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Guild Wars Clear
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Guild Wars Clear

Guild Wars Skills

Assassin Dervish Elem Mesmer Monk Necro Paragon Ranger Ritualist Warrior
131 Results Found - 32 Elites  
  Guild Wars Skill Name Attribute Cost Activate Recharge
Glyph of Concentration Glyph of Concentration
Glyph. Your next Spell cannot be interrupted and ignores the effects of being Dazed.
(No Attributes) 5 1 2
Glyph of Elemental Power Glyph of Elemental Power
Glyph. Your elemental attributes are boosted by 2 for your next Spell.
(No Attributes) 5 1 5
Glyph of Energy Glyph of Energy (Elite Skill)
Elite Glyph. Your next Spell costs 20 less Energy to cast and does not cause Exhaustion.
(No Attributes) 5 1 15
Glyph of Essence Glyph of Essence
Glyph. For 15 seconds, your next Spell casts instantly but causes you to lose all Energy.
(No Attributes) 5 1 30
Glyph of Renewal Glyph of Renewal (Elite Skill)
Elite Glyph. Your next Spell instantly recharges.
(No Attributes) 5 1 15
Glyph of Sacrifice Glyph of Sacrifice
Glyph. For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge.
(No Attributes) 5 1 15
Second Wind Second Wind (Elite Skill)
You gain 1 Energy for each point of Energy lost due to Exhaustion. This spell causes Exhaustion.
(No Attributes) 5 1 30
Air Attunement Air Attunement
Enchantment Spell. For 36...55 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the Skill whenever you use Air Magic.
Air Magic 10 2 60
Arc Lightning Arc Lightning
Spell. Target foe is struck for 5...41 lightning damage. If that foe is suffering from a Water Magic Hex, one foe near your target is struck for 15...51 lightning damage. Damage from Arc Lightning has 25% armor penetration.
Air Magic 5 1 8
Blinding Flash Blinding Flash
Spell. Target foe is blinded for 3-9 seconds.
Air Magic 15 1 4
  Blinding Surge (Elite Skill)
Elite Spell. Target foe is struck for 5...41 lightning damage and Blinded for 3...9 seconds. If that foe is under the effects of an Enchantment, all adjacent foes are also Blinded for 3...9 seconds. This Spell has 25% armor penetration.
Air Magic 10 0.75 4
Chain Lightning Chain Lightning
Spell. Target foe and up to two other foes near your target are struck for 10-70 lightning damage. This spell has 25% armor penetration. This spell causes exhaustion.
Air Magic 10 3 10
  Chilling Winds
Hex Spell. Target foe is struck for 5...41 cold damage. For 20 seconds, the next water Hex targeting that foe lasts 25...85% longer.
Air Magic 10 1 8
Conjure Lightning Conjure Lightning
Enchantment. For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 1-13 lightning damage.
Air Magic 10 1 60
Enervating Charge Enervating Charge
Spell. Target foe is struck for 5-41 lightning damage and suffers from weakness for 5-17 seconds. This spell has 25% armor penetration.
Air Magic 10 1 8
Gale Gale
Spell. Knock down target foe for 3 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
Air Magic 10 1 5
Glimmering Mark Glimmering Mark (Elite Skill)
Elite Hex. For 1-13 seconds, whenever target foe suffers Lightning damage, that foe and all adjacent foes suffer from Blindness for 3 seconds.
Air Magic 10 2 15
Gust Gust (Elite Skill)
Target foe is struck for 10-54 cold damage. If that foe is under an Earth or Water Magic Hex, that foe is knocked down for 3 seconds.
Air Magic 5 2 10
  Invoke Lightning (Elite Skill)
Elite Spell. Target foe and up to two other foes near your target are struck for 10...82 lightning damage. This spell has 25% armor penetration. If you are not under the effects of an Enchantment, this spell causes Exhaustion.
Air Magic 10 2 15
  Lightning Bolt
Spell. Send out a Lightning Bolt that strikes for 5...41 lightning damage if it hits. If Lightning Bolt strikes a moving foe, that foe is struck for 5...41 additional lightning damage. This spell has 25% armor penetration.
Air Magic 5 1 8
Lightning Hammer Lightning Hammer
Spell. Target foe is struck for 10-82 lightning damage. Lightning Hammer has 25% armor penetration.
Air Magic 25 2 15
Lightning Javelin Lightning Javelin
Spell. Send out a Lightning Javelin that strikes for 15-43 lightning damage if it hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted. This spell has 25% armor penetration.
Air Magic 10 1 2
Lightning Orb Lightning Orb
Spell. Lightning Orb flies towards target foe and strikes for 10-82 lightning damage if it hits. This spell has 25% armor penetration.
Air Magic 15 2 5
Lightning Strike Lightning Strike
Spell. Strike target foe for 5-41 lightning damage. This spell has 25% armor penetration.
Air Magic 5 1 5
Lightning Surge Lightning Surge (Elite Skill)
Elite Hex Spell. After 3 seconds, target foe is knocked down and struck for 14...83 lightning damage.
Air Magic 10 2 10
Lightning Touch Lightning Touch
Skill. Target touched foe and all adjacent foes are struck for 10-50 lightning damage. Foes suffering from a Water Magic hex are struck for an additional 10-34 lightning damage. This spell has 25% armor penetration.
Air Magic 15 1 10
Mind Shock Mind Shock (Elite Skill)
Elite Spell. Target foe suffers 10-42 lightning damage. If you have more energy than target foe, that foe suffers 10-42 additional lightning damage and is knocked down. This spell has 25% armor penetration and causes exhaustion.
Air Magic 10 1 8
Ride the Lightning Ride the Lightning (Elite Skill)
You ride the lightning to target foe. That foe is struck for 15-63 lightning damage. This spell causes exhaustion.
Air Magic 10 1 20
Shock Shock
Skill. Target touched foe is struck for 10-50 lightning damage and is knocked down. This spell has 25% armor penetration and causes exhaustion.
Air Magic 5 1 10
Shock Arrow Shock Arrow
Spell. Send out a shocking arrow that flies swiftly toward target foe, striking for 5-37 damage. Shock Arrow has 25% armor penetration.
Air Magic 5 1 1
  Shock Arrow
Spell. Send out a shocking arrow that flies swiftly toward target foe, striking for 5...37 lightning damage. Shock Arrow has 25% armor penetration.
Air Magic 5 1 1
  Storm Djinn's Haste
Enchantment Spell. For 10...22 seconds, you move 33% faster. Each second that you are moving, you lose 1 energy.
Air Magic 5 0.25 10
Teinai's Wind Teinai's Wind
Spell. All adjacent foes take 15-51 cold damage. Attacking foes struck by Teinai's Wind are knocked down.
Air Magic 10 0.75 8
Thunderclap Thunderclap (Elite Skill)
Elite Spell. For 8-18 seconds, the next time target foe is struck for Lightning damage, that foe and adjacent foes are knocked down, and you lose 15-9 Energy or Thunderclap Ends.
Air Magic 10 2 15
Whirlwind Whirlwind
Spell. All adjacent foes take 15-51 cold damage. Attacking foes struck by Whirlwind are knocked down.
Air Magic 10 1 8
Windborne Speed Windborne Speed
Enchantment Spell. For 5-10 seconds, target ally moves 33% faster.
Air Magic 10 1 5
Aftershock Aftershock
Adjacent foes are struck for 26-85 damage. Knocked down characters are struck for 10-56 additional damage.
Earth Magic 10 1 10
Armor of Earth Armor of Earth
For 30 seconds, you gain 24-53 armor, but move 50%-21% slower.
Earth Magic 10 1 15
Ash Blast Ash Blast
Spell. Target foe is struck for 20-48 damage. If Ash Blast strikes a knocked-down foe, that foe is blinded for 3-13 seconds.
Earth Magic 5 1 8
Churning Earth Churning Earth
Spell. Create Churning Earth at target foe's location. For the next 5 seconds, Churning Earth strikes for 13-34 earth damage each second. Any foe moving faster then normal when struck by Churning Earth is knocked down.
Earth Magic 25 3 30
Crystal Wave Crystal Wave
Foes near you are struck for 10-82 damage, but are cured of any negative conditions. This spell ignores armor and magic resistance.
Earth Magic 15 1 20
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 earth damage. This Spell causes Exhaustion.
Earth Magic 25 3 15
Earth Attunement Earth Attunement
For 36-55 seconds, you are attuned to Earth. You gain 30% of the energy cost of the spell each time you use Earth Magic.
Earth Magic 10 2 60
Earthquake Earthquake
You invoke an earthquake at target foe's location. All foes near this location are knocked down and are struck for 26-85 earth damage. This spell causes exhaustion.
Earth Magic 25 3 15
  Ebon Hawk
Spell. Send a projectile that strikes for 20...76 earth damage if it hits. If this Spell hits a moving or attacking foe, that foe suffers from Weakness for 5...13 seconds.
Earth Magic 10 2 5
Eruption Eruption
Cause an eruption at target foe's location. For 5 seconds, foes near this location are struck for10-34 earth damage each second. When Eruption ends, foes in the area of effect are blinded.
Earth Magic 25 3 30
  Glowstone
Spell. Send a projectile that strikes for 5...41 earth damage if it hits. If this Spell hits a weakened foe, you gain 1...7 Energy.
Earth Magic 5 1 7
Grasping Earth Grasping Earth
For 8-18 seconds, all adjacent foes move 50% slower but have +24 armor against physical damage.
Earth Magic 5 1 30
Iron Mist Iron Mist
For 5-15 seconds, target foe moves 90% slower than normal. That foe gains immunity to damage from all sources except lightning.
Earth Magic 10 2 30
Kinetic Armor Kinetic Armor
For 8 seconds, you gain +20-68 armor. Whenever you cast a spell, Kinetic Armor is renewed for 8 seconds.
Earth Magic 15 3 60
Magnetic Aura Magnetic Aura
For 5-17 seconds, Magnetic Aura has a 75% chance to block melee attacks.
Earth Magic 5 0 60
Obsidian Flame Obsidian Flame
Deal 22-94 damage to target foe. This spell ignores armor. This spell causes exhaustion.
Earth Magic 5 2 5
Obsidian Flesh Obsidian Flesh (Elite Skill)
For 8-18 seconds, you gain +20 armor and cannot be the target of enemy spells, but move 50% slower.
Earth Magic 10 1 30
  Sandstorm
Elite Spell. Create a Sandstorm at target foe's location. For 10 seconds, nearby foes are struck for 10...26 earth damage each second and attacking foes are struck for an additional 10...26 earth damage each second.
Earth Magic 15 2 30
Shockwave Shockwave (Elite Skill)
Adjacent foes take 15-51 earth damage, nearby foes take 15-51 earth damage, and foes in the area take 15-51 earth damage.
Earth Magic 10 0.75 20
Sliver Armor Sliver Armor
Enchantment Spell. For 5-10 seconds, you have 25%-45% chance to block attacks and whenever you are the target of a hostile Spell or attack one nearby foe is struck for 5-29 earth damage.
Earth Magic 10 1 30
Stone Daggers Stone Daggers
You send out two stone daggers. If it hits, each stone dagger strikes for 8-28 earth damage.
Earth Magic 5 1 0
  Stone Sheath (Elite Skill)
Elite Hex Spell. For 10...30 seconds, attacks made by target foe and all nearby foes deal earth damage and cannot cause a critical hit.
Earth Magic 5 1 15
  Stone Striker
Enchantment Spell. For 5...25 seconds, whenever you take or deal elemental or physical damage, that damage is converted to earth damage.
Earth Magic 5 0.25 20
  Stoneflesh Aura
Enchantment Spell. For 5...17 seconds, damage you receive is reduced by 1...25 and you are immune to critical attacks.
Earth Magic 10 2 15
Stoning Stoning
You send a flurry of stones at target foe. If they hit, the stones strike for 15-87 earth damage. If target foe is suffering from weakness, that foe is knocked down.
Earth Magic 15 1 5
Teinai's Crystals Teinai's Crystals
Spell. Foes adjacent to you are struck for 10-82 damage but are cured of any negative Conditions. This spell ignores armor and magic resistance.
Earth Magic 15 0.75 20
Unsteady Ground Unsteady Ground (Elite Skill)
You create Unsteady Ground at target foe's location. For 5 seconds, nearby foes take 10-34 earth damage each second. Attacking foes struck by Unsteady Ground are knocked down.
Earth Magic 15 2 20
Ward Against Elements Ward Against Elements
Ward Spell. You create a Ward against Elements at your current location. For 8-18 seconds, non-spirit allies in this area gain +24 armor against elemental damage.
Earth Magic 15 1 20
Ward Against Foes Ward Against Foes
Ward Spell. You create a ward against foes at your current location. For 8-18 seconds, foes in this area move 50% slower.
Earth Magic 15 1 20
Ward Against Melee Ward Against Melee
Ward Spell. You create a ward against melee at your current location. For 8-18 seconds, allies in this area have a 50% chance to evade melee attacks.
Earth Magic 10 1 20
Ward of Stability Ward of Stability
Ward Spell. Create a Ward of Stability at your current location. For 10-22 seconds, non-spirit allies in the area cannot be knocked down.
Earth Magic 10 1 30