;EliteCode	ProfessionCode	EliteName	Attribute	Type	Manteinment	Adrenaline	Energy	CastTime	RechargeTime	Description
0000	00										
0001	01	Cleave	Axe Mastery	Axe Attack	0	4	0	0	0	If this attack hits, you strike for +10...26 damage.
0002	01	Devastating Hammer	Hammer Mastery	Hammer Attack	0	7	0	0	0	If Devastating Hammer hits, your target is knocked down and suffers from weakness for 5...17 seconds.
0003	01	Battle Rage	Strength	Stance	0	4	0	0	0	For 5...17 seconds, you move 25% faster and gain double adrenaline from attacks. Battle Rage ends if you use any non-attack skills. When Battle Rage ends, you lose all adrenaline.
0004	01	Hundred Blades	Swordsmanship	Sword Attack	0	0	5	0	8	Swing twice at target foe and foes adjacent to your target.
0005	01	"Charge!"	Tactics	Shout	0	0	5	0	20	For 5 to 10 seconds, all allies within earshot move 25% faster.
0006	02	Ferocious Strike	Beast Mastery	Pet Attack	0	0	5	0	8	Your animal companion attempts a ferocious strike that deals +13...25 damage. If that attack hits, you gain adrenaline and 3...9 energy.
0007	02	Escape	Expertise	Stance	0	0	5	0	30	For 5...15 seconds, you move 25% faster and have a 75% chance to "block" attacks.
0008	02	Barrage	Marksmanship	Bow Attcack	0	0	5	0	1	All your Preparations are removed. Shoot arrows at up to 6 foes adjacent to your target. These arrows strike for +1...13 damage if they hit.
0009	02	Spike Trap	Wilderness Survival	Trap	0	0	10	2	20	When Spike Trap is triggered, all nearby foes take 10...34 piercing damage, become crippled for 3...21 seconds and are knocked down. Spike Trap ends after 90 seconds. While activating this skill you are easily interrupted.
0010	02	Quick Shot	Unlinked	Bow Attack	0	0	5	1	1	Shoot an arrow that moves twice as fast.
0011	03	Spell Breaker	Divine Favor	Enchantment Spell	0	0	15	1	45	For 5...15 seconds, enemy spells targeted against target ally fail.
0012	03	Word Of Healing	Healing Prayers	Spell	0	0	5	3/4	4	Heal target other ally for 15...83 Health. Heal for an additional 15...83 Health if that ally is below 50% Health.
0013	03	Shield Of Regeneration	Protection Prayers	Enchantment Spell	0	0	15	1/4	5	For 5...11 seconds, target ally gains 3...9 Health regeneration and 40 armor.
0014	03	Signet Of Judgment	Smiting Prayers	Signet	0	0	0	1	20	Target foe is knocked down. That foe and all adjacent foes take 15...63 holy damage.
0015	03	Martyr	Unlinked	Spell	0	0	5	1	10	Transfer all Conditions and their remaining durations from your party members to you.
0016	04	Blood is Power	Blood Magic	Enchantment Spell	0	0	5	1/4	0	Sacrifice 33% maximum Health. For 10 seconds, target other ally gains +3...5 Energy regeneration.
0017	04	Lingering Curse	Curses	Hex Spell	0	0	25	2	10	Sacrifice 10% max Health. Target foe loses all Enchantments. For 8...18 seconds, target foe gains only half Health from healing.
0018	04	Plague Signet	Curses	Signet	0	0	0	1	8	Transfer all negative Conditions and their remaining durations from yourself to target foe. (50% failure chance with Curses 4 or less.)
0019	04	Tainted Flesh	Death Magic	Enchantment Spell	0	0	5	1	0	For 20...39 seconds, target ally is immune to disease, and anyone striking that ally in melee becomes Diseased for 3...13 seconds.
0020	04	Grenth's Balance	Unlinked	Spell	0	0	10	1/4	10	If target foe has more health than you, you gain half the difference (up to your maximum health), and that foe loses an equal amount.
0021	05	Energy Surge	Domination Magic	Spell	0	0	10	2	20	Target foe loses 3...7 Energy. For each point of Energy lost, that foe and all nearby foes take 10 damage.
0022	05	Mantra of Recovery	Fast Casting	Stance	0	0	5	0	20	For 5...17 seconds, spells you cast recharge 50% faster.
0023	05	Crippling Anguish	Illusion Magic	Hex Spell	0	0	15	1	20	For 8...18 seconds, target moves 50% slower and suffers -1...3 health degeneration.
0024	05	Energy Drain	Inspiration Magic	Spell	0	0	5	1	25	Target foe loses 2...8 Energy. You gain 2 Energy for each point of Energy lost.
0025	05	Echo	Unlinked	Enchantment Spell	0	0	5	1	20	For 30 seconds, Echo is replaced with the next skill you use.
0026	06	Lightning Surge	Air Magic	Hex Spell	0	0	15	2	10	After 3 seconds, target foe is knocked down and struck for 14...83 lightning damage.
0027	06	Obsidian Flesh	Earth Magic	Enchantment Spell	0	0	10	1	30	For 8...18 seconds, you gain +20 armor and cannot be the target of enemy spells, but move 50% slower.
0028	06	Elemental Attunement	Energy Storage	Enchantment Spell	0	0	10	2	45	For 30...50 seconds, you are attuned to Air, Fire, Water, and Earth. You gain 50% of the base Energy cost of the skill each time you use magic associated with any of those elements.
0029	06	Mind Burn	Fire Magic	Spell	0	0	5	1	5	Target foe takes 15...51 fire damage. If you have more energy than target foe, that foe takes an additional 15...51 fire damage and is set on fire for 1...6 seconds. This spell causes exhaustion.
0030	06	Mind Freeze	Water Magic	Hex Spell	0	0	5	1	8	Target foe suffers 10...34 cold damage. If you have more energy than target foe, that foe suffers an additional 10...34 cold damage and moves 90% slower for 1...8 seconds. This spell causes exhaustion.