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{{Nature's Renewal|qr}}
 
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{{Pestilence|qr}}
 
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{{Piercing Trap|qr}}
 
{{Poison Arrow|qr}}
 
{{Poison Arrow|qr}}
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{{Poison Tip Signet|qr}}
 
{{Quickening Zephyr|qr}}
 
{{Quickening Zephyr|qr}}
 
{{Quicksand|qr}}
 
{{Quicksand|qr}}

Revision as of 21:24, 2 September 2007

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

Energy Energy requirement

Activation Activation time

Recharge Recharge time

Wilderness Survival

Apply Poison Apply Poison Preparation. For 24 seconds, foes struck by your physical attacks become Poisoned for 3...13...15 seconds.
    15 Energy 2 Activation 12 Recharge
Core    
Barbed Arrows Barbed Arrows Preparation. For 24 seconds, your arrows cause Bleeding for 3...13...15 seconds. You have -40 armor while activating this skill.
    10 Energy 2 Activation 12 Recharge
Nightfall    
Barbed Trap Barbed Trap Trap. When Barbed Trap is triggered, all nearby foes are struck for 7...20...23 piercing damage, become Crippled, and begin Bleeding for 3...21...25 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
    15 Energy 2 Activation 20 Recharge
Core   Can be obtained through a quest
Brambles Brambles Nature Ritual. Create a level 1...8...10 spirit. Non-spirit creatures that are knocked down in its range take 5 damage and begin Bleeding for 5...17...20 seconds. This spirit dies after 30...126...150 seconds.
    10 Energy 5 Activation 60 Recharge
Factions    
Choking Gas Choking Gas Preparation. For 1...10...12 seconds, your arrows deal 1...7...8 more damage and spread Choking Gas to all adjacent foes on impact. Choking Gas interrupts foes attempting to cast spells.
    15 Energy 2 Activation 24 Recharge
Core   Can be obtained through a quest
Conflagration Conflagration Nature Ritual. Create a level 1...8...10 spirit. For non-spirit creatures within its range, all arrows that hit strike for fire damage. This spirit dies after 30...126...150 seconds.
    5 Energy 5 Activation 60 Recharge
Factions    
Dryder's Defenses Dryder's Defenses Stance. For 5...10...11 seconds, you gain 75% chance to block attacks and 34...55...60 armor against elemental damage.
    5 Energy   60 Recharge
Prophecies    
Dust Trap Dust Trap Trap. When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 3...7...8 seconds and take 10...22...25 damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds.
    25 Energy 2 Activation 30 Recharge
Prophecies   Can be obtained through a quest
Equinox Equinox Elite Nature Ritual. Create a level 1...8...10 spirit. Spells cast within its range that cause Overcast cause an additional 10 Overcast. This spirit dies after 30...126...150 seconds.
    10 Energy 3 Activation 15 Recharge
Factions    
Famine Famine Elite Nature Ritual. Create a level 1...8...10 spirit. Whenever a non-spirit creature in its range reaches 0 Energy, that creature takes 10...30...35 damage. This spirit dies after 30...78...90 seconds.
    10 Energy 3 Activation 15 Recharge
Factions    
Flame Trap Flame Trap Trap. When Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 5...17...20 fire damage and set on fire for 1...3...3 seconds. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
    10 Energy 2 Activation 20 Recharge
Core   Can be obtained through a quest
Frozen Soil Frozen Soil Nature Ritual. Create a level 1...8...10 spirit. Non-spirit creatures within its range cannot activate resurrection skills. This spirit dies after 30...78...90 seconds.
    10 Energy 5 Activation 30 Recharge
Prophecies    
Greater Conflagration Greater Conflagration Elite Nature Ritual. Create a level 1...8...10 spirit. For non-spirit creatures within its range, all physical damage is fire damage instead. This spirit dies after 30...126...150 seconds.
    5 Energy 3 Activation 15 Recharge
Prophecies    
Healing Spring Healing Spring Trap. For 10 seconds, all adjacent allies are healed for 15...51...60 every 2 seconds. While activating this skill, you are easily interrupted.
    10 Energy 2 Activation 20 Recharge
Prophecies    
Ignite Arrows Ignite Arrows Preparation. For 24 seconds, your arrows explode on contact, dealing 3...15...18 fire damage to target and all adjacent foes.
    10 Energy 2 Activation 12 Recharge
Prophecies   Can be obtained through a quest
Incendiary Arrows Incendiary Arrows Elite Bow Attack. Shoot arrows at target foe and up to 2 foes near your target. Those foes are set on fire for 1...3...3 seconds.
    5 Energy   5 Recharge
Prophecies    
Kindle Arrows Kindle Arrows Preparation. For 24 seconds, your arrows deal fire damage and hit for an additional 3...20...24 fire damage.
    5 Energy 2 Activation 12 Recharge
Core   Can be obtained through a quest
Melandru's Arrows Melandru's Arrows Elite Preparation. For 18 seconds, whenever your arrows hit, they cause Bleeding for 3...21...25 seconds, and if they hit a target who is under an enchantment, they do +8...24...28 damage.
    5 Energy 2 Activation 12 Recharge
Prophecies    
Melandru's Resilience Melandru's Resilience Elite Stance. For 8...18...20 seconds, you gain +4 Health regeneration and +1 Energy regeneration for each condition and hex you are suffering.
    5 Energy   15 Recharge
Prophecies    
Muddy Terrain Muddy Terrain Nature Ritual. Create a level 1...8...10 spirit. Non-spirit creatures within its range move 10% slower and speed boosts have no effect. This spirit dies after 30...78...90 seconds.
    5 Energy 5 Activation 30 Recharge
Prophecies    
Natural Stride Natural Stride Stance. For 1...7...8 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become hexed or enchanted.
    5 Energy   12 Recharge
Nightfall    
Nature's Renewal Nature's Renewal Nature Ritual. Create a level 1...8...10 spirit. For 30...126...150 seconds, enchantments and hexes cast by non-spirit creatures take twice as long to cast, and it costs twice as much Energy to maintain enchantments. This spirit dies after 30...126...150 seconds.
    5 Energy 5 Activation 60 Recharge
Core    
Pestilence Pestilence Nature Ritual. Create a level 1...8...10 spirit. When any non-spirit creature within its range dies, conditions on that creature spread to any creature in the area already suffering from a condition. This spirit dies after 30...78...90 seconds.
    5 Energy 5 Activation 60 Recharge
Nightfall    
Piercing Trap Piercing Trap Trap. When Piercing Trap is triggered, all nearby foes are struck for 5...41...50 piercing damage. Any foes with Cracked Armor are struck for an additional 15...51...60 damage. Piercing Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
    10 Energy 2 Activation 30 Recharge
Eye of the North    
Poison Arrow Poison Arrow Elite Bow Attack. If Poison Arrow hits, your target becomes Poisoned for 5...17...20 seconds.
    5 Energy   1 Recharge
Prophecies    
Poison Tip Signet Poison Tip Signet Signet. For 60 seconds, your next attack also inflicts Poison for 8...14...15 seconds.
        1 Activation 6 Recharge
Eye of the North    
Quickening Zephyr Quickening Zephyr Nature Ritual. Create a level 1...8...10 spirit. For non-spirit creatures within its range, all skills recharge twice as fast and cost 30% more of the base Energy to cast. This spirit dies after 15...39...45 seconds.
    25 Energy 5 Activation 60 Recharge
Core   Can be obtained through a quest
Quicksand Quicksand Elite Nature Ritual. Create a level 1...8...10 spirit. All non-spirit creatures within its range lose 1 Energy each time they attack or use a skill. This spirit dies after 30...78...90 seconds.
    10 Energy 5 Activation 30 Recharge
Nightfall    
Roaring Winds Roaring Winds Nature Ritual. Create a level 1...8...10 spirit. Chants and shouts cost 1...4...5 more Energy. This spirit dies after 30...54...60 seconds.
    10 Energy 5 Activation 60 Recharge
Nightfall    
Scavenger's Focus Scavenger's Focus Elite Skill. For 10 seconds, if you strike a foe who is suffering from a condition you gain 3...10...12 Energy.
    5 Energy   20 Recharge
Nightfall    
Serpent's Quickness Serpent's Quickness Stance. For 15...27...30 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%.
    5 Energy   45 Recharge
Prophecies   Can be obtained through a quest
Smoke Trap Smoke Trap Elite Trap. When Smoke Trap is triggered, nearby foes are Blinded and Dazed for 5...9...10 seconds. Smoke Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
    10 Energy 2 Activation 20 Recharge
Nightfall    
Snare Snare Trap. When Snare is triggered, all nearby foes become Crippled for 3...13...15 seconds. Snare ends after 90 seconds. While activating this skill, you are easily interrupted.
    5 Energy 2 Activation 20 Recharge
Factions    
Spike Trap Spike Trap Elite Trap. When Spike Trap is triggered, every second (for 2 seconds total), all nearby foes are struck for 10...34...40 piercing damage, become Crippled for 3...21...25 seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
    10 Energy 2 Activation 20 Recharge
Core    
Storm Chaser Storm Chaser Stance. For 8...18...20 seconds, you move 25% faster, and you gain 1...4...5 Energy whenever you take elemental damage.
    10 Energy   20 Recharge
Core   Can be obtained through a quest
Tranquility Tranquility Nature Ritual. Create a level 1...8...10 spirit. Enchantments cast by non-spirit creatures within its range expire 20...44...50% faster. This spirit dies after 15...51...60 seconds.
    15 Energy 5 Activation 60 Recharge
Factions    
Tripwire Tripwire Trap. When Tripwire is triggered, all nearby foes are struck for 5...17...20 piercing damage. Any Crippled foes are knocked down. Tripwire ends after 90 seconds. While activating this skill, you are easily interrupted.
    10 Energy 2 Activation 30 Recharge
Nightfall    
Troll Unguent Troll Unguent Skill. For 13 seconds, you gain +3...9...10 Health regeneration.
    5 Energy 3 Activation 10 Recharge
Core   Can be obtained through a quest
Winnowing Winnowing Nature Ritual. Create a level 1...8...10 spirit. Non-spirit creatures within range take 4 additional damage whenever they take physical damage. This spirit dies after 30...126...150 seconds.
    5 Energy 5 Activation 60 Recharge
Core   Can be obtained through a quest
Winter Winter Nature Ritual. Create a level 1...8...10 spirit. For creatures within its range, all elemental damage is cold damage instead. This spirit dies after 30...126...150 seconds.
    5 Energy 3 Activation 60 Recharge
Prophecies   Can be obtained through a quest