Universal Tournament Rules
Updated October 5, 2006
Introduction
The Universal Guild Wars Tournament Rules apply to all official ArenaNet Guild Wars® and Guild Wars Factions events (unless overridden by specific event rules). Players, spectators, and tournament officials must follow the rules contained in these documents while involved in these tournaments. Individuals who violate provisions of these rules will be subject to the appropriate provisions of the Players Expectations (see Appendix A) and the applicable terms and conditions.
This document is published in multiple languages. If a discrepancy exists between the English version and a non-English version of this document, the English shall control.
Tournament Responsibilities
Tournament Organizer Responsibilities
The tournament organizer of an event is ultimately responsible for all tournament operations. The tournament organizer's responsibilities include, but are not limited to, the following:
- Selecting the site for the event (whether online or offline)
- Advertising the tournament sufficiently in advance of the event date
- Providing all materials to operate the event (for example, skill cards at Sealed events)
- Reporting all tournament results to ArenaNet within fourteen days of the event's completion
- Staffing the tournament with appropriate personnel if needed (head judge, scorekeeper, etc.)
Player/Guild Responsibilities
Players (and guilds) must follow the rules interpretations and guidelines for play set forth by ArenaNet, the head judge, and other tournament officials.
Players/guilds are expected to behave in a respectful and sporting manner at all times.
Players/guilds are expected to not participate in any form of ladder manipulation. Ladder Manipulation is defined as any actions taken to alter the rankings or ratings of the tournament ladder that deviate from guilds actually playing and completing battles. Throwing matches or getting your opponent’s to throw them to you are examples of ladder manipulation because ratings and rankings are changed without actual game play taking place.
Players/guilds that do not fulfill their responsibilities as described above may be subject to review by the ArenaNet. Such a review may result in loss of event prizes up to account suspension or revocation.
ArenaNet reserve the right to suspend or revoke a player's account without prior notice for any reason deemed necessary.
Spectator and Press Responsibilities
Spectators are expected to remain silent during matches and are not permitted to communicate with players in any way while matches are in progress. Players may request that a spectator not observe their matches. All such requests must be made through a judge.
Spectators and members of the press who believe they have observed rules violations should inform a judge immediately, but must not interfere with the match.
Head Judge Responsibilities
Officially sanctioned competition requires the physical presence of a head judge during play to enforce event timing, interpret rules, assign penalties, and make other official decisions. The head judge may, with the tournament organizer's agreement, appoint any number of other judges to help in the performance of the head judge's duties and to perform other tasks the head judge may require. The head judge is responsible for reporting all warnings and disqualifications issued at the tournament to ArenaNet, either directly or through the tournament organizer's event report.
The head judge and tournament organizer can be the same individual; though it is not required that a single person fills both roles.
Guild Wars Tournament Mechanics
Guild Registration
Any guild that wishes to potentially participate in a premier tournament MUST register their guild tournament roster with ArenaNet PRIOR to the cut off date for that event.
Registration consists of submitting a season roster of 12 members of that guild to . These 12 guild members must remain in that guild during the specified time for that event.
Registration Process
Each member on this season's roster must send in the following information:
- Name
- Mailing address
- Email address
- Phone number
- Date of birth
- All character names on his or her account
Some of this information may be posted on the Guild Wars website.
Only players (and accounts) on a guild's Tournament Roster may participate in the specified event.
Guild Changes
While ArenaNet recognizes that guilds and guild membership will change over time, the purpose of the Guild Wars World Championship Series is to recognize and reward guilds and their ongoing configurations throughout the year. As such, registered guilds will be limited in the changes allowed in their core tournament roster as specified for each event.
Match Structure
One is the default number of games in a Guild Wars match. ArenaNet reserves the right to run matches that consist of the best two out of three games.
Time Structure
Any team that fails to appear in a timely fashion for their match—i.e. a team that isn't ready to play at the scheduled start of a game or isn't ready to play the next game by 15 minutes after the end of the previous game—will be subject to forfeiture of that game.
Characters Allowed
Players may use Roleplaying or PvP-Only characters. They may use any items their characters legally can use in game.
Guilds may switch players or switch or modify characters, but must do so using their single, tournament-qualified game account between games or after a restart and must be ready to start the next game at the scheduled time.
If a guild cannot field a full team of eight players, they may choose to play with fewer than eight players, and may fill empty slots with Guild Wars computer-controlled henchmen.
Connectivity Issues
During premiere events each guild shall designate an official representative who alone will be permitted to request a restart and to coordinate communication between ArenaNet and players. The guild's representative must request a restart before the countdown timer reaches zero and the gates open, and may only do this once in a three-game match. This is the only way that a team can choose to restart a game; experiencing disconnections after the countdown timer reaches zero will not be grounds for restarting a game.
ArenaNet reserves the right to reschedule and/or restart games and matches as needed. Such decisions will be announced and executed only by official ArenaNet personnel.
Guild Wars Limited Play Tournament Rules
The rules in this section apply to all limited play Guild Wars tournaments including Sealed, Draft, and Rochester Draft tournaments.
Tournament Mechanics
Time Structure
Thirty (30) minutes is the amount of time recommended for team or guild skill builds (time spent with cards choosing each player's build). Fifteen (15) minutes is the amount of time recommended for player's to set up their characters on the computers used at the event. In the event that there are multiple battles in a match, 15 minutes is the recommended amount of time given between battles for character creation or alteration.
Map Selection
One map is selected and announced in advance of the tournament by the tournament organizer. All battles are held on this map. If a tournament organizer chooses, he or she can use an alternate map selection system but the full rules of this system must be announced before the tournament begins.
Skill Card Rules
Skill cards are cards that list the following information about character skills from Guild Wars as a minimum:
- Skill name
- Name of profession that can use that skill
- Name of profession attribute the skill falls under
- Casting cost of skill (if any)
- Adrenaline cost of skill (if any)
- Casting time of skill (if any)
- Recharge time of skill (if any)
- Full text of the skill
- Rarity of the skill (see Appendix C – Skill Rarity)
Additional information (such as history of the skill, images, etc.) may be included but is not required.
Each skill that has been publicly released (part of a released Campaign) must normally have a skill card created for it. A tournament organizer can choose to limit a tournament to certain professions and its skills. This choice must be announced before the tournament begins.
Sealed Tournament Rules
Skill Card Distribution
Before the tournament begins, each player will be given a randomized "pack" of 16 skill cards of which:
- Three (3) will be Rank 1 skills
- Seven (7) will be Rank 2 skills
- Ten (10) will be Rank 3 skills
It is possible that multiple copies of certain skills come up in 20-card limited set. In the event that more than two (2) copies of the same skill appear, it is recommended that the cards be returned to the tournament organizer and a new set is drawn or drafted from.
Time Structure
After all members of a team or a guild has received their 20 skill cards, team members are then given 30 minutes to compare and trade skill cards within the team with the end goal of choosing 20 skill cards—eight (8) as their initial build and twelve (12) as their sideboard—to be carried by each player for the start of the first match.
Trading Cards
Players are only allowed to trade skill cards between members of the team or guild they are competing in that tournament with. Any player or team found to be breaking this rule will be subject to expulsion from the tournament.
Skills Available to All Players
Any player is allowed to choose the skill Resurrection Signet for their character build.
If a player chooses to play a Beast Mastery skill then he or she can choose to use the Charm Animal skill. If that player removes all Beast Mastery skills, then they must also remove the Charm Animal skill from their character build.
If a player chooses to play a Dagger Mastery skill then he or she can choose to use the Desperation Strike (Lead Attack) and/or the Fox Fangs (Off-hand Attack) skills. If that player removes all Dagger Mastery skills, then they must remove Desperation Strike and Fox Fangs from their character build.
These skills do NOT appear on any skill cards.
Skill Card Registration
Players may be asked by the head judge to register the 20 skill cards that they end up with before the start of the 1st round. If this is required it will be announced before the tournament begins (see Appendix D – Guild Wars Skill Card Register Sheet).
Character Creation Rules
Players must use the eight (8) skills shown on the eight (8) selected skill cards they bring to their computer when creating their PVP character for the 1st battle (with the exception of the Skill Available to all Players – see above).
Players will be allowed to make any other choices for their characters (professions, armor, weapons, runes, etc.) based upon what is allowed in the tournament rules for that event.
Time Between Battles
At the end of each battle in multiple battle-matches players will be given 15 minutes to recreate or alter their PVP character for the next battle.Players may trade skill cards between members of their team if they so choose (see Trading Cards above) but this all must be competed within the 15 minutes allotted.
Time Between Matches
At the end of each match players will be given 15 minutes to recreate or alter their PVP character for the next battle. Players may trade skill cards between members of their team if they so choose (see Trading Cards above) but this all must be competed within the 15 minutes allotted.
Draft Tournament Rules
Player Distribution
Two members of each team or guild (selected by the team or guild leader) will participate in the draft. Players will then assemble randomly into drafting circles (called pods) of roughly equal size at the discretion of the tournament organizer. The two members of each team sit opposite each other in the same pod. The tournament organizer then distributes an identical number of skill card "packs" to each player in the pod. The number of "packs" given to each player is equal to half (1/2) the number of members on a team—two (2) "packs" each for a four (4) player team event, four (4) "packs" each for an eight (8) player guild event.
Teams or guilds within a pod may only play against other teams or guilds within that pod.
Players may not talk or communicate to others during a draft. As players draft the cards, they must place their cards in one orderly pile in front of them. Drafted cards may be reviewed only between the drafting of each pack.
Draft Card Selection
Before the tournament begins; the tournament organizer must announce how much time each player has to select a card. Players must do their best to make their selection within the allotted amount of time. In the event that a player doesn't make a selection within the allotted time and is holding up the draft, the tournament organizer will randomly select a skill card and give it to that player to allow the draft to continue.
Pack Draft Procedure
Players may not take, give or receive any notes during a draft.
At a signal from a tournament official, each player opens his or her "pack" (specified by the official) and counts the cards. If a player does not have the appropriate number of cards in his or her "pack", he or she must immediately notify the judge, who will replace the "pack". The player chooses one card from the "pack", and then passes the remaining cards face down to the player on his or her left. The opened packs are passed around the drafting pod—with each player taking one card each before passing—until all cards are drafted.
Once a player has removed a card from the pack and put it on the pile, it is considered selected and may not be returned to the pack. Players may not show their card selections or the contents of their current packs to other participants in the draft. Players are not permitted to send signals of any kind to other participants in the draft regarding any information about their own picks or what they want others to pick.
After each player's first pack is drafted, a tournament official will instruct players to open the next pack and draft in the same fashion, except that the direction of drafting is reversed—it now proceeds to the right. This process is repeated until all cards in all "packs" are drafted.
After the two members of a team or a guild have drafted all of their skills cards (each team member should have 40 cards for a four (4) player team event or 80 cards for an eight (8) player guild event), the entire team is then given 30 minutes to discuss and distribute skill cards for all of the members of the team with the end goal of choosing 20 skill cards (eight (8) as their initial build and twelve (12) as their sideboard) to be carried by each player for the start of the first match.
Trading Cards
Players are allowed to trade skill cards between members of the team or guild they are competing in that tournament with. Any player or team found to be breaking this rule will be subject to expulsion from the tournament.
Skills Available to All Players
Any player is allowed to choose the skill Resurrection Signet for their character build.
If a player chooses to play a Beast Mastery skill then he or she can choose to use the Charm Animal skill. If that player removes all Beast Mastery skills, then they must also remove the Charm Animal skill from their character build.
If a player chooses to play a Dagger Mastery skill then he or she can choose to use the Desperation Strike (Lead Attack) and/or the Fox Fangs (Off-hand Attack) skills. If that player removes all Dagger Mastery skills, then they must remove Desperation Strike and Fox Fangs from their character build.
These skills do NOT appear on any skill cards.
Skill Card Registration
Players may be asked by the head judge to register the 20 skill cards that they end up with before the start of the 1st round. If this is required it will announced before the tournament begins (see Appendix D – Guild Wars Skill Card Register Sheet).
Character Creation Rules
Players must use the eight (8) skills shown on the eight (8) selected skill cards they bring to their computer when creating their PVP character for the 1st battle (with the exception of the Skill Available to all Players – see above).
Players will be allowed to make any other choices for their characters (professions, armor, weapons, runes, etc.) based upon what is allowed in the tournament rules for that event.
Time Between Battles
At the end of each battle in multiple battle-matches players will be given 15 minutes to recreate or alter their PVP character for the next battle. Players may trade skill cards between members of their team if they so choose (see Trading Cards above) but this all must be competed within the 15 minutes allotted.
Time Between Matches
At the end of each match players will be given 15 minutes to recreate or alter their PVP character for the next battle. Players may trade skill cards between members of their team if they so choose (see Trading Cards above) but this all must be competed within the 15 minutes allotted.
Rochester Draft Rules
Player Distribution
Two members of each team or guild (selected by the team or guild leader) will participate in the draft. Players will then assemble randomly into drafting circles (called pods) of roughly equal size at the discretion of the tournament organizer. The two members of each team sit opposite each other in the same pod. The tournament organizer then distributes an identical number of skill card "packs" to each player in the pod. The number of "packs" given to each player is equal to half (1/2) the number of members on a team—two (2) "packs" each for a four (4) player team event, four (4) "packs" each for an eight (8) player guild event).
Teams or guilds within a pod may only play against other teams or guilds within that pod.
Rochester Draft Preparation
When packs are opened, they should be laid out in the center of the table in four (4) rows of five (5) per row.
Before the tournament begins, the tournament organizer must announce how much time each player has to select a card. Players must do their best to make their selection within the allotted amount of time. In the event that a player doesn't make a selection within the allotted time and is holding up the draft, the tournament organizer issues the player the "oldest" card still remaining from the "pack".
Rochester Draft Procedures
During a Rochester draft, players must always display the most recent card they drafted in the current pack face up. When all cards are drafted from the current pack, players may move their cards from that pack to any position.
Example: The active player lays out cards from a pack. The cards are considered to be in chronological order (1–20), where 1 is the first (oldest) card placed on the table, and 20 is the last (newest) card placed on the table. If a player fails to draft in the allotted time, the cards on the table are examined by the tournament organizer, and the first card that was placed on the table is given to that player. If that card has already been selected, the second card that was placed on the table is given, and so on.
In the event that this happens three times during a draft, that player is suspended from drafting and can only bring back the cards for his or her team from whatever cards he or she has drafted so far.
Players may not take, give or receive any notes during a draft.
At a signal from a tournament official, the active player lays out the entire contents of the pack face up on the table, with the cards facing him or her. Players are given 30 seconds to review the cards before drafting begins.
Active Player Rotation
The player drafting first from the cards presented on the table is called the active player. The first active player is the participant in the first seat, designated by the judge. All players in each drafting pod for a four (4) player team event serve as the active player once for each pack group with the active player moving between players as follows:
- in a clockwise direction for the first pack group (beginning with the first active player);
- in a counterclockwise direction for the second pack group (starting with the last active player in the first group)
All players in each drafting pod for an eight (8) player guild event serve as the active player once for each pack group with the active player moving between players as follows:
- In a clockwise direction for the first pack group (beginning with the first active player).
- In a counterclockwise direction for the second pack group (starting with the last active player in the first group).
- Returning to a clockwise direction for the third pack group (beginning again with the first active player).
- Returning to a counterclockwise direction for the fourth pack group (starting with the last active player in the first group).
Once a player has indicated his or her drafting selection by touching a card, he or she may not select a different card.
Rochester Draft Order
The draft order moves in a horseshoe pattern, beginning with the active player, continuing around the table to the last participant in the group who has not yet drafted a card. The last player in the group selects two cards, instead of one, before drafting continues in reverse order, moving back to the player who began the drafting (the first person who drafted from the pack). After all cards are drafted the table judge clears the drafting area and prepares for the next pack.
Example #1: Eight players are seated around a table. They are numbered 1-2-3-4-5-6-7-8 in a clockwise order. The active player is Player 1. The first "pack" for Player 1 is opened and then the cards are placed face up in front of Player 1. After the 30-second review period has expired, the draft order is as follows:
| Player 1—card 1 | Player 6—card 11 |
| Player 2—card 2 | Player 5—card 12 |
| Player 3—card 3 | Player 4—card 13 |
| Player 4—card 4 | Player 3—card 14 |
| Player 5—card 5 | Player 2—card 15 |
| Player 6—card 6 | Player 1—card 16 |
| Player 7—card 7 | Player 1—card 17 |
| Player 8—card 8 | Player 2—card 18 |
| Player 8—card 9 | Player 3—card 19 |
| Player 7—card 10 | Player 4—card 20 |
The next "pack" to be opened would be Player #2's first pack.
Example #2: Eight players are seated around a table. They are numbered 1-2-3-4-5-6-7-8 in a clockwise order. They are now drafting the second round of the Rochester Draft. This means they now draft in a counter clock-wise order for this round. The active player is now Player 8. The second "pack" for Player 8 is opened and then the cards are placed face up in front of Player 8. After the 30-second review period has expired, the draft order is as follows:
| Player 8—card 1 | Player 3—card 11 |
| Player 7—card 2 | Player 4—card 12 |
| Player 6—card 3 | Player 5—card 13 |
| Player 5—card 4 | Player 6—card 14 |
| Player 4—card 5 | Player 7—card 15 |
| Player 3—card 6 | Player 8—card 16 |
| Player 2—card 7 | Player 8—card 17 |
| Player 1—card 8 | Player 7—card 18 |
| Player 1—card 9 | Player 6—card 19 |
| Player 2—card 10 | Player 5—card 20 |
The next "pack" to be opened would be Player #7's second pack.
After the two members of a team or a guild have drafted all of their skills cards (each team member should have 40 cards for a four (4) player team event or 80 cards for an eight (8) player guild event), the entire team is then given 30 minutes to discuss and distribute skill cards for all of the member's of the team with the end goal of choosing 20 skill cards (eight (8) as their initial build and twelve (12) as their sideboard) to be carried by each player for the start of the first match.
Trading Cards
Players are only allowed to trade skill cards between members of the team or guild they are competing in that tournament with. Any player or team found to be breaking this rule will be subject to expulsion from the tournament.
Skills Available to All Players
Any player is allowed to choose the skill Resurrection Signet for their character build.
If a player chooses to play a Beast Mastery skill then he or she can choose to use the Charm Animal skill. If that player removes all Beast Mastery skills, then they must also remove the Charm Animal skill from their character build.
If a player chooses to play a Dagger Mastery skill then he or she can choose to use the Desperation Strike (Lead Attack) and/or the Fox Fangs (Off-hand Attack) skills. If that player removes all Dagger Mastery skills, then they must remove Desperation Strike and Fox Fangs from their character build.
These skills do NOT appear on any skill cards.
Skill Card Registration
Players may be asked by the head judge to register the 20 skill cards that they end up with before the start of the 1st round. If this is required it will announced before the tournament begins (see Appendix D – Guild Wars Skill Card Register Sheet).
Character Creation Rules
Players must use the 8 skills shown on the eight (8) selected skill cards they bring to their computer when creating their PVP character for the 1st battle (with the exception of the Skill Available to all Players – see above).
Players will be allowed to make any other choices for their characters (professions, armor, weapons, runes, etc.) based upon what is allowed in the tournament rules for that event.
Time Between Battles
At the end of each battle in multiple battle-matches players will be given 15 minutes to recreate or alter their PVP character for the next battle. Players may trade skill cards between members of their team if they so choose (see Trading Cards above) but this all must be competed within the 15 minutes allotted.
Time Between Matches
At the end of each match players will be given 15 minutes to recreate or alter their PVP character for the next battle. Players may trade skill cards between members of their team if they so choose (see Trading Cards above) but this all must be competed within the 15 minutes allotted.
Limited Play Tournament Penalties
The following penalties are recommended to be used when needed for limited play tournaments.
Playing with Incorrect Skill
The first time a player is found to be using any skills not shown on their skill cards (or skill card) registry sheet will be disqualified from playing in the next match (their team will need to use a henchman in his or her place). The second time this occurs with the same player, that player will be disqualified from the tournament and will not be eligible to receive any prizes.
Unable to Continue Play
In the event that a team or guild has two (2) or more players unable to play in a match for playing with the incorrect skill, that team or guild is disqualified from the tournament and will not be eligible to receive any prizes.
Appendix A: Player Expectations
ArenaNet representatives will observe every game. ArenaNet reserves the right to disqualify guilds if any guild member engages in unsportsmanlike conduct, interferes with or disrupts the timely play of any player or guild, causes delays or otherwise violates the Guild Wars World Championship Rules. Unsportsmanlike conduct may include, but is not limited to: committing any criminal act or civil tort, being under the influence of drugs or alcohol, using abusive, antagonistic or threatening language or gestures, profanity, or racial slurs; making excessive noise; creating excessive chat spam; failure to abide by ArenaNet instructions; cheating or attempted cheating; or attempting to cause crashes or disconnects.
ArenaNet may disqualify any player and/or guild that commits unsportsmanlike conduct, interferes with or disrupts the timely play of any player or guild, causes delays or otherwise violates the Guild Wars World Championship or Universal Guild Wars Tournament Rules.
ArenaNet may ask the official representative of a guild to relay information from ArenaNet to guild members. Official representatives must maintain a current list of guild member names, addresses, email address, and telephone numbers to facilitate such communication.
Appendix B: Guild Wars Ladder Rating and Ranking Systems
Elo Ratings System
The Guild Wars Ladder uses Elo ratings for each season.
This Elo rating system compares a guild's match records against their opponents' match records and determines the probability of the guild winning the matchup. This probability factor determines how many points a guild's rating goes up or down based on the results of each match. When a guild defeats an opposing guild with a higher rating, the guild's rating goes up more than if they defeated a guild with a lower rating (since guilds have a high probability of defeating those with lower ratings). All new guilds start out with a base rating of 1000. The Guild Wars tournament ladder uses the following equation to determine a guild's win probability in each match:
| 1 | |
| Win Probability = | |
| 10^((Opposing Guild's Rating–Guild's Rating)/400) + 1 |
This probability is then used to recalculate each guild's rating after the match. In the equation below, guilds receive 1 point if they win the match and 0 if they lose. The guild's new ratings are determined as follows:
| Guild's New Rating = Guild's Old Rating + (K-Value * (Scoring Points–Guild's Win Probability)) |
All guilds are rated at the beginning with the first match in which they play. Further ratings are calculated chronologically from that first match.
The K-Value which is the maximum number of points a guild's rating may go up or down based on the results of a single match within an event that uses the Elo ratings system is currently 30.
The Guild Wars Ladder ranks guilds in geographic regions based on their Elo ratings to determine the top guilds in each area.
Appendix C: Skill Rarity
The following skill rarity is to be used in all Guild Wars sanctioned limited play tournaments (see Skill Card Distribution above).
| Profession | Skill Name | Rank | Profession | Skill Name | Rank |
| Assassin | Assassin's Promise | 1 | Necromancer | Animate Bone Fiend | 2 |
| Assassin | Aura of Displacement | 1 | Necromancer | Animate Bone Horror | 3 |
| Assassin | Beguiling Haze | 1 | Necromancer | Animate Bone Minions | 3 |
| Assassin | Black Lotus Strike | 2 | Necromancer | Animate Flesh Golem | 1 |
| Assassin | Black Mantis Thrust | 2 | Necromancer | Animate Vampiric Horror | 3 |
| Assassin | Blades of Steel | 3 | Necromancer | Aura of the Lich | 1 |
| Assassin | Blinding Powder | 3 | Necromancer | Awaken the Blood | 2 |
| Assassin | Caltrops | 2 | Necromancer | Barbed Signet | 3 |
| Assassin | Crippling Dagger | 3 | Necromancer | Barbs | 3 |
| Assassin | Critical Defenses | 3 | Necromancer | Bitter Chill | 3 |
| Assassin | Critical Eye | 2 | Necromancer | Blood Bond | 3 |
| Assassin | Critical Strike | 2 | Necromancer | Blood Drinker | 3 |
| Assassin | Dancing Daggers | 3 | Necromancer | Blood is Power | 1 |
| Assassin | Dark Apostasy | 1 | Necromancer | Blood of the Master | 3 |
| Assassin | Dark Escape | 2 | Necromancer | Blood Renewal | 3 |
| Assassin | Dark Prison | 3 | Necromancer | Blood Ritual | 3 |
| Assassin | Dash | 3 | Necromancer | Chilblains | 2 |
| Assassin | Death Blossom | 3 | Necromancer | Consume Corpse | 2 |
| Assassin | Death's Charge | 2 | Necromancer | Cultist's Fervor | 1 |
| Assassin | Desperate Strike | 3 | Necromancer | Dark Aura | 3 |
| Assassin | Disrupting Stab | 2 | Necromancer | Dark Bond | 3 |
| Assassin | Enduring Toxin | 3 | Necromancer | Dark Fury | 3 |
| Assassin | Entangling Asp | 2 | Necromancer | Dark Pact | 3 |
| Assassin | Exhausting Assault | 3 | Necromancer | Death Nova | 3 |
| Assassin | Expose Defenses | 3 | Necromancer | Deathly Chill | 3 |
| Assassin | Expunge Enchantments | 3 | Necromancer | Deathly Swarm | 3 |
| Assassin | Falling Spider | 2 | Necromancer | Defile Enchantments | 3 |
| Assassin | Flashing Blades | 1 | Necromancer | Defile Flesh | 3 |
| Assassin | Fox Fangs | 3 | Necromancer | Demonic Flesh | 3 |
| Assassin | Golden Lotus Strike | 2 | Necromancer | Desecrate Enchantments | 3 |
| Assassin | Golden Phoenix Strike | 2 | Necromancer | Discord | 1 |
| Assassin | Heart of Shadow | 3 | Necromancer | Enfeeble | 3 |
| Assassin | Horns of the Ox | 3 | Necromancer | Enfeebling Blood | 3 |
| Assassin | Impale | 3 | Necromancer | Enfeebling Touch | 3 |
| Assassin | Iron Palm | 2 | Necromancer | Faintheartedness | 2 |
| Assassin | Jagged Strike | 3 | Necromancer | Feast of Corruption | 1 |
| Assassin | Jungle Strike | 3 | Necromancer | Fetid Ground | 2 |
| Assassin | Leaping Mantis Sting | 3 | Necromancer | Gaze of Contempt | 2 |
| Assassin | Locust's Fury | 1 | Necromancer | Grenth's Balance | 1 |
| Assassin | Mantis Touch | 3 | Necromancer | Icy Veins | 1 |
| Assassin | Mark of Death | 3 | Necromancer | Infuse Condition | 3 |
| Assassin | Mark of Instability | 2 | Necromancer | Insidious Parasite | 3 |
| Assassin | Mirrored Stance | 3 | Necromancer | Jaundiced Gaze | 3 |
| Assassin | Moebius Strike | 1 | Necromancer | Life Siphon | 3 |
| Assassin | Nine Tail Strike | 3 | Necromancer | Life Transfer | 1 |
| Assassin | Palm Strike | 1 | Necromancer | Lifebane Strike | 3 |
| Assassin | Recall | 2 | Necromancer | Lingering Curse | 1 |
| Assassin | Repeating Strike | 3 | Necromancer | Malaise | 2 |
| Assassin | Return | 2 | Necromancer | Malign Intervention | 3 |
| Assassin | Scorpion Wire | 2 | Necromancer | Mark of Pain | 3 |
| Assassin | Seeping Wound | 1 | Necromancer | Mark of Subversion | 2 |
| Assassin | Shadow Form | 1 | Necromancer | Necrotic Traversal | 3 |
| Assassin | Shadow of Haste | 2 | Necromancer | Offering of Blood | 1 |
| Assassin | Shadow Refuge | 3 | Necromancer | Oppressive Gaze | 2 |
| Assassin | Shadow Shroud | 1 | Necromancer | Order of Apostasy | 1 |
| Assassin | Shadowy Burden | 3 | Necromancer | Order of Pain | 2 |
| Assassin | Shameful Fear | 2 | Necromancer | Order of the Vampire | 1 |
| Assassin | Sharpen Daggers | 2 | Necromancer | Parasitic Bond | 3 |
| Assassin | Shroud of Distress | 3 | Necromancer | Plague Sending | 2 |
| Assassin | Shroud of Silence | 1 | Necromancer | Plague Signet | 1 |
| Assassin | Signet of Malice | 3 | Necromancer | Plague Touch | 2 |
| Assassin | Signet of Shadows | 3 | Necromancer | Price of Failure | 3 |
| Assassin | Siphon Speed | 2 | Necromancer | Putrid Explosion | 3 |
| Assassin | Siphon Strength | 1 | Necromancer | Reckless Haste | 2 |
| Assassin | Spirit Walk | 2 | Necromancer | Rend Enchantments | 2 |
| Assassin | Temple Strike | 1 | Necromancer | Rigor Mortis | 2 |
| Assassin | Twisting Fangs | 2 | Necromancer | Rising Bile | 3 |
| Assassin | Unseen Fury | 3 | Necromancer | Rotting Flesh | 2 |
| Assassin | Unsuspecting Strike | 3 | Necromancer | Shadow of Fear | 3 |
| Assassin | Viper's Defense | 2 | Necromancer | Shadow Strike | 2 |
| Assassin | Way of Perfection | 3 | Necromancer | Shivers of Dread | 3 |
| Assassin | Way of the Empty Palm | 1 | Necromancer | Signet of Agony | 3 |
| Assassin | Way of the Fox | 2 | Necromancer | Soul Barbs | 3 |
| Assassin | Way of the Lotus | 3 | Necromancer | Soul Bind | 1 |
| Assassin | Wild Strike | 3 | Necromancer | Soul Feast | 3 |
| Elementalist | Aftershock | 2 | Necromancer | Soul Leech | 1 |
| Elementalist | Air Attunement | 3 | Necromancer | Spinal Shivers | 2 |
| Elementalist | Arc Lightning | 2 | Necromancer | Spiteful Spirit | 1 |
| Elementalist | Armor of Earth | 3 | Necromancer | Spoil Victor | 1 |
| Elementalist | Armor of Frost | 3 | Necromancer | Strip Enchantment | 3 |
| Elementalist | Armor of Mist | 2 | Necromancer | Suffering | 3 |
| Elementalist | Ash Blast | 3 | Necromancer | Tainted Flesh | 1 |
| Elementalist | Aura of Restoration | 3 | Necromancer | Taste of Death | 2 |
| Elementalist | Bed of Coals | 2 | Necromancer | Taste of Pain | 3 |
| Elementalist | Blinding Flash | 2 | Necromancer | Touch of Agony | 3 |
| Elementalist | Blurred Vision | 2 | Necromancer | Unholy Feast | 3 |
| Elementalist | Breath of Fire | 3 | Necromancer | Vampiric Bite | 3 |
| Elementalist | Burning Speed | 2 | Necromancer | Vampiric Gaze | 3 |
| Elementalist | Chain Lightning | 3 | Necromancer | Vampiric Spirit | 1 |
| Elementalist | Churning Earth | 3 | Necromancer | Vampiric Swarm | 2 |
| Elementalist | Conjure Flame | 3 | Necromancer | Vampiric Touch | 3 |
| Elementalist | Conjure Frost | 3 | Necromancer | Verata's Aura | 3 |
| Elementalist | Conjure Lightning | 3 | Necromancer | Verata's Gaze | 3 |
| Elementalist | Crystal Wave | 3 | Necromancer | Verata's Sacrifice | 2 |
| Elementalist | Deep Freeze | 3 | Necromancer | Vile Miasma | 2 |
| Elementalist | Double Dragon | 1 | Necromancer | Vile Touch | 3 |
| Elementalist | Dragon's Stomp | 3 | Necromancer | Virulence | 1 |
| Elementalist | Earth Attunement | 3 | Necromancer | Wail of Doom | 1 |
| Elementalist | Earthquake | 2 | Necromancer | Wallow's Bite | 3 |
| Elementalist | Elemental Attunement | 1 | Necromancer | Weaken Armor | 3 |
| Elementalist | Energy Boon | 1 | Necromancer | Weaken Knees | 1 |
| Elementalist | Enervating Charge | 3 | Necromancer | Well of Blood | 2 |
| Elementalist | Eruption | 3 | Necromancer | Well of Power | 1 |
| Elementalist | Ether Prodigy | 1 | Necromancer | Well of Suffering | 3 |
| Elementalist | Ether Renewal | 1 | Necromancer | Well of the Profane | 3 |
| Elementalist | Fire Attunement | 3 | Necromancer | Well of Weariness | 2 |
| Elementalist | Fire Storm | 3 | Necromancer | Wither | 1 |
| Elementalist | Fireball | 3 | None | Signet of Capture | NA |
| Elementalist | Flame Burst | 3 | Ranger | Antidote Signet | 3 |
| Elementalist | Flare | 3 | Ranger | Apply Poison | 2 |
| Elementalist | Frozen Burst | 3 | Ranger | Archer's Signet | 1 |
| Elementalist | Gale | 2 | Ranger | Barbed Trap | 2 |
| Elementalist | Glimmering Mark | 1 | Ranger | Barrage | 1 |
| Elementalist | Glyph of Concentration | 3 | Ranger | Bestial Fury | 3 |
| Elementalist | Glyph of Elemental Power | 3 | Ranger | Bestial Mauling | 3 |
| Elementalist | Glyph of Energy | 1 | Ranger | Bestial Pounce | 2 |
| Elementalist | Glyph of Essence | 3 | Ranger | Brambles | 2 |
| Elementalist | Glyph of Lesser Energy | 2 | Ranger | Broad Head Arrow | 1 |
| Elementalist | Glyph of Renewal | 1 | Ranger | Brutal Strike | 3 |
| Elementalist | Glyph of Sacrifice | 2 | Ranger | Call of Haste | 3 |
| Elementalist | Grasping Earth | 3 | Ranger | Call of Protection | 3 |
| Elementalist | Gust | 1 | Ranger | Called Shot | 3 |
| Elementalist | Ice Prison | 2 | Ranger | Charm Animal | NA |
| Elementalist | Ice Spear | 3 | Ranger | Choking Gas | 3 |
| Elementalist | Ice Spikes | 3 | Ranger | Comfort Animal | 3 |
| Elementalist | Icy Prism | 2 | Ranger | Concussion Shot | 3 |
| Elementalist | Immolate | 2 | Ranger | Conflagration | 3 |
| Elementalist | Incendiary Bonds | 2 | Ranger | Crippling Shot | 1 |
| Elementalist | Inferno | 3 | Ranger | Debilitating Shot | 3 |
| Elementalist | Iron Mist | 2 | Ranger | Determined Shot | 3 |
| Elementalist | Kinetic Armor | 3 | Ranger | Disrupting Lunge | 2 |
| Elementalist | Lava Arrows | 3 | Ranger | Distracting Shot | 2 |
| Elementalist | Lava Font | 3 | Ranger | Dodge | 2 |
| Elementalist | Lightning Hammer | 2 | Ranger | Dryder's Defenses | 3 |
| Elementalist | Lightning Javelin | 3 | Ranger | Dual Shot | 2 |
| Elementalist | Lightning Orb | 2 | Ranger | Dust Trap | 2 |
| Elementalist | Lightning Strike | 3 | Ranger | Edge of Extinction | 2 |
| Elementalist | Lightning Surge | 1 | Ranger | Energizing Wind | 3 |
| Elementalist | Lightning Touch | 3 | Ranger | Enraged Lunge | 1 |
| Elementalist | Maelstrom | 3 | Ranger | Equinox | 1 |
| Elementalist | Magnetic Aura | 3 | Ranger | Escape | 1 |
| Elementalist | Mark of Rodgort | 3 | Ranger | Famine | 1 |
| Elementalist | Meteor | 2 | Ranger | Favorable Winds | 2 |
| Elementalist | Meteor Shower | 3 | Ranger | Feral Lunge | 2 |
| Elementalist | Mind Burn | 1 | Ranger | Ferocious Strike | 1 |
| Elementalist | Mind Freeze | 1 | Ranger | Fertile Season | 3 |
| Elementalist | Mind Shock | 1 | Ranger | Flame Trap | 3 |
| Elementalist | Mirror of Ice | 1 | Ranger | Focused Shot | 3 |
| Elementalist | Mist Form | 1 | Ranger | Frozen Soil | 2 |
| Elementalist | Obsidian Flame | 2 | Ranger | Glass Arrows | 1 |
| Elementalist | Obsidian Flesh | 1 | Ranger | Greater Conflagration | 1 |
| Elementalist | Phoenix | 3 | Ranger | Heal as One | 1 |
| Elementalist | Ride the Lightning | 1 | Ranger | Healing Spring | 3 |
| Elementalist | Rodgort's Invocation | 2 | Ranger | Hunter's Shot | 3 |
| Elementalist | Rust | 3 | Ranger | Ignite Arrows | 2 |
| Elementalist | Searing Heat | 3 | Ranger | Incendiary Arrows | 1 |
| Elementalist | Second Wind | 1 | Ranger | Kindle Arrows | 3 |
| Elementalist | Shard Storm | 3 | Ranger | Lacerate | 1 |
| Elementalist | Shatterstone | 1 | Ranger | Lightning Reflexes | 2 |
| Elementalist | Shock | 2 | Ranger | Maiming Strike | 3 |
| Elementalist | Shock Arrow | 3 | Ranger | Marauder's Shot | 3 |
| Elementalist | Shockwave | 1 | Ranger | Marksman's Wager | 1 |
| Elementalist | Sliver Armor | 2 | Ranger | Melandru's Arrows | 1 |
| Elementalist | Smoldering Embers | 3 | Ranger | Melandru's Assault | 3 |
| Elementalist | Star Burst | 1 | Ranger | Melandru's Resilience | 1 |
| Elementalist | Stone Daggers | 3 | Ranger | Melandru's Shot | 1 |
| Elementalist | Stoning | 3 | Ranger | Muddy Terrain | 3 |
| Elementalist | Swirling Aura | 3 | Ranger | Nature's Renewal | 2 |
| Elementalist | Teinai's Crystals | 3 | Ranger | Needling Shot | 2 |
| Elementalist | Teinai's Heat | 3 | Ranger | Oath Shot | 1 |
| Elementalist | Teinai's Prison | 3 | Ranger | Otyugh's Cry | 3 |
| Elementalist | Teinai's Wind | 3 | Ranger | Penetrating Attack | 3 |
| Elementalist | Thunderclap | 1 | Ranger | Pin Down | 3 |
| Elementalist | Unsteady Ground | 1 | Ranger | Point Blank Shot | 3 |
| Elementalist | Vapor Blade | 2 | Ranger | Poison Arrow | 1 |
| Elementalist | Ward Against Elements | 3 | Ranger | Poisonous Bite | 2 |
| Elementalist | Ward Against Foes | 3 | Ranger | Pounce | 3 |
| Elementalist | Ward Against Harm | 1 | Ranger | Power Shot | 3 |
| Elementalist | Ward Against Melee | 2 | Ranger | Practiced Stance | 1 |
| Elementalist | Ward of Stability | 3 | Ranger | Precision Shot | 3 |
| Elementalist | Water Attunement | 3 | Ranger | Predator's Pounce | 3 |
| Elementalist | Water Trident | 1 | Ranger | Predatory Bond | 3 |
| Elementalist | Whirlwind | 3 | Ranger | Predatory Season | 3 |
| Elementalist | Windborne Speed | 2 | Ranger | Primal Echoes | 3 |
| Everyone | Resurrection Signet | NA | Ranger | Punishing Shot | 1 |
| Mesmer | Accumulated Pain | 3 | Ranger | Quick Shot | 1 |
| Mesmer | Ancestor's Visage | 3 | Ranger | Quickening Zephyr | 3 |
| Mesmer | Arcane Conundrum | 2 | Ranger | Read the Wind | 3 |
| Mesmer | Arcane Echo | 2 | Ranger | Revive Animal | 3 |
| Mesmer | Arcane Languor | 1 | Ranger | Run as One | 2 |
| Mesmer | Arcane Larceny | 2 | Ranger | Savage Pounce | 3 |
| Mesmer | Arcane Mimicry | 3 | Ranger | Savage Shot | 3 |
| Mesmer | Arcane Thievery | 2 | Ranger | Scavenger Strike | 3 |
| Mesmer | Auspicious Incantation | 2 | Ranger | Seeking Arrows | 2 |
| Mesmer | Backfire | 3 | Ranger | Serpent's Quickness | 2 |
| Mesmer | Blackout | 2 | Ranger | Snare | 2 |
| Mesmer | Channeling | 3 | Ranger | Spike Trap | 1 |
| Mesmer | Chaos Storm | 3 | Ranger | Splinter Shot | 3 |
| Mesmer | Clumsiness | 3 | Ranger | Storm Chaser | 3 |
| Mesmer | Complicate | 3 | Ranger | Sundering Attack | 3 |
| Mesmer | Conjure Nightmare | 2 | Ranger | Symbiosis | 3 |
| Mesmer | Conjure Phantasm | 3 | Ranger | Symbiotic Bond | 3 |
| Mesmer | Crippling Anguish | 1 | Ranger | Throw Dirt | 2 |
| Mesmer | Cry of Frustration | 2 | Ranger | Tiger's Fury | 2 |
| Mesmer | Distortion | 2 | Ranger | Tranquility | 3 |
| Mesmer | Diversion | 2 | Ranger | Trapper's Focus | 1 |
| Mesmer | Drain Enchantment | 2 | Ranger | Troll Unguent | 3 |
| Mesmer | Echo | 1 | Ranger | Viper's Nest | 2 |
| Mesmer | Elemental Resistance | 3 | Ranger | Whirling Defense | 2 |
| Mesmer | Empathy | 3 | Ranger | Winnowing | 3 |
| Mesmer | Energy Burn | 2 | Ranger | Winter | 3 |
| Mesmer | Energy Drain | 1 | Ranger | Zojun's Haste | 3 |
| Mesmer | Energy Surge | 1 | Ranger | Zojun's Shot | 3 |
| Mesmer | Energy Tap | 3 | Ritualist | Ancestors' Rage | 3 |
| Mesmer | Epidemic | 3 | Ritualist | Anguished Was Lingwah | 3 |
| Mesmer | Ether Feast | 3 | Ritualist | Armor of Unfeeling | 3 |
| Mesmer | Ether Lord | 3 | Ritualist | Attuned Was Songkai | 1 |
| Mesmer | Ether Signet | 3 | Ritualist | Binding Chains | 2 |
| Mesmer | Ethereal Burden | 3 | Ritualist | Blind Was Mingson | 2 |
| Mesmer | Expel Hexes | 1 | Ritualist | Bloodsong | 2 |
| Mesmer | Feedback | 2 | Ritualist | Boon of Creation | 2 |
| Mesmer | Fevered Dreams | 1 | Ritualist | Brutal Weapon | 2 |
| Mesmer | Fragility | 3 | Ritualist | Channeled Strike | 3 |
| Mesmer | Guilt | 2 | Ritualist | Clamor of Souls | 1 |
| Mesmer | Hex Breaker | 3 | Ritualist | Consume Soul | 1 |
| Mesmer | Hex Eater Signet | 3 | Ritualist | Cruel Was Daoshen | 3 |
| Mesmer | Ignorance | 3 | Ritualist | Defiant Was Xinrae | 1 |
| Mesmer | Illusion of Haste | 2 | Ritualist | Destruction | 3 |
| Mesmer | Illusion of Pain | 2 | Ritualist | Disenchantment | 2 |
| Mesmer | Illusion of Weakness | 3 | Ritualist | Displacement | 2 |
| Mesmer | Illusionary Weaponry | 1 | Ritualist | Dissonance | 3 |
| Mesmer | Images of Remorse | 3 | Ritualist | Doom | 2 |
| Mesmer | Imagined Burden | 2 | Ritualist | Draw Spirit | 2 |
| Mesmer | Ineptitude | 1 | Ritualist | Dulled Weapon | 3 |
| Mesmer | Inspired Enchantment | 2 | Ritualist | Earthbind | 3 |
| Mesmer | Inspired Hex | 2 | Ritualist | Essence Strike | 2 |
| Mesmer | Keystone Signet | 1 | Ritualist | Explosive Growth | 3 |
| Mesmer | Kitah's Burden | 3 | Ritualist | Feast of Souls | 3 |
| Mesmer | Leech Signet | 3 | Ritualist | Flesh of My Flesh | 3 |
| Mesmer | Lyssa's Aura | 1 | Ritualist | Gaze from Beyond | 2 |
| Mesmer | Lyssa's Balance | 3 | Ritualist | Generous Was Tsungrai | 2 |
| Mesmer | Mantra of Concentration | 3 | Ritualist | Ghostly Haste | 3 |
| Mesmer | Mantra of Earth | 3 | Ritualist | Grasping Was Kuurong | 1 |
| Mesmer | Mantra of Flame | 3 | Ritualist | Guided Weapon | 3 |
| Mesmer | Mantra of Frost | 3 | Ritualist | Lamentation | 2 |
| Mesmer | Mantra of Inscriptions | 3 | Ritualist | Life | 3 |
| Mesmer | Mantra of Lightning | 3 | Ritualist | Lively Was Naomei | 3 |
| Mesmer | Mantra of Persistence | 2 | Ritualist | Mend Body and Soul | 3 |
| Mesmer | Mantra of Recall | 1 | Ritualist | Mighty Was Vorizun | 2 |
| Mesmer | Mantra of Recovery | 1 | Ritualist | Nightmare Weapon | 2 |
| Mesmer | Mantra of Resolve | 3 | Ritualist | Pain | 3 |
| Mesmer | Mantra of Signets | 3 | Ritualist | Painful Bond | 2 |
| Mesmer | Migraine | 1 | Ritualist | Preservation | 1 |
| Mesmer | Mind Wrack | 3 | Ritualist | Protective Was Kaolai | 3 |
| Mesmer | Overload | 3 | Ritualist | Recuperation | 2 |
| Mesmer | Panic | 1 | Ritualist | Resilient Was Xiko | 3 |
| Mesmer | Phantom Pain | 2 | Ritualist | Resilient Weapon | 3 |
| Mesmer | Physical Resistance | 3 | Ritualist | Restoration | 3 |
| Mesmer | Power Block | 1 | Ritualist | Ritual Lord | 1 |
| Mesmer | Power Drain | 2 | Ritualist | Rupture Soul | 3 |
| Mesmer | Power Leak | 2 | Ritualist | Shadowsong | 2 |
| Mesmer | Power Leech | 1 | Ritualist | Shelter | 3 |
| Mesmer | Power Return | 3 | Ritualist | Signet of Creation | 3 |
| Mesmer | Power Spike | 3 | Ritualist | Signet of Spirits | 1 |
| Mesmer | Psychic Distraction | 1 | Ritualist | Soothing | 3 |
| Mesmer | Psychic Instability | 1 | Ritualist | Soothing Memories | 2 |
| Mesmer | Recurring Insecurity | 1 | Ritualist | Soul Twisting | 1 |
| Mesmer | Revealed Enchantment | 2 | Ritualist | Spirit Boon Strike | 3 |
| Mesmer | Revealed Hex | 2 | Ritualist | Spirit Burn | 2 |
| Mesmer | Shame | 3 | Ritualist | Spirit Channeling | 1 |
| Mesmer | Shared Burden | 1 | Ritualist | Spirit Light | 3 |
| Mesmer | Shatter Delusions | 3 | Ritualist | Spirit Light Weapon | 1 |
| Mesmer | Shatter Enchantment | 3 | Ritualist | Spirit Rift | 3 |
| Mesmer | Shatter Hex | 3 | Ritualist | Spirit Siphon | 2 |
| Mesmer | Shatter Storm | 1 | Ritualist | Spirit to Flesh | 3 |
| Mesmer | Signet of Disenchantment | 3 | Ritualist | Spirit Transfer | 3 |
| Mesmer | Signet of Disruption | 3 | Ritualist | Splinter Weapon | 3 |
| Mesmer | Signet of Humility | 3 | Ritualist | Tranquil Was Tanasen | 1 |
| Mesmer | Signet of Midnight | 1 | Ritualist | Union | 3 |
| Mesmer | Signet of Weariness | 2 | Ritualist | Vengeful Was Khanhei | 1 |
| Mesmer | Soothing Images | 3 | Ritualist | Vengeful Weapon | 3 |
| Mesmer | Spirit of Failure | 3 | Ritualist | Vital Weapon | 2 |
| Mesmer | Spirit Shackles | 3 | Ritualist | Wailing Weapon | 3 |
| Mesmer | Stolen Speed | 1 | Ritualist | Wanderlust | 1 |
| Mesmer | Sympathetic Visage | 3 | Ritualist | Weapon of Quickening | 1 |
| Mesmer | Unnatural Signet | 3 | Ritualist | Weapon of Shadow | 2 |
| Mesmer | Wastrel's Worry | 3 | Ritualist | Weapon of Warding | 2 |
| Monk | Aegis | 2 | Ritualist | Wielder's Boon | 2 |
| Monk | Air of Enchantment | 1 | Warrior | "Charge!" | 1 |
| Monk | Amity | 1 | Warrior | "Coward!" | 1 |
| Monk | Aura of Faith | 1 | Warrior | "Fear Me!" | 2 |
| Monk | Balthazar's Aura | 3 | Warrior | "For Great Justice!" | 3 |
| Monk | Balthazar's Spirit | 2 | Warrior | "I Will Avenge You!" | 2 |
| Monk | Bane Signet | 3 | Warrior | "I Will Survive!" | 3 |
| Monk | Banish | 3 | Warrior | "On Your Knees!" | 3 |
| Monk | Blessed Aura | 2 | Warrior | "Retreat!" | 3 |
| Monk | Blessed Light | 1 | Warrior | "Shields Up!" | 3 |
| Monk | Blessed Signet | 3 | Warrior | "To the Limit!" | 2 |
| Monk | Boon Signet | 1 | Warrior | "Victory is Mine!" | 1 |
| Monk | Contemplation of Purity | 2 | Warrior | "Watch Yourself!" | 3 |
| Monk | Convert Hexes | 3 | Warrior | "You Will Die!" | 3 |
| Monk | Deny Hexes | 3 | Warrior | "None Shall Pass!" | 2 |
| Monk | Divine Boon | 2 | Warrior | Auspicious Blow | 2 |
| Monk | Divine Healing | 3 | Warrior | Auspicious Parry | 1 |
| Monk | Divine Intervention | 3 | Warrior | Axe Rake | 3 |
| Monk | Divine Spirit | 2 | Warrior | Axe Twist | 3 |
| Monk | Draw Conditions | 3 | Warrior | Backbreaker | 1 |
| Monk | Dwayna's Kiss | 3 | Warrior | Balanced Stance | 3 |
| Monk | Dwayna's Sorrow | 2 | Warrior | Battle Rage | 1 |
| Monk | Empathic Removal | 1 | Warrior | Belly Smash | 3 |
| Monk | Essence Bond | 3 | Warrior | Berserker Stance | 3 |
| Monk | Ethereal Light | 3 | Warrior | Bonetti's Defense | 2 |
| Monk | Extinguish | 2 | Warrior | Bull's Charge | 1 |
| Monk | Gift of Health | 2 | Warrior | Bull's Strike | 2 |
| Monk | Guardian | 3 | Warrior | Cleave | 1 |
| Monk | Heal Area | 2 | Warrior | Counter Blow | 3 |
| Monk | Heal Other | 3 | Warrior | Crude Swing | 3 |
| Monk | Heal Party | 3 | Warrior | Crushing Blow | 2 |
| Monk | Healing Breeze | 3 | Warrior | Cyclone Axe | 3 |
| Monk | Healing Burst | 1 | Warrior | Deadly Riposte | 3 |
| Monk | Healing Hands | 1 | Warrior | Defensive Stance | 3 |
| Monk | Healing Light | 1 | Warrior | Deflect Arrows | 3 |
| Monk | Healing Seed | 3 | Warrior | Defy Pain | 1 |
| Monk | Healing Touch | 3 | Warrior | Desperation Blow | 3 |
| Monk | Healing Whisper | 2 | Warrior | Devastating Hammer | 1 |
| Monk | Heaven's Delight | 3 | Warrior | Disciplined Stance | 3 |
| Monk | Holy Strike | 2 | Warrior | Dismember | 3 |
| Monk | Holy Veil | 2 | Warrior | Disrupting Chop | 2 |
| Monk | Holy Wrath | 3 | Warrior | Distracting Blow | 2 |
| Monk | Infuse Health | 3 | Warrior | Dolyak Signet | 3 |
| Monk | Jamei's Gaze | 3 | Warrior | Dragon Slash | 1 |
| Monk | Judge's Insight | 3 | Warrior | Drunken Blow | 3 |
| Monk | Karei's Healing Circle | 3 | Warrior | Dwarven Battle Stance | 1 |
| Monk | Kirin's Wrath | 3 | Warrior | Earth Shaker | 1 |
| Monk | Life Attunement | 3 | Warrior | Endure Pain | 2 |
| Monk | Life Barrier | 1 | Warrior | Enraged Smash | 1 |
| Monk | Life Bond | 2 | Warrior | Eviscerate | 1 |
| Monk | Life Sheath | 1 | Warrior | Executioner's Strike | 3 |
| Monk | Light of Dwayna | 3 | Warrior | Fierce Blow | 2 |
| Monk | Live Vicariously | 3 | Warrior | Final Thrust | 2 |
| Monk | Mark of Protection | 1 | Warrior | Flourish | 1 |
| Monk | Martyr | 1 | Warrior | Flurry | 3 |
| Monk | Mend Ailment | 3 | Warrior | Forceful Blow | 1 |
| Monk | Mend Condition | 3 | Warrior | Frenzy | 2 |
| Monk | Mending | 3 | Warrior | Furious Axe | 3 |
| Monk | Orison of Healing | 3 | Warrior | Galrath Slash | 3 |
| Monk | Pacifism | 3 | Warrior | Gash | 3 |
| Monk | Peace and Harmony | 1 | Warrior | Gladiator's Defense | 1 |
| Monk | Protective Bond | 3 | Warrior | Griffon's Sweep | 3 |
| Monk | Protective Spirit | 3 | Warrior | Hammer Bash | 3 |
| Monk | Purge Conditions | 2 | Warrior | Hamstring | 3 |
| Monk | Purge Signet | 3 | Warrior | Healing Signet | 3 |
| Monk | Ray of Judgment | 1 | Warrior | Heavy Blow | 3 |
| Monk | Rebirth | 3 | Warrior | Hundred Blades | 1 |
| Monk | Release Enchantments | 2 | Warrior | Irresistible Blow | 2 |
| Monk | Remove Hex | 3 | Warrior | Jaizhenju Strike | 3 |
| Monk | Restore Condition | 1 | Warrior | Lacerating Chop | 2 |
| Monk | Restore Life | 3 | Warrior | Leviathan's Sweep | 3 |
| Monk | Resurrect | 3 | Warrior | Mighty Blow | 3 |
| Monk | Resurrection Chant | 3 | Warrior | Penetrating Blow | 3 |
| Monk | Retribution | 3 | Warrior | Penetrating Chop | 3 |
| Monk | Reversal of Fortune | 3 | Warrior | Power Attack | 3 |
| Monk | Reverse Hex | 2 | Warrior | Primal Rage | 1 |
| Monk | Scourge Healing | 2 | Warrior | Protector's Stance | 3 |
| Monk | Scourge Sacrifice | 3 | Warrior | Protector's Strike | 2 |
| Monk | Shield Guardian | 3 | Warrior | Pure Strike | 2 |
| Monk | Shield of Deflection | 1 | Warrior | Quivering Blade | 1 |
| Monk | Shield of Judgment | 1 | Warrior | Renewing Smash | 3 |
| Monk | Shield of Regeneration | 1 | Warrior | Riposte | 3 |
| Monk | Shielding Hands | 2 | Warrior | Rush | 2 |
| Monk | Signet of Devotion | 2 | Warrior | Savage Slash | 3 |
| Monk | Signet of Judgment | 1 | Warrior | Seeking Blade | 2 |
| Monk | Signet of Rage | 3 | Warrior | Sever Artery | 3 |
| Monk | Signet of Rejuvenation | 3 | Warrior | Shield Bash | 3 |
| Monk | Smite | 3 | Warrior | Shield Stance | 2 |
| Monk | Smite Hex | 2 | Warrior | Shove | 1 |
| Monk | Spear of Light | 3 | Warrior | Signet of Strength | 2 |
| Monk | Spell Breaker | 1 | Warrior | Silverwing Slash | 3 |
| Monk | Spell Shield | 2 | Warrior | Skull Crack | 1 |
| Monk | Spirit Bond | 3 | Warrior | Sprint | 3 |
| Monk | Stonesoul Strike | 3 | Warrior | Staggering Blow | 3 |
| Monk | Strength of Honor | 3 | Warrior | Standing Slash | 3 |
| Monk | Succor | 2 | Warrior | Sun and Moon Slash | 2 |
| Monk | Symbol of Wrath | 3 | Warrior | Swift Chop | 2 |
| Monk | Unyielding Aura | 1 | Warrior | Thrill of Victory | 3 |
| Monk | Vengeance | 3 | Warrior | Tiger Stance | 2 |
| Monk | Vigorous Spirit | 2 | Warrior | Triple Chop | 1 |
| Monk | Vital Blessing | 2 | Warrior | Warrior's Cunning | 3 |
| Monk | Watchful Spirit | 2 | Warrior | Warrior's Endurance | 1 |
| Monk | Withdraw Hexes | 1 | Warrior | Wary Stance | 3 |
| Monk | Word of Censure | 1 | Warrior | Whirling Axe | 1 |
| Monk | Word of Healing | 1 | Warrior | Wild Blow | 2 |
| Monk | Zealot's Fire | 2 | Warrior | Yeti Smash | 3 |
Appendix D – Guild Wars Skill Card Register Sheet
A tournament organizer may request that each player in a limited event register the 16 skill cards that they will be entering the first round of the tournament with for later verification purposes. A skill card register sheet can be used for this purpose and will be added to our website at a later date.





















