Skills

Name Min lvl Description
A channelled skill that heals Morale with every second. +2 to Healing attunement. This skill generates no threat. Allies affected for at least 5 seconds will gain a tier of Writ of Health.
Deals Light damage to nearby foes. This skill is more potent when used with a Defeat Event.
Deals Light damage to nearby foes.
You never know what forgotten treasures have been left at the bottom of your pockets. Rummaging in your pocket may turn up different objects.
An old button that reminds you of home.
An old button that reminds you of home.
A serrated throwing knife, honed to a razer-sharp edge.
A small phial of mysterious salts from distant shores.
A small phial of incredibly volatile salts from distant shores.
A scrap of an ancient tune.
A well-preserved scrap of an ancient tune.
Wow! A stone!
Places a healing Runestone upon the ground, healing nearby allies.
Places a healing Runestone upon the ground, healing nearby allies. This skill can be placed at range.
Affinity - Fire Affinity skills will change their effects when you use an elemental skill (frost, fire, lightning). A Rune-sign will not only inspire, but infuses an ally with minor elemental powers.
Affinity - Lightning Affinity skills will change their effects when you use an elemental skill (frost, fire, lightning). A Rune-sign will not only inspire, but infuses an ally with minor elemental powers.
Affinity - Frost Affinity skills will change their effects when you use an elemental skill (frost, fire, lightning). A Rune-sign will not only inspire, but infuses an ally with minor elemental powers.
A heal-over-time that always applies the Frost Armour passive buff Requires Healing Attunement.
You erupt into a sprint, gaining ground quickly on your foes.
You erupt into a sprint, gaining ground quickly on your foes.
Thriving off the thrill of battle, your steed is able to push itself to the absolute limit and forgo all power costs for a short period of time. After the effect has ended, your steed will be completely drained of power. Mount Power must be less than 30%.
Even in the midst of battle, you're able to push your body to move faster for a brief period.
You are able to put yourself in harm's way and absorb all incoming damage, protecting the steed while active.
In times of need, you are willing to do what it takes to protect your friends.