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Welcome to the Guild Wars Mesmer Skills and Attributes Database
The Mesmer Attributes Menu Index Home
Elite Skills Spells Enchantments Skills Hexes
A List of Mesmerist Elite Skills


Crippling Anguish
For 8...18 seconds, target moves 50% slower and suffers health degeneration of 1...3.

cost: 15 | recharge: 20 second(s) | activate: 1 second(s)
Player Notes:
Spell duration is tied to the attribute level. Adjust Illusion Magic to taste.

Echo
For 20 seconds echo is replaced with the next skill you use. Echo acts as this skill for 20 seconds.

cost: 5 | recharge: 30 second(s) | activate: 1 second(s)
Player Notes:
Echo works as the description states.

Energy Drain
Target foe loses 4-10 energy. You gain 2 points of Energy for each point of energy lost.

cost: 5 | recharge: 30 second(s) | activate: 1 second(s)
Player Notes:
You targetted foe can lose more energy, and as a result you gain more energy, as you place more points into Inspiration Magic.

Energy Surge
Target foe loses 4...9 energy. For each point of energy lost, that foe and all adjacent foes take 8 damage.

cost: 10 | recharge: 20 second(s) | activate: 2 second(s)
Player Notes:
Domination Magic only modifies the amount of energy your foe will lose.

Fevered Dreams
For 4...14 seconds, whenever target foe suffers from a new condition, all nearby foes suffer from that condition as well.

cost: 10 | recharge: 10 second(s) | activate: 2 second(s)
Player Notes:
This Elite Hex's duration is tied to the Illusion Magic attribute level

Illusionary Weaponry
For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 8...34 damage.

cost: 15 | recharge: 40 second(s) | activate: 1 second(s)
Player Notes:
The damage you deal scales with your level of Illusion Magic.

Ineptitude
For 4...9 seconds, if target foe attacks, that foe takes 10...68 damage and becomes blinded for 10 seconds.

cost: 10 | recharge: 20 second(s) | activate: 1 second(s)
Player Notes:
Adding points to illusion magic will increase the duration of this skill.

Keystone Signet
All of your Signets except Kystone Signet are recharged. All of your non-signet skills are disabled for 17...7 seconds.

cost: 0 | recharge: 30 second(s) | activate: 2 second(s)
Player Notes:
Your other skills will be disabled for less time with more points placed into the Inspiration Magic attribute.

Mantra of Recall
For 20 seconds, you gain no benefit from this enchantment. You gain 13 energy when mantra of recall ends.

cost: 10 | recharge: 20 second(s) | activate: 1 second(s)
Player Notes:
You gain more energy when Mantra of Recall ends when you add mpre points into Inspiration Magic.

Mantra of Recovery
For 5 seconds, Spells you cast recharge 50% faster.

cost: 15 | recharge: 30 second(s) | activate: instant second(s)
Player Notes:
Works as intended. Place more attribute points into Fast Casting to improve this stance's duration.

Migraine
For 5 seconds, target foe suffers health regeneration of -1...-3 and takes 100% longer to cast spells.

cost: 10 | recharge: 15 second(s) | activate: 2 second(s)
Player Notes:
Boost the duration of this elite hex with a higher investment into Illusion Magic.

Panic
For 10 seconds, target foe and all nearby foes suffer -2 Energy Regeneration and take 10 damage whenever they use a signet.

cost: 25 | recharge: 10 second(s) | activate: 2 second(s)
Player Notes:
Increase the duration and improve damage dealt with a higher level of Domination Magic.

Power Block
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.

cost: 15 | recharge: 30 second(s) | activate: 1/4 second(s)
Player Notes:
This elite Mesmer spell can last longer with a higher distribution of points into Domination Magic.

Signet of Midnight
You and target touched foe are blinded for 15 seconds.

cost: 0 | recharge: 15 second(s) | activate: 3/4 second(s)
Player Notes:
Works exactly as intended.



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