;EliteCode	ProfessionCode	EliteName	Attribute	Type	Manteinment	Adrenaline	Energy	CastTime	RechargeTime	Description
0141	01	Eviscerate	Axe Mastery	Axe Attack	0	8	0	0	0	If Eviscerate hits, you strike for +1...25 damage and inflict a Deep Wound, lowering your target's maximum health by 20% for 5...17 seconds.
0142	01	Backbreaker	Hammer Mastery	Hammer Attsck	0	10	0	0	0	If Backbreaker hits, you strike for +1...16 damage and your target is knocked down for 4 seconds.
0143	01	Earth Shaker	Hammer Mastery	Hammer Attack	0	8	0	0	0	Target foe and all adjacent foes are knocked down. (50% failure chance with Hammer Mastery 4 or less.)
0144	01	Bull's Charge	Strength	Stance	0	0	5	0	20	For 5...10 seconds, you move 25% faster and if you strike a moving foe in melee, that foe is knocked down. Bull's Charge ends if you use a skill.
0145	01	Defy Pain	Strength	Skill	0	6	0	0	0	For 12 seconds you have an additional 90...258 Health and an additional 20 Armor.
0146	01	Dwarven Battle Stance	Strength	Stance	0	0	10	0	30	For 5...10 seconds, you attack 33% faster, and if your hammer attacks hit, your target is interrupted. Dwarven Battle Stance ends if you use a skill.
0147	01	Flourish	Strength	Skill	0	0	5	1	10	All of your attack skills become recharged. You gain 1...6 Energy for each skill recharged by Flourish.
0148	01	Warrior's Endurance	Strength	Stance	0	0	5	0	30	For 10...20 seconds, you gain 3 Energy each time you hit with a melee attack. Warrior's Endurance cannot raise your Energy above 10...22.
0149	01	Gladiator's Defence	Tactics	Stance	0	0	5	0	30	For 5...10 seconds, you have a 75% chance to block incoming attacks. Whenever you block a melee attack this way, the attacker suffers 5...29 damage.
0150	01	"Victory is Mine!"	Tactics	Shout	0	0	5	0	15	You gain 10...56 Health and 3...6 Energy for each Condition suffered by target foe.
0151	01	Skull Crack	Unlinked	Melee Attack	0	9	0	1/2	0	If this attack hits, that foe is interrupted and if the foe was casting a spell that foe is Dazed for 10 seconds.
0152	02	Marksman's Wager	Expertise	Preparation	0	0	5	2	24	For 18 seconds, you gain 5...9 Energy whenever your arrows hit, but lose 10 Energy whenever your arrows fail to strike.
0153	02	Oath Shot	Expertise	Bow Attack	0	0	10	0	25	If Oath Shot hits, all of your skills except Oath Shot are recharged. If it misses, all of your skills are disabled for 10 seconds. (50% miss chance with Expertise 7 or less.)
0154	02	Practiced Stance	Expertise	Stance	0	0	5	0	15	For 20...32 seconds, your preparations recharge 50% faster and last 30...126% longer.
0155	02	Crippling Shot	Marksmanship	Bow Attack	0	0	15	0	1	If Crippling Shot hits, your target becomes "Crippled" for 1...7 seconds. This attack cannot be "blocked".
0156	02	Punishing Shot	Marksmanship	Bow Attack	0	0	10	1/2	6	If Punishing Shot hits, you strike for +10...18 damage and your target is interrupted.
0157	02	Greater Conflagration	Wilderness Survival	Nature Ritual	0	0	5	3	30	Create a level 1...8 Spirit. For creatures within its range, all physical damage is fire damage instead. This Spirit dies after 30...126 seconds.
0158	02	Incendiary Arrows	Wilderness Survival	Preparation	0	0	5	2	24	For 3..13 seconds, targets struck by your arrows are interrupted and set on fire for 1...3 seconds.
0159	02	Melandru's Arrows	Wilderness Survival	Preparation	0	0	5	2	12	For 18 seconds, whenever your arrows hit, they cause bleeding for 3...21 seconds, and if they hit a target who is under an Enchantment, they do +8...24 damage .
0160	02	Melandru's Resilience	Wilderness Survival	Stance	0	0	5	0	25	For 8...18 seconds, you gain Health regeneration of 3 and Energy regeneration of 1 for each Condition and Hex you are suffering
0161	02	Poison Arrow	Wilderness Survival	Bow Attack	0	0	5	0	1	If Poison Arrow hits, your target becomes poisoned for 5...17 seconds.
0162	03	Aura Of Faith	Divine Favor	Enchantment Spell	0	0	10	1	15	For 60 seconds, target ally gains 24...45% more Health when healed.
0163	03	Peace and Harmony	Divine Favor	Enchantment Spell	0	0	5	1	10	For 30...78 seconds, target ally gains +1 energy regeneration. Peace and Harmony ends if that ally casts a spell that targets a foe or deals damage to a foe.
0164	03	Unyielding Aura	Divine Favor	Enchantment Spell	-1	0	5	3	15	Bring target dead party member back to life at full Health and full Energy. If you stop maintaining this enchantment, or if this enchantment is removed, that party member dies and leaves an exploited corpse. Deaths while enchanted with Unyielding Aura do not incur a death penalty. (50% failure chance with Divine Favor 4 or less)
0165	03	Healing Hands	Healing Prayers	Enchantment Spell	0	0	5	1/4	25	For 10 seconds, whenever target ally takes damage, that ally is healed for 5...29 health.
0166	03	Amity	Protection Prayers	Hex Spell	0	0	5	1/4	45	For 8...18 seconds, adjacent foes cannot attack. For each foe, Amity ends if that foe takes damage.
0167	03	Life Barrier	Protection Prayers	Enchantment Spell	-1	0	15	2	5	While you maintain this enchantment, damage dealt to target other ally is reduced by 20...44%. If your Health is below 50% when that ally takes damage, Life Barrier ends.
0168	03	Mark of Protection	Protection Prayers	Enchantment Spell	0	0	10	1	45	For 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 6...49. All your Protection Prayers are disabled for 5 seconds.
0169	03	Restore Condition	Protection Prayers	Spell	0	0	5	3/4	2	Remove all Conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, and Deep Wound) from target other ally. For each condition removed, that ally is healed for 10...58 Health.
0170	03	Shield of Deflection	Protection Prayers	Enchantment Spell	0	0	10	1	5	For 6 seconds, target ally has a 50...70% chance to block attacks and gains 15...27 armor.
0171	03	Shield of Judgment	Smiting Prayers	Enchantment Spell	0	0	15	1	45	For 8...18 seconds, anyone striking target ally with an attack is knocked down and suffers 5...41 damage.
0172	04	Life Transfer	Blood Magic	Hex Spell	0	0	5	1	30	For 6...11 seconds, target foe suffers Health degeneration of 3...7, which you gain as Health regeneration.
0173	04	Offering of Blood	Blood Magic	Spell	0	0	5	1/4	15	Sacrifice 20% maximum Health. You gain 8...18 Energy.
0174	04	Order of the Vampire	Blood Magic	Enchantment Spell	0	0	5	2	5	Sacrifice 17% maximum Health. For 5 seconds, whenever a party member who is not under the effects of another Necromancer enchantment hits a foe with physical damage, that party member steals up to 3...13 Health.
0175	04	Soul Leech	Blood Magic	Hex Spell	0	0	10	2	15	For 10 seconds, whenever target foe casts a Spell, you steal up to 16...67 Health from that foe.
0176	04	Well of Power	Blood Magic	Well Spell	0	0	10	2	15	Exploit nearest corpse to create a Well of Power at that location. For 8...18 seconds, allies within the area of Well of Power gain +1...5 Health regeneration and +2 Energy regeneration.
0177	04	Feast of Corruption	Curses	Spell	0	0	15	2	20	Target foe and all adjacent foes are struck for 16...67 shadow damage. You steal up to 8...34 Health from each struck foe who is suffering from a Hex.
0178	04	Spiteful Spirit	Curses	Hex Spell	0	0	10	2	10	For 8...18 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 5...29 shadow damage to that foe and all adjacent foes.
0179	04	Wither	Curses	Hex Spell	0	0	10	2	10	For 5...29 seconds, target foe suffers -2...4 Health degeneration and -1 Energy degeneration. If target foe's Energy reaches 0, that foe takes 5...61 damage and Wither ends.
0180	04	Aura of the Lich	Death Magic	Enchantment Spell	0	0	10	2	20	For 15...39 seconds, your maximum Health is reduced by half, but you take half damage from all sources. When Aura of the Lich ends, you're healed for 50...202 Health.
0181	04	Virulence	Death Magic	Spell	0	0	5	1	15	If target foe was already suffering from a Condition, that foe suffers from Disease, Poison, and Weakness for 3...13 seconds.
0182	05	Panic	domination Magic	Hex Spell	0	0	25	1	10	For 10...22 seconds target foe and and all nearby foes suffer Energy degeneration of 2 and take 10...68 damage whenever they use a Signet.
0183	05	Power Block	domination Magic	Spell	0	0	15	1/4	20	If target foe is casting a Spell, that Spell is interrupted. The interrupted Spell and all Spells of the same attribute are disabled for 3...13 seconds for that foe.
0184	05	Fevered Dreams	Illusion Magic	Hex Spell	0	0	10	2	10	For 10...22 seconds, whenever target foe suffers from a new Condition, all foes in the area suffer from that Condition as well.
0185	05	Illusionary Weponry	Illusion Magic	Enchantment Spell	0	0	15	1	35	For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 8...34 damage.
0186	05	Ineptitude	Illusion Magic	Hex Spell	0	0	10	1	20	For 4...9 seconds, the next time target foe attacks, that foe takes 30...114 damage and becomes Blinded for 10 seconds.
0187	05	Migraine	Illusion Magic	Hex Spell	0	0	10	2	15	For the next 5...17 seconds, target foe suffers health degeneration of 1...3 and takes 100% longer to cast spells.
0188	05	Keystone Signet	Inspiration Magic	Signet	0	0	0	1	20	All of your Signets except Keystone Signet become recharged. All of your non-Signet skills are disabled for 17...7 seconds.
0189	05	Mantra of Recall	Inspiration Magic	Enchantment Spell	0	0	10	1	20	For 20 seconds, you gain no benefit from it. You gain 10...22 energy when Mantra of Recall ends.
0190	05	Signet of Midnight	Unlinked	Signet	0	0	0	3/4	15	You and target touched foe become Blinded for 15 seconds.
0191	06	Glimmering Mark	Air Magic	Hex Spell	0	0	10	2	5	For 1...13 seconds, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from blindness for 5 seconds.
0192	06	Mind Shock	Air Magic	Spell	0	0	5	1	8	Target foe suffers 10...42 lightning damage. If you have more energy than target foe, that foe suffers 10...42 additional lightning damage and is knocked down. This spell has 25% armor penetration. This spell causes exhaustion.
0193	06	Thunderclap	Air Magic	Hex Spell	0	0	10	2	15	For 8...18 seconds, if target foe is struck for lightning damage, that foe and adjacent foes are knocked down, and you lose 15...9 Energy or Thunderclap ends.
0194	06	Ether Prodigy	Energy Storage	Enchantment Spell	0	0	5	1	5	Lose all enchantments. For 5...17 seconds, you gain energy regeneration of 6. When Ether Prodigy ends, you take 3 damage for each point of energy you have. This Spell causes Exhaustion.
0195	06	Ether Renewal	Energy Storage	Enchantment Spell	0	0	10	1	30	For 7 seconds, each time you cast a spell, you gain 1...3 Energy and 5...17 Health for each "Enchantment" on you.
0196	06	Mist Form	Water Magic	Enchantment Spell	0	0	10	1	30	For 8...18 seconds, you cannot take or deal damage from attacks.
0197	06	Ward Against Harm	Water Magic	Ward Spell	0	0	15	1	20	Create a Ward Against Harm at this location. For 8...18 seconds, non-Spirit allies in this area have 12...50 armor against fire damage and 12...22 armor against other damage.
0198	06	Water Trident	Water Magic	Spell	0	0	5	1	3	Send out a Water Trident striking target foe for 10...58 cold damage if it hits. If it hits a moving foe, that foe is knocked down.
0199	06	Glyph of Energy	Unlinked	Glyph	0	0	5	1	15	For 15 seconds, your next spell costs 25 less energy to cast and does not cause exhaustion.
0200	06	Glyph of Renewal	Unlinked	Glyph	0	0	5	1	15	For 15 seconds, your next Spell instantly recharges.