Skills Database
Browse 109 character abilities and combat techniques.
Filter by
Class
Specialization
Core
Mesmer
Necromancer
Ranger
Elementalist
Unarmed Strike
Foundation of all hand-to-hand combat, unarmed mastery governs the effectiveness of punches, strikes, and grapples.
Sword Slash
Fundamental skillset for wielding swords effectively, encompassing slashing, thrusting, and parrying techniques.
War Hammer Crush
Specialized skill for wielding war hammers and similar blunt weapons, focusing on delivering powerful, armor-crushing blows.
Spear Thrust
Specialized skill for wielding spears and polearms, focusing on thrusting attacks with extended reach and crowd control potential.
Bow Shot
Fundamental skill for wielding bows, emphasizing ranged attacks with precision and adaptability.
Adrenal Surge
Allows the character to continue taking attacks and skills even after stamina has dropped to zero for a limited time. Afterwards, the character drops into Exhaustion based on how much stamina was used.
Concentration
Prevents all interruptions from enemy attacks and environmental effects while active. Actions and skills complete uninterrupted.
Defensive Stance
Increases block and evasion chances for a short duration. Block chance +100%, Evasion +15%
Diversionary Tactics
Allows use of attacks and skills while escaping. Increases dodge/evasion and block chance while retreating.
Heavy Hits
Focused, devastating strikes that can knock back, or even stun opponents through sheer force.
Body Conditioning
Through rigorous training, the brawler's body becomes a shield in its own right, shrugging off unarmed strikes and melee blows with reduced harm.
Adrenaline Rush
Harnessing the surge of battle, the brawler channels the thrill of a perfectly timed strike into renewed vitality and stamina.
Boxing Technique
Years of training in precise strikes and guard control allow the fighter to unleash fluid combos while defending more effectively against incoming attacks.
Berserker Rage
Master skill that grants immense power at the cost of health and control. Character automatically uses unarmed attacks while losing skill control.
Deflection
Masterful redirection of force allows the martial artist to turn an opponent's attack against them, minimizing damage and creating openings for counterattacks.
Debilitating Strikes
A precision striking technique targeting pressure points, joints, and weak spots to hinder an opponent's ability to fight effectively.
Throws
Expert grappling technique that allows the martial artist to grab and toss enemies, causing Knockdown.
Focused Breathing
Deep breathing techniques that temporarily enhance stamina and mana regeneration rates for a short duration.
Counter Flow
Immediately retaliates with a quick strike after successfully blocking or deflecting an attack.
Flow Step
Evasive movement technique that increases dodge chance and allows short-range repositioning.
Combat Triage
A practiced mix of field medicine and grit, letting you treat wounds mid-battle without fully retreating.
First Aid
Restores a portion of health to self or allies. Can only be used outside of combat.
Condition Treatment
Removes bleeding, poison, burns, or paralysis over time. Cleansing speed scales with skill level.
Revive
Brings a fallen unconscious character back to consciousness with minimal resources restored.
Crossbow Shot
Unlocks advanced crossbow use, including faster reloads and improved firing efficiency compared to bows.
Snare Trap
Deploys a trap that immobilizes enemies caught in it.
Spike Trap
Deploys spikes that damage and possibly stagger enemies stepping on them.
Poison Trap
Poisons enemies caught in trap, causing damage over time.
Noise Trap
Creates noise to distract or lure enemies, disrupting their focus or patrol patterns.
Dagger
Fast, precise weapon skill focused on quick strikes, ideal for stealth and agility-based combat. Supports dual-wielding.
Silent Takedown
Executes an unaware enemy instantly and silently when performed from behind or while in stealth.
Death Mark
Marks a target for death. Next attack deals +200% critical damage and applies bleeding for 10 seconds.
Distraction
Toss an object to create noise at a location, drawing nearby NPCs to investigate.
Stealth
Enter stealth mode, becoming hidden unless seen or heard. Movement and noise affect a Stealth Meter.
Tracking
Follow physical tracks or magical residue left by targets. Higher levels reveal more detailed information.
Foraging
Collect herbs, mushrooms, and magical components for crafting. Higher levels increase yield and unlock rare ingredients.
Resolve
When HP hits 0, continue acting for 3-10 seconds depending on skill level. Immunity to morale breaks and fear effects.
Survivalist Endurance
Reduces endurance drain from sprinting, climbing, swimming, dodging, heavy loads, and prolonged combat.
Dispel
Removes magical effects, barriers, auras, summons, and enchantments
Reflect
Nullifies and rebounds spells back at the caster
Counterspell
Instantly cancels the casting of a single enemy's magic skill
Essence Shift
Converts stamina upkeep into mana regeneration
Presence Ward
Creates an invisible detection field that alerts when a living presence crosses
Aura Ward
Detects magical signatures within its radius
Disruption Ward
Creates a passive anti-magic field that weakens hostile spells
Anchor Ward
Prevents teleportation, phasing, or dimensional breaches in the area
Elemental Attunement
Reduces mana cost for base Elementalist spells, can attune to one element
Flame Bolt
Launches a fiery projectile that explodes on impact, igniting targets
Firewall
Summons a 7-foot-high wall of fire that ignites passing enemies
Flame Enhancement
Imbue attacks with fire damage and chance to ignite
Flaming Feet
Boosts movement speed and leaves a trail of fire that burns with varying intensity
Fire Nova
Massive fiery explosion dealing high damage and knockback. Can target an enemy as the epicenter or cast at a location.
Hydro Burst
High-pressure water blast that knocks back enemies
Soothing Water Balm
Heals target and removes one condition
Ice Shards
Launches sharp ice projectiles that cause bleeding. Each shard deals uniform damage and must make a separate hit check. More shards fired at higher levels.
Liquid Asphyxiation
Suffocates an enemy in magical water
Slushy Snare
Creates a slippery ice field that slows enemies and causes knockdown. Can target an area or center on an enemy. Gives the caster and all allies magical icy cleats to improve stability over icy terrain.
Liquid Enhancement
Grants regeneration and elemental resistance
Fog
Creates dense fog that conceals allies and confuses enemies. Duration increases with skill level.
Aerial Blast
Compressed air blast that pushes enemies and deals damage in a cone
Gale Step
Instant dash with radial knockback and increased movement speed
Lightning Bolt
Instant lightning strike that chains to nearby enemies, interrupting all targets hit
Levitation
Float above ground, avoiding melee attacks
Aerial Enhancement
Grants increased movement speed and attack speed
Wind Barrier
Creates a circular wind barrier that blocks projectiles and prevents enemy movement into the area
Crushing Boulder
Hurls a massive boulder that crushes enemies and knocks them down
Earthen Enhancement
Increases armor and physical resistance
Stonewall
Creates an impassable stone barrier
Spike Blast
Earth spikes launch upward then crash down, damaging enemies twice and causing bleeding. Damage remains constant across levels; only AoE increases.
Earthen Prison
Encases target in either a stone cell, a stone dome, or a stone coffin, immobilizing them.
Quicksand
Creates quicksand that slowly pulls enemies down
Healing Hands
Direct healing touch that restores health
Bodily Cleanse
Removes all negative conditions from target
Divine Rays
Bathes target in healing light over time
Smite
Holy damage that is extra effective against undead
Blessed Aura
Creates aura that removes conditions and grants immunity
Healing Boon
Powerful melee-range heal with bonus effects
Restore Consciousness
Revives fallen ally with partial health
Grace in Suffering
Automatically heals allies when they take damage
Shield of Light
Creates protective barrier that absorbs damage
Blessed Favor
Reduces damage taken and heals when hit
Pacifism
Prevents all combat actions in area
Avert Death
Prevents ally from dying when health reaches zero
Sanctified Ground
Creates holy ground that heals allies and harms undead
Veil of the Unseen
Renders the caster invisible to normal sight
Imagined Encumbrance
Makes target believe they are carrying extreme weight
Mana Feast
Drains mana from target and transfers to caster
Spectral Agony
Inflicts mental burn damage over time
Hallucinate
Creates false images that confuse and distract enemies
Mental Projection
Projects consciousness to scout remotely
Psychic Spear
Launches concentrated mental energy that pierces minds
Mindshield
Creates a protective mental barrier
Forced Recall
Forces an enemy projection back to their body
Astral Punch
Delivers a powerful psychic blow that disorients
Raise Dead
Raises recently deceased as temporary undead minions
Reanimation
Permanently raises powerful undead servants
Drain Life
Drains life force from target over time
Pestilence
Summons swarm of disease-carrying insects
Spirit Feast
Absorbs spirits from corpses to restore mana
Curse of Weakness
Reduces target's physical damage by 30%
Curse of Fragility
Reduces target's armor and resistances by 40%
Curse of Exhaustion
Drains stamina and mana regeneration
Curse of Suppression
Increases skill cooldowns by 50%
Curse of Vulnerability
Increases damage taken by 25%
Curse of Eternal Torment
Applies all curse effects permanently until cleansed
Haste
Temporarily accelerates movement and action speed, reduces endurance consumption by 25%, and decreases cast times. Reduces spell mana cost by 10%
Slow
Temporarily reduces movement and action speed of target enemy by 25%, increases endurance and mana costs by 25%, and increases cast times by 25%
Phase Step
Instantly teleports the caster 5 meters away from the closest enemy, always choosing direction that increases distance from all enemies. Breaks enemy targeting
Temporal Recall
Two-stage skill: Place invisible anchor at location, then recall to teleport back. Anchor lasts until used, dispelled, or caster dies. Teleporting from combat ends battle as escape
