A rear Deathblow attack that can only be performed upon enemies with very low health and that have their backs to you. Once begun, no enemy can escape from a Deathblow.
A physical attack that knocks the target back, dealing them heavy Nature damage in the process. Targets are less likely to succumb to disruption effects the more often they are used.
A deadly physical attack that damages and knocks back all nearby enemies. The user of this ability, and all nearby groupmates will also receive a Boon that makes them immune to damage for a short time after.
A physical attack that deals heavy Nature damage to all enemies near the user and knocks them back. Targets are less likely to succumb to disruption effects the more often they are used.
Places a field of Boon at the user's location. This Boon renders all nearby combatants immune to stun, root, pacify, terror and mesmerize effects, regardless of whether those combatants are enemies or allies.
Grants the user a Boon, increasing the amount of damage they deal and giving them immunity to stun, pacify, mesmerize, terror, knockback and teleport effects, but also roots them in place for the duration of the ability. This ability is self only.
A Boon that makes the user immune to hostile spiritual abilities, but also lowers the user's defense and armor ratings for the duration of the ability. This ability is self only.
Creates a field at the user's location. This field pulses every few seconds, breaking any stun, sleep, terror, root or pacify effects on all nearby groupmates.
Creates a field at the user's location which pulses every few seconds. With each pulse all nearby enemies will be dealt Fire damage, and there is also a chance they will be stunned. Targets are less likely to succumb to disruption effects the more often they are used.
A Mark that gives the user immunity to damage for a short amount of time but also dramatically reduces their offensive ratings for the duration of the effect. This ability is self only.
Places a field at the user's location. While fighting within this field, the amount of damage the user and their groupmates can deal with their abilities is increased.
A physical attack that deals moderate Water damage and lowers the target's movement speed. Targets are less likely to succumb to disruption effects the more often they are used.
A physical attack that deals moderate Water damage to the target and gives the user a Blessing. This Blessing increases the effectiveness of all incoming healing.
Places a field of Blessing at the user's location. This Blessing increases incoming healing effectiveness and defensive ratings for all groupmates within.
A Blessing that makes the user immune to Death school effects, but also reduces their Death school effectiveness to zero, and lowers their overall effectiveness in using abilities. This ability is self only.
A deadly physical attack that deals heavy Water damage to all nearby enemies and then drags them towards the user. Targets are less likely to succumb to disruption effects the more often they are used.
A defensive stance ability. While this stance is active there is a chance that any enemies who attack the user will have all of their charges become Water charges.
A defensive stance ability. While this stance is active there is a chance that any enemies who attack the user will have all of their charges become Fire charges.
A defensive stance ability. While this stance is active there is a chance that any enemies who attack the user will have all of their charges become Air charges.
Causes the user to rush forward and attack their target, knocking them back. Targets are less likely to succumb to disruption effects the more often they are used.
A defensive stance ability. While this stance is active there is a chance that any enemies who attack the user will have all of their charges become Nature charges.