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Post by Locke Monet Mage on Dec 5, 2007 14:14:44 GMT -5
Well my fellow Finians. I am going to work on a big list of skills by profession. This way, you can see what is up to grab and if you are missing any skills on your character. I shall be listing them in alphabetical order by profession.
ASSASSIN
Critical Strikes
Black Lotus Strike - Off-hand Attack Off-hand Attack. Must strike a Hexed Foe. If it hits, Black Lotus Strike strikes for +10...+27 Damage and you gain 5...17 energy. 10 Energy 0 Casting Time 25 Recharge time Critical Defenses - Enchantment Spell For 6 seconds, you have a 25%...65% chance to "block". Critical Defenses refreshes everytime you land a critical hit. 10 Energy 1 Casting Time 30 Recharge Time Critical Eye - Skill For 10...30 seconds, you have an additional 1%...6% chance to land a critical hit when attacking. You gain 1 energy whenever you score a critical hit. 5 Energy 0 Casting Time 30 Recharge Time Critical Strike - Dual Attack Must follow an off-hand attack. If it hits, this attack strikes for +10...+26 damage and results in a critical hit. 5 Energy 0 Casting Time 6 Recharge Time Dark Apostasy {Elite} - Enchantment Spell For 3...14 seconds, everytime you successfully make a critical hit, you remove one enchantment from your target. If you remove an enchantment in this way, you lose 10...5 energy or Dark Apostasy ends. 10 Energy 2 Casting Time 15 Recharge Time Locusts' Fury {Elite} - Enchantment Spell For 10...30 seconds, you have an additional 20% chance to double-strike. 10 Energy 1 Casting Time 30 Recharge Time Palm Strike {Elite} - Skill Target touched foe takes 10...70 damage. This skill counts as an off-hand attack. 10 Energy 3/4 Casting Time 10 Recharge Time Seeping Wound {Elite} - Hex Spell For 5...17 seconds, if target foe is suffering from bleeding or from poison, that foe suffers -1...-3 Health degeneration. 5 Energy 1 Casting Time 10 Recharge Time Sharpen Daggers - Enchantment Spell For 10...30 seconds, all of your critical hits cause bleeding for 5...13 seconds. 5 Energy 2 Casting Time 20 Recharge Time Dagger Mastery
Black Mantis Thrust - Lead Attack If this attack hits, you strike for +8...+18 damage. If target foe is suffering from a Hex, that foe is crippled for 3...13 seconds. 10 Energy 0 Casting Time 10 Recharge Time Blades of Steel - Dual Attack Must follow an off-hand attack. If it hits, this attack strikes for +5...+12 damage (maximum bonus 50) for each recharging dagger attack. 5 Energy 0 Casting Time 20 Recharge Time Death Blossom - Dual Attack Must follow an off-hand attack. If it hits, Death Blossom strikes target foe for +15...+35 damage and all adjacent foes take 15...35 damage. 5 Energy 0 Casting Time 12 Recharge Time Desperate Strike - Lead Attack If you have less than 50%...74% Health, you deal +5...+41 damage. 5 Energy 0 Casting Time 6 Recharge Time Disrupting Stab - Lead Attack If this attack hits, it interrupts target foe's action. If that action was a Spell, it is disabled for 3...9 seconds. 5 Energy 0 Casting Time 10 Recharge Time Exhausting Failure - Dual Attack Must follow an off-hand attack. Target foe's action is interrupted. If that action was casting a spell, target foe suffers from Exhaustion. 5 Energy 1/2 Casting Time 8 Recharge Time Falling Spider - Off-hand Attack Must strike a knocked-down foe. If it hits, Falling Spider strikes for +15...+31 damage and target foe is Poisoned for 5...17 seconds. 5 Energy 0 Casting Time 10 Recharge Time Flashing Blades {Elite} - Stance For 5...17 seconds, you have a 50% chance to block incoming attacks while attacking. 10 Energy 0 Casting Time 20 Recharge Time Fox Fangs - Off-hand Attack Must follow a lead attack. Fox Fangs cannot be "blocked" or "evaded" and strikes for +10...+18 damage if it hits. 5 Energy 0 Casting Time 8 Recharge Time Golden Lotus Strike - Lead Attack If it hits, this attack strikes for +5...+17 damage. If it hits a target that has no enchantments, you gain 3...9 energy. 5 Energy 0 Casting Time 15 Recharge Time Golden Phoenix Attack - Off-hand Attack If you are not under the effects of an Enchantment, this skill misses. If it hits, Golden Phoenix Strike deals +10...+16 damage. 10 Energy 0 Casting Time 8 Recharge Time Horns of the Ox - Dual Attack Must follow an off-hand attack. If it hits, Horns of the Ox strikes for +15...+27 damage. If struck foe is not adjacent to any allies, that foe is knocked down. 5 Energy 0 Casting Time 12 Recharge Time Jagged Strike - Lead Attack If Jagged Strike hits, your target suffers from Bleeding for 3...8 seconds. 5 Energy 0 Casting Time 4 Recharge Time Jungle Strike - Off-hand Attack Must follow a lead attack. If it hits, this attack strikes for +8...+18 damage. If it hits a foe that was crippled, it does +1...25 damage. 5 Energy 0 Casting Time 10 Recharge Time Leaping Mantis Sting - Lead Attack If Mantis Stings hits, target foe takes +14...+19 damage. If this attack strikes a bleeding foe, that foe is crippled for 3...13 seconds. 5 Energy 0 Casting Time 8 Recharge Time Moebius Strike {Elite} - Off-hand Attack Must follow a Dual-Attack. If it hits, Moebius Strike strikes for +10...+30 damage. If you strike a foe whose health is below 50%, all of your other attack skills are recharged. 5 Energy 0 Casting Time 8 Recharge Time Nine Tail Strike - Dual Attack Dual Attack. Must follow an off-hand attack. Nine Tail Strike cannot be "blocked" or "Evaded" and strikes for +15...+35 damage if it hits. 10 Energy 0 Casting Time 10 Recharge Time Repeating Strike - Off-hand Attack Must follow an off-hand attack. If it hits, this attack strikes for +5...+17 damage. If it misses, it takes an additional 15 seconds to recharge. 5 Energy - More to come
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Post by Locke Monet Mage on Dec 5, 2007 21:42:34 GMT -5
ASSASSIN cont...
Deadly Arts
Assassin's Promise {Elite} - Hex Spell For 5...13 seconds, if target foe dies, you gain 5...17 energy and all of your skills are recharged. 5 Energy 3/4 Casting Time 45 Recharge Time Crippling Dagger - Spell Send out a crippling dagger at target foe. Crippling Dagger strikes for 5...41 earth damage if it hits, and cripples moving foes for 3...13 seconds. This spell has half the normal range. 5 Energy 1 Casting Time 5 Recharge Time Dancing Daggers - Spell Send out three dancing daggers at target foe. Each striking for 8...18 earth damage if they hit. Dancing daggers has half the normal range. 5 Energy 1 Casting Time 5 Recharge Time Dark Prison - Hex Spell Shadow step to target foe. For 1...6 seconds, that foe moves 33% slower. 10 Energy 1/4 Casting Time 60 Recharge Time Enduring Toxin - Hex Spell For 3 seconds, target foe suffers -1...-4 health regeneration. If that foe was moving when Enduring Toxin would end, Enduring Toxin is renewed for another 3 seconds. 5 Energy 1/4 Casting Time 10 Recharge Time Entangling Asp - Spell Entangling Asp must follow a lead attack. Target foe is knocked down and becomes poisoned for 5...17 seconds. 10 Energy 1 Casting Time 20 Recharge Time Expose Defenses - Hex Spell For 3...9 seconds, target foe cannot "block" or "evaded" your attacks. 10 Energy 1 Casting Time 10 Recharge Time Expunge Enchantments - Skill All of your other non-attack skills are disabled for 10...6 seconds. For each skill disabled in this way, target touched foe loses one enchantment. 10 Energy 3/4 Casting Time 30 Recharge Time Impale - Hex Spell For 10...30 seconds, next time target foe is hit by a dual attack, that foe is struck for 10...58 earth damage. 5 Energy 1/4 Casting Time 15 Recharge Time Iron Palm - Skill Target touched foe suffers 5...41 damage, and if that foe is suffering from a Hex or Condition that foe is knocked down. Iron Palm counts as a lead attack. 10 Energy 3/4 Casting Time 20 Recharging Time Mantis Touch - Spell Must follow a lead attack. Target foe is crippled for 5...17 seconds. 5 Energy 3/4 Casting Time 15 Recharge Time Mark of Death - Hex Spell For 4...9 seconds, target foe gains 20% less benefit from healing. 10 Energy 1/4 Casting Time 20 Recharge Time Scorpion Wire - Hex Spell For 8...18 seconds, the next time you and target foe are more than 100' apart, you teleport to that foe and that foe is knocked down. This spell has half the normal range. 5 Energy 2 Casting Time 30 Recharge Time Shameful Fear - Hex Spell For 10 seconds, target foe moves 10% faster than normal. For each second, if that foe is moving, that foe takes 5...17 damage. 10 Energy 2 Casting Time 20 Recharge Time No Attribute
Aura of Displacement {Elite} - Enchantment Spell When you cast Aura of Displacement, Shadow Step to target foe. When you stop maintaining Aura of Displacement, you return to your original location. 10 Energy 1/4 Casting Time 20 Recharge Time 1 Energy Upkeep Dash - Stance For 3 seconds, you move 50% faster. 5 Energy 0 Casting Time 15 Recharge Time Mark of Instability - Hex Spell For 20 seconds, the next time you hit target foe with a dual attack skill that foe is knocked down. 10 Energy 3/4 Casting Time 20 Recharge Time Recall - Enchantment Spell While you maintain Recall on target ally, nothing happens. When Recall ends, you Shadow Step to that ally's location. 15 Energy 1 Casting Time 10 Recharge Time 1 Energy Keepup
Shadow Arts
Beguiling Haze {Elite} - Spell If target touched foe is casting a Spell, that foe is interrupted and becomes Dazed for 5...10 seconds. 10 Energy 1/4 Casting Time 15 Recharge Time Blinding Power - Spell Must follow an off-hand attack. Target foe becomes blinded for 3...13 seconds. 5 Energy 1/4 Casting Time 20 Recharge Time Caltrops - Spell Target foe and all foes adjacent to your target are Crippled for 5...13 seconds. Caltrops has half the normal range. 10 Energy 1/4 Casting Time 20 Recharge Time Dark Escape - Stance For 5...13 seconds, you move 25% faster and take half damage. Dark escape ends if you successfully hit with an attack. 5 Energy 0 Casting Time 30 Recharge Time Death's Charge - Spell Shadow Step to target foe. If that foe has more health than you, you are healed for 40...112. 5 Energy 1/4 Casting Time 45 Recharge Time Heart of Shadow - Enchantment Spell For 60 seconds, the next time you would take damage you are healed for 10...94 health and Shadow Step to a random nearby location. 5 Energy 1/4 Casting Time 15 Recharge Time Mirrored Stance - Hex Spell For 10...30 seconds, whenever target foe enters a stance, you enter the same stance. 5 Energy 2 Casting Time 15 Recharge Time Return - Spell Adjacent foes are crippled for 3...7 seconds. Teleport to target ally. 5 Energy 1/4 Casting Time 20 Recharge Time Shadow Form {Elite} - Enchantment Spell For 5...17 seconds, all hostile spells that target you fail and all attacks against you miss. When Shadow Form ends, lose all but 5...41 health. 5 Energy 1 Casting Time 60 Recharge Time Shadow Refuge - Enchantment Spell For 4 seconds, you gain 5...9 Health regeneration. When Shadow Refuge ends, you gain 20...68 Health if you are attacking. 5 Energy 1 Casting Time 8 Recharge Time Shadow Shroud {Elite} - Hex Spell For 3...8 seconds, target foe cannot be the target of Enchantments. 10 Energy 1 Casting Time 20 Recharge Time Shadow of Haste - Stance For 5...17 seconds, you 25% faster than normal. When Shadow Step ends, you return to the location where you activated Shadow Step. 10 Energy 0 Casting Time 30 Recharge Time Shadowy Burden - Hex Spell For 4...9 seconds, target foe moves 25% slower and while target foe has no other Hexes, that foe has 20 less armor against your attacks. 10 Energy 2 Casting Time 15 Recharge Time
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Post by Locke Monet Mage on Dec 5, 2007 21:45:12 GMT -5
Alright. Now that you see how this is going to work, I'm taking a shortcut here. Mainly because I'm getting tired of having to type in certain stuff.
So, I will list the skills for the rest of the professions, but I will not have an indicator of the Energy, Casting Time, Recharge Skill, etc... Instead, I will inform at the begining of each profession what the numbers by placement will represent.
So be ready for this on the next profession which will be Elementalist.
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Post by Locke Monet Mage on Dec 5, 2007 21:52:23 GMT -5
ELEMENTALIST
The first number is the amount of energy used. The second number is the casting time. The third number is the recharge time. If there are only two numbers, then there is no recharge time applicable.
Air Magic
Air Attunement - Enchantment Spell For 36-55 seconds, you are attuned to Air. You gain 30% of the Energy cost of the Spell whenever you use Air Magic. 10 2 60 Arc Lightning - Spell Target foe is struck for 5-41 lightning damage. If that foe is suffering from a Water Magic Hex, one foe near your target is struck for 5-41 lightning damage. Damage from Arc Lightning has 25% armor penetration. 5 1 8 Blinding Flash - Spell Target foe is Blinded for 3-9 seconds. 15 3/4 4 Chain Lightning - Spell Target foe and up to two other foes near your target are struck for 10-70 lightning damage. This Spell has 25% armor penetration and causes Exhaustion. 10 3 10 Conjure Lightning - Enchantment Spell For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 1-13 lightning damage. 10 1 60 Enervating Charge - Spell Target foe is struck for 5-41 lightning damage and suffers from Weakness for 5-17 seconds. This Spell has 25% armor penetration. 10 1 8 Gale - Spell Knock down target foe for 3 seconds. This Spell causes Exhaustion. (50% failure chance with Air Magic of 4 or less.) 10 1 5 Glimmering Mark {Elite} - Hex Spell For 1-13 seconds, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from Blindness for 3 seconds. 10 2 15 Gust {Elite} - Spell Target foe is struck for 10-54 cold damage. If that foe is under an Earth or Water Magic Hex, that foe is knocked down for 3 seconds. 5 2 10 Lightning Hammer - Spell Target foe is struck for 10-82 lightning damage. Lightning Hammer has 25% armor penetration. 25 2 15 Lightning Javelin - Spell Send out a Lightning Javelin that strikes for 15-43 lightning damage if it hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted. This Spell has 25% armor penetration. 10 1 2 Lightning Orb - Spell Lightning Orb flies towards target foe and strikes for 10-82 lightning damage if it hits. This Spell has 25% armor penetration. 15 2 5 Lightning Strike - Spell Strike target foe for 5-41 lightning damage. This Spell has 25% armor penetration. 5 1 5 Lightning Surge {Elite} - Hex Spell After 3 seconds, target foe is knocked down and struck for 14-83 lightning damage. This Spell causes Exhaustion. 10 2 10 Lightning Touch - Skill Target foe and all adjacent foes are struck for 10-50 lightning damage. Foes suffering from a Water Magic Hex are struck for an additional 10-34 lightning damage. This Spell has 25% armor penetration. 15 3/4 10 Mind Shock {Elite} - Spell Target foe suffers 10-42 lightning damage. If you have more Energy than target foe, that foe suffers 10-42 additional lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion. 10 1 20 Ride the Lightning {Elite} - Spell You ride the lightning to target foe. That foe is struck for 15-63 lightning damage. This spell causes Exhaustion. 10 1 20 Shock - Skill Target touched foe is struck for 10-50 lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion. 5 3/4 10 Shock Arrow - Spell Send out a shocking arrow that flies swiftly toward target foe, striking for 10-30 lightning damage. Shock Arrow has 25% armor penetration. 5 1 1
Earth Magic
Aftershock - Spell Nearby foes are struck for 26-85 damage. Knocked down foes are struck for 10-56 additional damage. 10 3/4 10 Armor of Earth - Enchantment Spell For 30 seconds, you gain 24-53 armor, but move 50%-21% slower than normal. 10 3/4 15 Ash Blast - Spell Target foe is struck for 20-36 earth damage. If Ash Blast strikes a knocked-down foe, that foe is blinded for 5-9 seconds. 5 1 8 Churning Earth - Spell Create Churning Earth at target foe's location. For the next 5 seconds, Churning Earth strikes for 5-28 Earth damage each second. Any foe moving faster than normal when struck by Churning Earth is knocked down. 25 3 30 Crystal Wave - Spell Foes near you are struck for 10-82 damage, but are cured of any negative Conditions. This Spell ignores armor and magic resistance. 15 3/4 20 Dragon's Stomp - Spell You invoke a Dragon's Stomp at target foe's location. All foes near this location are knocked down and are struck for 26-85 earth damage. This spell causes Exhaustion. 25 3 15 Earth Attunement - Enchantment Spell For 36-55 seconds, you are attuned to Earth. You gain 30% of the Energy cost of the Spell each time you use Earth Magic. 10 2 45 Earthquake - Spell You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for 26-85 earth damage. This Spell causes Exhaustion. 25 3 15 Eruption - Spell Cause an Eruption at target foe's location. For 5 seconds, foes near this location are struck for 5-28 earth damage each second. When Eruption ends, foes in the area of effect are Blinded for 10 seconds. 25 3 30 Grasping Earth - Hex Spell For 8-18 seconds, all nearby foes move 50% slower but have +24 armor against physical damage. 5 3/4 30 Iron Mist - Hex Spell For 5-15 seconds, target foe moves 90% slower than normal. That foe gains immunity to damage from all sources except lightning. 10 2 30 Kinetic Armor - Enchantment Spell For 8 seconds, you gain +20-68 armor. Whenever you cast a Spell, Kinetic Armor is renewed for 8 seconds. 15 3 60 Magnetic Aura - Enchantment Spell For 5-17 seconds, Magnetic Aura has a 75% chance to "block" melee attacks. 5 1/4 60 Obsidian Flame - Spell Deal 22-94 damage to target foe. This Spell ignores armor but causes Exhaustion. 5 2 5 Obsidian Flesh {Elite} - Enchantment Spell For 8-18 seconds, you gain +20 armor and cannot be the target of enemy Spells, but move 50% slower. 10 1 30
No Attribute
Elemental Attunement {Elite} - Enchantment Spell For 45 seconds, you are attuned to Air, Fire, Water, and Earth. You gain 50% of the Energy cost of the Spell each time you use magic associated with any of these elements. 10 2 60 Glyph of Concentration - Glyph Your next Spell cannot be interrupted, and ignores the effects of Dazed. 5 1 2 Glyph of Elemental Power - Glyph Your elemental attributes are boosted by 2 for your next Spell. 5 1 5 Glyph of Energy {Elite} - Glyph Your next Spell costs 20 less Energy to cast and does not cause Exhaustion. 5 1 15 Glyph of Essence - Glyph For 15 seconds, your next Spell casts instantly, but causes you to lose all Energy. 5 1 30 Glyph of Lesser Energy - Glyph Your next Spell costs 15 less Energy to cast. 5 1 30 Glyph of Renewal {Elite} - Glyph Your next spell recharges instantly. 5 1 15 Glyph of Sacrifice - Glyph Your next Spell may be cast instantly, but takes an additional 90 seconds to recharge. 5 1 15 Second Wind {Elite} - Spell You gain 1 Energy for each point of Energy lost due to Exhaustion. This spell causes Exhaustion. 5 2 5
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Post by Locke Monet Mage on Dec 5, 2007 21:55:04 GMT -5
ELEMENTALIST cont...
Energy Storage
Aura of Restoration - Enchantment Spell For 60 seconds, you are healed for 152-350% of the Energy cost each time you cast a Spell. 10 1/4 5 Energy Boon {Elite} - Spell You gain 10-18 energy. Energy Boon causes Exhaustion. 5 1 20 Ether Prodigy {Elite} - Enchantment Spell Lose all enchantments. For 5-17 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of energy you have. This Spell causes Exhaustion. 5 1 5 Ether Renewal {Elite} - Enchantment Spell For 7 seconds, each time you cast a Spell, you gain 1-3 Energy and 5-17 Health for each Enchantment on you. 10 1 30
Fire Magic
Bed of Coals - Spell Create a Bed of Coals at your location. For 10 seconds, foes standing still near this location are struck for 5-24 fire damage each second. Any foe knocked down on the Bed of Coals is set on fire for 3-6 seconds. 15 1 30 Breath of Fire - Spell Create Breath of Fire at target foe's current location. For 5 seconds, foes adjacent to that location are struck for 5-29 fire damage each second. 10 2 30 Burning Speed - Enchantment Spell For 5 seconds, you are set on fire and move 30-42% faster. When Burning Speed ends, all adjacent foes are set on fire for 3-8 seconds. 10 3/4 Conjure Flame - Enchantment Spell For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 1-13 fire damage. 10 1 60 Double Dragon {Elite} - Spell For 2 seconds, foes adjacent to this location are struck for 7-91 fire damage each second. This spell causes Exhaustion. 15 3/4 30 Fire Attunement - Enchantment Spell For 36-55 seconds, you are attuned to Fire. You gain 30% of the Energy cost of the Spell each time you use Fire Magic. 10 2 45 Fire Storm - Spell Create a Fire Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for 5-24 fire damage each second. 15 2 30 Fireball - Spell Fireball flies toward target foe and explodes on impact, striking for 7-91 fire damage in an area. 10 2 7 Flame Burst - Spell All nearby foes are struck by jets of flame for 15-99 fire damage. 15 3/4 5 Flare - Spell Flare flies toward target foe, striking for 20-48 fire damage if it hits. 5 1 Immolate - Spell Target foe is struck for 5-41 fire damage and is set on fire for 1-3 seconds. 10 1 5 Incendiary Bonds - Hex Spell After 3 seconds, target foe and adjacent foes are struck for 20-68 fire damage and are set on fire for 1-3 seconds. 15 2 15 Inferno - Spell All adjacent foes are struck for 30-114 fire damage. 10 3/4 20 Lava Arrows - Spell Lava Arrows fly toward up to 3 foes near your target and strike for 6-30 damage if they hit. Lava Arrows have half the normal range. 5 1 2 Lava Font - Spell For 5 seconds, foes adjacent to the location where this Spell was cast are struck for 5-29 fire damage. 10 2 4 Mark of Rodgort - Hex Spell For 8-18 seconds, whenever target foe is struck for fire damage, that foe is set on fire for 1-3 seconds. 25 1 5 Meteor - Spell Call down a fiery meteor on your target foe. The meteor explodes, striking for 7-91 damage and knocking down anyone it hits. This Spell causes Exhaustion. 5 3 30 Meteor Shower - Spell Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 7-91 fire damage and knocked down every 3 seconds. This Spell causes Exhaustion. 25 5 60 Mind Burn {Elite} - Spell Target foe takes 15-51 fire damage. If you have more energy than target foe, that foe takes an additional 15-51 fire damage and is set on fire for 1-6 seconds. This spell causes exhaustion. 15 1 20 Phoenix - Spell A fiery phoenix rises at your location, striking nearby foes for 7-91 fire damage, and flies out to your target, exploding on impact. This explosion strikes for an additional 15-75 fire damage. 15 3 25 Rodgort's Invocation - Spell Target foes and nearby foes are struck for 15-99 fire damage and are set on fire for 1-3 seconds. 25 3 15 Searing Heat - Spell Cause Searing Heat at target foe's location. For 5 seconds, foes near this location are struck for 5-29 fire damage each second. When Searing Heat ends, foes in the area of effect are set on fire for 3 seconds. 25 3 30
Water Magic
Armor of Frost - Enchantment Spell For 10-29 seconds, you gain +40 armor against physical damage, but -24 armor against fire damage. Armor of Frost ends if you use any Fire Magic. 5 1 45 Armor of Mist - Enchantment Spell For 8-18 seconds, you gain +10-34 armor and move 33% faster. 10 2 30 Blurred Vision - Hex Spell For 8-18 seconds, target foe and nearby foes are hexed with Blurred Vision. While hexed, those foes have a 50% chance to miss with attacks. 15 1 20 Conjure Frost - Enchantment Spell Lose all Enchantments. For 60 seconds, if you're wielding a cold weapon, your attacks strike for an additional 1-13 cold damage. 10 1 60 Deep Freeze - Hex Spell You cause a Deep Freeze at target foe's location. All foes near this location are struck for 10-70 cold damage, and for 10 seconds, they move 66% slower than normal. 25 3 15 Frozen Burst - Hex Spell Foes adjacent to you are struck for 20-92 cold damage and move 66% slower for 5-10 seconds. 15 3/4 30 Ice Prison - Hex Spell For 8-18 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower than normal. This effect ends if target takes fire damage. 10 2 30 Ice Spear - Spell Ice Spear flies toward target foe, striking for 10-58 cold damage if it hits. Ice Spear has half the normal Spell range. 5 1 Ice Spikes - Hex Spell Target and nearby foes are struck for 20-68 cold damage and move 66% slower for 2-5 seconds. 15 2 15 Icy Prism - Spell Target foe is struck for 10-54 cold damage. If target foe is using a Signet, that Signet is interrupted and all of that foe's Signets are disabled for 3-8 seconds. 10 1 15 Maelstrom - Spell Create a Maelstrom at target foe's location. For 10 seconds, foes in that area are struck for 10-22 cold damage each second. Maelstrom interrupts Spell-casting when it hits. This Spell causes Exhaustion. 25 2 30 Mind Freeze {Elite} - Hex Spell Target foe suffers 10-34 damage. If you have more Energy than target foe, that foe suffers an additional 10-34 damage and moves 90% slower for 2-5 seconds. This Spell causes Exhaustion. 10 1 20 Mirror of Ice {Elite} - Enchantment Spell For 60 seconds, the next time an enemy Spell would deal damage to you, that damage is negated and that Spell's caster takes 10-70 damage. 5 1/4 10 Mist Form {Elite} - Enchantment Spell For 8-18 seconds, you cannot take or deal damage from attacks. 10 1 30 Rust - Hex Spell For 6-35 seconds, target foe and all adjacent foes take 3 times as long to activate Signets. 5 2 30 Shard Storm - Spell Target foe is struck for 10-54 cold damage and moves 66% slower for 2-5 seconds. 10 1 10 Shatterstone {Elite} - Hex Spell Target foe is struck for 10-46 cold damage and is Hexed with Shatterstone for 3 seconds. When Shatterstone ends, that foe is struck for 15-51 cold damage. 15 0.08/4 10
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