User:Mist Y

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This is a list of all skills that players can equip. I copied it from this page and edited out all the nonsense like unimplemented skills, disguise effects, etc. It's entirely possible that there are some mistakes. At some point, if I magically get excessive free time, I may actually go through this whole list and add some comments about skill design. I'm particularly interested in skills I consider to be over-complicated, e.g. Obsidian Flesh with its FOUR separate mechanics. Note that this isn't about balance - most skills should probably have their numbers tweaked, but this is about the ones that really ought to be re-worked.

way too simple[edit]

Blinding Flash

Blurred Vision - it only does one thing, and not a particularly interesting thing.


Conjure Phantasm - this skill is so crap.



Executioner's Strike

Flame Burst - just because it's PBAoE doesn't mean it's interesting.

Galrath Slash/Silverwing Slash

Grasping Earth - it's basically just Cripple but a hex



Heal Area/Karei's Healing Circle

Healing Breeze

Hunter's Shot

Ice Prison

Imagined Burden

Inferno - just because it's PBAoE doesn't mean it's interesting.

a bit too simple[edit]

"For Great Justice!" - I'd rather just see this nerfed to the PvP version because its current form is just OP.

Aftershock - the mechanics of this skill are great, but the numbers are absurd. The conditional effect (extra damage to KD'd foes) should do AT LEAST as much as the base effect.

Animate Bone Horror - summon an ally that slowly auto-attacks in melee... boring.

Barbed Signet - the sacrifice cost makes this a bit more interesting, but otherwise... meh.

Call of Protection - only one slightly interesting effect, but what makes it worse is the 2 minute duration, so you never even have to think about casting it

Counter Blow - it doesn't actually scale with Hammer Mastery... throw in a little bit of +damage too.

Dark Pact - balancing damage dealt with health sacrifice is somewhat interesting I suppose?

Debilitating Shot - it's a cool effect, but as little underwhelming on its own.

Desecrate Enchantments/Defile Enchantments - the conditional effect really ought to at least do half as much as the base damage.

Endure Pain

Feast of Corruption - drop the base effect and increase the conditional so they match (no, life steal doesn't count for double).

Fireball - being a projectile is interesting?

Glyph of Renewal - maybe make it TWO spells..?

Heal Party


Immolate - Burning is really just extra damage, so it's doing the same thing twice.

quite reasonable[edit]


"I Will Survive!"

"Victory Is Mine!"

"Watch Yourself!"


Air Attunement


Animate Bone Fiend

Animate Bone Minions

Apply Poison - it does seem odd to specifically reference martial weapons (I don't think any other skill does this?) but whatever.

Arcane Echo

Arcane Mimicry/Arcane Larceny

Arcane Thievery

Armor of Earth

Armor of Mist

Aura of Faith

Aura of Restoration

Axe Rake

Axe Twist


Balanced Stance

Balthazar's Aura

Bane Signet


Belly Smash


Blessed Signet

Blood Renewal

Blood Ritual

Blood is Power

Blood of the Master

Brutal Strike

Bull's Strike

Call of Haste

Called Shot

Chain Lightning


Chaos Storm



Consume Corpse

Crippling Shot

Crude Swing

Cry of Frustration

Cyclone Axe

Dark Bond

Deathly Chill

Deathly Swarm

Deep Freeze

Defile Flesh

Determined Shot

Devastating Hammer

Disrupting Chop



Divine Healing/Heaven's Delight

Divine Intervention - the description is inaccurate (it does not negate damage)

Drain Enchantment

Draw Conditions

Dryder's Defenses

Dual Shot

Dwayna's Kiss

Earth Attunement

Earthquake/Dragon's Stomp


Elemental Resistance

Energy Burn

Energy Tap

Enervating Charge

Enfeebling Blood



Ether Feast

Ethereal Burden/Kitah's Burden



Fire Attunement

Fire Storm






Frozen Burst

Frozen Soil


Glyph of Concentration

Glyph of Lesser Energy

Glyph of Sacrifice

Greater Conflagration

Griffon's Sweep/Leviathan's Sweep


Hammer Bash

Heal Other/Jamei's Gaze

Healing Hands

Healing Seed

Healing Signet - this could also be cool if the armor loss scaled with Tactics, or it was set to double damage to match with several other warrior skills... but it's fine as it is.

Healing Spring

Heavy Blow

Hex Breaker

Holy Strike/Stonesoul Strike

Holy Veil

Hundred Blades

Ice Spikes

Ignite Arrows

Illusion of Haste

Illusion of Weakness

Incendiary Arrows

Incendiary Bonds


Infuse Condition

Infuse Health

Insidious Parasite

Irresistible Blow

Kindle Arrows

Kinetic Armor

Lava Font

Leech Signet

Life Bond

Life Siphon

Life Transfer

Light of Dwayna

a bit too complicated[edit]

"I Will Avenge You!" - the unspecified mechanic (that the allies have to be in compass range) makes this a bit weird for the player.

"Shields Up!" - armor vs arrows, spears, wands, and staves does seem oddly specific, but I guess lots of skills have niche uses.

"To the Limit!" - adrenaline and health boost are completely unrelated.

Antidote Signet - why so specific with Poison, Disease, and Blindness? Just make it remove 2 conditions or whatever.

Arcane Conundrum - slower casting and energy gain are completely unrelated.

Armor of Frost - armor vs physical damage and +1 Water Magic are completely unrelated.

Awaken the Blood - the part I have a problem with is actually the +2 to Curses; why involve a different attribute?

Backbreaker - it's a great skill, but having a conditional effect dependent on a different attribute is not cool.

Balthazar's Spirit - get rid of the pointless adrenaline gain and put it in No Attribute! It would make sense to apply the non-zero restriction like Essence Bond has.

Barbed Trap - TWO conditions and damage from a trap? Lose a condition or the damage and it's fine.

Barrage - hitting a limited number of targets in adjacent range is like... a mechanic and a half. Remove the +damage and have the number of targets scale with Marksmanship... or something.

Battle Rage - 2 effects AND an end condition; just ditch one of them.

Berserker Stance - this is basically the same deal as Battle Rage!

Bestial Pounce//Savage Pounce - maybe make the +damage also conditional on the foe casting a spell, so the 2 effects are actually connected.

Bull's Charge - yet another Battle Rage!

Chilblains - the self-poison is essentially a meaningless detail, and it's especially frustrating that so many non-fleshy mobs seem to have this skill.

Choking Gas - dealing +damage to ONLY THE TARGET but interrupting all adjacent foes is a little confusing.

Concussion Shot - the damage cap is pretty pointless; if this skill is too OP without it, just reduce the daze duration??

Convert Hexes - get rid of the stupid Necromancer hex thing that doesn't even work properly.

Crippling Anguish - either drop the degen or the decreased attack speed.

Crushing Blow - make the +damage conditional on the KD.

Crystal Wave - remove the base damage and buff the conditional damage.

Dark Aura - the health loss is unnecessary.

Death Nova - this is almost simple enough, but it has a duration, a trigger condition, and a double effect (damage and poison). It's just a bit too much.

Deflect Arrows - comparing this to Whirling just makes me feel sorry for warriors. How about making it 5 energy so you can actually maintain it with Dwarven Stability?

Defy Pain - just nerf it to the PvP version.

Demonic Flesh - this is like 1.5 mechanics (a skill that targets a foe) + another 1.5 (damage all OTHER adjacent foes). Why not just damage all adjacent foes whenever you use a skill?

Desperation Blow/Drunken Blow - ach, too many conditions! It'd be more fun if it could inflict ANY condition for 15 seconds but didn't have the +damage.

Disciplined Stance - 2 separate (but related because they're both defensive) effects and a highly specific end condition...

Disrupting Lunge - if the skill isn't strong enough without +damage, just reduce the recharge or something.

Distracting Shot - any reason for the weird damage? Just let it deal normal bow damage!

Dodge/Zojun's Haste - all these effects make sense together, but there are too many of them.

Dolyak Signet - even if this wasn't one of those weird skills with no activation time, the 3 separate effects would be too much. Maybe get rid of the armor boost and reduce the slow?

Dust Trap - why does it need to pulse?! Just put all the damage and Blind in the initial spike.

Edge of Extinction - I would actually get rid of the "same type" requirement. This symbolically reflects the fact that all lifeforms are linked in the ecosystem.

Empathy - the PvP version is fine!

Energizing Wind - 10 minimum energy is a bit lame. What's so bad about allowing energy cost to be reduced to 0?

Eruption - since condition duration doesn't stack, applying Blind multiple times isn't very elegant.

Essence Bond - the physical/elemental restriction is really pointless. This skill is only OP in conjunction with tanking builds that are far more OP in themselves.

Ether Lord - ditch the initial energy loss and just have the skill cost more energy?? I get that this simplifies a very interesting skill, but that is kinda the point of this list.

Ether Prodigy - forget dropping enchantments; the option to maintain this skill makes it more interesting, since you have to pay a heavy cost in Overcast. Reduce the duration and maybe raise the cost to balance it.

Ether Renewal - any of the 3 mechanics (healing, energy gain, and scaling with enchantments) could be removed, and then this skill wouldn't be disgustingly OP. Removing the healing would still leave it as a very interesting skill.

Feral Lunge - I think this would be fine if only the +damage was dependent on the foe attacking, just like the bleeding. As it is, the effects are completely separate.

Ferocious Strike - the adrenaline gain is a pathetic joke.

Final Thrust - this has 3 mechanics: lose all adrenaline, deal damage, and deal MORE damage if the target is below 50%. Remove the base damage and just have one big number for the conditional damage. Drop the cost to 0 to make up for the small nerf.

Flame Trap - this would be fine with a single spike applying a longer Burning and dealing all the damage at once.

Gladiator's Defense - should either only block melee attacks or deal damage on all blocks.

Glyph of Elemental Power - this would actually be fine if it raised ALL attributes (cross-profession synergy is always welcome) and didn't end after 10 spells. Make it cost more, reduce the duration, and/or increase the cooldown to balance.

Glyph of Energy - lose the attribute boost and increase the number of spells to compensate.

Grenth's Balance - change it to life steal so it's functionally almost identical, and then it can have a simpler description.

Ice Spear - the 2 effects have nothing to do with each other, basically turning 2 boring skills into 1 messy one.

Illusionary Weaponry - get rid of the irrelevant +armor and either buff the damage so it actually hurts or make it affect ranged attacks too.

Inspired Enchantment/Revealed Enchantment - how about, instead of giving you a skill you have no attribute points in, it just applies the enchantment to you, with its remaining duration?

Inspired Hex/Revealed Hex - same as above, why not transfer a hex from the caster to the target?

Life Barrier - the end condition is a little awkward. 50% as an arbitrary cut-off is fine, but why is it the caster's health?

way too complicated[edit]

"Fear Me!" - woah, this has way too many separate mechanics! Adrenal skills with a cooldown are already a bit weird, but what this skill does is ridiculous. First it drains energy from nearby foes, which is fine in itself, but then it also increases your crit chance. Oh wait, that only affects your melee attacks. Oh wait, it's also only against stationary foes... insanitymadness!

Aura of the Lich - if this just created a minion from every corpse in earshot, it'd be great. The additional unconditional minion would be okay I guess, but also making it an enchantment giving +1 Death Magic is absurd.

Bonetti's Defense - block chance, energy gain on specifically melee blocks, AND an end condition... it's a really cool skill, but it's just too much!

Contemplation of Purity - losing all enchantments to heal yourself is fine. Also losing conditions AND hexes is a bit much. Putting a cap on the number of hexes and conditions removed? Way. Too. Complicated.

Deadly Riposte - a sword skill in Tactics with a duration that blocks once (but only a melee attack) and deals damage AND bleeding to the target..?

Defensive Stance - the recharge is what makes this a bad skill. The adrenaline gain depending on MELEE ATTACK SKILLS IN YOUR BAR and being capped is what makes it too complicated.

Divine Boon - involving 2 different attributes and causing energy loss is excessive. Throw out both of those and decrease the healing to balance.

Dwarven Battle Stance - ditch the useless armor and forget the hammer requirement. Then this could be an interesting skill. As it is, your attack skills already interrupt because they're KDs!

Fevered Dreams - the Daze application is a totally unnecessary and unrelated addition. What's wrong with the PvP version?

Glimmering Mark - this is an absurd mess, with several completely unrelated mechanics. The simplest way to fix that while keeping the skill interesting is just to remove the Blind and pump up the damage or duration to compensate.

Holy Wrath - having to count attacks makes this very annoying to use (especially since the caster can't see when it ends), and setting a percentage AND a damage cap is awkward. Just make the percentage scale with Smiting Prayers, and remove the attack count and damage cap.

Iron Mist - this is an obscene mess. There doesn't appear to be anything worth salvaging, so I'd re-work it completely, e.g. a ward that gives allies block chance.

Keystone Signet - whoever buffed this clearly did not share my vision! Honestly, get rid of the free recharge (that's what Mantra of Inscriptions is for), the 0...5...6 signet limit, and the restriction to only signets that target a foe. Keystone itself rupting and damage foes adjacent to the caster would be fun!

other problematic skills[edit]

Banish - only really makes sense against minions, and when do you ever care about killing minions?

Blessed Aura - specifying MONK enchantments discourages cross-profession synergy. Just make it apply to all enchantments; what could go wrong??

Charm Animal - bringing a skill just to charm a pet is daft. The only comparable skill is Signet of Capture, which is a common profession PvE-only skill, and still has much more scope (there are a lot more elite skills than charmable animals in the game). Bringing a skill in PvP just so your pet is with you is also lame - where's the fun in having a dead skill on your bar?

Comfort Animal - honestly, the whole system of having your pet travel with you is a mess.

Conjure Flame/Conjure Frost/Conjure Lightning - requiring a particular damage type is annoying, and having to spec into an ele attribute to buff your own attacks is lame.

Dark Fury - ach, make it actually scale with Blood Magic instead of having a fixed cutoff for failure.

Distracting Blow - both descriptions are misleading. The attack hits the target and fails to connect with adjacent targets.

Divine Spirit - specifying MONK spells discourages cross-profession synergy. Just make it apply to all spells; what could go wrong??

Earth Shaker - splashing 5 points into your elite's attribute is nothing more than a minor nuisance. Why not drop the adrenaline cost a bit and have the failure chance actually scale with Hammer Mastery?

Elemental Attunement - I understand why *Elemental* Attunement is tied to the elements, but specifying other attributes is lame.

Energy Drain - being an elite does not justify the fact that it's just a stronger version of Energy Tap. Energy Tap having a slight advantage at very low rank does not excuse it either.

Energy Surge - being an elite does not justify the fact that it's just a stronger version of Energy Burn.

Favorable Winds - specifying arrows discourages cross-profession synergy, requiring multiple archers to be worthwhile. I'm not sure how this could really be fixed while the skill name still makes sense; it seems implausible that wand/staff attacks should be affected by wind... but whoever designed Winds apparently disagrees with that.

Fertile Season - with the "non-spirit" restriction removed, this skill is perfectly simple. The part I take issue with is the name of the skill not fitting its effect. Fertility doesn't increase your health, and it certainly has nothing to do with armour. Removing the +armour effect would make it more palatable, but a cool change would be to have it make creation skills cast faster or something.

Gale - the Overcast cost makes it just interesting enough, but the failure chance is very annoying. It would be more interesting to have the failure chance scale with Air Magic, perhaps with 99% at 0 down to 1% at 21.

Healing Touch - cross-profession synergy blah blah.

Judge's Insight - as far as I can, its purpose in PvP is to prevent opponents from using a shield that counters it, and to further reduce their effective armor. Unfortunately, these 2 effects make each other less potent. In PvE, it's for killing undead - you might as well have skills admit that they're intended for specific foes.

Life Attunement - reducing an ally's base attack damage is lame and annoying.

Lightning Javelin - the AoE is a horrendous mess.

Lightning Orb Lightning Reflexes Lightning Storm Lightning Strike Lightning Surge Lightning Touch Lingering Curse Live Vicariously Maelstrom Magnetic Aura Maiming Strike Malaise Malign Intervention Mantra of Celerity Mantra of Concentration Mantra of Earth Mantra of Flame Mantra of Frost Mantra of Inscriptions Mantra of Lightning Mantra of Persistence Mantra of Recall Mantra of Recovery Mantra of Resolve Mantra of Signets Mark of Pain Mark of Protection Mark of Rodgort Mark of Subversion Marksman's Wager Martyr Melandru's Arrows Melandru's Assault Melandru's Resilience Mend Ailment Mend Condition Mending Meteor Meteor Shower Mighty Blow Migraine Mind Burn Mind Freeze Mind Shock Mind Wrack Mist Form Muddy Terrain Nature's Renewal Necrotic Traversal Oath Shot Obsidian Flame Obsidian Flesh Offering of Blood Order of Pain Order of the Vampire Orison of Healing Otyugh's Cry Pacifism Panic Parasitic Bond Peace and Harmony Penetrating Attack Penetrating Blow Phantom Pain Phoenix Physical Resistance Pin Down Plague Sending Plague Signet Plague Touch Point Blank Shot Poison Arrow Power Attack Power Block Power Drain Power Leak Power Shot Power Spike Practiced Stance Precision Shot Predator's Pounce Predatory Season Price of Failure Primal Echoes Protective Bond Protective Spirit Protector's Strike Punishing Shot Pure Strike Purge Conditions Purge Signet Putrid Explosion Quick Shot Quickening Zephyr Read the Wind Rebirth Remove Hex Rend Enchantments Restore Condition Restore Life Resurrect Resurrection Signet Retribution Reversal of Fortune Revive Animal Rigor Mortis Riposte Rodgort's Invocation Rotting Flesh Rush Rust Savage Shot Savage Slash Scavenger Strike Scourge Healing Scourge Sacrifice Searing Heat Seeking Blade Serpent's Quickness Sever Artery Shadow Strike Shadow of Fear Shame Shard Storm Shatter Delusions Shatter Enchantment Shatter Hex Shield Bash Shield Stance Shield of Deflection Shield of Judgment Shield of Regeneration Shielding Hands Shock Signet of Agony Signet of Capture Signet of Devotion Signet of Humility Signet of Judgment Signet of Midnight Signet of Weariness Skull Crack Smite Smite Hex Soothing Images Soul Barbs Soul Feast Soul Leech Spell Breaker Spike Trap Spinal Shivers Spirit Shackles Spirit of Failure Spiteful Spirit Sprint Staggering Blow Stone Daggers Stoning Storm Chaser Strength of Honor Strip Enchantment Succor Suffering Swift Chop Swirling Aura Symbiosis Symbiotic Bond Symbol of Wrath Sympathetic Visage Tainted Flesh Taste of Death Thrill of Victory Throw Dirt Thunderclap Tiger's Fury Touch of Agony Troll Unguent Unholy Feast Unyielding Aura Vampiric Gaze Vampiric Touch Vengeance Verata's Aura Verata's Gaze Verata's Sacrifice Vigorous Spirit Vile Touch Virulence Vital Blessing Ward Against Elements Ward Against Foes Ward Against Harm Ward Against Melee Warrior's Cunning Warrior's Endurance Wary Stance Wastrel's Worry Watchful Spirit Water Attunement Water Trident Weaken Armor Well of Blood Well of Power Well of Suffering Well of the Profane Whirling Defense Whirlwind Wild Blow Windborne Speed Winnowing Winter Wither Word of Healing Zealot's Fire

"Coward!" "None Shall Pass!" "On Your Knees!" "Retreat!" Animate Flesh Golem Animate Vampiric Horror Arc Lightning Arcane Languor Aura of Displacement Auspicious Blow Auspicious Incantation Bed of Coals Beguiling Haze Black Lotus Strike Blessed Light Blind Was Mingson Blinding Powder Blood Bond Blood of the Aggressor Boon Signet Brambles Burning Speed Caltrops Churning Earth Complicate Conjure Nightmare Consume Soul Cultist's Fervor Dancing Daggers Deadly Paradox Death's Charge Death Blossom Defiant Was Xinrae Deny Hexes Depravity Desperate Strike Destruction Discord Disenchantment Disrupting Dagger Dissonance Dragon Slash Dwayna's Sorrow Enduring Toxin Energy Boon Enraged Smash Entangling Asp Envenom Enchantments Ether Signet Ethereal Light Exhausting Assault Expel Hexes Expose Defenses Expunge Enchantments Extinguish Falling Spider Famine Feast of Souls Fetid Ground Fierce Blow Flesh of My Flesh Focused Shot Forceful Blow Fox Fangs Furious Axe Gaze of Contempt Generous Was Tsungrai Golden Phoenix Strike Grasping Was Kuurong Gust Healing Light Healing Whisper Horns of the Ox Icy Prism Icy Shackles Icy Veins Illusion of Pain Images of Remorse Iron Palm Jagged Strike Jaundiced Gaze Lacerate Lacerating Chop Lamentation Lava Arrows Lightning Hammer Lightning Orb Liquid Flame Lyssa's Aura Lyssa's Balance Mantis Touch Marauder's Shot Mark of Death Mark of Insecurity Mark of Instability Melandru's Shot Mighty Was Vorizun Mirrored Stance Mistrust Moebius Strike Nightmare Weapon Nine Tail Strike Oppressive Gaze Order of Apostasy Overload Pestilence Poisoned Heart Power Flux Power Leech Power Return Primal Rage Protector's Defense Quivering Blade Ravenous Gaze Ray of Judgment Reaper's Mark Recall Reckless Haste Recuperation Reflection Release Enchantments Renewing Smash Repeating Strike Resilient Weapon Restful Breeze Restoration Return Reverse Hex Ride the Lightning Rip Enchantment Rising Bile Run as One Rupture Soul Scorpion Wire Searing Flames Seed of Resurrection Seeking Arrows Shadow Form Shadow Refuge Shadow Shroud Shadow of Haste Shadowsong Shadowy Burden Shameful Fear Shared Burden Sharpen Daggers Shatter Storm Shatterstone Shelter Shield Guardian Shockwave Shroud of Silence Signet of Disenchantment Signet of Disruption Signet of Rejuvenation Signet of Shadows Signet of Strength Siphon Speed Siphon Strength Snare Soul Bind Spell Shield Spirit Burn Spirit Light Spirit Rift Spirit Transfer Spirit to Flesh Splinter Shot Splinter Weapon Standing Slash Steam Stolen Speed Stun Immunity Sun and Moon Slash Temple Strike Tiger Stance Tranquil Was Tanasen Trapper's Focus Triple Chop Twisting Fangs Union Unnatural Signet Unsuspecting Strike Vampiric Spirit Vanish Vapor Blade Vengeful Was Khanhei Vengeful Weapon Verata's Promise Vile Miasma Viper's Defense Visions of Regret Vocal Minority Wail of Doom Wailing Weapon Ward of Stability Way of the Empty Palm Way of the Fox Way of the Lotus Weaken Knees Weapon of Shadow Weapon of Warding Well of Weariness Whirling Axe Withdraw Hexes

"You're All Alone!" "You Will Die!" Accumulated Pain Agonizing Chop Air of Enchantment Ancestor's Visage Ancestors' Rage Anguished Was Lingwah Animate Shambling Horror Archer's Signet Arcing Shot Armor of Unfeeling Ash Blast Assassin's Promise Attuned Was Songkai Aura of Thorns Auspicious Parry Balthazar's Pendulum Balthazar's Rage Banishing Strike Barbarous Slice Barbed Arrows Bestial Fury Bestial Mauling Binding Chains Bitter Chill Black Mantis Thrust Blades of Steel Blinding Surge Blood Drinker Bloodsong Boon of Creation Breath of Fire Broad Head Arrow Brutal Weapon Burning Arrow Burst of Aggression Channeled Strike Charging Strike Chilling Winds Clamor of Souls Contagion Corrupt Enchantment Crippling Dagger Crippling Slash Critical Chop Critical Defenses Critical Eye Critical Strike Crossfire Cruel Was Daoshen Dark Apostasy Dark Escape Dark Prison Dash Death Pact Signet Discharge Enchantment Displacement Disrupting Stab Doom Double Dragon

Drain Delusions Draw Spirit Dulled Weapon Dust Cloak Earth Vortex Earthbind Ebon Hawk Empathic Removal Enchanter's Conundrum Enfeebling Touch Enraged Lunge Enraging Charge Equinox Eremite's Attack Essence Strike Ether Phantom Ether Prism Extend Conditions Feast for the Dead Feedback Final Thrust Flail Flame Djinn's Haste Flashing Blades Freezing Gust Frigid Armor Frustration Gaze from Beyond Ghostly Haste Gift of Health Glass Arrows Glowing Gaze Glyph of Essence Glyph of Restoration Golden Lotus Strike Grenth's Fingers Guided Weapon Headbutt Heal as One Healer's Boon Healer's Covenant Healing Burst Healing Ring Heart of Shadow Hex Eater Signet Hex Eater Vortex Hypochondria Impale Irresistible Sweep Jagged Bones Jaizhenju Strike Judge's Intervention Jungle Strike Kirin's Wrath Leaping Mantis Sting Life Life Drain Life Sheath Lifebane Strike Light of Deliverance Light of Seborhin Lightning Bolt Lion's Comfort Lively Was Naomei Locust's Fury Mark of Fury Master of Magic Meekness Mend Body and Soul Mending Touch Mirage Cloak Mirror of Disenchantment Mirror of Ice Mokele Smash Mystic Sweep Mystic Twister Needling Shot Offering of Spirit Order of Undeath Overbearing Smash Pain Pain of Disenchantment Painful Bond Palm Strike Penetrating Chop Persistence of Memory Pious Assault Pious Renewal Poisonous Bite Pounce Predatory Bond Prepared Shot Preservation Protective Was Kaolai Psychic Distraction Psychic Instability Putrid Flesh Quicksand Rage of the Ntouka Reap Impurities Reclaim Essence Recurring Insecurity Renew Life Renewing Surge Resilient Was Xiko Resurrection Chant Reversal of Damage Ritual Lord Sandstorm Savannah Heat Scavenger's Focus Scourge Enchantment Second Wind Seeping Wound Shield of Absorption Shivers of Dread Shock Arrow Shove Shroud of Distress Signet of Creation Signet of Illusions Signet of Lost Souls Signet of Malice Signet of Rage Signet of Sorrow Signet of Spirits Signet of Stamina Signet of Suffering Simple Thievery Sliver Armor Smoldering Embers Soothing Soothing Memories Soul Twisting Spear of Light Spirit's Gift Spirit Bond Spirit Boon Strike Spirit Channeling Spirit Light Weapon Spirit Siphon Spirit Walk Spiritual Pain Spoil Victor Staggering Force Star Burst Stone Sheath Stone Spores Stone Striker Stoneflesh Aura Storm's Embrace Storm Djinn's Haste Strike as One Sundering Attack Supportive Spirit Symbolic Celerity Symbols of Inspiration Taste of Pain Tease Teinai's Crystals Teinai's Heat Teinai's Prison Teinai's Wind Toxicity Tranquility Trapper's Speed Tripwire Twin Moon Sweep Ulcerous Lungs Unseen Fury Unsteady Ground Vampiric Bite Vampiric Swarm Victorious Sweep Viper's Nest Vital Weapon Wallow's Bite Wanderlust Wastrel's Demise Watchful Healing Way of Perfection Weapon of Quickening Web of Disruption Well of Darkness Wielder's Boon Wild Strike Word of Censure Words of Comfort Yeti Smash

Zojun's Shot

"Brace Yourself!" "Can't Touch This!" "Fall Back!" "Find Their Weakness!" "Go for the Eyes!" "Help Me!" "Incoming!" "It's Just a Flesh Wound." "Lead the Way!" "Make Haste!" "Make Your Time!" "Never Give Up!" "Never Surrender!" "Save Yourselves!" "Stand Your Ground!" "The Power Is Yours!" "They're on Fire!" "We Shall Return!" Aggressive Refrain Air of Disenchantment Angelic Bond Angelic Protection Anguish Anthem of Aggression Anthem of Envy Anthem of Flame Anthem of Fury Anthem of Guidance Arcane Zeal Aria of Restoration Aria of Zeal Armor of Sanctity Assassin's Remedy Assault Enchantments Attacker's Insight Augury of Death Aura of Holy Might Avatar of Balthazar Avatar of Dwayna Avatar of Grenth Avatar of Lyssa Avatar of Melandru Awe Ballad of Restoration Banish Enchantment Barbed Spear Black Spider Strike Bladeturn Refrain Blazing Finale Blazing Spear Burning Refrain Cacophony Caretaker's Charge Cautery Signet Chilling Victory Chorus of Restoration Conviction Counterattack Crippling Anthem Crippling Sweep Cruel Spear Deadly Haste Death's Retreat Decapitate Defender's Zeal Defensive Anthem Destructive Was Glaive Dismiss Condition Disrupting Accuracy Disrupting Throw Distracting Lunge Divert Hexes Dwayna's Touch Earthen Shackles Ebon Dust Aura Elemental Flame Elemental Lord Empowerment Enchanted Haste Enduring Harmony Enduring Torment Energizing Chorus Energizing Finale Eremite's Zeal Ether Nightmare Expert's Dexterity Extend Enchantments Faithful Intervention Falling Lotus Strike Featherfoot Grace Feigned Neutrality Finale of Restoration Fleeting Stability Focused Anger Forked Arrow Fox's Promise Frenzied Defense Gaze of Fury Ghostmirror Light Glimmer of Light Glowing Signet Glowstone Godspeed Golden Fang Strike Golden Fox Strike Golden Skull Strike Grenth's Grasp Guiding Hands Harrier's Grasp Harrier's Haste Harrier's Toss Heart of Fury Heart of Holy Flame Heket's Rampage Hexbreaker Aria Hidden Caltrops Holy Haste Imbue Health Infuriating Heat Intimidating Aura Invoke Lightning Keen Arrow Leader's Comfort Leader's Zeal Lift Enchantment Lightbringer's Gaze Lightbringer Signet Lotus Strike Lyric of Purification Lyric of Zeal Lyssa's Assault Lyssa's Haste Magebane Shot Magehunter's Smash Magehunter Strike Malicious Strike Meditation Mending Refrain Merciless Spear Mighty Throw Mind Blast Mystic Corruption Mystic Healing Mystic Regeneration Mystic Sandstorm Mystic Vigor Natural Healing Natural Stride Natural Temper Onslaught Pensive Guardian Pious Concentration Pious Haste Pious Restoration Power Lock Price of Pride Purifying Finale Putrid Flames Rampage as One Reaper's Sweep Recovery Remedy Signet Rending Aura Rending Sweep Rending Touch Renewing Memories Roaring Winds Sadist's Signet Sand Shards Screaming Shot Scribe's Insight Selfless Spirit Shadow Meld Shadow Prison Shadow Sanctuary Shadow Walk Shattering Assault Sight Beyond Sight Signet of Aggression Signet of Binding Signet of Clumsiness Signet of Corruption Signet of Distraction Signet of Ghostly Might Signet of Mystic Wrath Signet of Pious Light Signet of Recall Signet of Removal Signet of Return Signet of Synergy Signet of Toxic Shock Signet of Twilight Slayer's Spear Smoke Trap Soldier's Defense Soldier's Fury Soldier's Stance Soldier's Strike Song of Concentration Song of Power Song of Purification Song of Restoration Spear of Fury Spear of Lightning Spirit's Strength Steady Stance Steelfang Slash Stunning Strike Sum of All Fears Sunspear Rebirth Signet Swap Swift Javelin Symbolic Posture Test of Faith Toxic Chill Triple Shot Unblockable Throw Vampiric Assault Veil of Thorns Vicious Attack Vital Boon Vocal Was Sogolon Vow of Piety Vow of Silence Vow of Strength Warmonger's Weapon Waste Not, Want Not Wastrel's Collapse Watchful Intervention Way of the Assassin Weapon of Fury Weapon of Remedy Wearying Spear Wearying Strike Well of Silence Whirling Charge Wielder's Remedy Wielder's Strike Wielder's Zeal Winds of Disenchantment Winter's Embrace Withering Aura Wounding Strike Xinrae's Weapon Zealous Anthem Zealous Benediction Zealous Renewal Zealous Vow

"By Ural's Hammer!" "Dodge This!" "Don't Trip!" "Finish Him!" "I Am Unstoppable!" "I Am the Strongest!" "I Meant to Do That!" "Save Yourselves!" "There's Nothing to Fear!" "You Are All Weaklings!" "You Move Like a Dwarf!" A Touch of Guile Agony Air of Superiority Alkar's Alchemical Acid Aneurysm Angorodon's Gaze Anthem of Disruption Anthem of Weariness Asuran Scan Atrophy Aura Slicer Aura of Holy Might Aura of Stability Black Powder Mine Body Blow Body Shot Brawling Headbutt Breath of the Great Dwarf Burning Shield Calculated Risk Castigation Signet Chest Thumper Club of a Thousand Bears Companionship Confusing Images Crippling Victory Critical Agility Cry of Pain Cure Hex Defile Defenses Deft Strike Disarm Disrupting Shot Distracting Strike Drunken Master Dwarven Stability Ear Bite Ebon Battle Standard of Courage Ebon Battle Standard of Honor Ebon Battle Standard of Wisdom Ebon Escape Ebon Vanguard Assassin Support Ebon Vanguard Sniper Support Elemental Lord Energetic Was Lee Sa Energy Blast Eternal Aura Ether Nightmare Expert Focus Farmer's Scythe Feel No Pain Feral Aggression Foul Feast Ghostly Weapon Glowing Ice Glyph of Immolation Glyph of Swiftness Grapple Great Dwarf Armor Great Dwarf Weapon Grenth's Aura Hasty Refrain Healing Ribbon Hexer's Vigor Holy Spear Inspirational Speech Intensity Keen Chop Knee Cutter Light of Deldrimor Low Blow Magnetic Surge Maiming Spear Masochism Mending Grip Mental Block Mindbender Necrosis Never Rampage Alone Pain Inverter Patient Spirit Piercing Trap Pious Fury Poison Tip Signet Pulverizing Smash Pure Was Li Ming Purifying Veil Putrid Bile Radiant Scythe Radiation Field Rapid Fire Raven Blessing Raven Flight Raven Shriek Raven Swoop Raven Talons Rejuvenation Seed of Life Selfless Spirit Shadow Fang Shadow Sanctuary Shell Shock Shield of Force Shrinking Armor Signet of Corruption Signet of Deadly Corruption Signet of Infection Signet of Mystic Speed Signet of Pious Restraint Slippery Ground Sloth Hunter's Shot Smite Condition Smiter's Boon Smoke Powder Defense Smooth Criminal Sneak Attack Snow Storm Soldier's Speed Spear Swipe Spear of Fury Spear of Redemption Spiritleech Aura Spotless Mind Spotless Soul Summon Ice Imp Summon Mursaat Summon Naga Shaman Summon Ruby Djinn Summon Spirits Sundering Weapon Symbolic Strike Technobabble Trampling Ox Triple Shot Tryptophan Signet Ursan Blessing Ursan Force Ursan Rage Ursan Roar Ursan Strike Vampirism Volfen Agility Volfen Blessing Volfen Bloodlust Volfen Claw Volfen Pounce Volley Wandering Eye Ward of Weakness Way of the Master Weakness Trap Weapon of Aggression Weapon of Renewal Well of Ruin Whirlwind Attack Winds Zealous Sweep

Burning Arrow Complicate Crippling Slash Enfeeble Enraging Charge Falling Lotus Strike Flame Djinn's Haste Glowing Gaze Liquid Flame Natural Stride Pious Fury Reaper's Mark Sun and Moon Slash Steam Smite Condition Searing Flames Signet of Lost Souls Tiger Stance

PvP skills[edit]

"For Great Justice!" (PvP) "Incoming!" (PvP) "Never Surrender!" (PvP) "Watch Yourself!" (PvP) Aegis (PvP) Ancestors' Rage (PvP) Anthem of Weariness Assassin's Remedy (PvP) Avatar of Grenth (PvP) Ballad of Restoration (PvP) Blinding Surge (PvP) Call of Haste (PvP) Chilling Victory (PvP) Death Pact Signet (PvP) Defensive Anthem (PvP) Discord (PvP) Energy Drain (PvP) Energy Tap (PvP) Enfeeble (PvP) Enfeebling Blood (PvP) Eremite's Attack (PvP) Ether Renewal (PvP) Expert's Dexterity (PvP) Flesh of My Flesh (PvP) Fragility (PvP) Harrier's Toss (PvP) Light of Deliverance (PvP) Lightning Orb (PvP) Mantra of Inscriptions (PvP) Mind Wrack (PvP) Mystic Regeneration (PvP) Mystic Sweep (PvP) Penetrating Attack (PvP) Read the Wind (PvP) Ritual Lord (PvP) Shadow Form (PvP) Signet of Ghostly Might (PvP) Signet of Judgment (PvP) Signet of Spirits (PvP) Sloth Hunter's Shot (PvP) Smiter's Boon (PvP) Song of Restoration (PvP) Spirit Bond (PvP) Splinter Weapon (PvP) Strength of Honor (PvP) Sundering Attack (PvP) Unyielding Aura (PvP) Ward Against Melee (PvP) Weapon of Warding (PvP)

"Brace Yourself!" (PvP) "Can't Touch This!" (PvP) "Fall Back!" (PvP) "Find Their Weakness!" (PvP) "Go for the Eyes!" (PvP) "Help Me!" (PvP) "Never Give Up!" (PvP) "Stand Your Ground!" (PvP) "We Shall Return!" (PvP) Accumulated Pain (PvP) Agony (PvP) Anguish (PvP) Anthem of Disruption (PvP) Anthem of Envy (PvP) Armor of Unfeeling (PvP) Aura of Restoration (PvP) Aura of Thorns (PvP) Avatar of Dwayna (PvP) Avatar of Melandru (PvP) Banishing Strike (PvP) Barbed Signet (PvP) Bladeturn Refrain (PvP) Blazing Finale (PvP) Bloodsong (PvP) Calculated Risk (PvP) Comfort Animal (PvP) Conviction (PvP) Crippling Anguish (PvP) Death Blossom (PvP) Defy Pain (PvP) Destruction (PvP) Destructive Was Glaive (PvP) Disenchantment (PvP) Displacement (PvP) Dissonance (PvP) Dust Cloak (PvP) Earthbind (PvP) Elemental Flame (PvP) Empathy (PvP) Empowerment (PvP) Enchanter's Conundrum (PvP) Enraged Lunge (PvP) Escape (PvP) Fevered Dreams (PvP) Finale of Restoration (PvP) Fox Fangs (PvP) Frustration (PvP) Gaze of Fury (PvP) Glass Arrows (PvP) Guiding Hands (PvP) Heal Party (PvP) Heal as One (PvP) Heart of Fury (PvP) Illusion of Haste (PvP) Illusion of Pain (PvP) Illusionary Weaponry (PvP) Irresistible Sweep (PvP) Keen Arrow (PvP) Life (PvP) Lightning Hammer (PvP) Lightning Reflexes (PvP) Lyssa's Haste (PvP) Mantra of Resolve (PvP) Mantra of Signets (PvP) Masochism (PvP) Melandru's Assault (PvP) Mending Refrain (PvP) Migraine (PvP) Mirror of Disenchantment (PvP) Mistrust (PvP) Mystic Healing (PvP) Onslaught (PvP) Pain (PvP) Pious Assault (PvP) Pious Fury (PvP) Predatory Bond (PvP) Preservation (PvP) Psychic Instability (PvP) Recovery (PvP) Recuperation (PvP) Rejuvenation (PvP) Renewing Smash (PvP) Restoration (PvP) Savannah Heat (PvP) Shadowsong (PvP) Shared Burden (PvP) Shatter Delusions (PvP) Shelter (PvP) Shroud of Distress (PvP) Signet of Agony (PvP) Signet of Clumsiness (PvP) Signet of Creation (PvP) Signet of Deadly Corruption (PvP) Signet of Pious Restraint (PvP) Signet of Return (PvP) Slippery Ground (PvP) Soldier's Stance (PvP) Soothing (PvP) Spiritual Pain (PvP) Spoil Victor (PvP) Stolen Speed (PvP) Twin Moon Sweep (PvP) Unholy Feast (PvP) Union (PvP) Unnatural Signet (PvP) Unseen Fury (PvP) Visions of Regret (PvP) Wandering Eye (PvP) Wanderlust (PvP) Warrior's Endurance (PvP) Wastrel's Demise (PvP) Web of Disruption (PvP) Wild Strike (PvP) Wounding Strike (PvP)


Bleeding - basically just a copy of Poison but slightly weaker; the same foes are immune to it, even.


Burning - basically just Poison + Bleeding, but different foes are immune to it. Why not have it spread to adjacent foes like Disease (without the species restriction)?

Cracked Armor - the cap at 60 is a very ugly implementation. The fact that Weaken Armor (a skill learned from a very early quest does literally nothing in low level areas is inexcusable. Exactly what balance problem would occur if the cap was removed?


Dazed - it's no wonder this condition is considered OP; it applies two separate effects with a strong synergy AND interrupts spells when applied. Maybe just have it double cast time... but effect ALL skills?

Deep Wound - the 100 health cap is totally arbitrary. I get that it's intended for balance purposes in PvE (if anyone in PvP decides to stack health beyond 3 figures, quite frankly they deserve to have 20% of it chopped off), but what if instead of 20% of max health, it was 20% of current health? That way, in order to get the best use out of it, you have to apply it early and have it last until death. Even if that doesn't work, would it be so bad to just remove the cap and make DW a "must have" condition like it is in PvP?


Poison - basically just a copy of Bleeding but slightly stronger; the same foes are immune to it, even.

Weakness - 2 completely separate effects... how about moving the -1 attribute to Poison (that makes sense, right?!) and changing the -66% damage so it affects bonus attack damage instead of just base?

attribute inherent effects[edit]

Critical Strikes

Divine Favor - make it work for all spells that target an ally; just balance by reducing it to 3 or something.

Energy Storage - nice and simple, as it should be.


Fast Casting



Soul Reaping

Spawning Power


weapon masteries[edit]

It makes sense for more points in a weapon's attribute to increase that weapon's damage, although that doesn't apply to caster weapons. Critical hit chance is fair enough too, I suppose. Dagger Mastery is the anomaly, having the extra effect of increasing the chance to double strike. Quite frankly, unless I have a grievous misunderstanding of how daggers work IRL, double strikes make no sense. They should be exclusively for MAGICAL SPELLS like Locust's Fury, although I'm not convinced they're a worthwhile mechanic at all. This kind of RNG is not much fun.


  • Nature rituals specify that they only affect non-spirit creatures. This is almost invariably pointless, and was only introduced as a lazy balancing solution. Get rid of it.
  • Every single effect that reduces speed by >50% also has a hidden effect of negating all speed boosts. This doesn't appear to make sense from either a balance or flavour perspective.
  • Muddy Terrain specifies in the skill description that it does this, and it's fine to have it as an exception.
  • Most negative effect caps seem unnecessary. Stacking multiple negative multiplicative effects on the same target has diminishing returns anyway; why is there an arbitrary cap?
  • The dagger attack chain system is a mess. Even without the requirements for attacks to follow another of a certain type, many dagger skills are already overly complicated. Accordingly, I'll assess them all as if they have no "must follow a..." requirement.
  • There is absolutely no reason for shouts and chants to be separate skill types. Everything that affects has the same effect on the other.
  • Tacking 25% armor penetration on all those Air Magic skills is pretty annoying... either make it armor-ignoring or just increase the damage number! I'll assess them as if that change has been made.
  • Duplicate skills are lame. Being able to learn a skill in both Factions and Prophecies is pretty pointless and having both skills on your bar defeats the point of Echo.