Notes:
Anything that is unconfirmed will be italicized.
Skills are listed in the sequence they appear on the bar, where known.
For icons and other information, why not visit the Official Guild Wars 2 Wiki: http://wiki.guildwars2.com/wiki/Skill

Secondary attributes:
– Offense –
Prowess Improves the damage multiplier on critical strikes.
Malice Improves the damage done by conditions like burning, poison, confusion, and bleeding.
Expertise Improves the duration of all conditions inflicted by the character.
– Support –
Concentration Improves the duration of all boons applied by the character.
Compassion Improves all outgoing heals that your character does, including self heals.
– Profession specific –
Brawn [Warrior] Improves the damage of warrior burst skills.
Willpower [Guardian] Decreases the recharge on all virtues.
Cunning [Thief] Decreases the recharge of the Steal ability.
Empathy [Ranger] Improves pet attributes.
Ingenuity [Engineer] Reduces the recharge on all tool-belt skills.
Guile [Mesmer] Reduces the recharge on all Shatter skills.
Intelligence [Elementalist] Reduces the recharge of the four elemental attunements.
Hunger [Necromancer] Increases the size of the necromancer’s life-force pool.

Elementalist status: Stable.

Attunement:
Fire Attunement Attune to fire, change your weapon spells, and scorch nearby foes with a fiery blast.[*]
Water Attunement Attune to water, change your weapon spells, and soothe nearby allies with a healing splash.[*]
Air Attunement Attune to air, change your weapon spells and shock nearby foes with lightning.[*]
Earth Attunement Attune to earth, change your weapon spells, and slam nearby foes with a seismic blast.[*]
* Switching attunement puts the attunement you left on a 10s cooldown, and your other 2 attunements on 1s cooldowns.

Staff | Fire attuned:
Fireball Cast a fireball that explodes on impact and hits multiple foes foes. [No recharge]
Lava Font Make lava erupt from the target area. [6s][I: Fire Field]
Flame Burst Burn foes at the target location. [10s]
Burning Retreat Quickly roll backward, leaving a behind a line of fire that Burns. [20s][I: Fire Field]
Meteor Shower Call down a meteor shower onto the target area. [30s]

Staff | Water attuned:
Water Blast Spray a jet of water at foes that also heals allies in the blast radius. [No recharge]
Ice Spike Drop a giant ice spike on foes, causing Vulnerability. [4s]
Geyser Create a geyser to heal nearby allies. [20s][I: Water Field]
Frozen Ground Coat the target area in ice, Chilling foes that enter it. [30s][I: Ice Field]
Healing Rain Call down a healing rain on the target area, granting Regeneration to allies and removing conditions. [45s][I: Water Field]

Staff | Air attuned:
Chain Lightning Hit multiple foes with arcs of chain lightning. [No recharge]
Lightning Surge Charge a lightning surge that Blinds foes near your target when it discharges. [3s] N.B. Tool-tip actually says it Confuses instead.
Gust Push foes backward with a burst of air. [20s]
Windborne Speed You and nearby allies gain Swiftness, while removing Cripple, Immobilize, and Chill. [20s]
Static Field Create an electrical field that Stuns foes crossing it. [40s][I: Lightning Field]

Staff | Earth attuned:
Stoning Hurl a rock at your foe and cause Weakness. [No recharge][F: Physical Projectile]
Eruption Shake the ground until it erupts and damages foes. [6s][F: Blast]
Magnetic Aura Reflect projectiles with magnetic energy. [20s]
Unsteady Ground Create unsteady ground that Cripples foes moving through it. [20s]
Shockwave Create a shockwave that Bleeds and Immobilizes your target. [20s][F: Physical Projectile]

Dagger | Main hand | Fire attuned:
Dragon’s Claw Fling fire in a claw-shaped spread at your foe. [No recharge]
Drake’s Breath Spray a cone of fire at foes while on the move. [5s]
Burning Speed Sprint ahead, leaving behind a line of fire that Burns. [15s][I: Fire Field]

Dagger | Main hand | Water attuned:
Vaporblade Cast a vapor blade that inflicts Vulnerability and returns to you. [No recharge]
Cone of Cold Spray an icy blast in a cone that damages foes and heals allies. [10s]
Frozen Burst Detonate a burst of ice that Chills nearby foes. [15s]

Dagger | Main hand | Air attuned:
Lightning Whip Lash your foe with lightning. [No recharge]
Lightning Touch Shock your foe and make them more Vulnerable. [6s]
Shocking Aura Envelop yourself with electrical energy that Stuns nearby foes if they attack you. [20s]

Dagger | Main hand | Earth attuned:
Impale Spear your foes on a giant stone spike. [No recharge]
Ring of Earth Bleed foes with a ring of rocky spikes. [6s]
Magnetic Grasp Pull yourself to your foe with a magnetic force. [12s]

Dagger | Off hand | Fire attuned:
Ring of Fire Damage nearby foes with a ring of fire, Burning enemies that pass through it. [15s][I: Fire Field]
Flame Touch Damage foes in a cone in front of you. Deal 150% damage to Burning foes. [30s]

Dagger | Off hand | Water attuned:
Frost Aura Protect yourself with frost armor. While active, it Chills foes that hit you. [40s]
Cleansing Wave Heal yourself and nearby allies, removing a condition. [40s]

Dagger | Off hand | Air attuned:
Ride the Lightning Ride the lightning to your foe, then strike all nearby enemies with an electrical burst. [15s]
Updraft Gain Swiftness from a gust of wind that Launches nearby foes. [40s]

Dagger | Off hand | Earth attuned:
Earthquake Trigger a quake at your location, Knocking down foes and dealing massive damage. [30s][F: Blast]
Churning Earth Hold and release to make nearby earth churn, Crippling nearby foes before unleashing a seismic wave that damages and Bleeds them. [30s][F: Blast]

Scepter | Main hand | Fire attuned:
Flamestrike Strike your foe with flame. [No recharge]
Dragon’s Tooth Drop an explosive dragon’s tooth on your foe. [6s][F: Blast]
Phoenix Release a fiery phoenix that first attacks foes in a line, then explodes and returns to you, removing conditions and granting you Vigor. [15s][F: Blast]

Scepter | Main hand | Water attuned:
Ice Shards Fire three ice shards at your foe. [No recharge]
Shatterstone Create a shatterstone at the target area that explodes after two seconds. [2s][F: Blast]
Water Trident Cast a water trident that damages foes and heals allies. [20s]

Scepter | Main hand | Air attuned:
Arc Lightning Cast an arc of electricity at your foe. [No recharge]
Lightning Strike Strike your foe with lightning. [5s]
Blinding Flash Blind your foe with a flash of light. [10s]

Scepter | Main hand | Earth attuned:
Stone Shards Fling stone shards at your foe to Bleed them. [No recharge][F: Physical Projectile 20%]
Rock Barrier Envelop yourself in a stony barrier that improves armor. [3s]
Hurl Summon a rock and hurl it at your foe. [No recharge]
Sandstorm Blind your foes with a blast of sand. [15s][F: Whirl]

Focus | Fire attuned:
Flamewall Create a wall of flame at the target area that Burns foes. [20s][I: Fire Field]
Fire Shield Envelop yourself in a shield of fire that Burns foes. [40s]

Focus | Water attuned:
Freezing Gust Chill your foe for a brief time. [25s]
Comet Drop a comet of ice on the target area and Daze foes. [25s][F: Blast]

Focus | Air attuned:
Swirling Winds Create a swirling wind that destroys enemy projectiles. [30s]
Gale Knock down your foe with a charged wind blast. [50s]

Focus | Earth attuned:
Magnetic Wave Damage foes, remove conditions, and Reflect projectiles with a magnetic surge. [25s][F: Blast]
Obsidian Flesh Envelop yourself in stony armor, making yourself Invulnerable. [50s]
Obsidian Flame Release your Obsidian Flesh in a strike of Obsidian Flame. [No recharge]

Trident | Fire attuned:
Magma Orb Shoot a blob of molten rock that explodes after a delay. [No recharge]
Boil Boil the water around your foe. [10s]
Steam Blind your foe with superheated water. [25s]
Lava Chains Cripple multiple foes with lava chains. [30s]
Heatwave Burn foes and grant Vigor to allies with a wave of heat. [40s]

Trident | Water attuned:
Water Missle Launch a slow-moving homing missile. [No recharge]
Ice Globe Shoot a slow-moving, detonatable icy orb. [10s]
Ice Wall Create a wall of ice that you can shatter. [20s]
Under Current Release a current of water to damage enemies and give Regeneration to allies. [25s]
Tidal Wave Charge forward with tidal force, damaging foes and healing allies. [10s]

Trident | Air attuned:
Forked Lighting Cast a streak of lighting that forks on impact, hitting other foes. [No recharge]
Electrocute Charge the water around your foe with electricity. [5s]
Air Pocket Release a slow-moving, detonatable, air pocket. When it explodes, you teleport to that location. [12s]
Air Bubble Trap your foe in an air bubble and make them Float to surface. [40s]
Lighting Cage Summon an electrical field that Stuns foes crossing it. [30s]

Trident | Earth attuned:
Rock Blade Shoot a rocky blade at your foe. [No recharge]
Rock Spray Spray a cone of gravel to Bleed foes. [12s]
Magnetic Current Pull yourself to your foe and Immobilize them. [18s]
Rock Anchor Anchor a rock to your foe, making them Sink. [35s]
Murky Water Blind nearby foes. [45s]

Healing:
Ether Renewal Heal yourself and lose a condition with every pulse. [15s]
Glyph of Elemental Harmony Heal yourself and gain a boon based on your attunement. Fire: Gain Might. Air: Gain Swiftness. Water: Gain Regeneration. Earth: Gain Protection. [20s]
Signet of Restoration Signet Passive: Grants health every time you cast a spell. Active: Heal yourself. [40s]

Utility:
Arcane Blast Arcane. Blast your foe with energy for critical damage. [30s]
Arcane Power Arcane. Your next few attacks do critical damage. [45s]
Arcane Shield Arcane. Block attacks with an energy shield. If it Blocks three attacks, it explodes. [75s]
Arcane Wave Arcane. Blast nearby foes with an energy wave for critical damage. [20s]
Armor of Earth Cantrip. Protect yourself with earth armor that gives you Protection and Stability. [90s] N.B. Breaks Stun.
Cleansing Fire Cantrip. Remove all conditions and break out of Stun, while Burning foes. [30s]
Conjure Earth Shield Conjure. Manifest a magnetic shield in your hands and at the target location. [60s] N.B. 15 Charges – each skill drains 1 charge.
Shield Smack Smack your foe with the magnetic shield. [No recharge]
Crippling Shield Throw your shield in a line, Crippling struck enemies. [8s] N.B. The shield boomerangs back to you.
Magnetic Surge Unleash a magnetic force, surging at your opponent and Dazing them. [15s]
Magnetic Shield Pull nearby enemies to you with a magnetic force. [18s] N.B. Immobilizes foes.
Fortify Use magnetism to envelop yourself in a shield, gaining Invulnerability. [30s] N.B. Channelled.
Conjure Flame Axe Conjure. Manifest a Lava Axe in your hands and at the target location. [60s] N.B. 15 Charges – each skill drains 1 charge.
Lava Axe Throw a lava axe at your foe. [No recharge]
Explosive Lava Axe Throw an explosive lava axe at the target location. [5s]
Burning Retreat Quickly roll backward, leaving a behind a line of fire that Burns. [15s][I: Fire Field]
Ring of Fire Damage nearby foes with a ring of fire, Burning enemies that pass through it. [15s][I: Fire Field]
Flame Leap Leap at your foe with a flamng attack that causes Burning. [20s][F: Leap]
Conjure Frost Bow Conjure. Manifest a Frost Bow in your hands and at the target location. [60s] N.B. 15 Charges – each skill drains 1 charge.
Water Arrow Shoot an arrow of water that heals allies. [No recharge]
Frost Volley Rapidly fire at your foe, with each hit causing Vulnerability. [8s][F: Physical Projectile]
Ice Wall Manifest a wall of ice that you can shatter. [10s]
>> Detonate Detonate your ice wall to damage foes. [No recharge]
Frost Fan Damage foes with a spread of icy arrows that cause Chill. [15s]
Ice Storm Call down an ice storm on the target area. [20s] N.B Channelled ‘Barrage’, causes Confusion.
Conjure Lightning Hammer Conjure. Manifest a Lightning Hammer in your hands and at the target location. [60s] N.B. 15 Charges – each skill drains 1 charge.
Lightning Swing Chain. Bash your foe. [No recharge]
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>>> ???
Lightning Leap Leap at your foe and hit them with electrical damage. [4s][F: Leap]
Wind Blast Launch your foe with a banishing smash. [20s]
Lightning Storm Strike up to five nearby enemies with lightning. [20s]
Static Field Manifest an electrical field that Stuns foes crossing it. [25s][I: Lightning Field]
Energy Blast Charged spell that deals more damage the longer it is charged. [45s]
Glyph of Elemental Power Glyph. Gain a chance for spells to inflict a condition based on your attunement. Fire: Burning. Water: Chill. Air: Weakness. Earth: Cripple. [105s]
Glyph of Lesser Elementals Glyph. Summon an elemental based on your attunement. [45s]
Glyph of Storms Glyph. Create a storm based on your attunement. [60s]
Lightning Flash Cantrip. Teleport to the target area. [60s]
Mist Form Cantrip. Morph into an Invulnerable, vaporous mist for a brief time. [75s] N.B. Breaks Stun.
Signet of Air Signet Passive: Grants a 10% increase in movement speed. Signet Active: Blind your target and nearby foes. [20s]
Signet of Earth Signet Passive: Improves Toughness. Signet Active: Immobilize your foe. [60s]
Signet of Fire Signet Passive: Improves Critical Chance. Signet Active: Burn your foe. [20s]
Signet of Water Signet Passive: Removes a condition every three seconds. Signet Active: Chill your foe. [30s]

Elite:
Fiery Greatsword Conjure. Manifest a fiery greatsword in your hands and at the target location. When it lands, it damages and Burns foes in the area. [180s]
Flame Wave Shoot a fireball at your foe with a sword swing. [No recharge]
Fiery Eruption Ram your sword into the ground and make fire erupt near your foe. [5s]
Fiery Whirl Advance forwards, slashing the foes in your way. [5s]
Fiery Rush Charge at target foe leaving a wall of fire behind you. [10s]
Firestorm Call down a firestorm on target area. [15s]
Gyph of Elementals Glyph. Summon an elemental based on your attunement. Fire elemental: Deals damage. Ice Elemental: Deals damage and heals. Earth Elemental: Deals damage and is hard to kill. Air Elemental: Deals damage and Stuns. [120s] N.B. 60s Duration.
Tornado Transform. Shapeshift into a tornado that damages and Launches foes. [180s]
Electrified Tornado Electrify your tornado form, causing it to send out bolts of lightning. [No recharge]
Dust Tornado Gather up dust into your tornado form, causing it to send out dust devils that Blind targets. [No recharge]
Debris Tornado Gather up debris into your tornado form and send it flying. [No recharge]

Downed:
Discharge Lightning Blast your foe with lightning. [No recharge]
Grasping Earth Immobilize your foe with hands erupting from the ground. [10s]
Vapor Form Assume a mobile, vaporous form. [45s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Drowned:
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Help Me! Call your allies for help. Restores some health. [20s]

Fire Magic trait line: [12/12]
* Increases Power.
* Increases Expertise.
[L5] Fiery Aura You have a 20% chance to cause Burning whenever a foe attacks you.
[L15] Sunspot You damage at your location when you attune to fire.
[L25] Burning Rage Do 5% more damage to a Burning foe.
Burning Fire Cleansing Flame, Signet of Fire, and Conjure Flame gain 2s of Burning.
Burning Precision 20% Chance to cause Burning each time you crit.
Conjurer Conjured weapons have 10 more charges.
Ember’s Might Grant Might to nearby allies when attuning to fire.
Enchanted Evocation Conjured weapons deal 10% more damage.
Fire’s Embrace Your damage is increased while standing in allied fire fields.
Internal Fire You deal 10% more damage while in Fire Attunement.
Lava Tomb Create a Lava Font when downed.
One with Fire Your chance to Burn foes goes up the longer you are attuned to fire.
Persisting Flames Fire fields last 30% longer.
Pyromancer’s Alacrity All your fire weapon skills recharge 15% faster.
Pyromancer’s Puissance Each fire spell you cast adds Might for a short time.

Air Magic trait line: [7/12]
* Increases Precision.
* Increases Prowess.
[L5] Zephyr’s Speed You move 10% faster while in air attunement.
Aeromancer’s Alacrity All your air weapon skills recharge 15% faster.
Air of Superiority Signet of Air and Lightning Flash deal 33% more damage. N.B. Neither skill seems to deal any damage!
Bolt to the Heart +25% Damage to a foe with less than 25% health.
Grounded +50% Damage to Stunned or Knocked down foes.
Inscription Grant a boon associated with your current attunement when you cast a Glyph.
Quick Glyphs Glyphs recharge 20% faster.
Winds of Change Grant Swiftness to nearby allies on attuning to air.
Zephyr’s Boon Auras grant Swiftness and Fury when applied.

Earth Magic trait line: [6/12]
* Increases Toughness.
* Increases Malice.
[L5] Stone Flesh Gain extra armor while attuned to earth.
[L15] Earthen Blast Damage and Cripple nearby foes when attuning to earth.
[L25] Enduring Damage +10% damage when your endurance is full.
Earth’s Embrace Gain Armor of Earth when health reaches 25%.
Geomancer’s Alacrity All your earth weapon skills recharge 15% faster.
Rock’s Fortitude Grant Stability to nearby allies when attuning to earth.
Signet Mastery Signets recharge 20% faster.
Strength of Stone +10% Damage while attuned to earth.
Written in Stone You don’t lose the passive effects of Signets when you activate them.

Water Magic trait line: [9/12]
* Increases Vitality.
* Increases Compassion.
[L5] Soothing Mist Regenerate health while attuned to water.
Aquamancer’s Alacrity All your water weapon skills recharge 15% faster.
Cantrip Mastery Cantrips recharge 20% faster.
Cleansing Wave Remove a condition from you and your allies when attuning to water.
Icy Mist Chill, make Vulnerable and cause damage to nearby foes while in mist or vapor form.
One with the Mist Gain Mist Form when health reaches 33%.
Powerful Aura Auras apply to nearby allies.
Soothing Wave Mist Form and Signet of Water grant +2 seconds of Regeneration.
Stop Drop and Roll Dodge rolling removes Burning.
Vital Striking Deal extra damage when health is full.

Arcane Power trait line: [7/12]
* Increases Concentration.
* Increases Intelligence.
[L5] Lingering Elements Attunement bonuses linger for 5 seconds.
Arcane Retribution Gain Arcane Power at 75% health.
Blasting Staff Area attacks with a staff are larger.
Elemental Surge Arcane spells cause Burning 5s if you’re attuned to fire, Blindness 5s if you’re attuned to air, Immobilize 1s if you’re attuned to earth, Chill 3s if you’re attuned to water.
Evasive Arcana Create an attunement based spell on dodge.
Final Shielding Create an Arcane Shield when health reaches 25%.
Vigorous Scepter Endurance recharges faster while wielding a scepter.
Windborne Dagger Move 15% faster while wielding a dagger.

Teasers, hints & rumors:

Engineer status: Stable. There are now 23 tool belt skills in total though, of which we have seen very few.
The speargun now has “a rapid fire mode.” (Colin Johansson, GameOverCast)

Tool Belt: N.B. Tool Belt skills (keys F1-4) are determined by your equipped healing & utility skills.
Automatic Fire [Rifle Turret] Overcharge your rifle turret to fire a burst of automated shots. [30s]
Bandage Self [Med Kit] Bandage your wounds, healing yourself. [20s]
Big Ole Bomb [Bomb Satchel] Set a timed charge with a big blast that Launches nearby foes. [30s][F:Blast]
Detonate All [Mine Kit] Detonate all your mines. [No recharge]
Detonate Flame Turret [Flame Turret] Detonate your flame turret. [No recharge][F:Blast]
Detonate Healing Turret [Healing Turret] Detonate your healing turret. [No recharge]
Detonate Rifle Turret [Rifle Turret] Detonate your rifle turret. [No recharge][F:Blast]
Detonate Thumper Turret [Thumper Turret] Detonate your thumper turret. [No recharge]
Grenade Barrage [Grenade Satchel] Throw several grenades at once. [30s]
Incendiary Ammo [Flamethrower] Burn foes with your next 3 attacks. [60s]
Launch Personal Battering Ram [PBR] Shoot out a ram’s head in front of you, Pushing back any struck foes. [45s][F: Physical Projectile]
Rocket Kick [Rocket Boots] Use your rocket boots to do an explosive kick that Burns enemies. [20s]
Super Speed [Slick Shoes] Run at double speed. [45s]
Toss Elixir S [Elixir S] Elixir. Transform. Toss Elixir S, growing allies in the area and granting Stability. [60s]
Throw Elixir H [Elixir H] Throw Elixir H, randomly granting vigor, protection, or regeneration to allies in the area. [?s]
Throw Wrench [Tool Kit] Boomerang your wrench in a line, striking foes each way. [20s][F:Physical Projectile]
??? [Elixir Gun] Vent a healing mist that applies regeneration to yourself and allies. [?s]
^ While your turrets aren’t deployed, the healing/utility skill appears on your Tool Belt also.

Rifle:
Hip Shot Deliver a quick rifle shot from the hip. [No recharge][F:Physical Projectile 20%]
Net Shot Immobilize foes with a net shot. [10s]
Blunderbuss Fire a cloud of Shrapnel that causes more Bleeding the closer you are to foes. [10s]
Overcharged Shot Fire a blast so strong it Launches your foe as you fall backward. [20s]
Jump Shot Blast the ground, damaging nearby foes and leaping to your target. [20s][F:Leap]

Pistol | Main hand:
Explosive Shot Fire a shot that explodes on impact, Bleeding nearby foes. [No recharge][F: Physical Projectile]
Dart Volley Fire a volley of darts that Poison foes. [8s]
Static Shot Discharge a lightning shot that Blinds your target and Confuses each subsequent foe it hits. [10s]

Pistol | Off hand:
Glue Shot Coat target area with a glue puddle that immobilizes foes. [15s]
Blowtorch Unleash flames from your pistol to burn foes. [18s]

Shield:
Magnetic Field Create a magnetic field that Reflects projectiles and can be released to push back foes. [25s]
Static Shield Electrify your shield, preparing to throw it at foes. If you are hit, the shield discharges, Stunning your nearby attacker. [30s]

Bomb Kit:
Bomb Set a timed charge that damages nearby foes. [No recharge]
Fire Bomb Set a timed charge that Burns nearby foes. [10s][I:Fire Field]
Concussion Bomb Set a timed charge that Dazes nearby foes. [18s]
Smoke Bomb Set a timed charge that creates a cloud of smoke, Blinding nearby foes. [25s][I:Smoke Field]
Glue Bomb Set a timed charge that creates a puddle of glue, Immobilizing nearby foes. [25s]

Elixir Gun:
Tranquilizer Dart Elixir. Fire a dart that randomly makes foes Vulnerable or Weak. [No recharge][F:Physical Projectile]
Elixir F Elixir. Fire a bouncing blob of Elixir F that Cripples foes and grants Swiftness to you and to allies. [5s]
Fumigate Elixir. Spray a cone of elixir fumes, Poisoning foes and removing conditions from allies. [10s]
Acid Bomb Elixir. Leap backward, spraying an acidic elixir on the ground that damages nearby enemies. [15s]
Super Elixir Elixir. Launch an elixir orb, healing nearby allies on impact and creating an area of continual healing. [20s]

Flamethrower:
Flame Jet Spray fire in a cone pattern while on the move. [No recharge]
Flame Blast Fire a napalm ball that rolls through foes and explodes. [6s]
Air Blast Push back foes and projectiles with a hot air blast. [15s]
Napalm Burn and Blind foes with a wall of napalm in front of you. [30s][I:Fire Field]
Backdraft Pull foes to you in a fiery backdraft. [40s]

Grenade Kit:
Grenade Throw a grenade that explodes. [No recharge]
Shrapnel Grenade Throw a grenade that explodes in a hail of shrapnel, causing Bleeding. [5s]
Flash Grenade Throw a grenade that explodes in a Blinding flash. [10s]
Freeze Grenade Throw a grenade that Chills enemies with a frigid blast. [15s]
Poison Grenade Throw a grenade that explodes in a Poisonous cloud. [15s][I:Poison Field]

Med Kit:
Drop Bandages Drop a pack of bandages that provides a little healing. [15s]
Drop Bandages Drop a pack of bandages that provides a little healing. [15s]
Drop Bandages Drop a pack of bandages that provides a little healing. [15s]
Drop Antidote Drop a vial of antidote that removes conditions. [15s]
Drop Stim Brew Drop a bottle of stimulating liquor, granting Fury and Swiftness. [20s]

Mine Kit: N.B. All 5 skills are identical.
Throw Mine Throw ou a remote-controlled land mine that damages nearby foes. [No recharge][F:Blast]
Detonate Detonate your mine, damaging nearby foes.

Tool Kit:
Smack Chain. Smack your foe. [No recharge]
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Box of Nails Scatter nails that Bleed and Cripple foes. [10s]
Magnet Pull your target to you. [15s]
Gear Shield Block incoming attacks. [25s]
Pry Bar Launch your foe with a smack from a pry bar. [45s]

Speargun:
Torpedo Shot Fire a homing shot at your foe. [No recharge]
Mines Throw timed mines in front of you that detonate quickly. [3s]
Grappling Line Fire a retreating shot that pulls your foe backwards with you. [20s]
Timed Charge Fire a timed charge at your foe that detonates quickly, hitting nearby foes. [8s]
Net Wall Shoot out a net wall in front of you. Foes caught in the net are immobilized. [25s]

Healing:
Elixir H Elixir. Drink Elixir H, healing yourself and randomly gaining Protection, Regeneration, or Swiftness. [30s]
Healing Turret Turret. Deploy a turret that heals you briefly, then continues to apply Regeneration to you and nearby allies. [20s]
Reviving Burst Overcharge your healing turret, supplying a burst of healing and reviving nearby allies. [30s]
Med Kit Device Kit. Equip a kit that replaces your weapon with healing skills. [No recharge]

Utility:
Adrenaline Shot Give yourself a shot that removes conditions and grants faster attacks. [30s]
Bomb Kit Device Kit. Equip a kit that replaces your weapon with bomb skills. [No recharge]
Elixir B Elixir. Drink Elixir B, gaining Fury, Might, and Swiftness. [20s]
Elixir C Elixir. Drink Elixir C, converting all conditions into random boons. [60s]
Elixir Gun Weapon Kit. Arm yourself with an elixir gun that replaces your weapon skills. [No recharge]
Elixir R Elixir. Drink Elixir R, recovering from Stun and losing all conditions. [45s]
Elixir S Elixir. Transform. Drink Elixir S, shrinking yourself, recovering from Stun, and evading attacks. [60s]
Elixir U Elixir. Drink Elixir U, gaining a random utility buff from another profession. [60s]
Flame Turret Turret. Deploy a turret that Burns foes. [40s]
Smoke Screen Overcharge your flame turret, releasing a smoke screen that Blinds nearby enemies. [30s]
Flamethrower Weapon Kit. Arm yourself with a flamethrower that replaces your weapon skills. [No recharge]
Grenade Kit Device Kit. Equip a kit that replaces your weapon with grenade skills. [No recharge]
Mine Kit Device Kit. Equip a kit that replaces your weapon with land-mine skills. [No recharge]
Net Turret Turret. Build a turret that Immobilizes nearby foes. [30s]
Personal Battering Ram Gadget. Launch a target foe with a concealed ram’s head. [45s][F: Physical Projectile]
Rifle Turret Build a rifle turret that shoots foes. [No recharge]
Detonate Rifle Turret Detonate your rifle turret. [30s]
Rocket Boots Gadget. Fly backwards, damaging foes with your rocket exhaust. [30s][F:Blast]
Rocket Turret Turret. Build a turret that fires rockets. [60s][F:Blast]
Slick Shoes Gadget. Spray oil behind you, Knocking down foes. If underwater, Blind foes that enter the oil field. [45s]
Smelling Salts Throw smelling salts to resurrect allies and remove conditions. [45s] N.B. This effect is out-of-date – possibly assigned to the tool belt counterpart.
Thumper Turret Turret. Build a high-health thumper turret that damages all nearby foes. [50s]
Thump Overcharge your thumper turret to Launch nearby foes. [30s]
Tool Kit Weapon Kit. Equip a kit that gives you a variety of tools to use. [No recharge]
Utility Goggles Break out of stun and gain immunity to blindness and critical hits. [40s]

Elite:
Elixir X Elixir. Transform. Drink Elxir X, becoming a rampaging brute, withering plague, or whirling tornado. Underwater become either a withering plague or a tornado. [150s]
Mortar Turret. Build a stationary mortar that you or your allies can fire. [120s]
Launch Mortar Shot Launch an explosive round from your mortar, damaging foes in the target area. [2s]
Launch Caltrops Mortar Launch a mortar that spreads caltrops in the target area, Bleeding and Crippling foes that walk through. [12s]
Launch Elixir Mortar Launch a mortar round that heals allies in the target area. [15s]
Launch Ice Mortar Launch a mortar round that Chills foes in the atrget area. [30s][I:Ice Field]
Launch Concussion Barrage Launch a barrage of rounds that Pushes back foes where they land. [30s]
Supply Crate Request a massive supply drop, complete with turrets and bandages. [180s][F: Blast]

Downed:
Throw Junk Throw a bit of junk and inflict a random condition your foe. [No recharge]
Grapple Line Throw out a grappling line to pull a foe to you. [10s]
Booby Trap Create a booby trap that explodes when you die. [20s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Drowned:
???
???
???
Help Me! Call your allies for help. Restores some health. [20s]

Explosives trait line: [10/12]
* Increases Power.
* Increases Expertise.
[L5] Reserved Mine Deploy Release a number of timed mines when health reaches 25% health.
[L15] Evasive Powder Keg Create a bomb when you dodge.
[L25] Steel Packed Powder Explosions cause Vulnerability.
Big Grenade Pouch Chance to throw an extra grenade.
Demolitions Expert Your turrets explode when killed.
Elixir Infused Bombs Bomb explosions heal allies.
Explosive Elixirs Thrown Elixirs explode when they land.
Explosive Powder Improved damage from explosions.
Forceful Explosives Bombs and mines have a larger explosive radius.
Incendiary Powder All explosions Burn on crit.
Short Fuse Reduced recharge for bombs and grenades.
Shrapnel Explosions have a 6% chance to Bleed.
Throwing Arm Improved range for grenades and mines.

Firearms trait line:
* Increases Precision.
* Increases Prowess.
[L5] Hair Trigger Decreased pistol and rifle cooldown.
[L15] Sharp Shooter Chance to cause Bleeding on crit.
[L25] Target the Weak Increased damage for each condition on a foe.
Coated Bullets Pistol shots pierce.
Fireforged Trigger Flamethrower skills have 15% shorter recharge.
Go for the Eyes Critical hits with rifle Blinds.
Knee Shot Cripple targets whenever you Immobilize them.
Rifle Mod Improved rifle and harpoon gun damage.
Rifled Barrels Improved rifle and pistol range.
Sitting Duck Extra damage versus Immobilized enemies.

Inventions trait line: [7/12]
* Increases Toughness.
* Increases Compassion.
[L5] Low Health Response System Your Healing stat is improved when under 25% health.
[L15] Automated Medical Response All heal skills recharge when health reaches 25% (90 second cooldown).
[L25] Performance Enchantment 20% Of healing is given as a bonus to Power.
Deployable Turrets Turrets are ground targeted.
Electromagnetic Mines The explosions from your mines remove boons from enemies.
Metal Plating Improve turret armor.
Modified Turrets Turrets do more damage.
Protective Shield You gain Protection when health dips below 25% (90 second cooldown).
Protective Turrets You gain Toughness for each of your deployed turrets.
Reinforced Shield Increased armor with shields.
Rifled Turret Barrels Increased attack range for all turrets.
Shield Mastery 15% Faster shield cooldown.

Alchemy trait line: [11/12]
* Increases Vitality.
* Increases Concentration.
[L5] Emergency Healing Injection You gain Regeneration when health dips below 25% (90 second cooldown).
[L15] Transmute 3% Chance to convert incoming conditions into boons.
[L25] Blood Injection 10% Of Vitality is converted into Condition Damage.
Armed Kit Damage Deal extra damage with Flamethrower or Elixir Gun.
Automated Elixir B Drink an Elixir B at 75% health.
Automated Response Become immune to conditions when health is below 25%.
Backpack Regenerator Gain Regeneration when using a kit.
Cleaning Formula (409) Throwing or consuming Elixirs removes conditions from those effected.
Elixir Endurance Throwing or consuming Elixirs gives endurance to those effected.
Fast Acting Elixirs 20% Faster Elixir cooldown.
H.G.H. Elixirs give Might.
Potent Elixirs Longer Elixir duration.
Pressurized Elixir Gun Elixir Gun skills have a greater range.
Self-regulating Defenses Drink an Elixir S at 25% health.

Tools trait line: [10/12]
* Increases Ingenuity.
* Increases Malice.
[L5] Adrenaline Pump Using tool belt skills restore 10% of your endurance.
[L15] Inertial Converter When health reaches 25% all toolbelt skills are recharged.
[L25] Enduring Damage 10% Extra damage when endurance is full.
Adrenal Implant 10% faster endurance regeneration.
Always Prepared Drop a kit when downed.
Autotool Installation Turrets are self-repairing.
Armor Mods +90 Toughness while an armed kit is equipped.
Crippling Wrenches Hits with Tool Kit wrenches Cripple your target.
Kit Refinement Equipping a kit creates an attack or a spell.
Leg Mods Move faster while using an unarmed kit.
Packaged Stimulants Med Kit skills can be thrown.
Speedy Gadgets Reduced cooldown on Gadget utilities.
Speedy Kits Reduced cooldown when swapping kits.

Teasers, hints & rumors:

Guardian status: Stable.

Virtues:
Virtue of Justice Virtue: Burn foes with your every fifth attack. Activate: Grant you and your nearby allies Burning on your next attack. [20s]
Virtue of Resolve Virtue: Regenerate health. Activate: Remove two conditions from yourself, and grant Regenerate to yourself and nearby allies. [40s]
Virtue of Courage Virtue: Grants Aegis every 30 seconds. Activate: Grant Aegis to yourself and nearby allies. [60s]

Greatsword:
Strike Chain. Strike your foe. [No recharge]
Vengeful Strike Strike at your foe again. [No recharge]
Wrathful Strike Attack your foe with a wrathful strike. [No recharge]
Symbol of Wrath Symbol. Pierce the ground with a mystic symbol that damages and Burns foes while granting Retaliation to allies. [15s][I: Light Field]
Whirling Wrath Spin in place and swing your greatsword while hurling powerful projectiles. [10s][F: Whirl]
Leap of Faith Leap at your foe. On hit, Blind nearby foes. [30s][F: Leap]
Binding Blade Throw blades at your foes, causing damage over time. Bound foes can be Pulled to you. The effect ends when a foe moves out of range. [30s][F: Whirl]
Pull Pull your foes to you. [No recharge]

Hammer:
Hammer Swing Chain. Strike your foe. [No recharge]
> ???
Symbol of Faith Slam the ground and create a mystic symbol that damages foes and grants might to allies. [?s] ~ Name may no longer be accurate: formerly a vigor granting symbol.
Mighty Blow Damage nearby foes with a mighty ground slam. [8s][F: Blast]
Purge Conditions Purge up to five conditions from nearby allies and Burn nearby foes. [18s]
Banish Launch your foe with a powerful smash. [35s]
Warding Circle Create a ring around you that foes cannot cross. Trapped enemies cannot exit the ring while it is active. [45s]

Staff:
Wave of Wrath Send out a powerful shockwave, hitting up to five enemies. [No recharge]
Orb of Light Release a slow-moving orb of light that can be detonated to Blind and Burn enemies. [3s]
Orb of Light Detonate the orb to Blind and Burn foes while healing allies. [No recharge]
Symbol of Swiftness Symbol. Sear a mystic symbol into the target area, damaging foes and granting Swiftness to allies. [15s][I: Light Field]
Line of Warding Draw a line in front of you that foes cannot cross. [45s]
Martyr Draw conditions from nearby allies to yourself. Gain multiple boons for a short duration. [50s]

Mace:
True Strike Chain. Smash your foe. [No recharge]
??? [No recharge]
Faithful Strike Strike your foe and heal nearby allies. Heals for more when traited. [No recharge]
Symbol of Faith Symbol. Smash a mystic symbol onto the ground that damages foes and Regenerates allies. [6s][I: Light Field]
Protector’s Strike Surround yourself and nearby allies with a shield. grant Protection to yourself and nearby allies if counter attack does not hit. [15s][F: Whirl]

Scepter:
Orb of Wrath Fire a slow-moving orb at your foe. [No recharge]
Smite Strike foes in the target area repeatedly. [6s]
Chains of Light Immobilize your foe with ethereal chains. [18s]

Sword:
Sword of Wrath Chain. Slash your foe once. [No recharge]
> ???
> ???
Flashing Blade Teleport to your target, striking them and Blinding nearby foes. [12s]
Zealot’s Defense Block ranged attacks while throwing magical projectiles. [12s]

Focus:
Ray of Judgement Pass a ray over foes and allies. Foes are damaged and Blinded. Allies gain Regeneration and lose one condition. [25s]
Shield of Wrath Create a shield to Block several attacks. If the shield is not destroyed, it explodes, damaging nearby foes. [45s][F: Blast]

Shield:
Shield of Judgment Create a shielding wave in front of you that damages foes and gives protection to yourself and up to five allies. [30s]
Shield of Absorption Create a dome around you that Pushes foes back and Absorbs projectiles. [40s][I: Light Field]

Torch:
Cleansing Flame Breathe magical flames that Burn foes and remove conditions from allies. [20s]
Zealot’s Flame Set yourself alight, periodically Burning up to three nearby foes. [20s]
Zealot’s Fire Throw your Zealot’s Flame at the targeted foe, Burning them but increasing the skill’s recharge time. [No recharge]

Harpoon:
Spear of Light Throw a spear that makes your foe Vulnerable. [No recharge]
Zealot’s Flurry Strike foes in front of you with a storm of jabs. [6s]
Brilliance Blind all nearby foes. [15s]
Spear Wall Create a spear wall in front of you that damages foes passing through it. [20s]
Wrathful Grasp Throw a spear and Pull your foe to you, Burning them. [25s]

Trident:
Light of Judgment Fire a ball of light that heals allies and damages foes. [No recharge]
Purify Release an orb of cleansing light that removes conditions of allies it passes through. detonate it to Burn foes and remove conditions from allies in the blast radius. [12s]
Pillar of Light Create a pillar of light that pulses damage every second at your foe’s location. [8s]
Wall of Refraction Create a bubble that Absorbs hostile projectiles and grants Retaliation to allies. [25s]
Weight of Judgment Sink your foe with the weight of justice. [35s]

Healing:
Healing Breeze Heal yourself and allies with a healing breeze. Stacks with Regeneration. [30s]
Shelter Block attacks while healing. [45s]
Signet of Resolve Signet Passive: Removes a condition every ten seconds. Signet Active: Heal yourself. [30s]

Utility:
“Hold the Line!” Shout. Grant Protection and Regeneration to allies. [45s]
“Retreat!” Shout. Grant Aegis and Swiftness to up to five nearby allies. [60s]
“Stand Your Ground!” Shout. Grant Stability to yourself and allies. [60s]
Bane Signet Signet Passive: Grants you Might. Signet Active: Knock down and damage your foe. [60s]
Bow of Truth Spirit Weapon. Summon an arcane bow to remove conditions from you and your allies. [60s]
Command Command the Bow of Truth to fire a barrage of healing arrows at its location. This destroys the bow. [15s]
Contemplation of Purity Meditation. Remove all conditions from yourself and turn them into boons. [60s] N.B. Breaks stun.
Hallowed Ground Consecrate the target area, granting Stability to allies inside. [80s][I: Fire Field]
Hammer of Wisdom Spirit Weapon. Summon an arcane hammer to defend you. [45s] N.B. 15s Duration.
Command Command the Hammer of Wisdom to Knock down your foe. This destroys the hammer. [15s]
Judge’s Intervention Intervention. Teleport to your target and Burn nearby foes. [45s]
Merciful Intervention Intervention. Teleport to the nearby ally with the lowest health and create a healing area around them. [45s]
Renewed Focus Meditation. Recharge all virtues instantly. [90s] N.B. Breaks stun.
Retribution Grant yourself Retaliation. [15s]
Shield of the Avenger Spirit Weapon. Summon an arcane shield to defend you. [60s]
Signet of Judgment Signet Passive: Reduces incoming damage. Signet Active: Grant Retaliation to nearby allies. [30s]
Signet of Mercy Signet Passive: Improves healing. Signet Active: Revive a nearby ally. [90s]
Signet of Wrath Signet Passive: Grants you increased Condition Damage. Signet Active: Immobilize your target. [30s]
Smite Conditions Remove a condition and damage nearby foes. Damage is doubled if a condition is removed. Can be used while stunned. [20s]
Sword of Justice Spirit Weapon. Summon an arcane sword to defend you. [30s]
Command Command the sword of justice to strike the ground at its location, damaging nearby foes. This destroys the sword. [5s]
Wall of Deflection Protect the targeted area with a wall of mystic power that Reflects projectiles. [30s][I: Light Field]

Elite:
Sanctuary Form a protective shelter that prevents foes and projectiles from enetering. [180s] N.B. Breaks Stun.
Tome of Courage Tome. Locks you in place but grants you powerful support spells. [180s]
Tome of Wrath Tome. Locks you in place but grants you powerful offensive spells. [180s] N.B. 30s Duration.
Conflagrate Burn foes in the target area. [No recharge]
Affliction Send out a projectile that hits up to ten foes, causing Cripple and Weakness [3s]
Smiter’s Boon Send out a cone that grants Might and Swiftness to allies. [5s]
Zealot’s Fervor Grant Fury to all nearby allies. [10s]
Judgment Knocks foes down for 5 seconds. [?s]

Downed:
Wrath Focus a wrathful light ray on your foe. [No recharge]
Symbol of Judgment Draw a symbol on the ground that heals allies and Burns foes. [10s][I: Light Field]
Purifying Light Push back foes with a flash of light. [20s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Drowned:
Reveal the Depths Damage foes in an area that grows larger. [1s]
Shackle Shackle your foe to cripple them. [?s]
Renewing Current Escape up towards the surface. [15s]
Help Me! Call your allies for help. Restores some health. [20s]

Zeal trait line: [8/12]
* Increases Power.
* Increases Concentration.
[L5] Zealot’s Speed Gain 10 seconds of Swiftness when health dips below 50% (30 second cooldown).
[L15] Zealous Speed You trigger a Symbol of Courage at your location you reach 50% health.
[L25] Righteous in the Face of Death Regenerate health as long as health is below 25%.
Conciliatory Strength 10% Of Power is given as a bonus to Healing.
Eternal Spirit Your Spirit Weapon is not destroyed when commanded.
Fiery wrath You deal 10% more damage against Burning foes.
Final Resolution Smite Conditions when health reaches 25%.
Scepter Power Your damage with scepters is increased by 5%.
Two-Handed Power Your damage with two-handed weapons is increased by 5%.
Wrathful Spirits Spirit Weapons deal 10% more damage.
Writ of Power Increases the damage done by all of your symbols by 10%.

Radiance trait line: [8/12]
* Increases Precision.
* Increases Expertise.
[L5] Justice is Blind Justice Blinds enemies.
[L15] Critical Brilliance You have a chance to Blind with your critical attacks.
[L25] Critical Radiance You have a chance to Burn with your critical attacks.
A Fire Inside Your Spirit Weapons cause Burning.
Healer’s Retribution Gain 3 seconds of Retribution when using a heal skill.
Powerful Blades Your sword and spear damage is increased by 5%.
Radiant Fire Your torch skills recharge 15% faster.
Right Handed Strength 15% increased crit chance with 1-handed weapons (sword, mace, scepter).
Shattered Aegis When an Aegis you apply is removed it damages nearby enemies.
Signet Mastery 20% faster Signet cooldown.
Writ of Precision 25% increased crit chance with Symbols.

Valor trait line: [9/12]
* Increases Toughness.
* Increases Prowess.
[L5] Valorous Protection You gain Protection when your health reaches 50%.
[L15] Might of the Protector You gain Might when you Block attacks.
[L25] Retributive Armor 10% Of Toughness is given as a bonus to Precision.
Altruistic Healing You are healed whenever you apply a boon to allies.
Battle Focus You do 5% more damage when your endurance meter is full.
Defender’s Shield Gain extra armor while wielding a shield (+90 Toughness).
Mace of Justice Your mace attacks do 5% more damage.
Meditation Mastery Your Meditations recharge 20% faster.
Monk’s Focus You are healed whenever you use a Meditation.
Precise Defender You have a 10% chance to gain 3 seconds of Protection when you crit.
Strength in Numbers You gain additional armor while you have allies nearby.
Strength of the Fallen Lose health slower while downed.

Honor trait line: [9/12]
* Increases Vitality.
* Increases Compassion.
[L5] Protective Reviver You and your ally gain Aegis when you revive them.
[L15] Pure of Heart Aegis heals on removal.
[L25] Might of the Virtuous Any Aegis you apply gives Might when it is removed.
Battle Presence Nearby allies gain Might while you’re in combat.
Honorable Shield 15% reduced cooldown on shield skills.
Pure of Voice Shouts remove conditions.
Selfless Daring Dodging has a chance to heal allies.
Superior Aria Shouts recharge 20% faster.
Two-Handed Mastery Your two-handed weapons recharge 25% faster.
Writ of Exaltation Symbols are larger.
Writ of Persistence Your Symbols last longer.
Writ of the Merciful All Symbols give Regeneration.

Virtues trait line: [8/12]
* Increases Malice.
* Increases Willpower.
[L5] Resolute Increase the duration of Resolve.
[L15] Shield of Courage You now gain Retaliation when you activate Courage.
[L25] Might of the Virtuous You now gain Might when you activate a Virtue.
Elite Focus Elite skills last longer.
Fearless Courage grants 3 seconds of Stability.
Improved Spirit Weapon Duration Your Spirit Weapons last twice as long.
Judgmental Smite causes Burning every 4 attacks instead of 5.
Meditative Revival All Virtues recharge instantly when you revive an ally.
Purifier’s Justice Activating Justice removes a condition.
Purity of Resolve Resolve removes two conditions instead of one.
Vengeful Retaliation lasts 50% longer.

Teasers, hints & rumors:
A blog posted sheet of icons showed Command as “Bane Hammer”, and the spirit weapon shield has having a chain skill to launch it as a weapon.

Mesmer status: New & improved!

Shatters: N.B. These skills are always equipped, mapped F1-F4.
Mind Wrack Shatter. Destroy all your clones and phantasms, damaging nearby foes. [10s]
Cry of Frustration Shatter. Destroy all your clones and phantasms, Confusing nearby foes. [25s]
Diversion Shatter. Destroy all your clones and phantasms, Stunning nearby foes. [35s]
Reflection Shatter. Destroy all your clones and phantasms, gaining Reflection for each one shattered. [40s]

Greatsword:
Spatial Surge Shoot a beam at your foe. The farther away they are, the more damage you deal. [No recharge]
Feigned Escape Clone. Roll away from your target, summoning a clone that casts Spatial Surge. [12s]
Mind Stab Thrust your greatsword into the ground, creating a powerful attack that damages and Dazes your foe. [15s]
Phantasmal Berserker Phantasm. Create a phantasm that uses a whirling attack to damage and Cripple foes. [20s]
Illusionary Wave Push back all foes in front of you with a wave of mystical energy. [25s]

Staff:
Chaos Strike Apply a random condition to your foe. [No recharge]
Duplicate Clone. Summon an illusion that attacks your target with Chaos Strike. [8s][F:Leap]
Winds of Chaos Bounce an orb of energy between enemies and allies that applies random boons to all allies and random conditions to enemies. [12s]
Illusionary Warlock Phantasm. Summon an illusion that deals extra damage for each condition on the target foe. [18s]
Chaos Storm Create a magical storm at target location that applies random conditions to enemies and random boons to allies. [40s][I:Ethereal Field]

Scepter:
Ether Bolt Chain. Shoot out a bolt of energy that Confuses your target. [No recharge]
Ether Blast Chain. Shoot out a bolt of energy, Confusing your target. [No recharge]
Ether Clone Clone. Summon a clone that casts Ether Bolt. [No recharge]
Illusionary Counter Clone. Block the next attack. Counter by creating a clone that casts Ether Bolt. If you are not attacked, you Blind your target. [12s]
Confusing Images Channel a beam of energy that damages and Blinds your foe. [15s]

Sword | Main hand:
Mind Slash Chain. Slash your foe. [No recharge]
> ???
Leap Clone. Summon an illusion at your location and leap at your target, Crippling them. [12s][F:Leap]
Illusionary Leap Clone. Summon an illusion that leaps at your foe, Crippling them. [12s][F:Leap]

Sword | Off hand:
Riposte Clone. Block your foe, creating an illusion when attacked. If you are not attacked, gain Retaliation. [15s]
Illusionary Swordsman Phantasm. Create an illusion that attacks your foe. [15s][F:Leap]

Focus:
Temporal Curtain Create a wall of energy that grants Swiftness to allies who cross it while Crippling foes who touch it. [25s][I: Light Field]
Illusionary Warden Phantasm. Create a phantasm that attacks your target and creates a defensive bubble, protecting itself and allies from projectiles. [25s]

Pistol:
Illusionary Duelist Phantasm. Create an illusion that unloads its pistols on your foe. [15s]
Trick Shot Hit up to three foes with a single shot. The first target is Blinded, the second is Dazed, and the third is Stunned. [25s][F:Physical Projectile]

Torch:
The Prestige Disappear in a cloud of smoke Blinding nearby foes. Reappear three seconds later, Burning nearby foes. [20s]
Illusionary Mage Phantasm. Create an illusion that applies Confusion to enemies and Retaliation to allies. [20s]

Harpoon:
Stab Chain. Stab your foe. [No recharge]
> ???
Feigned Surge Clone. Surge forward, attacking enemies in front of you, then teleport back to your starting location, creating a clone. [8s]
Illusionary Mariner Phantasm. Create an illusion that Evades while delivering a flurry of attacks on your foe. [20s]
Slipstream Create a current in front of you that rapidly propels you forward and Pushes back foes that enter. [25s]
Vortex Create a vortex at your location, Pulling nearby enemies toward you. [40s]

Trident:
Siren’s Call Unfurl a ribbon of sonic energy that bounces off multiple foes, damaging and confusing them. [No recharge]
Ineptitude Befuddle your enemies with a Blinding flash of light. [12s]
Spinning Revenge Clone. Grant Retaliation to nearby allies and summon a clone to attack your foe. [20s]
Illusionary Whaler Phantasm. Create an illusion that Bleeds foes with a harpoon gun. [20s]
Illusion of Drowning Attach an illusionary anchor to your foe, causing them to Sink and take damage. [18s] N.B. Likely recharge typo.

Healing:
Ether Feast Heal yourself. Gain additional health for each active illusion. [20s]
Mantra of Healing Mantra. Meditate to charge a spell that will heal you. [8s]
Power Return You are healed. [N/A]
Mirror Reflect incoming projectiles and heal yourself. [30s]

Utility:
Blink Misdirect. Teleport backward. [30s] N.B. Breaks Stun.
Decoy Gain Stealth and summon an illusion to attack your foe. [90s] N.B. Breaks Stun, 3s duration.
Distortion Misdirect. Evade all attacks. [60s] N.B. Breaks Stun, 3s duration.
Illusionary Disenchanter Phantasm. Summon an illusion that damages your target and removes boons. [60s]
Mantra of Concentration Mantra. Meditate, charging a spell that will grant you Stability and break Stuns. [30s]
Mantra of Daze Mantra. Meditate, charging a spell that will Daze your target. [30s]
Mantra of Pain Mantra. Meditate, charging a spell that will damage your target. [5s]
Power Spike Damage your foe. [N/A]
Mantra of Resolve Mantra. Meditate, charging a spell that will remove all of your conditions. [30s]
Mirror Images Clone. Summon two clones to attack your foe. [45s] N.B. Breaks Stun.
Mirrored Feedback Field. Create a dome around your foes that Reflects projectiles. [45s][I:Ethereal Field]
Null Field Field. Create a field that removes all boons from enemies, and removes all conditions from allies. [45s][I:Ethereal Field]
Portal Entre Field. Create an entry portal at your location that teleports allies to your exit portal. [60s] N.B. 60s Duration.
Portal Exeunt Field. Create an exit portal. [N/A]
Signet of Domination Signet Passive: Improved Condition Damage. Signet Active: Stun your foe. [45s]
Signet of Illusions Signet Passive: Grants more health to your illusions. Signet Active: Recharge your Shatter skills. [90]
Signet of Inspiration Signet Passive: Grants a random boon every 10 seconds. Signet Active: Copy all your boons to nearby allies. [45s]
Signet of Midnight Signet Passive: Improves boon duration. Signet Active: Blind nearby foes. [35s]
Veil of Invisibility Field. Create a wall that grants Stealth to you and your allies. [120s][I: Light Field] N.B. 15s Duration.

Elite:
Mass Invisibility You and all allies gain Stealth for a short time. [180s]
Moa Morph Transform. Turn your foe into a moa bird. [180s] N.B. 10s Duration.
Time Warp Create an area that warps time, granting you and your allies Quickness. [210s][I: Ethereal Field] N.B. Quickness makes skills & actions twice as fast.

Downed:
???
Desperate Daze Use magical energy to damage and Daze your target. [?s]
Illusion of Life Gain Stealth and summon a clone to attack your foe. [?s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Domination trait line:
* Increases Power.
* Increases Condition Duration.
[L5] Illusion of Vulnerability Cause a 5 second Vulnerability when you interrupt a foe.
[L15] Confounding Suggestions 50% Chance to cause a 1 second Stun whenever you Daze a target.
[L25] Wastrel’s Punishment 5% Increased damage to inactive foes.
Crippling Dissipation Clones Cripple nearby foes when they are killed.
Empowered Illusions 30% Increased illusion skill damage.
Greatsword Training +50 Power while wielding a greatsword.
Halting Strike Deal damage when you interrupt an enemy.
Mental Torment 30% Increased Mind Wrack damage.
Rending Shatter When you illusions are Shattered, cause Vulnerability to nearby enemies.

Dueling trait line:
* Increases Precision.
* Increases Critical Damage.
[L5] Critical Infusion Gain 1 second of Vigor when you critically hit an enemy.
[L15] Deceptive Evasion Create a clone at your current position when you dodge.
[L25] Confusing Combatants Your illusions cause 1 second of Confusion when they are killed.
Blade Training +50 Precision while wielding a sword or a spear.
Duelist’s Discipline Increased pistol attack range, including illusion pistol attacks.
Empowering Mantras Increased damage per ready Mantra.
Phantasm Fury Your Phantasms have Fury.
Protected Mantras Increased armor while casting Mantras.
Retaliatory Shield Gain 3 second of Retaliation when you Block an attack.

Chaos trait line:
* Increases Toughness.
* Increases Boon Duration.
[L5] Metaphysical Rejuvenation Gain 5 seconds of Regeneration when your health reaches 90% (30 second cooldown).
[L15] Illusionary Membrane +50 Toughness while health is below 90%.
[L25] Chaotic Transference 10% Of your Toughness is given as a bonus to Condition Damage.
Bountiful Interruption Apply a random boon to yourself when you interrupt an enemy.
Chaotic Dampering +50 Toughness while wielding a staff.
Chaotic Interruption Apply a random condition when you interrupt an enemy.
Debilitating Dissipation Clones apply a random condition to nearby foes when they are killed.
Decent Into Madness Create a Chaos Storm when you take falling damage.
Illusionary Defense +30 Toughness for each illusion you have in the world.
Prismatic Understanding Cloaking skills last 2 seconds longer.
Reviver’s Retribution Grant 5 seconds of Retaliation to you an your ally when you revive them.

Inspiration trait line:
* Increases Vitality.
* Increases Healing.
[L5] Vengeful Images Phantasms have Retaliation.
[L15] Phantasmal Healing Phantasms grant Regeneration to nearby allies.
[L25] Phantasmal Strength Phantasms deal 25% more damage.
Compounding Celerity Move faster for each illusion you’ve summoned.
Persisting Images Phantasms have +20% more health.
Restorative Illusions Heal a small amount when you shatter illusions.
Restorative Mantras Heal allies when you cast a Mantra.
Vigorous Revelation Grants Vigor to nearby allies when you shatter your illusions.
Vital Storage +50 Vitality when wielding a torch or focus.

Illusions trait line:
* Increases Condition Damage.
* Increases Shredding Recharge Rate.
[L5] Illusionists Celerity 10% Faster cooldown on illusion summoning skills.
[L15] Shattered Mind Shredding illusions cause Confusion.
[L25] Mighty Revelation Gain Might when you shatter your illusions.
Compounding Power +30 Power for each illusion you have created.
Confusing Cry Confusion caused by Cry of Frustration lasts twice as long.
Malicious Scepter +50 Condition Damage while wielding a scepter.
Imbued Diversion Diversion also gives Retaliation.
Masterful Reflection Reflection (F4) lasts twice as long.
Phantasmal Haste Your summoned phantasms have faster skill recharge.
Precise Wrack 25% Increased crit chance with Mind Wrack.

Teasers, hints & rumors:

Necromancer status: Weapon skills have been shuffled, but we don’t know how their effects & recharge times have changed.
Underwater death shroud still a work-in-progress.
One of the reddit Q&A; dev believes that main hand dagger has been changed to a melee weapon – extent of changes unknown.

Life Force:
Death Shroud Assume a spectral form and gain new skills, turning you life force into health. [No recharge] N.B. Breaks stun.

Death Shroud | Land:
Life Blast Blast a foe with accumulated life force, dealing more damage the more life force you have. [No recharge]
Dark Path Send out a claw. If this attack hits an enemy, you teleport to that foe and Chill nearby enemies. [15s]
Doom Make your foe flee in Fear. [20s]
Life Transfer Damage nearby foes and steal their life force. [40s]

Death Shroud | Water:
Life Blast Blast a foe with accumulated life force, dealing more damage the more life force you have. [No recharge]
Dark Water Cloud the water around your target, blinding and poisoning all foes near that location. [45s]
Wave of Fear Terrify all foes in front of you. [No recharge!]
Draw Conditions Draw conditions from nearby allies to yourself. [50s]

Staff:
Necrotic Grasp Send a phantasmal hand to grasp at your foe. [No recharge]
Reaper’s Mark Mark. Inscribe a mark that inflicts Bleeding and Vulnerability when triggered by a foe. [9s][F: Blast]
Reaper’s Touch Send out a scythe that Cripples foes, while granting Swiftness to allies. [12s]
Chilblains Chill and Poison target area. [20s][F: Blast]
Putrid Mark Mark. Inscribe a mark that transfers conditions from allies to foes when triggered by a foe. [25s][F: Blast]

Axe:
Rending Claws Bleed your foes with ghostly claws. [No recharge]
Ghastly Claws Summon spectral claws to slash your foe in a quick flurry of strikes. [6s]
Feast of Corruption Remove boons from the target foe. Deals additional damage for each boon or condition on target. [10s]

Dagger | Main hand:
Necrotic Bite Steal life force from your foe with a slash. [No recharge]
Life Siphon Siphon health from your foe. [12s]
Dark Pact Sacrifice health to Bleed and Immobilize your foe. [25s]

Dagger | Off hand:
Mark of Blood Mark. Inscribe a mark that inflicts Bleeding on foes and grants Regeneration to allies when triggered by a foe. [18s][F: Blast]
Unholy Feast Cripple and damage nearby foes. Do bonus damage for each condition on a foe. [18s]

Scepter:
Curse Poison your foe. [No recharge]
Grasping Dead Summon skeletal hands to Bleed and Cripple foes in the target area. [10s]
Deathly Swarm Unleash an insect swarm on multiple foes. Remove three of your conditions on a successful attack. [15s]

Focus:
Enfeeble Apply Poison and Weakness to foes in the target area. [15s]
Spinal Shivers Inflict Chill and Vulnerability on your foe. [20s]

Warhorn:
Wail of Doom Screech a wail of doom in a cone pattern, Confusing and Dazing foes. [30s]
Locust Swarm Gain Swiftness and summon a swarm of locusts that siphon health from nearby foes. [30s]

Harpoon:
Cruel Spear Chain. Stab your foe. [No recharge]
> ???
Wicked Spiral Spin in place, applying Vulnerability to struck enemies. [10s]
Deadly Feast Gain Swiftness and summon a swarm of vampiric shrimp that siphon health from nearby foes. [18s]
Deadly Catch Whirl around, throwing out spears at foes that Pull them to you and Cripple them. [25s][F: Whirl]
Dark Spear Pull yourself to a foe and apply Bleeding to them. [25s]

Trident:
Crimson Tide Bleed enemies around your target. [No recharge]
Feast Weaken and damage foes around you. [12s]
Foul Current Dart at your foe, leaving Poisonous bubbles behind. [15s]
Sinking Tomb Entomb your foe and make them Sink. [20s]
Frozen Abyss Chill foes near you. [25s]

Healing:
Consume Conditions Feast on your conditions, gaining health for each one consumed. [25s]
Summon Blood Fiend Minion. Summon a blood fiend that transfers health to you on each attack. [Special recharge – see notes]
Taste of Death Sacrifice your blood fiend to heal yourself. [No recharge]
Well of Blood Well. Conjure well of blood to heal nearby allies. [40s][I: Light Field]

Utility:
Barbed Signet Passive: Melee attackers may incur Bleeding on striking you. Active: Bleed your foe twice. [40s]
Blood is Power Corruption. Bleed your foe twice and gain life force. [30s]
Corrupt Boon Corruption. Transform all boons on your foe into negative conditions. [21s]
Epidemic Corruption. Spread conditions on a target foe to all nearby foes. [15s]
Plague Signet Signet Passive: Transfer conditions from nearby allies to yourself. Signet Active: Send your conditions to a foe. [60s] N.B. Breaks stun.
Poison Cloud Corruption. The target area is enveloped in a noxious cloud that Poisons foes. [45s][I: Poison Field]
Signet of Spite Signet Passive: Improves Power. Signet Active: Inflict Bleed, Blind, Cripple, Poison, and Vulnerability on your foe. [90s]
Signet of the Locust Signet Passive: Increases your movement speed. Signet Active: Steal health from nearby enemies. [60s]
Signet of Undeath Signet Passive: Generates life force. Signet Active: Revive nearby allies. [90s] N.B. Breaks Stun.
Spectral Armor Spectral. Surround yourself with spectral armor, applying Protection, and gain life force as you take damage. [90s] N.B. Breaks stun.
Spectral Grasp Spectral. Pull your foe to you and Chill them. [40s]
Spectral Wall Spectral. Create a spectral wall that grants Protection to allies and inflicts Vulnerability to on foes. [60s][I: Ethereal Field]
Spectral Walk Teleports you back to your original location when it expires. [?s]
Summon Bone Fiend Minion. Summon a bone fiend that attacks foes at range. [???]
Rigor Mortis Immobilize your bone fiend and it will Immobilize foes. [50s]
Summon Bone Minions Minion. Summon two bone minions. [30s From death of last bone minion]
Putrid Explosion Explode a bone minion. [1s][F: Blast]
Summon Flesh Wurm Minion. Summon an immobile flesh wurm to attack foes. [60s from death of flesh wurm]
Necrotic Traversal Sacrifice your flesh wurm, teleport to it,and Poison foes. [No recharge][F: Blast]
Summon Shadow Fiend Minion. Summon a shadow fiend to attacks foes. [???]
Haunt Command your shadow fiend to teleport to and Blind a foe. [20s]
Well of Corruption Well. Transform boons of foes into conditions every two seconds. [30s][I: Dark Field]
Well of Darkness Well. Target area pulses, Blinding foes every two seconds with each pulse. [40s][I: Dark Field]
Well of Power Well. Transform conditions on allies into boons every two seconds. [30s][I: Dark Field]
Well of Suffering Well. Damage foes and inflict Weakness every two seconds. [45s][I: Dark Field]

Elite:
Lich Form Transform. Assume the form of a lich for a brief time. [180s]
Deathly Claws Send out grasping claws to damage your enemies. [No recharge]
Marked for Death Mark. Inscribe a mark that gives massive Vulnerability when triggered by a foe. [10s]
Chilling Wind Release a freezing wind that Chills and Pushes back enemies. [20s]
Jagged Horror Mark. Minion. Inscribe a mark on the ground that summons five jagged horrors when triggered by a foe. [25s]
Grim Specter Send out a claw that rips off boons and conditions and explodes. [30s]
Plague Transform. Become a virulent cloud and inflict multiple conditions on foes you touch. [180s]
Withering Plague Add Bleeding to your plague. [No recharge]
Plague of Darkness Add Blindness to your plague. [No recharge]
Plague of Pestilence Add Cripple and Weakness to your plague. [No recharge]
Summon Flesh Golem Minion. Summon a flesh golem to attack foes with Crippling claws. [30s]
Charge Command your flesh golem to charge a foe. [40s]

Downed:
Life Leech Leech life from a foe to heal yourself. [1s]
Fetid Ground Damage your nearby foes. [10s]
Fear Causes fear. [20s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Drowned:
Feeding Frenzy Summon a school of undead fish to attack your foes. [15s]
Death Curse Poison yourself and your foe. [No recharge]
Life Leech Leech life from a foe to heal yourself. [1s]
Help Me! Call for help from allies. Makes you invulnerable for a short while. [20s]

Spite trait line:
* Increases Power.
* Increases Condition Duration.
[L5] Parasitic Bond You gain life when ever you kill something.
[L15] Death into Life Power is converted into Healing.
[L25] Siphoned Power +90 Power under 25% health
Axe Training Extra damage with axe skills.
Chill of Death Cast Chilblains at 25% health.
Death Shiver Apply Spinal Shivers to enemies near you when entering Death Shroud.
Death’s Embrace Deal more damage while downed.
Signet Power Each non-recharging signet adds attack Power.
Spiteful Spirit Gain Retaliation when entering Death Shroud.
Spiteful Talisman Increased focus range.

Curses trait line:
* Increases Precision.
* Increases Condition Damage.
[L5] Barbed Precision Critical hits cause Bleeding.
[L15] Furious Demise Gain Fury when entering Death Shroud.
[L25] Target the Weak Increased damage for each condition on a foe.
Deep Breath 15% Warhorn cooldown reduction.
Lingering Curse Conditions from scepter skills last longer.
Reaper’s Precision Gain Life Force when you do a critical hit.
Spectral Attunement Spectral skills have longer durations.
Terror Your Fear does damage.
Toxic Landing Create a Poison Cloud when you take falling damage.
Withering Precision Chance to cause Weakness on crits.

Death Magic trait line:
* Increases Toughness.
* Increases Boon Duration.
[L5] Reanimator Chance to summon a Jagged Horror whenever you kill an enemy.
[L15] Protection of the Horde You gain 20 Toughness for each minion summoned.
[L25] Deadly Strength 10% Of your Toughness is given as a bonus to Power.
Close to Death Deal 10% extra damage to enemies below 50% health.
Dark Armor Gain armor while channeling.
Evasive Animation Summon a Jagged Horror when you dodge roll.
Fast Marks Faster Mark placement.
Flesh of the Master Minions have 60% more health.
Greater Marks Increased area of Marks.
Staff Mastery 15% Reduced staff skill cooldown.
Training of the Master Minions deal 30% more damage.

Blood Magic trait line:
* Increases Vitality.
* Increases Healing.
[L5] Vampiric Precision You steal life when ever you critical.
[L15] Deathly Invigoration Area heal when you leave Death Shroud.
[L25] Blood to Power +90 Power while health is above 50%.
Bloodthirst Life steals are more effective.
Dagger Mastery 15% Reduced dagger cooldown.
Focused Rituals Wells become ground targeted.
Quickening Thirst Move faster while wielding a dagger.
Ritual of Life You create a Well of Blood when ever you resurrect an ally.
Transfusion Life Transfer heals nearby allies.
Vampiric Master Minions steal life and transfer it to you.
Vampiric Rituals Your Wells also steal life.

Soul Reaping trait line:
* Increases Critical Damage.
* Increases Life Force Pool.
[L5] Gluttony Life Force fills faster.
[L15] Last Gasp Gain Spectral Armor at 25% health (60 second cooldown).
[L25] Strength of Undeath Gain more Power based on how much Life Force you have, up to +100.
Foot in the Grave Gain stability while in Death Shroud.
Master of Terror Fear you cause lasts 50% longer.
Near to Death Death Shroud cooldown is reduced by 50%.
Path of Midnight Dark Path recharges 25% faster.
Reaper’s Blast Life Blast does more damage.
Speed of Shadows Move faster while in Death Shroud.
Unyielding Blast Life Blast pierces.
Vital Persistence Life Force drains slower while in Death Shroud.

Teasers, hints & rumors:

Ranger status:There is a new pet system in place – including changes to the ranger UI -which we have yet to see.
Off-hand weapons likely still under development, as they were unaffected by the most recent overhaul of other weapons.
“Yeah we just did a pass on ranger utilities to get them to be as diverse and as good as the warrior ones.”

Pet summoning:
The text of the pet summoning button/mechanic has not been documented yet – demo characters start with a single pet and it’s pre-deployed, so there wasn’t any need for investigation.

Greatsword:
Slash Chain. Slash your foe. [No recharge]
Slice Slice your foe. [No recharge]
Power Stab Stab your foe. [No recharge]
Swoop Run and leap at your foe, hitting them and nearby foes. [10s][F: Leap]
Counterattack Block and counter an attack with a kick that Pushes foes back. [15s]
Crippling Throw [While blocking] Throw your greatsword, Crippling your foe. [No recharge][F: Physical Projectile]
Maul Bleed your foe multiple times with a mauling strike. [20s]
Hilt Bash Daze your foe with a hilt bash. Stun them if you hit from behind. Your pet’s next attack does double damage. [30s]

Longbow:
Long Range Shot Shoot your foe from long range. The farther the arrow flies, the more damage it does. [No recharge][F: Physical Projectile 20%]
Rapid Fire Fire multiple arrows at your foe. [10s][F: Physical Projectile 20%]
Hunter’s Shot Fire an arrow to make your foe Vulnerable. Your pet gains Swiftness. [15s][F: Physical Projectile]
Point Blank Shot Push back your foe with a point-blank shot. The closer they are, the farther it Pushes them back. [15s][F: Physical Projectile]
Barrage Barrage the target area with a hail of Crippling arrows. [30s]

Shortbow:
Cross Fire Fire an arrow. Bleed your target if you hit them from behind or from the side. [No recharge][F: Physical Projectile 20%]
Poison Spray Fire a spread of Poison arrows. [9s]
Quick Shot Fire a quick shot in an Evasive retreat. Gain Swiftness if the shot hits. This can be used while retreating. [9s][F: Physical Projectile]
Crippling Shot Cripple your foe with a single arrow to the knee. Your pet’s next three attacks inflict Bleeding. [12s][F: Physical Projectile]
Concussion Shot Daze your foe with an arrow. Stun them if you hit from behind or from the side. [18s][F: Physical Projectile]

Axe | Main hand:
Ricochet Bounce your axe off multiple foes. [No recharge][F: Physical Projectile 20%]
Splitblade Throw a spread pattern of whirling axes that Bleeds foes. [6s][F: Physical Projectile 20%]
Winter’s Bite Throw an axe to Chill your foe. Your pet’s next attack inflicts Weakness. [10s]

Axe | Off hand:
Whirling Defense Blocks projectiles while damaging nearby foes. [25s][F: Whirl]
Path of Scars Boomerang an axe in a line, striking foes each way. [15s][F: Physical Projectile]

Dagger | Off hand:
Stalker’s Strike Stab your foe, Poisoning them and Evading attacks. [10s]
Crippling Talon Throw a dagger to Bleed and Cripple your foe. [12s][F: Physical Projectile]

Sword:
Slash Chain. Slash your foe. [No recharge]
Kick Knock back inactive foes with a kick. [No recharge]
Pounce Leap at target foe. [No recharge]
Hornet Sting Stab your foe, then quickly retreat backwards. [8s]
Monarch’s Leap Leap back into the fight, Crippling your foe. [N/A][F: Leap]
Serpent’s Strike Twist around your foe to Poison them. [12s]

Torch:
Throw Torch Throw your torch and Burn your foe. [15s]
Set Ablaze Set a fire around you, Burning foes. [25s][I: Fire Field]

Warhorn:
Hunter’s Call Call hawks to swarm your foe. [25s]
Call of the Wild Grant Fury, Might, and Swiftness to yourself and nearby allies. [35s]

Harpoon:
Stab Chain. Stab your foe. [No recharge]
Jab Jab your foe. [No recharge]
> ???
Swirling Strike Attack while Reflecting projectiles. [8s]
Dart Dart at your foe. Grant Swiftness to your pet. [10s]
Counter Strike Prepare to throw your spear while Blocking. If you Block, Push back your attacker with a kick. [15s] N.B. Throws spear if not attacked.
Man O’War Immobilize your foe and strike them multiple times. [18s]

Speargun:
Splinter Shot Shoot a spear that splinters around your target, striking and Bleeding multiple foes. [No recharge]
Coral Shot Shoot a spear that collects sharp coral as it travels, causing more Bleeding the farther it goes and Cripples. [10s]
Feeding Frenzy Drive piranhas into a feeding frenzy around your foe. Apply Fury to your pet. [10s]
Mercy Shot Fire a shot that strikes for more damage the less health your target has. [12s]
Ink Blast Blind nearby foes. [18s]

Healing:
Heal as One Heal yourself and your pet. [20s]
Healing Spring Create a healing spring that also removes conditions from you and your allies. [30s][I: Water Field]
Troll Ungent Regenerate health over time. [40s]

Utility:
“Search and Rescue” Pet. Your pet will seek out and revive a downed ally nearby. [85s]
Flame Trap Trap. Set a trap that Burns foes. [45s]
Frost Spirit Spirit. Summon a frost spirit that grants bonus damage to nearby allies. [60s]
Cold Snap Your frost spirit releases a freezing blast of arctic air, Chilling nearby foes. [40s]
Frost Trap Trap. Set a trap that Chills foes. [45s][I: Ice Field]
Lightning Reflexes Survival. Evade back with a crack of lightning, gaining Vigor. [45s] N.B. Breaks stun.
Muddy Ground Survival. Use mud to Cripple foes. [30s]
Quickening Zehpyr Survival. You and your pet move faster and gain Quickness. [60s]
Sharpening Stone Survival. Bleed foes with your next five attacks. [45s]
Signet of Renewal Signet Passive: Removes a condition every ten seconds. Signet Active: Your pet pulls all conditions from nearby allies to itself. [25s] N.B. Breaks Stun.
Signet of Stone Signet Passive: Improves Toughness for you and your pet. Signet Active: Your pet takes no damage from incoming attacks for ten seconds. [120s]
Signet of the Hunt Signet Passive: Grants increased movement speed to you and your pet. Signet Active: Your pet’s next attack deals more damage. [120s]
Signet of the Wild Signet Passive: Grants health regeneration to you and your pet. Signet Active: Your pet grows larger, dealing more damage and gaining Stability. [120s]
Spike Trap Trap. Set a trap that Bleeds and Cripples foes. [40s]
Stone Spirit Spirit. Summon a stone spirit that gives nearby allies a chance to inflict Protection. [60s]
Quicksand Your stone spirit softens the ground around it, Immobilizing foes. [45s]
Storm Spirit Spirit. Summon a storm spirit that grants nearby allies a chance to gain Swiftness when attacking. [60s]
Call Lightning Your storm spirit strikes the area with a powerful blast of electricity. [20s]
Sun Spirit Spirit. Summon a sun spirit that grants allies a chance to inflict Burning. [60s]
Solar Flare Your sun spirit releases the brilliance of the sun, Blinding nearby foes. [25s]
Viper’s Nest Trap. Set a trap that Poisons foes. [30s]

Elite:
Entangle Survival. Entangle your foe. They are Immobile until the vines are destroyed. [150s]
Rampage as One Pet. Rampage with your pet, gaining Fury, Might, Swiftness and increased attack speed. [120s]
Spirit of Nature Spirit. Summon a spirit that heals allies. Command the spirit to revive and remove conditions from nearby allies. [180s]

Downed:
Throw Dirt Throw a handful of dirt to Blind your foe. [No recharge]
Call Companion Resurrects your pet and summons it to you. [10s]
Lick Wounds Command your pet to resurrect you. [20s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Drowned:
Thrash Kick your foe and retreat. [?s]
Throw Knife Throw a knife at your foe. [5s]
Lick Wounds Command your pet to resurrect you. [20s]
Help Me! Call your allies for help. Restores some health. [20s]

Marksmanship trait line:
* Increases Power.
* Increases Condition Duration.
[L5] Targeted Strike Opening strike causes Bleeding.
[L15] Sundering Strike Opening strike causes Vulnerability.
[L25] Precise Strike Opening strike always crits.
Beastmaster’s Might Activating a Signet grants Might.
Devourer Training Increase the range of your devourers’ ranged skills.
Eagle Eye Increased longbow range.
Feline Training Feline pets have 50% reduced cooldown on their skills.
Harpoon Power Deal 5% more damage with a harpoon.
Keen Edge Automatically use a Sharpening Stone when health reaches 75%.
Longbow Power Longbow attacks do 5% more damage.
Piercing Arrows All arrow attacks pierce targets.
Shark Training Sharks steal health when they bite or swallow an enemy.
Steady Focus 10% damage bonus when endurance is full.

Skirmishing trait line:
* Increases Precision.
* Increases Critical Damage.
[L5] Tail Wind Gain swiftness when swapping weapons in combat.
[L15] Loud Whistle Cooldown between pet swaps is shortened by 40%.
[L25] Hunter’s Tactics Deal 10% more damage while flanking.
Agility Training Your pet moves 30% faster.
Bird Training Bird pets Frenzy when they apply Swiftness.
Companion’s Might Critical hits grant might to pet.
Honed Axes Axes deal 33% more critical damage.
Jellyfish Training Jellyfish Immobilize their target on crit and apply Poison when they are hit.
Quick Draw Shortbow skills recharge 15% faster.
Moment of Clarity Gain Lightning Reflexes at 25% health.
Sharpened Edges Chance to cause Bleed on crit.
Trap Potency Conditions caused by traps last 3 seconds longer.
Trapper’s Expertise Traps are ground targeted.
Trapper’s Knowledge All traps are larger.

Wilderness Survival trait line:
* Increases Toughness.
* Increases Condition Damage.
[L5] Natural Vigor You have additional endurance regeneration.
[L15] Companion’s Defense You and your pet gain 2 seconds of Protection on pet swap.
[L25] Peak Strength Deal 5% extra damage when health is above 90%.
Armor Fish Training Armor Fish Protection Reflects damage.
Bear Training Bears always have Stability.
Deadly Poisons Poisons applied by you deal more damage.
Empathic Bond Your pet periodically takes conditions from you.
Hide in Plain Sight Apply Camouflage at 25% health.
Off-Hand Strength Thrown attacks from the off-hand do 10% more damage.
Sword Mastery Sword skills recharge 15% faster.
Vigorous Evasion Gain Vigor on Evade.
Wilderness Knowledge Survival skills recharge 20% faster.

Nature Magic trait line:
* Increases Vitality.
* Increases Boon Duration.
[L5] Rejuvenation You have additional health regeneration.
[L15] Fortifying Bond Your pet gains armor when your health is full.
[L25] Strength of Spirit 10% Of your vitality is converted to power.

Beastmastery trait line:
* Increases Healing.
* Increases Pet Attribute Bonus.
[L5] Instinctual Bond When you are downed your pet gains Frenzy.
[L15] Commanding Voice Pet activation skills (F2) have faster recharge.
Beastmaster’s Bond Gain Fury and Might when your pet’s health reaches 25%.
Canine Training Dogs apply Stability to nearby allies when they howl.
Cover Me Your pet gains Might when you dodge.
Deep Breathing Warhorn skills recharge 15% faster.
Drake Training Drake pets have passive regeneration and are immune to conditions.
Enlargement Your pet gets enlarged when you reach 25% health.
Lung Capacity 33% Increased Warhorn range.
Spider Training Spider pets’ conditions last longer.

Teasers, hints & rumors:

Family | Armorfish

Family skills:
???
???
???

Species skills:
??? [Armorfish] ??? [?s]

Notes:
Armorfish are aquatic!

Family | Bear

Family skills:
??? N.B. Icon shows it involves claws.
??? N.B. Icon suggests it is a bite, possibly mystical.
??? N.B. Icon strongly suggests it is a vocal skill.

Species skills:
Enfeebling Roar [Black Bear] ??? [?s]
Icy Roar [Polar Bear] ??? [?s]
Poison Cloud [Murrelow] ??? [?s]
Rending Maul [Arctodus] ??? [?s]
Shake it Off [Brown Bear] Remove a condition from yourself and all nearby allies. [30s]

Notes:
Bears are all amphibious.

Family | Bird

Family skills:
Slash Slash your foe. [No recharge]
??? N.B. Icon suggests it is a swoop of some kind.
??? N.B. Icon suggests a movement skill – we know from the Bird Training trait all birds can apply Swiftness.

Species skills:
Blinding Slash [Raven, White Raven] ??? [?s]
Chilling Slash [Owl] ??? [?s]
Lacerating Slash [Owl] ??? [?s]

Notes:
Birds are all terrestrial.

Family | Boar

Family skills:
??? N.B. Icon suggest a bite.
??? N.B. Icon suggests tusks are in play. Boar mobs possess a lacerating headbutt.
??? N.B. Icon suggests a vocal or magical skill.

Species skills:
Forage [Boar, Pig, Tapir, Warthog] ??? [?s]

Notes:
Boars are all terrestrial.

Family | Canine

Family skills:
Bite Bite your foe. [No recharge]
??? N.B. Icon suggests a dash.
??? N.B. Icon suggests a lunging bite.

Species skills:
Chilling Howl [Alpine Wolf] ??? [?s]
Howl of the Pack [Hyena] Howl to summon a hyena ally to fight with you. [45s]
Regenerate [Fern Mastiff] ??? [?s]
Terrifying Howl [Wolf] Howl at foes to send them running in Fear. [45s]
??? [Krytan Drakehound] ??? [?s] N.B. Icon suggests a vocal skill or bite.

Notes:
Canines are all terrestrial.

Family | Devourer

Family skills:
Shoot Poison Fire two shots from your tail that have a 10% chance to Poison. [No recharge]
Knockback Strike Push a nearby foe back with your tail. [20s]
Devourer Retreat Retreat by tunneling through the ground. [20s]

Species skills:
Devourer Siege [Whiptail Devourer] Spray poison in an arc in front of you, damaging and Poisoning foes. [30s]
Poison Cloud [Carrion Devourer] Spit a ball of poison that covers an area with a Poisonous cloud. [40s][I: Poison Field]
Regenerate [While underwater] Gain Regeneration. [30s]
Sting [Lashtail Devourer] ??? [?s]

Notes:
Devourers are all amphibious.

Family | Drake

Family skills: N.B Indicated speciality is AoE attacks.
Bite Bite a foe with your jaws. [No recharge]
Chomp Bite a foe and gain health. [20s]
Tail Swipe Attack all surrounding foes with a tail swipe. [30s][F: Blast]

Species skills:
Fire Breath [Salamander Drake] Breathe a cone of fire that Burns foes. [30s]
Frost Breath [Ice Drake] ??? [?s]
Insect Swarm [Marsh Drake] Exhale a swarm of insects that hits multiple enemies. [30s] N.B. Poisonous.
Lightning Breath [River Drake] ??? [?s]

Notes:
Drakes are all amphibious.

Family | Feline

Family skills:
Slash Slash at your foe, leaving them Vulnerable. [No recharge]
Bite Bite your foe for heavy damage. [6s]
Maul Slash a foe multiple times and make them Bleed. [20s]

Species skills:
Icy Pounce [Snow Leopard] Leap at your foe, Chilling them. [30s][F: Leap]
Mighty Roar [Jungle Stalker] Give extreme Might to nearby allies. [30s]
Rending Pounce [Snow Lynx] ??? [?s]
Stalk [Jaguar] ??? [?s]

Notes:
Felines are generally amphibious; the Snow Lynx is terrestrial.

Family | Jellyfish

Family skills:
???
???
???

Species skills:
??? [Blue Jellyfish] ??? [?s]
??? [Green Jellyfish] ??? [?s]
??? [Rainbow Jellyfish] ??? [?s] N.B. As a HoM pet, this skill will likely be shared with another species.
??? [Red Jellyfish] ??? [?s]

Notes:
Jellyfish are aquatic!

Family | Moa Bird

Family skills:
Peck Peck at your foe. [No recharge]
Harmonic Cry Heal yourself and nearby allies. [40s]
Frenzied Attack Attack with a pecking frenzy and make your foe Vulnerable. [20s]

Species skills:
Call of the Wild [Golden Moa] ??? [?s]
Dazing Screech [Black Moa, Flamingo] Create a cone of sound, Dazing foes. [30s]
Furious Screech [Red Moa] Screech angrily to grant Fury to nearby allies. [30s]
Protecting Screech [Blue Moa] Screech to grant Protection to nearby allies. [40s]
Rejuvenating Screech [White Moa] ??? [?s]

Notes:
Moa birds are all terrestrial.

Family | Shark

Family skills:
???
???
???

Species skills:
Feeding Frenzy [Shark] ??? [45s]

Notes:
Sharks are aquatic!

Family | Spider

Family skills:
??? N.B. Icon shows the spider spitting toxin, which is a common projectile attack for spider mobs.
??? N.B. Icon shows a web.
??? N.B. Icon shows a spider biting or spraying toxin.

Species skills:
Deadly Venom [Forest Spider] ??? [?s]
Paralyzing Venom [Black Widow Spider, Jungle Spider] ??? [?s]
Weakening Venom [Canyon Spider] Your next 2 attacks Weaken your foes and make them Vulnerable. [30s]

Notes:
Spiders are all terrestrial.

Teasers, hints & rumors:
There are 12 families of pet – reconfirmed December 2011.
A “lizard” family was originally referred to, but none have been seen in-game.

Thief status: The thief has been substantially changed since previous builds.

N.B. Thief weapon skills don’t have recharges, instead possessing initiative costs e.g. [3i] = 3 initiative ‘pips’ cost.

Stealing:
Steal Shadowstep to your foe and Steal from them. [45s]

Shortbow:
Trick Shot Bounce an arrow off multiple nearby foes. [No initiative][F: Physical Projectile 20%]
+ Stealth = ???
Cluster Bomb Fire a cluster bomb at target area. Detonate in mid air for mutiple explosions. [3i][F: Blast]
Disabling Shot Do an evasive leap from your foe while firing a Crippling shot. [4i][F: Physical Projectile]
Choking Gas Fire an arrow that fills target area with a Poisonous cloud. [4i][I: Poison Field]
Infilitrator’s Arrow Fire an arrow and shadowstep to the target area, Blinding nearby enemies. [6i]

Dagger | Main hand:
Double Strike Chain. Strike your foe twice. [No initiative]
Wild Strike Chain. Strike your foe again. [No initiative]
Lotus Strike Chain. Strike your foe with an 80% chance to cause Vulnerability and a 20% chance to cause Weakness. [No initiative]
+ Stealth = Backstab Leap at your foe, striking for double damage andif you hit from behind. [No initiative]
Heartseeker Leap and strike your foe, the less health your target has, the more damage you cause. [3i][F: Leap]
+ No off hand = Twisting Fangs Spin in place, hitting nearby enemies. Each hit causes bleeding. [4i]
+ Off hand dagger = Leaping Death Blossom Dual Wield. Leap over your opponent, striking nearby enemies 3 times. Each hit causes Bleeding. [4i][F: Whirl]
+ Off hand pistol = Shadow Shot Dual Wield. Fire a blinding shot at your target and Shadowstep to them for a dagger strike. [4i][F: Physical Projectile]

Dagger | Off hand:
Dancing Dagger Throw a dagger that Cripples nearby foes and returns to you. [3i][F: Physical Projectile]
Cloak and Dagger Stab your foe and vanish in Stealth, leaving them Vulnerable. [5i]

Pistol | Main hand:
Vital Shot Bleed your foe with a shot to the vitals. [No initiative][F: Physical Projectile 20%]
+ Stealth = Sneak Attack Rapid fire attack that causes bleeding. [No initiative]
Body Shot Make your foe Vulnerable with a body shot. [3i][F: Physical Projectile]
+ No off hand = Repeater Blast your foe with rapid fire from your pistol. [5i][F: Physical Projectile 20%]
+ Off hand dagger = Shadow Strike Dual Wield. Stab your foe, then shadowstep away and shoot them. [5i]
+ Off hand pistol = Unload Dual Wield. Blast your foe with both pistols. [4i][F: Physical Projectile 20%]

Pistol | Off hand:
Black Powder Fire a shot with black powder, creating a smoke could that Blinds nearby enemies. [5i][I: Smoke Field][F: Physical Projectile]
Head Shot Daze your foe with a head shot. [5i][F: Physical Projectile]

Sword:
Slice Chain. Slice your foe. [No initiative]
> ???
>> ???
Infiltrator’s Strike Shadowstep to your target, striking them. Use Shadow Return to Shadowstep back. [2i]
+ No off hand = Stab Stab your foe. [No initiative]
+ Off hand dagger = Flanking Strike Dual Wield. Evade and stab your foe in the back twice. [4i]
+ Off hand pistol = Pistol Whip Dual Wield. Pistol Whip your foe, stunning them. Then repeatedly slash them with your sword. [5i]

Harpoon:
Stab Chain. Stab your foe [No initiative]
Flanking Strike Evade your foe and then attack. [3i]
Nine Tail Strike Block your foe and counterattack with a series of strikes. Gain initiative if you are not attacked. [3i]
Tow Line Throw a tow line that Pulls you to your foe and Cripples them. [4i]
Shadow Retreat Strike your foe repeatedly with a shadowy assault. [5i]

Speargun:
Piercing Shot Bleed multiple foes in a line with a piercing shot. [No initiative][F: Physical Projectile]
Deluge Fire four shots at your foe. [5i][F: Physical Projectile 20%]
Escape Shoot a harpoon and retreat, leaving a trail of Poison. [3i][F: Physical Projectile]
Disabling Shot Fire a harpoon that Cripples your foe. [4i][F: Physical Projectile]
Smoke Shot Shoot an ink shot that Blinds foes in a line. Detonate the shot and shadowstep to it. [5i]

Healing:
Hide in Shadows Vanish in Stealth and gain Regeneration. [30s]
Signet of Malice Signet Passive: Grants health when you attack. Signet Active: Gain health. [20s]
Withdraw Roll backward while healing and Evade attacks. [15s]

Utility:
Assassin Signet Signet Passive: Grants increased damage. Signet Active: Deal 50% more damage on your next attack. [45s]
Blinding Powder Trick. Blind foes in the target area and grant Stealth to nearby allies. [60s]
Caltrops Trick. Scatter caltrops that Bleed and Cripple foes. [30s]
Devourer Venom Venom. Your next two attacks Immobilize. [45s]
Haste Maneuver. Gain Quickness and regenerate endurance faster. [60s] N.B. Breaks stun.
Hide in Shadows Cloak in shadows until you attack. [60s] N.B. Can no longer be used in combat.
Ice Drake Venom Venom. Chill foes with multiple attacks. [45s]
Infiltrator’s Signet Signet Passive: Grants faster initiative regeneration. Signet Active: Shadowstep to your foe. [30s] N.B. Breaks Stun.
Needle Trap Trap. Set a trap Immobilizes and Poisons foes when triggered. [90s]
Roll for Initiative Maneuver. Evade backward to regenerate initiative. [60s] N.B. Breaks Stun.
Scorpion Wire Trick. Throw a scorpion wire and Pull your foe to you. [30s][F: Physical Projectile]
Shadow Refuge Maneuver. Create a pulsing refuge at the target area that heals allies and cloaks them in Stealth. [60s][I: Dark Field]
Shadow Step Maneuver. Shadowstep to the target location. [50s] N.B. Breaks Stun.
Shadow Trap Trap. Set a trap. You vanish in Stealth and shadowstep back to the trap when it is triggered. [30s]
Signet of Agility Signet Passive: Grants an increased chance of critical damage. Signet Active: Apply Vigor to nearby allies. [30s]
Signet of Shadows Signet Passive: Grants a 10% increase in movement speed. Signet Active: Blind and Immobilize the target foe. [30s]
Skale Venom Venom. Inflict Vulnerability and Weakness with your next few attacks. [45s]
Smoke Screen Trick. Create a smoke screen that Blocks projectiles and Blinds foes. [30s][I: Smoke Field]
Spider Venom Venom. Poison foes with your next five attacks. [45s]
Tripwire Trap. Set a trap that Knocks down foes when triggered. [45s]

Elite:
Basilisk Venom Venom. Your next attack turns your foe to stone. [45s]
Dagger Storm Spin around, Reflecting projectiles and throwing daggers that Cripple nearby foes. [180s][F: Whirl]
Thieves Guild Call in your fellow thieves for combat support. [180s]

Downed:
Venomous Knife Throw a knife and poison your foe. [No recharge]
Smoke Bomb Drop a smoke bomb and vanish in stealth. [10s]
Trail of Knives Bounce a knife off multiple foes. [15s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Drowned:
???
???
???
Help Me! Call your allies for help. Restores some health. [20s]

Deadly Arts trait line:
* Increases Power.
* Increases Condition Duration.
Serpent’s Touch [Minor L5] Stealing applies Poison.
Sundering Strikes [Minor L15] Critical hits cause Vulnerability.
Exposed Weakness [Minor L25] Deal extra damage if your target has a condition.
Back Fighting [Major] Increased damage while downed.
Combined Training [Major] Dual Wield skills deal more damage.
Dagger Training [Major] +5% Damage while wielding a dagger.
Improvised Venoms [Major] Stealing has a 33% chance to recharge all Venom skills.
Lotus Poison [Major] Weakens targets whenever you Poison them.
Mug [Major] Deal damage when stealing.
Quick Venoms [Major] 20% reduced cooldowns on Venom utilities.
Poisonous Traps [Major] All traps apply Poison.
Residual Venom [Major] Applied Venom lasts one extra strike.
Venomous Strength [Major] Gain Might when applying Venoms.

Critical Strikes trait line:
* Increases Precision.
* Increases Critical Damage.
Keen Observer [Minor L5] Precision bonus over 90% health.
Opportunist [Minor L15] Critical hits have a chance to restore initiative.
First Strikes [Minor L25] Initiative improves Critical Damage.
Combo Crit Chance [Major] Combo skills (3-slot) have increased chance to crit. N.B. I think this actually refers to Dual Wield skills.
Critical Haste [Major] 10% Chance to get Haste on crit (this effect cannot trigger more than once every 15s).
Executioner [Major] Deal extra damage when target is below 25% health.
Fast Signets [Major] 20% reduced cooldown on Signets.
Flanking Critical Chance [Major] Better chance for a critical hit when flanking.
Furious Retaliation [Major] Gain Fury when health reaches 50%.
Hidden Killer [Major] 50% Crit chance when Stealthed.
Pistol Mastery [Major] Improved damage with pistols.
Ricochet [Major] Pistol shots have a chance to bounce.
Signet Use [Major] Gain initiative when activating a Signet.
Signets of Power [Major] Deal extra damage for each recharging Signet.

Shadow Arts trait line:
* Increases Toughness.
* Increases Healing.
Last Blind [Minor L5] Release Blinding Powder when health reaches 25% (90 second cooldown).
Meld with Shadows [Minor L15] Your Stealth skills last 1 second longer.
Hidden Assassin [Minor L25] Gain Might while in Stealth.
Cloaked in Shadow [Major] Stealthing Blinds nearby foes.
Cowardly [Major] You regenerate health while Stealthed.
Fleet Shadow [Major] You move 10% faster while in Stealth.
Hidden Thief [Major] Stealing Stealths you.
Infusion of Shadow [Major] Gain 2 initiative when using a skill that Stealths you.
Patience [Major] Regenerate initiative faster while in Stealth.
Power Shots [Major] 5% Increased damage with shortbow and speargun.
Quick Traps [Major] Reduce Trap arm time.
Shadow’s Embrace [Major] Remove one condition every three seconds while in Stealth.
Shadowy Strength [Major] When you shadowstep you gain Might.
Trap Master [Major] Your Traps do 25% more damage.
Traps Training [Major] Traps are Instant.
Venomous Aura [Major] When you use Venom skills you apply the effects to all nearby allies as well.

Acrobatics trait line:
* Increases Vitality.
* Increases Boon Duration.
Expeditious Dodger [Minor L5] Gain Swiftness on Evade.

Trickery trait line:
* Increases Condition Damage.
* Increases Steal Recharge Rate.
Kleptomaniac [Minor L5] Stealing gives you initiative.
Bountiful Theft [Major] When Stealing get a 10 second Might, Swiftness or Fury.
Flanking Strikes [Major] Flanking attacks deal 5% more damage.
Long Reach [Major] Your range on Stealing is increased.
Nimble Fingers [Major] Your Trick utilities have 20% faster cooldowns.
Pickpocket’s Revenge [Major] Deal 25% extra damage with stolen weapons.
Sleight of Hand [Major] Stealing also Dazes your target.
Thrill of the Crime [Major] When you Steal you and all allies gain Might, Fury and Swiftness.
Uncatchable [Major] You leave behind Caltrops when you dodge.

Teasers, hints & rumors:
There may be a trait that allows Head Shot to Stun foes as well as Dazing them.
There are traits that reduce the initiative cost of certain skills.
Scorpion Wire can apparently be traited to Cripple and Daze your target.
There is a trait that applies “venoms” (e.g. Apply Poison) to nearby allies also.
There appears to be a new sword/dagger spinning attack resembling Whirling Axe.
The sword out-of-stealth skill may inflict vulnerability and/or burning.
A blog posted sheet of icons showed*a thief incarnation of Take Aim, and a skill named Retreating Swipe depicting a thief with twin daggers.

– – – – –

Steal skills:
Blinding Tuft Throw a handful of feathers, vanishing in Stealth and Blinding nearby foes.
Whirling Axe Spin and attack nearby foes. You can move while spinning.

Warrior status: Stable.

Burst skills:
Arcing Slice [Greatsword] Burst. Strike your foe with an uppercut that grants Might. [10s]
Combustive Shot [Longbow] Burst. Ignite target area, Burning nearby foes. Effect increases with adrenaline level. [20s][I: Fire Field]
Earthshaker [Hammer] Burst. Jump to the targeted location and slam your hammer down, damaging and Stunning foes. [10s][F: Blast]
Eviscerate [Axe] Burst. Leap at your foe with a devastating attack. effect increases with adrenaline level. [10s][F: Leap]
Flurry [Sword] Burst. Immobilize your foes with a flurry of strikes. Effect increases with adrenaline level. [10s]
Kill Shot [Rifle] Burst. Fire a powerful shot. Damage increases with adrenaline level. [10s][F: Physical Projectile]
Skull Crack [Mace] Stun your foe with a skull crack. Effect increases with adrenaline level. [10s] N.B. Adrenaline level determines duration.
Forceful Shot [Harpoon gun] Shoot your foe, doing more damage the more adrenaline you have. [10s] N.B. Name may not be correct.
Tsunami Rush [Spear] Spin forward and slash foes along the way. Damage increases with adrenaline level. [10s] N.B. This skill has been redesigned/replaced.

Greatsword:
Greatsword Swing Chain. Slash your foe. [No recharge]
Greatsword Slice Strike your foe again. [No recharge]
Brutal Strike Strike your foe to inflict Vulnerability. [No recharge]
Hundred Blades Repeatedly strike multiple foes. [6s]
Whirlwind AttackWhirl in a target’s direction, slashing foes along your path. [12s][F: Whirl]
Bladetrail Throw your greatsword at your foe. It travels to your target and returns to you,Crippling foes along its path. [20s][F: Physical Projectile]
Rush Charge your foe. [20s]

Hammer:
Hammer Swing Chain. Bash your foe. [No recharge]
Hammer Bash Bash your foe again. [No recharge]
Hammer Smash Smash the ground and damage nearby foes. [No recharge]
Fierce Blow Weaken your foe with a fierce blow. [12s]
Hammer Shock Smash the ground and send out a Crippling wave. [15s]
Staggering Blow Push back nearby foes with a staggering blow. [20s][F: Whirl]
Backbreaker Knock down your target foe. [25s]

Longbow:
Dual Shot Shoot a pair of arrows at your foe. [No recharge]
Incendiary Shot Shoot an arrow that explodes on impact, Burning your foe and damaging those in the blast area. [10s]
Fan of Fire Fire a spread of three flaming arrows, Burning foes. [10s]
Arcing Arrow Shoot a slow, arcing arrow that explodes on impact. [15s][F: Blast]
Pin Down Fire an arrow that Immobilizes the target foe. [25s][F: Physical Projectile]

Rifle:
Bleeding Shot Fire a shot that Bleeds your target. [No recharge][F: Physical Projectile 20%]
Aimed Shot Fire a precise shot that Cripples your foe. [10s][F: Physical Projectile]
Volley Fire a volley of shots at your foe. [10s][F: Physical Projectile 20%]
Brutal Shot Shoot your foe and make them Vulnerable. [15s][F: Physical Projectile]
Rifle Butt Push your foe back with your rifle butt. [20s]

Axe | Main hand:
Chop Chain. Chop your foe. [No recharge]
Double Chop Chop twice. [No recharge]
Triple Chop Chop 3 times. [No recharge]
Cyclone Axe Spin around and attack all nearby foes. [6s][F: Whirl] N.B. Tool-tip suggest it inflicts Vulnerability.
Throw Axe Throw an axe that Cripples enemies. [10s][F: Physical Projectile]

Axe | Off hand:
Dual Strike Strike your foe with both axes. Gain Fury with each hit. [12s]
Whirling Axe Spin and attack nearby foes. You can move while spinning. [20s][F: Whirl]

Mace | Main hand:
Mace Smash Chain. Smash your foe. [No recharge]
Mace Bash Bash your foe. [No recharge]
Pulverize Pulverize your foe, leaving them weakened. [No recharge]
Counter Blow Block the next attack. Counter with an attack if you are in melee range. Gain adrenaline if not attacked. [10s]
Pommel Bash Daze your foe with a brutal pommel bash. [15s]

Mace | Off hand:
Crushing Blow Crush your opponent’s armor, leaving them Vulnerable. [15s]
Tremor Send a Crippling wave towards your foe. [20][F: Physical Projectile]

Sword | Main hand:
Sever Artery Chain. Bleed your foe with a slash. [No recharge]
Gash Bleed your foe with a gash. [No recharge]
Final Thrust Strike your foe with a powerful thrust. [No recharge]
Savage Leap Lunge at your foe, striking them with your sword. [8s][F: Leap]
Hamstring Cripple your foe with a precise slash. [15s]

Sword | Off hand:
Impale Throw your sword at your foe and apply multiple stacks of Bleeding over time. [20s][F: Physical Projectile]
Rend Pull your sword from your opponent, to cause additional damage. [1s]
Riposte Block the next incoming attack. Riposte and Bleed your foe if you Block a melee attack. Gain adrenaline if you are not attacked. [15s]

Shield:
Shield Bash Bash you foe with your shield and Stun them. [25s][F: Leap]
Shield Stance Block incoming attacks. [25s]

Warhorn:
Charge Grant Swiftness to yourself and allies, while removing Chill, Cripple, and Immobilize. [20s]
Call to Arms Grant Vigor to yourself and allies, while Weakening nearby foes. [20s]

Harpoon:
Stab Chain. Stab your foe. [No recharge]
Jab Jab your foe again. [No recharge] N.B. In a more recent build, this was observed to cause bleeding.
??? Cripple your foe. [No recharge]
Mariner’s Frenzy Attack foes in front of you with a series of strikes. [8s]
Harpoon Pull Pull your foe to you. [15s]
Parry Block your foe. Counterattack with a powerful strike. Gain adrenaline if you are not attacked. [15s]
Tsunami Slash Spin forward and strike foes along the way. [25s]

Speargun:
Mariner’s Shot Shoot your foe from long range. The farther the shot goes, the more damage it does. [No recharge][F: Physical Projectile]
Brutal Shot Make your foe Vulnerable with a shot to their vitals. [3s]
Split Shot Your shot splits into a spread of harpoons that each Bleed your target. [8s]
Knot Shot Fire a shot that Immobilizes your foe. [25s]
Repeating Shot Fire multiple shots that Push back your foe. [25s]

Healing:
Healing Signet Signet Passive: Grants Regeneration. Signet Active: Heal yourself. [40s]
Healing Surge Heal yourself and build adrenaline. [30s]
Mending Heal yourself and remove a condition. [20s]

Utility:
“Fear Me!” Shout. Induce Fear and Weakness in all nearby foes. [95s][F: Blast]
“For Great Justice!” Shout. Grant Fury and Might to yourself and nearby allies. [25s]
“I Will Avenge You!” Shout. Gain Might, Regeneration, and Swiftness. If you kill a foe, your allies rally. [85s]
“Shake It Off!” Shout. Remove a condition from yourself and nearby allies. It can also break stuns. [25s]
Balanced Stance Stance. You cannot be Pushed back, Knocked down, launched, Stunned, or Crippled. [40s] N.B Breaks Stun.
Banner of Defense Banner. Place a banner that increases Toughness and Vitality for you and nearby allies. [120s][F: Blast]
Banner of Discipline Banner. Place a banner that improves Precision and Critical Damage on you and nearby allies. [120s][F: Blast]
Banner of Strength Banner. Place a banner that improves Strength and Condition Damage on you and nearby allies. [120s][F: Blast]
Banner of Tactics Banner. Place a banner that increases Healing for you and nearby allies. [120s][F: Blast]
Berserker’s Stance Stance. Gain adrenaline for a short time. [60s]
Bull’s Charge Physical. Charge your foe and Knock down fleeing foes. [40s][F: Leap]
Dolyak Signet Signet Passive: Reduces incoming damage. Signet Active: Gain Stability. [60s]
Endure Pain Stance. Take no damage from incoming attacks. [90s] N.B. Breaks stun.
Frenzy Improved Critical Damage and Quickness. [60s] N.B. Breaks stun.
Kick Physical. Push your foe back with a kick. [20s]
On My Mark Call out your foe to make them vulnerable. [20s]
Signet of Fury Signet Passive: Gain Precision. Active: Gain adrenaline. [60s]
Signet of Might Signet Passive: Improves Power. Signet Active: Gain Might. [60s]
Signet of Stamina Signet Passive: Grants faster endurance regeneration. Signet Active: Remove all conditions. [45s]
Stomp Physical. Launch nearby foes into the air with a powerful stomp. [60s][F: Blast]
Throw Bolas Physical. Throw bolas to Immobilize your foe. [20s][F: Physical Projectile]

Banner: N.B. These skills are gained by picking up any banner.
Stab Stab a foe with your banner. [No recharge]
Sprint Run forward with your banner. [30s]
Inspire Inspire nearby allies, granting Swiftness. [30s]
Plant Standard Plant the standard back in the ground. [No recharge]

Elite:
Battle Standard Banner. Place a battle standard that revives and buffs fallen allies. [180s][F: Blast]
Rampage Transform. Take the form of a massive Juggernaut. [180s] N.B. 20s Duration.
Smash Chain. Smash your foe. [No recharge]
>> ???
>> ???
Kick Push back your foe with a kick. [6s]
Dash Charge your foe. [8s][F: Leap]
Throw Boulder Throw a boulder and Knock down your foe. [12s]
Stomp Launch nearby foes into the air with a powerful stomp. [15s][F: Blast]
Signet of Rage Signet Passive: Grants adrenaline. Signet Active: Gain Fury, Might, and Swiftness. [120s]

Downed:
Throw Rock Hold and release to throw a rock. Hold longer for more damage. [No recharge]
Hammer Toss Throw a hammer that knocks down foes. [10s]
Vengeance Rally and fight normally for a brief time. When rally ends, you are defeated. [20s]
Bandage Call your allies for help. Restores health while you channel it. [5s]

Drowned:
???
???
???
Help Me! Call your allies for help. Restores some health. [20s]

Strength trait line:
* Increases Power.
* Increases Expertise.
Reckless Dodge [Minor L5] Damage foes at the end of a dodge roll.
Death from Above [Minor L15] Damage and Push back enemies when you take falling damage.
Building Momentum [Minor L25] Using a Burst skill (F1) restores endurance.
Axe Mastery [Major] +5% Damage while wielding an axe.
Berserker’s Power [Major] +2–5% Damage based on how much adrenaline you have built.
Physical Mastery [Major] Recharge on physical utility skills is reduced by 20%.
Physical Training [Major] Physical utility skills deal more damage.
Powerful Banners [Major] Your banners do damage when summoned.
Slashing Power [Major] Increased greatsword and spear damage.
Tidal Spear [Major] Gain swiftness on crits with a spear.
Weapon Specialization [Major] +5% Damage when wielding an axe, mace, or sword in your off hand.

Arms trait line:
* Increases Precision.
* Increases Malice.
Precise Strikes [Minor L5] 33% Chance to cause bleeding on crit.
Critical Burst [Minor L15] Burst skills have an increased crit chance.
Rending Strikes [Minor L25] 33% Chance to cause vulnerability on crit.
Attack of Opportunity [Major] Deal extra damage to a bleeding foe.
Blademaster [Major] Increased crit chance with sword.
Deep Cuts [Major] Bleeds you apply last 50% longer.
Last Chance [Major] Gain Frenzy at 25% health; only activates once every 90 seconds.
Marksman [Major] Increased damage with harpoon gun or rifle.
Sniper [Major] Rifle shots penetrate.
Sundering Greatsword [Major] Cause vulnerability on crit with a greatsword.
Unsuspecting Foe [Major] 50% Crit chance versus stunned enemies.

Defense trait line:
* Increases Toughness.
* Increases Compassion.
Vigorous Return [Minor L5] Increased health on rally.
Embrace the Pain [Minor L15] Gain adrenaline when hit.
Armored Attack [Minor L25] 10% Of toughness is converted to power.
Adrenal Health [Major] Regenerate health based on adrenaline level.
Blunt Weapon Master [Major] 15% Reduced cooldown with hammer and mace skills.
Cull the Weak [Major] Increased damage to weakened foes.
Last Stand [Major] Gain stability when health hits 25%.
Merciless Hammer [Major] Improved hammer critical chance when foe is knocked down.
Missile Deflection [Major] Reflect missiles whenever you are blocking.
Shield Master [Major] Increased armor while using a shield.
Shrug it Off [Major] Endure Pain at 25% health.
Sundering Mace [Major] Chance to cause weakness on crit with a mace.
Sure-footed [Major] Increased stance duration.
Thick Skin [Major] Extra armor when health is above 90%.
Turtle’s Defense [Major] Gain armor bonus when Crippled, Stunned, Immobilized or Frozen.

Tactics trait line:
* Increases Vitality.
* Increases Concentration.
Determined Revival [Minor L5] Gain extra armor while reviving.
Fast Healer [Minor L15] Increased revive speed.
Empower Allies [Minor L25] Nearby allies do extra damage.
Burning Arrows [Major] Deal extra damage with a longbow against burning foes.
Desperate Power [Major] Do extra damage when health is under 25%.
Empowered [Major] Gain extra damage for every boon on you.
Inspiring Banners [Major] Banners apply buffs to a larger area.
Inspiring Shouts [Major] Gain adrenaline when using a shout.
Leg Specialist [Major] Crippling a target with a skill immobilizes the target for 1 second.
Lung Capacity [Major] 20% Faster shout cooldown.
Quick Breathing [Major] 15% Faster warhorn cooldown.
Stronger Bowstrings [Major] Increased longbow range.
Vigorous Shouts [Major] Shouts heal.

Discipline trait line:
* Increases Prowess.
* Increases Brawn.
[L5] ??? Gain adrenaline when swapping weapons.
[L15] ??? Reduced weapon-swap cooldown.
[L25] ??? Gain the Might boon when swapping weapons.
??? Gain adrenaline whenever killing an enemy.
??? Reduced signet-recharge time.
??? Movement skills break out of the Immobilize condition.
??? Reduced burst-skill recharge time.
??? Gain adrenaline when inflicting a critical hit with an axe skill.
??? Increased movement speed while wielding a melee weapon.
??? Reduced burst-skill adrenaline cost.
??? Chance to rally whenever killing an enemy while under the effects of Vengeance.
??? Improved critical chance for each full level of adrenaline.

Teasers, hints & rumors:

______________________________________

Izzy Cartwright December 14th 2011: “We currently have 6 race skills these are often a mixture of elites, utility skills, and heal skills.”

Healing:

Utility:
Arcane Blast A simple ranged attack. [?s]
Radiation Field Creates a deadly field. [?s]

Elite:
Golem Battlesuit Summon a magical battlesuit that you can climb into and use to devastate foes. [?s]

Teasers, hints & rumors:
Arcane Blast may be analogous to the elementalist utility Energy Blast.
Eric Flannum: “Asura racial skills allow asura players to summon and control both golems and battlesuits.”

Healing:

Utility:
Battle Roar A mighty roar that buffs allies. [?s]
Hidden Pistol Shoot your foe. [?s]
Shrapnel Mines Scatter up to 3 mines that cripple & bleed enemies. [30s]

Elite:
Warband Support Temporarily summons allies from your warband to fight alongside you. [?s]

Teasers, hints & rumors:
Battle roars may be a class of skill, rather than the name of a specific skill.
There is an elite skill that calls in an artillery barrage.
Warband members available as sparring partner at character creation (Clawspur, Dinky, Euryale, Maverick & Reeva) can be summoned for brief periods, according to TenTonHammer.

Healing:
Prayer to Dwayna Heals you. [?s]

Utility:
Prayer to Kormir Removes a condition. [?s]

Elite:
Avatar of Melandru Turns you into an awesome creature. [?s]
Hounds of Balthazar Summons 2 massive fiery dogs. [?s]

Teasers, hints & rumors:
Each of the Six Gods has a skill associated with them.

Healing:

Utility:
Call Upon Bear Grants you vigor. [?s]
Call Upon Raven Call birds to attack your foe. [?s]
Call Upon Wurm Summon a wurm to fight alongside you. [?s]

Norn elite:
Bear Form Transform into a giant half-norn half-bear. [?s]
Raven Form Transform into a giant half-norn half-raven. [?s]
Snow Leopard Form Transform into a giant half-norn half-snow leopard. [?s]
Wolf Form Transform into a giant half-norn half-wolf to tear across the battlefield. [?s]

Teasers, hints & rumors:
Call Upon Raven may be analogous to the ranger warhorn Hunter’s Call.
Call upon Wurm is analogous to the necromancer utility Summon Flesh Wurm, at least so far as the wurm is stationary and attacks at range.
There are currently only 2 norn utility skills, so 1 of the above may have been cut or moved within an elite form (each of which should possess 5 skills).

Healing:
Strength of the Dream Heals you from critical damage. [?s]

Utility:
Blessing of the Pale Tree Grants you protection. [?s]
Grasping Roots Entangle your foe. They are immobile until the vines are destroyed. [?s]

Elite:

Teasers, hints & rumors:
Strength of the Dream may be an elite skill – speculation purely based on the structure of the interview in which it was revealed.
There is at least one healing skill that affects allies.
There are skills that “call upon” other sylvari.
The creature seen being awakened by in the Races of Tyria video are oakhearts, which are used like beasts-of-burden (e.g. dolyaks) by the sylvari – the devs have reportedly not yet decided whether they’ll feature in racial skills or not.

Chaos Field

Known initiators:
Chaos Storm [Mesmer]

Suspected initiators:
Portal [Mesmer]

Known combos:
+ Projectile = Confuses struck foes.

Dark Field

Known initiators:
Well of Darkness [Necromancer]

Suspected initiators:
Well of Corruption [Necromancer]
Well of Power [Necromancer]
Well of Suffering [Necromancer]

Known combos:
+ Blast = Deals damage to nearby foes.

Fire Field

Known initiators:
Firewall [Elementalist]
Lava Font [Elementalist]

Suspected initiators:
Burning Retreat [Elementalist]
Burning Speed [Elementalist]
Napalm [Engineer]
Ring of Fire [Elementalist]
Set Ablaze [Ranger]

Known combos:
+ Leap = Burns nearby foes.
+ Projectile = Chance to burn struck foes.
+ Spin = Fling fireballs randomly.

Ice Field

Known initiators:
Frozen Ground [Elementalist]

Suspected initiators:
Chilblains [Necromancer]

Known combos:
+ Blast = Grant Armor of Frost to nearby allies.
+ Leap = Grant Armor of Frost to nearby allies.

Light Field

Known initiators:
Super Elixir [Engineer]
Symbol of Faith [Guardian]
Symbol of Swiftness [Guardian]

Suspected initiators:
Symbol of Courage [Guardian]
Symbol of Protection [Guardian]

Known combos:
+ Leap or spin = Remove conditions from nearby allies. N.B. The skill mentioned is Leaping Death Blossom, which may be a leap or a spin.
+ Projectile = Remove conditions from allies near struck foes.

Lightning Field

Known initiators:

Suspected initiators:
Lightning Storm [Elementalist – Conjure Lightning]
Static Field [Elementalist]

Known combos:
+ Projectile = Inflict additional damage. N.B. This combo is very, very old and may have changed- a subsequent Anet suggested a lightning enhanced projectile could stun.

Poison Field

Known initiators:
Contagion [Ranger – Murellow pet]

Suspected initiators:
Acid Bomb [Engineer]
Choking Gas [Thief]
Poison Cloud [Necromancer]
Radiation Field [Asura]

Known combos:
+ Pet = For a time, pet’s attacks poison foes.
+ Projectile = Poison struck foes.

Smoke Field

Known initiators:
Smoke Screen [Thief]

Suspected initiators:

Known combos:
+ Leap = Cloak nearby allies.

Water Field

Known initiators:
Healing Spring [Ranger]

Suspected initiators:
Geyser [Elementalist]
Healing Rain [Elementalist]

Known combos:
+ Projectile = Grants healing to allies near struck foes.

Finishers

Blasts are a category of finisher that tend to cause AoE effects within fields.
Blast skills include engineer bombs (e.g. Big Ol’ Bomb) and elementalist earth spells (e.g. Churning Earth & Eruption).

Leaps are another category of finisher that tend to cause AoE effects within fields.
Leaps feature on a wide range of professions, including warrior (Savage Leap), guardian (Faithful Strike), ranger (Swoop) and mesmer (Leap).

Pets are a category of finisher that focuses upon granting secondary effects to the attacks of pets passing through fields.
These finishers are distinct from pet attacks, which are covered by the usual combos – e.g. a phantasm’s bullets passing through a field acts as a projectile finisher.
Pets are primarily the domain of rangers (their profession mechanic) and necromancers (e.g. Bone Minions).
It is unknown if turrets can participate in this kind of combo (they cannot move so may well not), and mesmer illusions very likely cannot (not a convincing illusion if your clones glow green after stepping in a friendly poison field!).

Projectiles are a category of finishers that tend to cause AoE effects immediately around their point of impact – that usually being where they strike a foe.
Projectile finishers may encompass all skills that fire an arrow or bullet, or throw an axe, dagger, sword or pet appendage!
However; confirmed projectile finishers are Illusionary Duelist attacks, Rapid FireRicochet and Unload.

Spins are a category of finisher that we know little about, but may have a theme of launching projectiles randomly from within fields.
Spin skills include the warrior Whirling Axe, the ranger Whirling Defense and the mesmer Illusionary Warden.

Fan theorized finisher categories include wave (e.g. Wave of WrathShockwave), flash (e.g. shadow stepping, Lightning Flash) and retreat (e.g. Dancing BladeQuick Shot)

Notes:
Runes are armor upgrades.
In the modern build, all armor classes can use all runes.
All runes are in their superior form, and taken from the February press beta build.
Bonuses are generally cumulative e.g. [1] +28, [3] +55, [5] +100 = +183 in total.
“Go down” = you enter the downed state.
“On hit” and “When hit” appear interchangeable, and seemingly both refer to hits against the player – these are attached to armor after all, not weapons!

Rune of the Adventurer
[1] +28 Condition Damage.
[2] +15 Power.
[3] +55 Condition Damage.
[4] +40 Power.
[5] +100 Condition Damage.
[6] When you use a healing skill you gain 100% Endurance. (Cooldown: 10s)

Rune of the Afflicted
[1] +28 Condition Damage.
[2] +15% Bleed duration.
[3] +55 Condition Damage.
[4] +15% Poison duration.
[5] +100 Condition Damage.
[6] You create a Death Nova when you go down. (Cooldown: 30s)

Rune of the Air
[1] +2% Critical Damage.
[2] +20% Swiftness duration.
[3] +3% Critical Damage.
[4] When you use a heal skill you gain Swiftness for 5s. (Cooldown: 10s)
[5] +5% Critical Damage.
[6] 5% Chance to cause a Lightning Strike when hit. (Cooldown: 10s)

Rune of the Balefire
[1] +25 Power.
[2] +15% Burning Duration.
[3] +50 Power.
[4] 5% Chance to gain Vigor for 10s when hit. (Cooldown: 30s)
[5] +90 Power.
[6] 5% Chance to cause a Fire Nova when hit. (Cooldown: 30s)

Rune of Balthazar
[1] +25 Power.
[2] +15% Burning duration.
[3] +50 Power.
[4] You gain Haste for 5s when you’re hit below 20% health. (Cooldown: 90s)
[5] +90 Power.
[6] When you use a healing skill nearby foes are Burned for 3 seconds. (Cooldown: 90s)

Rune of the Centaur
[1] +25 Power.
[2] +15% Bleeding duration.
[3] +50 Power.
[4] +20% Swiftness duration.
[5] +90 Power.
[6] When you use a healing skill you and all nearby allies gain Swiftness for 10 seconds. (Cooldown: 10s)

Rune of the Citadel
[1] +25 Power.
[2] +15% Fury duration.
[3] +50 Power.
[4] 5% Chance to gain Fury for 30s when hit. (Cooldown: 60s)
[5] +90 Power.
[6] 5% Chance to summon a bomb on hit. (Cooldown: 10s)

Rune of Divinity
[1] +10 to all stats.
[2] +10 to all stats.
[3] +10 to all stats.
[4] +10 to all stats.
[5] +10 to all stats.
[6] +10 to all stats.

Rune of the Dolyak
[1] +25 Toughness.
[2] +15 Vitality.
[3] +50 Toughness.
[4] +35 Vitality.
[5] +90 Toughness.
[6] You regenerate health.

Rune of Dwayna
[1] +25 Healing.
[2] +20% Regeneration duration.
[3] +50 Healing.
[4] 5% Chance to gain Regeneration for 10s when hit. (Cooldown: 30s)
[5] +90 Healing.
[6] When you use a healing skill you and all nearby allies gain Regeneration for 10 seconds. (Cooldown: 10s)

Rune of the Eagle
[1] +25 Precision.
[2] +3% Critical Damage.
[3] +50 Precision.
[4] +5% Critical Damage.
[5] +90 Precision.
[6] +5% Damage vs targets with less than 50% health.

Rune of the Earth
[1] +25 Toughness.
[2] +20% Protection duration.
[3] +50 Toughness.
[4] 5% Chance to gain Protection for 10s when hit. (Cooldown: 30s)
[5] +90 Toughness.
[6] You gain a Magnetic Aura for 5s when you’re hit below 20% health. (Cooldown: 90s)

Rune of the Elementalist
[1] +25 Power.
[2] +17 Condition Damage.
[3] +50 Power.
[4] +40 Condition Damage.
[5] +90 Power.
[6] +20% Burn and Chill duration.

Rune of the Engineer
[1] +25 Toughness.
[2] +17 Condition Damage.
[3] +50 Toughness.
[4] +40 Condition Damage.
[5] +90 Toughness.
[6] +5% Damage while holding a bundle.

Rune of the Fighter
[1] +25 Power.
[2] +15 Toughness.
[3] +50 Power.
[4] +35 Toughness.
[5] +90 Power.
[6] When you use a healing skill you gain Might for 20 seconds. (Cooldown: 10s)

Rune of the Fire
[1] +25 Power.
[2] +20% Might duration.
[3] +50 Power.
[4] 5% Chance to gain Might for 20s when hit. (Cooldown: 5s)
[5] +90 Power.
[6] You gain a Fire Aura for 5s when you’re hit below 20% health. (Cooldown: 90s)

Rune of the Flame Legion
[1] +25 Power.
[2] +15% Burning duration.
[3] +50 Power.
[4] 5% Chance to cause Burning for 1s when hit. (Cooldown: 5s)
[5] +90 Power.
[6] +100 Power while health is above 90%.

Rune of the Flock
[1] +25 Healing.
[2] 5% Chance to summon an Attack Bird on your next attack when hit. (Cooldown: 10s)
[3] +50 Healing.
[4] Attack Bird causes Blindness for 5s.
[5] +90 Healing.
[6] When you use a healing skill you and nearby allies are healed for a small amount. (Cooldown: 10s)

Rune of the Forge
[1] +25 Toughness.
[2] +15% Burning Duration.
[3] +50 Toughness.
[4] +20% Protection duration.
[5] +90 Toughness.
[6] You gain Protection for 10s and Burn all nearby foes when you’re hit below 50% health. (Cooldown: 60s)

Rune of the Golemancer
[1] +2% Critical Damage.
[2] +15 Precision.
[3] +3% Critical Damage.
[4] +35 Precision.
[5] +5% Critical Damage.
[6] 5% Chance to summon a Golem when hit. (Cooldown: 90s)

Rune of Grenth
[1] +28 Condition Damage.
[2] +20% Chilled duration.
[3] +55 Condition Damage.
[4] 5% Chance to cause Chill for 3s when hit. (Cooldown: 30s)
[5] +100 Condition Damage.
[6] When you use a healing skill nearby foes are Chilled for 3 seconds. (Cooldown: 10s)

Rune of the Grove
[1] +25 Healing.
[2] +15% Protection duration.
[3] +50 Healing.
[4] 5% Chance to gain Protection for 10s when hit. (Cooldown: 30s)
[5] +90 Healing.
[6] 5% Chance to Root your target on hit. (Cooldown: 60s)

Rune of the Guardian
[1] +25 Toughness.
[2] +15 Healing.
[3] +50 Toughness.
[4] +35 Healing.
[5] +90 Toughness.
[6] You inflict 1s Burning when you Block.

Rune of Hoelbrak
[1] +25 Power.
[2] +20% Might duration.
[3] +50 Power.
[4] 5% Chance to gain Might for 20s when hit. (Cooldown: 5s)
[5] +90 Power.
[6] -20% Duration on conditions applied to you.

Rune of the Ice
[1] +25 Vitality.
[2] +20% Chill duration.
[3] +50 Vitality.
[4] 5% Chance to Chill all nearby foes when hit. (Cooldown: 30s)
[5] +90 Vitality.
[6] +5% Damage against Chilled foes.

Rune of Infiltration
[1] +2% Damage vs foes below 50% health.
[2] +15 Precision.
[3] +3% Damage vs foes below 50% health.
[4] +35 Precision.
[5] +5% Damage vs foes below 50% health.
[6] You Cloak when you’re hit below 10% health. (Cooldown: 90s)

Rune of the Krait
[1] +28 Condition Damage.
[2] +15% Bleeding duration.
[3] +55 Condition Damage.
[4] 5% Chance to cause Bleeding for 10s when hit. (Cooldown: 5s)
[5] +100 Condition Damage.
[6] +100 Power while underwater.

Rune of the Lich
[1] +25 Vitality.
[2] +4% Condition Duration.
[3] +50 Vitality.
[4] +6% Condition Duration.
[5] +90 Vitality.
[6] 5% Chance to summon a Minion on hit. (Cooldown: 60s)

Rune of Lyssa
[1] +25 Precision.
[2] +10% Condition duration.
[3] +50 Precision.
[4] When you use a healing skill you gain a random boon for 10 seconds. (Cooldown: 10s)
[5] +90 Precision.
[6] When you use an elite skill you lose all conditions and gain all buffs for 5 seconds.

Rune of Melandru
[1] +25 Toughness.
[2] -15% Duration on conditions applied to you.
[3] +50 Toughness.
[4] -33% Duration on Stuns applied to you.
[5] +90 Toughness.
[6] -30% Duration on conditions applied to you.

Rune of Mercy
[1] +25 Toughness.
[2] You take less damage while reviving allies.
[3] +50 Toughness.
[4] You revive allies with 20% more health.
[5] +90 Toughness.
[6] You revive allies twice as fast.

Rune of the Mesmer
[1] +25 Power.
[2] +15 Precision.
[3] +50 Power.
[4] +35 Precision.
[5] +90 Power.
[6] +33% Stun duration.

Rune of the Monk
[1] +25 Healing.
[2] +15% Boon Duration.
[3] +50 Healing.
[4] 5% Chance to gain health when hit. (Cooldown: 10s)
[5] +90 Healing.
[6] When you use an elite skill you and all nearby allies gain Aegis for 30 seconds.

Rune of the Necromancer
[1] +28 Condition Damage.
[2] +15 Vitality.
[3] +55 Condition Damage.
[4] +35 Vitality.
[5] +100 Condition Damage.
[6] +20% Fear duration.

Rune of the Nightmare
[1] +28 Condition Damage.
[2] +4% Condition Duration.
[3] +55 Condition Damage.
[4] +6% Condition Duration.
[5] +100 Condition Damage.
[6] 5% Chance to cause Fear for 2s when hit. (Cooldown: 90s)

Rune of the Ogre
[1] +25 Power.
[2] +3% Critical Damage.
[3] +50 Power.
[4] 5% Chance to summon a Rock Dog when hit. (Cooldown: 60s)
[5] +90 Power.
[6] +5% Damage while you have a companion.

Rune of Orrian N.B. Should possibly be “Orr”.
[1] +28 Condition Damage.
[2] +15% Poison duration.
[3] +55 Condition Damage.
[4] 5% Chance to cause Poison for 10s when hit. (Cooldown: 10s)
[5] +100 Condition Damage.
[6] You gain Haste for 5s when you’re hit below 10% health. (Cooldown: 90s)

Rune of the Pack
[1] +25 Power.
[2] 5% Chance to gain Swiftness for 30s when hit. (Cooldown: 60s)
[3] +50 Power.
[4] 5% Chance to buff nearby allies with Might, Fury and Swiftness on your next attack when hit. (Cooldown: 10s)
[5] +90 Power.
[6] +5% Chance to summon a Wolf when hit. N.B. Likely has a cooldown.

Rune of the Pirate
[1] +10% Magic Find.
[2] +20% Might duration.
[3] +15% Magic Find.
[4] 5% Chance to shout Yarr and grant Might to nearby allies when hit. (Cooldown: 10s)
[5] +20% Magic Find.
[6] 5% Chance to summon a Parrot when hit. (Cooldown: 60s)

Rune of Rage
[1] +2% Critical Damage.
[2] +20% Fury duration.
[3] +3% Critical Damage.
[4] 5% Chance to gain Fury for 30s when hit. (Cooldown: 60s)
[5] +5% Critical Damage.
[6] +5% Critical while under the effects of Fury. N.B. It doesn’t specify Critical Chance or Critical Damage.

Rune of the Ranger
[1] +25 Precision.
[2] +3% Critical Damage.
[3] +50 Precision.
[4] +5% Critical Damage.
[5] +90 Precision.
[6] +5% Damage while you have a companion.

Rune of Rata Sum
[1] +25 Precision.
[2] +15% Poison duration.
[3] +50 Precision.
[4] +20% Weakness duration.
[5] +90 Precision.
[6] 5% Chance to summon a Radiation Field on hit. (Cooldown: 60s)

Rune of Sanctuary
[1] +25 Vitality.
[2] +20% Chill duration.
[3] +50 Vitality.
[4] 5% Chance to gain Retaliation for 10s when hit. (Cooldown: 10s)
[5] +90 Vitality.
[6] You gain Stability for 5s when you’re hit below 20% health. (Cooldown: 90s)

Rune of the Scholar
[1] +25 Power.
[2] +3% Critical Damage.
[3] +50 Power.
[4] +5% Critical Damage.
[5] +90 Power.
[6] +10% Damage while your health is above 90%.

Rune of the Soldier
[1] +25 Vitality.
[2] +15 Toughness.
[3] +50 Vitality.
[4] +35 Toughness.
[5] +90 Vitality.
[6] Your Shouts remove conditions.

Rune of Speed
[1] +25 Vitality.
[2] +20% Swiftness Duration.
[3] +50 Vitality.
[4] 5% Chance to gain Swiftness for 30s when hit. (Cooldown: 60s)
[5] +90 Vitality.
[6] +7% Movement speed while using Swiftness.

Rune of Strength
[1] +25 Power.
[2] +20% Might duration.
[3] +50 Power.
[4] 3% Chance to gain Might for 20s when hit. (Cooldown: 5s)
[5] +90 Power.
[6] +5% Damage while under the effects of Might.

Rune of Svanir
[1] +25 Toughness.
[2] +20% Chill duration.
[3] +50 Toughness.
[4] -50% Duration on Chills applied to you.
[5] +90 Toughness.
[6] You become a block of ice for 5s when you’re hit below 20% health. (Cooldown: 90s)

Rune of the Thief
[1] +25 Precision.
[2] +17 Condition Damage.
[3] +50 Precision.
[4] +40 Condition Damage.
[5] +90 Precision.
[6] +10% Damage behind or beside your foe.

Rune of the Undead
[1] +28 Condition Damage.
[2] +200 Toughness while down.
[3] +55 Condition Damage.
[4] +10% Damage while down.
[5] +100 Condition Damage.
[6] You gain Regeneration and cause a Poison Nova when you rally.

Rune of Vampirism
[1] +25 Power.
[2] 5% Chance to cause your next attack to steal life when hit. (Cooldown: 10s)
[3] +50 Power.
[4] Your next attack after using your healing skill steals life. N.B. May have a cooldown.
[5] +90 Power.
[6] You become mist when you’re hit below 10% health. (Cooldown: 60s)

Rune of the Warrior
[1] +25 Vitality.
[2] +15 Power.
[3] +50 Vitality.
[4] +35 Power.
[5] +90 Vitality.
[6] -1 Second on weapon swap cooldown.

Rune of the Water
[1] +25 Healing.
[2] +15% Boon Duration.
[3] +50 Healing.
[4] 5% Chance to remove a condition when hit. (Cooldown: 30s)
[5] +90 Healing.
[6] When you use a healing skill you and nearby allies are healed for a small amount. (Cooldown: 10s)

Rune of the Wurm
[1] +25 Vitality.
[2] +2% Critical Damage.
[3] +50 Vitality.
[4] +3% Critical Damage.
[5] +90 Vitality.
[6] +3% Damage.

Notes:
Sigils are weapon upgrades.
Though these sigils are all sold by the PvP merchant who sells level 80 weapons, they are not all labelled as “Superior” – we don’t know if that means some are in their non-max form, some lack a Superior form, or this is purely a presentation issue… given the consistency of numbers, I am omitting such labels and assuming that the list below represents the highest state of each sigil.
I have divided sigils in lines with how they are presented in the merchant UI; they don’t all have the same icon, but do all have “Double-click to apply to a weapon” – so there’s no basis for believing some sigils can only be applied to particular classes of armaments.
I added “on critical hit” to Sigil of Rage, as it was the last listed in the UI and the text was not complete – no guarantee it is correct.

Unconditional increase sigils (golden sun):
Sigil of Accuracy +5% Critical Chance.
Sigil of Force +5% Damage.

“Lasts longer” sigils (golden sun):
Sigil of Agony Bleeds you apply last 10% longer.
Sigil of Chilling When you apply Chilling it lasts 10% longer.
Sigil of Debility When you apply Weakness it lasts 10% longer.
Sigil of Hobbling When you apply Cripple it lasts 10% longer.
Sigil of Paralyzation +15% Stun duration.
Sigil of Superior Peril When you apply Vulnerability it lasts 10% longer.
Sigil of Smoldering When you apply Burning it lasts 10% longer.
Sigil of Venom When you apply Poison it lasts 10% longer.

“Each time you kill a foe” sigils (blue moon):
Sigil of Accuracy You gain +10 Precision each time you kill a foe. (Max 25 stacks and ends if downed or swap weapon)
Sigil of Bloodlust You gain +10 Power each time you kill a foe. (Max 25 stacks and ends if downed or swap weapon)
Sigil of Corruption You gain +10 Condition Damage each time you kill a foe. (Max 25 stacks and ends if downed or swap weapon)
Sigil of Demon Summoning Each time you kill a foe you gain a charge. At 26 charges you summon a Fleshreaver. (You lose all stacks if downed or swap weapon)
Sigil of Life You gain +10 Healing each time you kill a foe. (Max 25 stacks and ends if downed or swap weapon)
Sigil of Restoration You are healed whenever you kill a foe.
Sigil of Sanctuary Each time you kill a foe you gain a charge. At 26 charges you are Invulnerable for 5s. (You lose all stacks if downed or swap weapon)
Sigil of Speed You gain 10s of Swiftness whenever you kill a foe.
Sigil of Stamina Your endurance is refilled each time you kill a foe.

“On critical hit” sigils (golden sun):
Sigil of Air 30% Chance to cause a Lightning Strike on critical hit. (This effect cannot trigger more than once every 5 seconds)
Sigil of Blood 30% Chance to steal life on critical hit.
Sigil of Earth 60% Chance to cause a 5s Bleed on critical hit.
Sigil of Fire 30% Chance to cause a Flame Burst on critical hit causing AoE damage. (This effect cannot trigger more than once every 5 seconds)
Sigil of Frailty 30% Chance to cause Vulnerability for 10s on critical hit.
Sigil of Ice 30% Chance to cause a 2s Chill on critical hit.
Sigil of Rage 10% Chance to apply Frenzy for 3s on critical hit. (This effect cannot trigger more than once every 10 seconds)
Sigil of Strength 30% Chance to apply Might for 10s on critical hit.
Sigil of Water 30% Chance to heal nearby allies on critical hit. (This effect cannot trigger more than once every 10 seconds)

“Swapping to this weapon while in combat” sigils (golden sun):
Sigil of Battle You gain 3 stacks of Might for 20s when you swap to this weapon while in combat.
Sigil of Doom Your next attack after swapping to this weapon while in combat deals +30% damage.
Sigil of Energy You gain 100% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9 seconds)
Sigil of Geomancy You Bleed nearby foes for 7s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9 seconds)
Sigil of Hydromancy You Chill nearby foes for 3s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9 seconds)
Sigil of Intelligence Your next attack after swapping to this weapon while in combat has 100% Critical Chance.
Sigil of Leeching Your next attack after swapping to this weapon while in combat steals life.



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