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Skill Types

Each skill description contains a skill type that tells you how the skill will behave.

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:
  • Anthem - affects attack skills
  • Aria - affects spells
  • Ballad - affects the next time the ally takes damage
  • Chorus - affects the next time the ally uses a Chant or Shout
  • Lyric - affects the next time the ally uses a signet
  • Song - affects the next time the ally uses a skill


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:
  • Finale - gives a bonus when a Chant or Shout ends on the targeted ally
  • Harmony - gives a bonus to all Chants and Shouts
  • Refrain - is active as long as the Echo is active and will auto-refresh


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.