User:Entropy/skills/blank

The "req" Variable
For Assassin attack chains, have it equal only one of these...


 * lead
 * offhand
 * dual
 * hex
 * enchantment

Other
name tries to link to the actual pagename of your imaginary skill. It doesn't exist in mainspace, so use the | template to add "|"'s.


 * description

Traps are like this:

When Flame Trap is triggered, for 3 seconds all nearby foes are struck for 5...10 fire damage and set on fire for 1...3 seconds. Flame Trap automatically triggers after 90 seconds. While activating this skill, you are easily interrupted.
 * name
 * icon

Yes/No

 * If a variable = no, simply don't include it at all.


 * elite
 * exhaustion
 * quest

Sort-Me Variables

 * These can use capitalized links.

profession
Warrior, Ranger, Mesmer, Monk, Elementalist, Necromancer, Ritualist, Assassin, Paragon, Dervish

campaign
Core, Prophecies, Factions, Nightfall, Eye of the North, Guild Wars 2

[[Image:Warrior-icon.png]]Warrior (W)

 * |Strength: Every rank gives an additional 1% armor penetration on attack skills and increases the effectiveness of Strength-based skills.
 * Swordsmanship: Increases damage and effectiveness of sword strikes and sword-based skills.
 * Axe Mastery: Increases damage and effectiveness of axe strikes and axe-based skills.
 * Hammer Mastery: Increases damage and effectiveness of hammer strikes and hammer-based skills.
 * Tactics: Increases the duration and effectiveness of tactics based skills, which include many shouts and stances.

[[Image:Ranger-icon.png]]Ranger (R)

 * |Expertise: For each rank of Expertise, the Energy cost of all of your attacks, Rituals, touch skills, and Rangers skills are decreased by 4%. Several skills, especially those related to Energy costs and skill recharge times, become more effective with higher Expertise.
 * Marksmanship: Increases the effectiveness of bow-related attacks and skills.
 * Wilderness Survival: Affects the power of all linked skills, such as preparations, traps and rituals.
 * Beast Mastery: Improves all skills linked to capturing and containing your pets, as well as a few non-pet-related boosts to help in combat. This attribute also increases the damage your pet does in combat when it makes a normal attack.

[[Image:Monk-icon.png]]Monk (Mo)

 * |Divine Favor: Every rank heals the target ally for 3.2 Health (rounded down) each time a Monk spell is cast on that ally, as well as increasing the effectiveness of spells from this set.
 * Healing Prayers: Increases effectiveness of spells that focus on healing allies.
 * Protection Prayers: Increases effectiveness of spells that focus on preventing or redirecting damage.
 * Smiting Prayers: Increases damage and effectiveness of spells that focus on using holy damage to destroy enemies or enchanting allies offensively.

[[Image:Necromancer-icon.png]]Necromancer (N)

 * |Soul Reaping: Each rank in Soul Reaping gives you 1 Energy every time a creature or player dies nearby. You gain half that amount for the death of a spirit nearby. You can only gain Energy this way every 5 seconds. Improves linked skills.
 * Blood Magic: Increases damage and effectiveness of Blood Magic related spells and skills, many which steal Health from the enemy or sacrifice your own Health to aid allies and harm foes.
 * Curses: Increases damage and effectiveness of Curses related spells and skills, many which hex the enemies, making them less effective in battle.
 * Death Magic: Increases damage and effectiveness of Death Magic related spells and skills, many which target corpses, such as raising minions or drawing Health and Energy from both corpses and minions. You can control up to two minions, plus half your rank in Death Magic, at any given time.

[[Image:Mesmer-icon.png]]Mesmer (Me)

 * |Fast Casting: Every rank decreases the casting time of spells and improves linked skills.
 * Inspiration Magic: Increases damage and effectiveness of Inspiration magic. Most of these spells are designed to support or enhance a character.
 * Domination Magic: Increases damage and effectiveness of Domination magic. The few direct-damage spells that exist, as well as other types of directed offensive magics, are a part of this set.
 * Illusion Magic: Increases damage and effectiveness of Illusion magic. This set is heavy on hexes and damage-over-time spells, and is mostly offensive in nature.

[[Image:Elementalist-icon.png]]Elementalist (E)

 * |Energy Storage: Every rank increases Energy capacity by three, and also improves Energy Storage spells.
 * Fire Magic: Increases damage and effectiveness of Fire magic, which deals AoE damage and can cause the burning condition.
 * Water Magic: Increases damage and effectiveness of Water magic, which deals AoE damage and slows targets.
 * Air Magic: Increases damage and effectiveness of Air magic, which deals damage to single foes and can also blind and knockdown.
 * Earth Magic: Increases damage and effectiveness of Earth magic, which increases the caster's armor and deals AoE damage and knockdown

[[Image:Assassin-icon.png]]Assassin (A)

 * |Critical Strikes: For each rank of Critical Strikes you have, you gain an additional 1% chance to critical hit. When an attack is a critical hit you gain 1 Energy at 3 ranks and above, 2 Energy at 8 ranks and above, and 3 Energy at 13 ranks and above.
 * Dagger Mastery: Increases damage and chance to inflict a critical hit using daggers. Also increases chance to double strike by 2% per rank of dagger mastery using normal attacks.
 * Deadly Arts: Increases damage and effectiveness of Deadly Arts based skills.
 * Shadow Arts: Increases damage and effectiveness of Shadow Arts based skills.

[[Image:Ritualist-icon.png]]Ritualist (Rt)

 * |Spawning Power: Every rank gives an additional 4% Health to creatures created (or animated) by you.
 * Channeling Magic: Increases damage and effectiveness of Channeling Magic based skills.
 * Communing: Increases damage and effectiveness of Communing based skills.
 * Restoration Magic: Increases damage and effectiveness of Restoration Magic based skills.

[[Image:Paragon-icon.png]]Paragon (P)

 * |Leadership: You gain 1 Energy for each ally affected by one of your Shouts or Chants (maximum 1 Energy for every 2 ranks).
 * Spear Mastery: Spear Mastery increases the damage you do with spears and your chance to inflict a critical hit when using a spear. Many skills, especially spear attack skills, become more effective with higher Spear Mastery.
 * Command: No inherent effect. Many Paragon skills, especially those that protect your allies or increase your tactical position on the battlefield, become more effective with higher Command.
 * Motivation: No inherent effect. Many Paragon skills, especially those related to Energy management or that inspire your allies, become more effective with higher Motivation.

[[Image:Dervish-icon.png]]Dervish (D)

 * |Mysticism: Whenever an Enchantment ends, you gain 1 Health for each rank of Mysticism and 1 Energy for every 3 ranks of Mysticism.
 * Scythe Mastery: Scythe Mastery increases the damage you do with scythes and your chance to inflict a critical hit when using a scythe. Many skills, especially scythe attack skills, become more effective with higher Scythe Mastery.
 * Wind Prayers: No inherent effect. Many Dervish Spells, especially those dealing with movement or cold damage, become more effective with higher Wind Prayers.
 * Earth Prayers: No inherent effect. Many Dervish Spells, especially those dealing with defense or Earth damage, become more effective with higher Earth Prayers.

skill type

 * Skill: The most basic skill type. Provides various effects.
 * Attack: Attacks an enemy.
 * Bow Attack: Attack that requires a bow.
 * Melee Attack: Attack that requires an axe, dagger, hammer, or sword.
 * Axe Attack: Attack that requires an axe.
 * Dagger Attack: Attack that requires a dagger.
 * Lead Attack: Begins some attack chains.
 * Off-Hand Attack: Requires a lead attack or other circumstance.
 * Dual Attack: Usually requires an off-hand attack.
 * Hammer Attack: Attack that requires a hammer.
 * Scythe Attack: Attack that requires a scythe.
 * Sword Attack: Attack that requires a sword.
 * Pet Attack: Attack that requires a pet.
 * Spear Attack: Attack that requires a spear.
 * Chant: Provides positive effects that trigger on various circumstances.
 * Echo: Provides a positive effect which generally triggers or refreshes when a chant or shout ends.
 * Form: Transforms the user and provides various effects.
 * Glyph: Affects the next spell or spells you cast.
 * Preparation: Enhances your attacks.
 * Ritual: Creates a spirit.
 * Binding Ritual: Affects all allies.
 * Nature Ritual: Affects all creatures.
 * Shout: Usually provides a positive effect on allies in earshot, sometimes specific targets or foes in range.
 * Signet: Has no energy cost but usually has a long casting time and/or recharge time.
 * Spell: Various effects.
 * Enchantment Spell: Provides positive effects.
 * Hex Spell: Provides negative effects.
 * Item Spell: Creates an item to hold which has effects when held or dropped.
 * Ward Spell: Creates a defensive area effect.
 * Weapon Spell: Provides positive effects which cannot be removed by foes.
 * Well Spell: Exploits a corpse to create a temporary area effect.
 * Stance: Provides positive effects for the user.
 * Trap: Provides an area effect usually triggered by enemy presence.

Integer variables

 * Use 1⁄4, 1⁄2, and 3⁄4 for fractions; "∞" for infinity.
 * Sacrifice is 0...99 only.
 * Upkeep is a negative integer.


 * sacrifice
 * adrenaline
 * energy
 * activation
 * recharge
 * upkeep

Linear Progression

 * These are the progession tables, up to 4 can be used (0...3).
 * progression_(prognumber)_(start/end point) Int


 * progression_0_effect
 * progression_0_0
 * progression_0_15
 * progression_1_effect
 * progression_1_0
 * progression_1_15

Forexample
 * | progression_0_effect = Ashes Held | progression_0_0 = 5 | progression_0_15 = 12