTC)

NoSand Shards Sand Shards
Description claims: Creates a Sandstorm when it ends
Actual behaviour: Creates a Sandstorm when it ends if you are not in the middle of activating another skill.

It seems SS actually causes your character to MM:Quicken the sandstorm, but fails to do so if you're activating another skill.
Looks like it fixed itself. ~Shard User Shard Sig Icon.png 23:43, 6 August 2009 (UTC)
Thanks for the update Shard! Throwing up the good ol' red ex. Leah Rivera 01:13, 7 August 2009 (UTC)

YesVow of Piety Vow of Piety
Description claims: Renews whenever an enchantment ends on you.
Actual behaviour: Fails to renew on an enchantment end.

--User Timeoffire45 sig.jpg Timeoffire45 00:49, 7 August 2009 (UTC)
Thank you for the report. This was addressed in the patch after the build. How is it looking now? Leah Rivera 19:01, 7 August 2009 (UTC)
I noticed :-) As for the behavior, insofar as I can tell it's working just fine now! Thanks for the speedy patch! Had me worried for a second, there. xD --User Timeoffire45 sig.jpg Timeoffire45 00:32, 8 August 2009 (UTC)

AnyPvE Only

Reported Aura of Holy Might Aura of Holy Might
Description claims: deal 20...30...32% more damage with your scythe...
Actual behaviour: ...your scythe's damage rating is increased by 20...30...32% and you deal holy damage...

This issue has been reported. I saw on the discussion page that it is an issue of debate whether this skill actually changes your attacks to Holy Damage. Based on my own research, it appears it does. If not, I will let you guys know. Thanks! --Andrew Patrick 00:47, 31 July 2009 (UTC)
It does. Take a candy scythe or whatever you like and whack undead with it; it'll do double damage. My wounding strike should not be hitting skeletons for 300+ damage when they're eight levels higher than me. --Jette User Jette awesome.png 01:53, 1 August 2009 (UTC)

No"By Ural's Hammer!" "By Ural's Hammer!"
Description claims: ...this lasts 7...9...10 seconds longer for each ally within earshot under 50% health.
Actual behaviour: fails to mention it ignores the first ally under 50%

To elaborate, ByUH will last 10 seconds (at max title) if either 0 people or 1 person is under 50% health, 20 seconds if 2 people are under 50%, 30 seconds if 3 people are under 50%, etc. ~Shard User Shard Sig Icon.png 01:28, 27 March 2009 (UTC)
I just tested this and could not confirm this report. With 0 allies under 50% health this lasted 10 seconds and with 1 ally under 50% health it lasted 20 seconds. Are you sure this issue is still occurring? --Andrew Patrick 00:00, 31 July 2009 (UTC)

Reported Air of Superiority Air of Superiority
Description claims: More specifically, "Is There Anything I Can't Do?"'s effect. It should recharge all skills.
Actual behaviour: Ursan Blessing and, I would assume, the other Norn forms are not recharged. Screencap here.

This has been reported. Thank you for the report! --Andrew Patrick 23:42, 30 July 2009 (UTC)

ReportedDwarven Stability Dwarven Stability
Description claims: Prevent KD if drunk
Actual behaviour: fails to mention if you're affected by Earthbind
--The preceding unsigned comment was added by (talk).

Wait, so are you saying that while you're drunk and under the effects of Earthbind and Drunken Master both at once that you get knocked down anyway? Otherwise this is a moot point, since if you're not drunk in the first place and have Dwarven Stability on you it's not goin to lower the knockdown time while under the effects of earthbind from the 2+1 seconds of knockdown to 2 seconds of knockdown... Simply put, this is confusing. Clarification would help. --User Timeoffire45 sig.jpg Timeoffire45 rawr 07:44, 15 August 2009 (UTC)

Well, I'm french so I don't have a good english. I'll give an exemple : 1/ I'm in Tahnnakai Temple (explorable area). I'm at the beginning of the room where Quansong Spiritspeak is. I take aggro with one Temple Guardian. He KD me because, like Abyssals, "this creature causes knockdown on a critical hit. " So, I take alcohol (5 mins). I cast dwarven stability. Now, the Guardian don't KD me anymore. The Dwarven works on a knock down due to a critical hit. Now, I go to Quansong Spiritspeak. He cast Earthbind. Now, I become knockdowned if the Guardians triggers a critical hit on me. The Dwarven Stability fails. I hope I helped you, I'm very bad in english. :/ You maybe want a video record ?

EDIT: oops, misread. Yeah, it seems like Earthbind gets around this according to the Dwarven Stability page. DarkNecrid 13:43, 16 August 2009 (UTC)
I've put an inquiry into the system about this issue. Thanks for the report! Leah Rivera 20:44, 17 August 2009 (UTC)


ReportedImpossible Odds Impossible Odds
Description claims: Skill. (10 seconds.) Shiro's attacks double strike and hit each nearby foe.
Actual behaviour: Skill. (10 seconds.) Shiro's attacks double strike and hit each nearby foe. Shiro loses one hex and whenever Shiro hits with an attack, he transfers all conditions to the foe he hits.

I've entered this into the database, thanks for the report. Leah Rivera 00:38, 1 August 2009 (UTC)

ReportedBlood Rage Blood Rage
Description claims: 30Recharge time
Actual behaviour: 0Recharge time

This has been reported. Thank you. -Kim Chase 18:15, 24 October 2008 (UTC)

ReportedSplinter Mine (Flame Geyser) Splinter Mine (Flame Geyser)
Description claims: Signet. Surrounding foes begin Bleeding and are crippled.
Actual behaviour: Inflicts ~220 armor-respecting, doesn't inflict any conditions.

Caused by the Flame Geysers in The Catacombs during The Necromancer's Novice. Uses the same name and description as Splinter Mine (skill) (the one encountered in Elona Reach), so it could be the product of an incorrect text string pointer. Probably not a signet either. -- User Gordon Ecker sig.png Gordon Ecker (talk) 08:15, 10 December 2008 (UTC)
Client claims that this is the same skill (506) so description is the same. However, behaviour is completly different. Backsword 16:08, 13 December 2008 (UTC)
How odd. I've reported this for you guys, thank you. -Kim Chase 19:59, 21 January 2009 (UTC)

ReportedStatue's Blessing Statue's Blessing
Description claims: Target character is restored to full Health and full Energy.
Actual behaviour: Target creature dies.

Context - the Fort Ranik (mission) trebuchet you repair causes this effect. ~Seef II <|۞> 08:38, 1 February 2009 (UTC)
I've entered this into the system as an inquiry. Thanks for the report! Leah Rivera 18:59, 31 July 2009 (UTC)

NoEbon Vanguard Assassin Support Ebon Vanguard Assassin Support
Description claims: Assassin lives for no more than 30s in best cases
Actual behaviour: sometimes you get an immortal assassin

I didn't know where to put pve only skills, if I wrote in the wrong topic move it plz. The bug is rare and it only happened once to me: I was surprised when I had 2 assassins at the same time and I saw that only 1 disappeared and the other one last for more than 2 minutes (or more, the 2 minutes starts when I realized that the assassin was still there) until a mob killed it.--Geoden 11:53, 15 February 2009 (UTC)
I wasn't able to reproduce this issue. Has anyone run into this bug recently? Leah Rivera 22:48, 31 July 2009 (UTC)
I've had it once, but I don't know exactly how it happened. -- Halogod35 User Halogod35 Sig.jpg 17:54, 8 August 2009 (UTC)

ReportedLow Blow Low Blow
Description claims: Skill. Strike target foe for 45...70 damage...
Actual behaviour: Skill. Strike target touched foe for 45...70 damage...

I've put an inquiry in on the subject. Thanks for the report! Leah Rivera 22:54, 31 July 2009 (UTC)

Other suspected bugs

Ritualist Ritualist

Weapon Spells

No"Foe" in the description of Weapon Spells referes to foes of the target. Foe in desrciptions of Enchantments (and hexes) referes to foes of the caster. This makes a difference when an ally changes into a foe, thus making a caster the targets foe. (but not the casters) Backsword 19:18, 25 December 2008 (UTC)

I don't understand the complaint here. Maybe I'm missing something. Weapon spells are cast on allies, so the foe of the caster's ally is the same as the foe of the caster. The only situations I can think of where an ally changes into a foe are when charming an animal, losing your minions, or in PvE when NPCs turn on you and attack. I don't see how these situations constitute a rewording of the skill descriptions. It doesn't seem like people are generally confused on what is meant by "foe" and "ally" in the weapon spell descriptions. Could you please give an example of how the wording is causing confusion? -Kim Chase 18:38, 16 January 2009 (UTC)
I have no issue with this myself, however I made the note as we were getting reports on induvidual skills, eg Reversal of Damage vs Vengeful Weapon. Backsword 11:13, 17 January 2009 (UTC)
Yeah, I'm really seeing a problem with that example. The uses of "foe" are pretty clear. Thank you for passing this along, though. -Kim Chase 01:35, 20 January 2009 (UTC)
Well, if my notes hadn't been entirely scrapped... Basically, no spells will cause harm to an ally, even when they theoretically should. You can see this when you cast Scourge Healing on a foe, then Heal Area. The animation triggers, but no damage is dealt to your party member. As best as I can tell, this is part of a global no-friendly fire game mechanic. Similarly, if you cast Shield of Judgment on a Bone Fiend, lose control of it, and attack it, you won't take damage. However, you WILL be knocked down, indicating that the effect is processing normally, but you simply aren't allowed to damage your allies. Vengeful Weapon, Weapon of Remedy, and Xinrae's Weapon are the only spells for which this does not hold true, to the best of my knowledge. In retrospect, it may be a result of their lifestealing, rather than dealing damage, which is a separate mechanic. MA Anathe 02:54, 4 February 2009 (UTC)

ReportedClamor of Souls Clamor of Souls
Description claims: Target foe and all nearby foes ...
Actual behaviour: If the target dies while casting this spell, Clamor of Souls will fail (not hitting nearby foes).

Mmm, I think this is typical behavior for spells. You are casting the spell on the target. If the target dies, the spell fails. The fact that the spell hits additional foes is a bonus, but the initial target is still required. -Kim Chase 18:25, 27 May 2009 (UTC)
It's typical behaviour for single target spells and area hexes with no immediate damage effect, but not for ADoT spells or damaging area spells such as Spirit Rift, Fire Storm, Fireball, Rodgort's Invocation, Deep Freeze or Earthquake. Snow Storm was an exception to this rule, it used to fail if the target died, however in the December 11th, 2008 update, it was changed to behave like other ADoT spells such as Fire Storm and Dragon's Breath, and this change was described as a bug fix. -- User Gordon Ecker sig.png Gordon Ecker (talk) 00:19, 28 May 2009 (UTC)
In fact, Searing Flames had the same issue and was changed too. --FunnyUsername 13:29, 28 May 2009 (UTC)
Thanks for bringing this to our attention! I've entered an inquiry on the subject. Leah Rivera 23:49, 31 July 2009 (UTC)
On a similar note, I notice this happens with Alkars (blah) Acid. Idk if thats on purpose, but it seems like (besides the projectile status) it's in the same catergory. Da Sonic 21:01, 12 August 2009 (UTC)


Activation time

"Basic" skills (excluding Totem of Man and monster only skills)
Profession Name Aftercast Unusable in mid-action
Warrior Deadly Riposte Deadly Riposte No No
Warrior Defy Pain Defy Pain No No
Warrior Endure Pain Endure Pain No No
Warrior Hundred Blades Hundred Blades No No
Warrior Protector's Defense Protector's Defense No Yes
Warrior Riposte Riposte No No
Warrior Shield Bash Shield Bash No No
Warrior Warrior's Cunning Warrior's Cunning No No
Warrior Warrior's Endurance Warrior's Endurance No No
Ranger Celestial Stance Celestial Stance Yes Yes
Ranger Feral Aggression Feral Aggression No Yes
Ranger Never Rampage Alone Never Rampage Alone No No
Ranger Rampage as One Rampage as One No No
Ranger Scavenger's Focus Scavenger's Focus Yes Yes
Assassin Critical Eye Critical Eye No No
Assassin Side Step Side Step Yes Yes
Ritualist Soul Twisting Soul Twisting No No
Ritualist Ritual Lord Ritual Lord No No
Paragon Angelic Protection Angelic Protection Yes Yes
Paragon Burning Shield Burning Shield No No
Paragon Focused Anger Focused Anger No No
Paragon Inspirational Speech Inspirational Speech No Yes
Paragon Leader's Zeal Leader's Zeal No Yes
Paragon Natural Temper Natural Temper No No
Any Air of Superiority Air of Superiority Yes Yes
Any Feel No Pain Feel No Pain No No
Any Ursan Force Ursan Force No No
Other skills (excluding attacks, pet attacks, shouts, stances, Norn forms and monster / NPC skills)
Profession Name Type Aftercast Unusable in mid-action
Warrior Dolyak Signet Dolyak Signet Signet No Yes
Dervish Signet of Mystic Speed Signet of Mystic Speed Signet No Yes
Any Asuran Scan Asuran Scan Hex spell Yes Yes
Activation time article has further details

Interruption and Interruption Prevention

(interruption skills and how they react to interruption prevention, such as Glyph of Concentration and Mantra of Concentration.)

YesPower Block Power Block
Description claims: If target foe is casting a spell or chant, that skill is interrupted. The foe is interrupted regardless of any effects that prevent interrupts. The interrupted skill and all skills of the same attribute are disabled for 3...13...15 seconds for that foe.
Actual behaviour: If target foe is casting a spell or chant, that skill and all skills of the same attribute are disabled for 3...13...15 seconds and interrupted for that foe.

video ~Shard User Shard Sig Icon.png 06:18, 29 November 2008 (UTC)
As in Shard's video above, if the disable time lasts for less than the remaining casting time of the spell, the spell will still complete. However, interruption is prevented while disabling is not, leading to this odd case.

NoPsychic Distraction Psychic Distraction
Description claims: If target foe is using a skill, that skill is interrupted and disabled for an additional 5...11...12 seconds.
Actual behaviour: If target foe is using a skill, that skill is disabled for an additional 5...11...12 seconds and interrupted.

Thank you for the report, I'm not sure I see the bug here though. Can anyone clarify this issue please? Leah Rivera 21:47, 17 August 2009 (UTC)
It's the concise description that's in error, actually - but it's splitting hairs. Suppose someone has anti-interrupt (Mantra of Resolve etc.) active. If they cast a skill and you use Psychic Distraction on it, the following happens: 1) the target's skill is interrupted. The interrupt fails because of the target's anti-interrupt. 2) The target's skill is disabled. 3) Then, as the foe finishes casting, the skill fails because it's recharging. As such, the description should read: Elite Spell. If target foe is activating a skill, that skill is interrupted and disabled for +5...11...12 seconds just like the standard (non-concise version). Currently, the concise description cites the interrupt as the primary effect of the skill, then inferring that if a skill was interrupted, disabling occurs. This is not the case. It's semantics. By the way, Power Block uses what appears to me as a player the exact same mechanism, and its current wording is incorrect for a different reason. ~Seef II <|۞> 08:42, 25 August 2009 (UTC)

NoSignet of Distraction Signet of Distraction
Description claims: If target foe is casting a spell, that spell is interrupted and disabled for 1...4...5 seconds for each signet you have equipped.
Actual behaviour: If target foe is casting a spell, that spell is disabled for 1...4...5 seconds for each signet you have equipped and interrupted.

Equipped signets encompass interrupted signets as well. Thanks for the report though! Leah Rivera 22:10, 17 August 2009 (UTC)
Again, this skill punches through anti-interrupt skills by causing a disabling regardless if an interrupt occurred, thus potentially causing the target's skill to fail. ~Seef II <|۞> 08:47, 25 August 2009 (UTC)

NoSimple Thievery Simple Thievery
Description claims: If that action was a skill...
Actual behaviour: If the interrupted action was a skill...

Same issue as Dchop (which is below). Concise description is correct, full one's a nitpick off.
Simple Thievery seems to be using a description consistent with its behavior. Thank you for the report though! Leah Rivera 22:27, 17 August 2009 (UTC)
Not really. You need to interrupt to get the disable and steal. Hence the revision, "if the interrupted action..." - That may have been fixed, though; the last time anyone in the entire game ran this skill was when you could steal Siege Turtle Attack in Fort Aspenwood, and Luxon elementalists carrying anti-interrupt in the same round were resistant to Simple Thievery. ~Seef II <|۞> 08:47, 25 August 2009 (UTC)
  • Note: Power Lock works as described by its concise description, but its behavior is inconsistent with other Mesmer interrupts that also disable.

NoSavage Shot Savage Shot
Description claims: Interrupts an action. Interruption effect: deals +13...25...28 damage if action was a spell.
Actual behaviour: Interrupts an action. Deals +13...25...28 damage if target foe is casting a spell.

The use of "Interruption effect:" is consistent with other concise descriptions for interrupts. Thanks for the report though. Leah Rivera 22:35, 17 August 2009 (UTC)

NoDisrupting Chop Disrupting Chop
Description claims: If that action was a skill, that skill is disabled for an additional 20 seconds.
Actual behaviour: If the interrupted action was a skill...

This one's a nitpick, but to be consistent with actual behavior and Distracting Shot, the description should be amended in this way. The actual interrupt has to occur for the disable to proc. So Dshot is okay, Dchop isn't.
The description for Disrupting Chop seems to be consistent with its behavior. True, it doesn't match Distracting Shot, but it does reflect wording of other skills with similar behavior, such as Disrupting Shot. Thank you for the report though! Leah Rivera 22:27, 17 August 2009 (UTC)

ReportedConcussion Shot Concussion Shot
Description claims: Bow Attack. If Concussion Shot hits while target foe is casting a Spell, the Spell is interrupted and your target is Dazed for 5...17...20 seconds. This attack deals only 1...13...16 damage. ; Concise Version: Bow Attack. Interrupts a spell. Interruption effect: inflicts Dazed condition (5...17...20 seconds). Hits for only 1...13...16 damage
Actual behaviour: Inflicts Dazed Condition regardless of spell interruption.

When using Mantra of Resolve and casting a spell while hit with Concussion Shot you will become Dazed. As the concise version of the skill reads, the Dazed condition should be an effect of an actual interrupt.
Thanks for the report! I've added this to the database. Leah Rivera 23:04, 17 August 2009 (UTC)

Glyph of Essence/Rebirth interaction

NoRebirth Rebirth
Description claims: Teleports user to caster's location.
Actual behaviour: If used in conjunction with Glyph of Essence the resurrected player will be teleported to where GoE was cast instead of where Rebirth was cast.
Misery 06:46, 4 June 2009 (UTC)

Did you test this? Because I went and tested it when I noticed the note today, and it worked just as its supposed to... it's possible it was fixed when they removed the delay between the end of the cast and the rez/teleport. ¬ Wizårdbõÿ777(talk) 07:20, 4 June 2009 (UTC)
I admit I haven't tested it recently, but I know it used to work. If it doesn't work any more feel free to fix the rebirth page and mark this resolved. Misery 07:37, 4 June 2009 (UTC)
I checked this out too and confirmed that Rebirth is working as expected in conjunction with Glyph of Essence. The bug must have been addressed in a patch at some point. Thanks for the report though! Leah Rivera 23:15, 17 August 2009 (UTC)