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{{Ward of Weakness|qr}}
 
{{Ward of Weakness|qr}}
 
{{skill box qr bottom}}<noinclude>[[Category:Elementalist quick references]] [[Category:Skill quick references]]</noinclude>
 
{{skill box qr bottom}}<noinclude>[[Category:Elementalist quick references]] [[Category:Skill quick references]]</noinclude>
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[[de:Erdmagie-Fertigkeiten]]

Latest revision as of 19:17, 11 January 2011

Quest-medium This skill may be earned from a quest. See skill information for details.

Exhaustion This skill causes Exhaustion.

Energy Energy requirement

Activation Activation time

Recharge Recharge time

Earth Magic

Aftershock Aftershock Spell. Nearby foes are struck for 26...85...100 earth damage. Knocked down foes are struck for 10...56...68 additional earth damage.
    10 Energy ¾ Activation 10 Recharge
Core    
Armor of Earth Armor of Earth Enchantment Spell. For 30 seconds, you gain 24...53...60 armor, but move 50...21...14% slower.
    10 Energy ¾ Activation 15 Recharge
Core   Can be obtained through a quest
Ash Blast Ash Blast Hex Spell. Target and adjacent foes are struck for 35...59...65 earth damage. Burning foes struck by Ash Blast are hexed for 5 seconds and have a 20...64...75% chance to miss with attacks.
    5 Energy 1 Activation 15 Recharge
Factions    
Churning Earth Churning Earth Spell. Create Churning Earth at target foe's location. For the next 5 seconds, Churning Earth strikes foes near that location for 10...34...40 earth damage each second. Any foe moving faster than normal when struck by Churning Earth is knocked down.
    15 Energy 2 Activation 30 Recharge
Factions    
Crystal Wave Crystal Wave Spell. Foes adjacent to you are struck for 10...58...70 damage but are cured of any negative conditions. Each condition removed deals 5...13...15 damage.
    15 Energy ¾ Activation 15 Recharge
Prophecies    
Dragon's Stomp 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...100 earth damage.
10 Overcast 25 Energy 3 Activation 15 Recharge
Factions Duplicate of Earthquake  
Earth Attunement Earth Attunement Enchantment Spell. For 36...55...60 seconds, you are attuned to Earth. You gain 1 Energy plus 30% of the base Energy cost of the skill each time you use Earth Magic.
    10 Energy 1 Activation 30 Recharge
Core   Can be obtained through a quest
Earthen Shackles Earthen Shackles Hex Spell. For 3 seconds, target and all nearby foes move 90% slower. When Earthen Shackles ends, it applies Weakness for 5...17...20 seconds.
    10 Energy 1 Activation 15 Recharge
Eye of the North    
Earthquake 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...100 earth damage.
10 Overcast 25 Energy 3 Activation 15 Recharge
Prophecies Duplicate of Dragon's Stomp Can be obtained through a quest
Ebon Hawk Ebon Hawk Spell. Send a projectile that strikes target foe for 10...70...85 earth damage and causes Weakness for 5...13...15 seconds if it hits.
    10 Energy 1 Activation 5 Recharge
Nightfall    
Eruption Eruption Spell. Cause an Eruption at target foe's location. Each second for 5 seconds, foes near this location are struck for 10...34...40 earth damage and are Blinded for 10 seconds.
    25 Energy 2 Activation 30 Recharge
Prophecies   Can be obtained through a quest
Glowstone Glowstone Spell. Send a projectile that strikes for 5...41...50 earth damage if it hits. If this spell hits a weakened foe, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage.
    5 Energy ¾ Activation 7 Recharge
Nightfall    
Grasping Earth Grasping Earth Hex Spell. For 5...17...20 seconds, all nearby foes move 50% slower.
    10 Energy ¾ Activation 12 Recharge
Prophecies   Can be obtained through a quest
Iron Mist Iron Mist Enchantment Spell. For 8...14...15 seconds, you have +15 armor. Your Air Magic spells that target a foe activate and recharge 25% faster, but you are Overcast by 3 points.
    10 Energy 1 Activation 20 Recharge
Prophecies   Can be obtained through a quest
Kinetic Armor Kinetic Armor Enchantment Spell. For 8 seconds, you gain +20...68...80 armor. Whenever you cast a spell, Kinetic Armor is renewed for 8 seconds.
    15 Energy 3 Activation 60 Recharge
Prophecies    
Magnetic Aura Magnetic Aura Enchantment Spell. For 1...4...5 seconds, you block the next attack against you and deal 10...42...50 damage to your attacker. If you are Overcast, all party members in earshot are also enchanted.
    10 Energy 1 Activation 12 Recharge
Prophecies   Can be obtained through a quest
Magnetic Surge Magnetic Surge Enchantment Spell. Target foe takes 15...63...75 damage. If you are Overcast, Magnetic Surge enchants all allies in earshot for 1...4...5 seconds to block the next attack against them.
    10 Energy 1½ Activation 15 Recharge
Eye of the North    
Obsidian Flame Obsidian Flame Spell. Deal 22...94...112 damage to target foe. This spell ignores armor.
5 Overcast 5 Energy 1½ Activation 5 Recharge
Core   Can be obtained through a quest
Obsidian Flesh Obsidian Flesh Elite Enchantment Spell. For 8...18...20 seconds, you gain +20 armor and cannot be the target of enemy spells, but cannot attack and have -2 energy degeneration.
    25 Energy 1 Activation 30 Recharge
Core    
Sandstorm Sandstorm Elite Spell. Create a Sandstorm at target foe's location. For 10 seconds, nearby foes are struck for 10...26...30 earth damage each second and attacking foes are struck for an additional 10...26...30 earth damage each second.
    15 Energy 2 Activation 25 Recharge
Nightfall    
Shockwave Shockwave Elite Spell. All foes in the area take 15...51...60 earth damage and are Weakened for 1...8...10 seconds. Nearby foes also take +15...51...60 earth damage and have Cracked Armor for 1...8...10 seconds. Adjacent foes suffer the previous effects, take +15...51...60 earth damage, and are Blinded for 1...8...10 seconds.
    10 Energy 1 Activation 15 Recharge
Factions    
Sliver Armor Sliver Armor Enchantment Spell. For 5...10...11 seconds, you have 25...45...50% chance to block attacks and whenever you are the target of a hostile spell or attack one nearby foe is struck for 5...29...35 earth damage.
    10 Energy 1 Activation 30 Recharge
Factions    
Stone Daggers Stone Daggers Spell. Send out two Stone Daggers. Each Stone Dagger strikes target foe for 8...28...33 earth damage if it hits. If you are Overcast, each projectile inflicts Bleeding for 1...4...5 seconds.
    5 Energy 1 Activation  
Core   Can be obtained through a quest
Stone Sheath Stone Sheath Elite Enchantment Spell. For 5...17...20 seconds, you and target ally have +1...24...30 armor and are immune to critical hits. When you cast this spell, all foes near you and your target take 15...59...70 earth damage and are Weakened for 5...17...20 seconds.
    10 Energy 1 Activation 15 Recharge
Nightfall    
Stone Striker Stone Striker Enchantment Spell. For 5...25...30 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.
    5 Energy ¼ Activation 20 Recharge
Nightfall    
Stoneflesh Aura Stoneflesh Aura Enchantment Spell. For 5...13...15 seconds, damage you receive is reduced by 1...25...31, and you are immune to critical attacks.
    10 Energy 2 Activation 15 Recharge
Nightfall    
Stoning Stoning Spell. Send out a large stone, striking target foe for 45...93...105 earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down.
    15 Energy 1 Activation 5 Recharge
Core   Can be obtained through a quest
Teinai's Crystals Teinai's Crystals Spell. Target foe takes 20...36...40 damage. If target foe has a Water Magic hex, this spell strikes target and nearby foes for an additional 20...36...40 damage, and nearby foes also suffer Cracked Armor for 5...13...15 seconds.
    5 Energy 1 Activation 8 Recharge
Factions    
Unsteady Ground Unsteady Ground Elite Spell. You create Unsteady Ground at target foe's location. For 5 seconds, nearby foes take 10...34...40 earth damage each second. Attacking foes struck by Unsteady Ground are knocked down.
    10 Energy 2 Activation 15 Recharge
Factions    
Ward Against Elements Ward Against Elements Ward Spell. You create a Ward Against Elements at your current location. For 8...18...20 seconds, non-spirit allies in this area gain +24 armor against elemental damage.
    15 Energy 1 Activation 20 Recharge
Prophecies   Can be obtained through a quest
Ward Against Foes Ward Against Foes Ward Spell. You create a Ward Against Foes at your current location. For 8...18...20 seconds, non-spirit foes in this area move 50% slower.
    15 Energy 1 Activation 20 Recharge
Core   Can be obtained through a quest
Ward Against Melee Ward Against Melee Ward Spell. You create a Ward Against Melee at your current location. For 5...17...20 seconds, non-spirit allies in this area have a 50% chance to block melee attacks.
    15 Energy 1 Activation 30 Recharge
Core   Can be obtained through a quest
Ward of Stability Ward of Stability Ward Spell. Create a Ward of Stability at your current location. For 10...22...25 seconds, non-spirit allies cannot be knocked down.
    10 Energy 1 Activation 30 Recharge
Factions    
Ward of Weakness Ward of Weakness Ward Spell. You create a Ward of Weakness at your current location. For 5...17...20 seconds, foes in this area become Weakened for 5...17...20 seconds whenever they take elemental damage.
    10 Energy 1 Activation 20 Recharge
Eye of the North