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Primary Character Attributes

Assassin - Critical Strikes Necromancer - Soul Reaping/Life Stealing
Dervish - Mysticism Paragon - Leadership
Elementalist - Energy Storage Ranger - Expertise
Mesmer - Fast Casting Ritualist - Spawning Power
Monk - Divine Favor Warrior - Strength/Adrenaline


Assassin - Critical Strikes
  • Your chance for Critical Hits increases 1% for each rank in Critical Strikes.
  • For each critical hit, the Assassin receives 1 energy at rank 3 and above, 2 energy at rank 8 and above, and 3 energy at rank 13 and above.

Rank in Critical StrikesCritical Hit ProbabilityEnergy Gained per Hit
00.0%0
11.0%0
22.0%0
33.0%1
44.0%1
55.0%1
66.0%1
77.0%1
88.0%2
99.0%2
1010.0%2
1111.0%2
1212.0%2
1313.0%3
1414.0%3
1515.0%3
1616.0%3
1717.0%3


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Dervish - Mysticism
  • Whenever an Enchantment ends, you gain 1 Health for each rank of Mysticism, and 1 Energy for every 3 ranks of Mysticism.
  • These refer to Enchantments on the Dervish only, not any other Enchantments on other party members.

Rank in MysticismAmount of HealthAmount of Energy
000
110
220
331
441
551
662
772
882
993
10103
11113
12124
13134
14144
15155
16165
17175


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Elementalist - Energy Storage
  • For each rank of Energy Storage, your maximum energy increases by 3. Several skills, related to gaining Health or Energy, become more effective with a higher Energy Storage.
  • Increasing this attribute can give Elementalists double or triple the total energy capacity of other casters.
  • Energy still regenerates at the same rate.

Rank in Energy StorageMaximum Energy StorageEnergy Bonus
0300
1333
2366
3399
44212
54515
64818
75121
85424
95727
106030
116333
126636
136939
147242
157545
167848
178152


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Mesmer - Fast Casting
  • Fast Casting allows Mesmers to cast spells faster.
  • Fast Casting only affect spells; other skill types are not affected.
  • It is calculated as: (cast time) = (base time) / 2^(-attribute/15)

Rank in
Fast Casting
Casting Speed of Spell
.25 sec.5 sec.75 sec1 sec2 sec3 sec4 sec5 sec6 sec7 sec8 sec
0.25.50.7512345678
1.24.48.72.951.912.863.824.775.736.687.64
2.23.46.68.911.822.743.654.565.476.387.29
3.22.44.65.871.742.613.484.355.226.096.96
4.21.42.62.831.662.493.324.164.995.826.65
5.20.40.60.791.592.383.173.974.765.566.35
6.19.38.57.761.522.273.033.794.555.316.06
7.18.36.54.721.452.172.893.624.345.075.79
8.17.35.52.691.382.072.763.454.154.845.53
9.16.33.49.661.321.982.643.303.964.625.28
10.16.31.47.631.261.892.523.153.784.415.04
11.15.30.45.601.201.802.413.013.614.214.81
12.14.29.43.571.151.722.302.873.454.024.59
13.14.27.41.551.101.652.192.743.293.844.39
14.13.26.39.521.051.572.092.623.143.674.19
15.13.24.36.501.001.502.002.503.003.504..0
16.12.24.36.48.951.431.912.392.863.343.82
17.11.23.34.46.921.371.822.282.743.193.65


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Monk - Divine Favor
  • For each rank of Divine Favor, allies are healed for 3.2 whenever you cast any Monk spells on them. Several Monk skills, especially spells relating to energy gain and healing, become more effective with a higher Divine Favor.

Rank in Divine FavorAmount of Healing
00
13
26
310
413
516
619
722
826
929
1032
1135
1238
1342
1445
1548
1651
1754


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Necromancer - Soul Reaping/Life Sacrificing
Soul Reaping
  • Soul Reaping gives the Necromancer X amount of energy whenever something dies "near you," where X is the Soul Reaping level.
  • You get one point of energy, for every one point you have in Soul Reaping.
  • You get half as much energy, if a Spirit dies near you.
  • Near you is considered to be 240 inches in Guild Wars.

Rank in Soul Reaping Amount of Energy Gained
for non-Spirits
Amount of Energy Gained
for Spirits
000
110
221
331
442
552
663
773
884
994
10105
11115
12126
13136
14147
15157
16168
17178

Necromancer Life Sacrificing
  • Some Necromancer Blood Magic skills have an extra cost to cast them that requires that the Necromancer sacrifice a percentage of health in addition to energy.
  • The amount of health required will be used when the skill is activated.
  • If you don't have enough health to cast the skill, you will die.
  • If the skill you are casting is interrupted, you will not sacrifice any health.

Max HealthAmount of Health lost with Sacrifice %
10%15%17%20%22.5%25.5%30%49.5%
1001015172023263050
1201218202427313659
1401421242832364269
1601624273236414879
1801827313641465489
2002030344045516099
22022333744505666109
24024364148546172119
26026394452596678129
28028424856637184139
30030455160687790149
32032485464728296158
340345158687787102168
360365461728192108178
380385765768697114188
4004060688090102120198
4054161698191103122200
4204263718495107126208
4304365738697110129213
4404466758899112132218
46046697892104117138228
48048728296108122144238
510517787102115130153252
520527888104117133156257
530538090106119135159262


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Paragon - Leadership
  • For each rank in Leadership, you gain 1 Energy for each ally affected by a Shout of Chant.
  • There is a maximum of 1 energy for every 2 ranks.

Rank in LeadershipMaximum Energy Gained
00
10
21
31
42
52
63
73
84
94
105
115
126
136
147
157
168
178


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Ranger - Expertise
  • Expertise reduces the energy cost of skills, attack skills, glyphs, preparations, nature rituals, shouts, stances, and traps by 4% per rank.
  • Expertise also works on secondary profession skills that belong to one of the correct skill types.

Rank in ExpertiseEnergy Requirement of Skill
5101525
05101525
15101424
2591423
3491322
4481321
5481220
6481119
7471118
8371017
9361016
1036915
1136814
1235813
1325712
1424711
1524610
162459
172358


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Ritualist - Spawning Power
  • Ranks in Spawning Power increases the health of Spirits.
  • For each rank in Spawning Power, Spirits have 4% more health.
  • This affects Ritualist spirits, Necromancer minions and Ranger nature rituals.

Rank in Spawning PowerIncreased Health
00%
14%
28%
312%
416%
520%
624%
728%
832%
936%
1040%
1144%
1248%
1352%
1456%
1560%
1664%
1768%


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Warrior - Strength/Adrenaline
  • Strength gives the Warrior 1% armor penetration per attribute level when using attack skills.
  • Points in Strength will enhance strength-based skills.
  • Points in Strength can increase the damage your weapon does.

Rank in StrengthAmount of Armor Penetration
00
11
22
33
44
55
66
77
88
99
1010
1111
1212
1313
1414
1515
1616
Adrenaline
  • Some Warrior skills and some Paragon skills have an Adrenaline cost rather than an Energy cost.
  • Adrenaline is built up by dealing or sustaining damage.
  • Each skill gains and uses Adrenaline independently from each other.
  • Adrenaline is gained in points. 25 points for a successful attack and 1 Adrenaline point for every 1% of health lost.

Adrenaline Needed to Use Skill Adrenaline Points Needed
240
480-100
5120
6130-150
7160-180
8200
9220
10240


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