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| Each skill description contains a skill type that tells you how the skill will behave. |
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| Adrenal Some skills require adrenaline, which builds up during combat. Adrenal skills become brightly lit when ready. |
| Attack An enhanced melee or projectile attack, including attacks from swords, axes, hammers and bows. |
| Binding Ritual A ritual that creates a Spirit to help in battle. |
| Chant A skill that grants all allies within earshot a one-time boost, typically to the next attack, signet, or spell. This skill is used by Paragon characters only. There are 6 types of Chant:
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| Dual Attack The last attack in a Dagger Attack sequence; must follow an Off-Hand Attack. |
| Echo This skill grants the targeted ally a benefit and interacts with Chants and Shouts. This skill is used by Paragon characters only. There are 3 types of Echos:
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| Elite Every profession has access to a number of powerful elite skills. Elite skills are rare and can be identified by the star in their icon. Your character can equip only one elite skill at a time. |
| Enchantment A spell that causes a temporary state of protection or enhancement (e.g., speed, increased armor, increased energy). It is a positive effect that benefits a character over time. |
| Form This skill temporarily transforms the user into an avatar of one of the gods, or an animal. These skills disable themselves after 2 minutes of use. When the form ends, all actions are cancelled. |
| Glyph A skill that enhances the next spell you cast. Glyphs affect only spells, and you can have only one glyph in effect at any given time. |
| Hex A spell that causes a negative effect for a period of time. Hexes may prevent the target from using certain skills, slow skill recharge rates, or cause health or energy to degenerate over time. |
| Lead Attack The first attack in a Dagger Attack sequence. |
| Nature Ritual An environmental enchantment that affects allies and foes alike. |
| Off-Hand Attack The second attack in a Dagger Attack sequence; must follow a Lead Attack. |
| Pet Attack Skills that allow pets to perform specialized attacks. You can only have one pet attack in effect at any given time. |
| Preparation A skill that enhances your attacks for the next few seconds. You can have only one Preparation in effect at any given time. |
| Shout A motivational phrase that benefits you and your allies (as well as hindering any nearby enemies) by increasing armor or improving attacks. Shouts have an instantaneous effect, and can be used simultaneously with other skills. Shouts generally last a few seconds and cannot be removed. |
| Signet A skill that costs no energy to use. Signets tend to take longer to recharge than other skills. |
| Skill Skill describes all abilities, including spells, enchantments, hexes, and signets. |
| Spell A skill that results in an instant effect, such as damage, healing, energy loss, or energy gain. |
| Stance Provides an advantage in battle, either by protecting against attacks or improving your offensive abilities. You can only have one stance active at a time. |
| Trap A skill that you set and leave for your enemy to trigger. While setting Traps, you are easily interrupted. |
| Weapon Spell A spell that affects how the weapon held by the target looks and performs. |
| Well A corpse-based area effect spell, that benefit allies or harm foes. This skill is only used by Necromancer characters. |
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