List of historical traits
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This page lists traits that have been removed from the game.
Traits removed since release[edit]
- Many of the effects from these traits were merged with other traits.
Guardian traits[edit]
| Tier / Line | Trait | Description | |
|---|---|---|---|
Honor | |||
| Major Adept | 60 | Generates a Shield of Absorption when you start reviving an ally. | |
| Major Adept | Reduces recharge on shouts. | ||
| Major Adept | Symbols are larger. | ||
| Major Master | Reduces recharge on two-handed weapon skills. | ||
| Major Master | All symbols heal allies with each pulse. | ||
| Minor Grandmaster | Deal more damage when your endurance is not full. | ||
Radiance | |||
| Major Adept | 60 | Burn nearby foes when you are struck while below the health threshold. | |
| Major Adept | Reduces recharge on signets. | ||
| Major Adept | Applying blind also applies vulnerability. | ||
| Major Adept | 10 | When you apply burning to a foe, remove a boon. | |
| Major Master | Using a signet cures a condition on you. | ||
| Major Master | Sword and spear damage is increased. | ||
| Major Master | Spirit weapons cause burning. | ||
| Major Grandmaster | Retaliation damage scales from condition damage instead of power. | ||
Valor | |||
| Major Adept | Reduces recharge on meditations. | ||
| Major Adept | Gain a chance to burn attackers when blocking. | ||
| Major Adept | Lose conditions at a set time interval. | ||
| Major Master | Gain +90 toughness while wielding a shield. | ||
| Major Master | Gain toughness when wielding a shield. Reduces recharge on shield skills. | ||
| Major Master | Meditations grant fury. | ||
| Major Master | Wielding a mace grants additional damage. Wielding a mace also grants healing power (based on level). | ||
| Major Grandmaster | Gain toughness for a period of time when blocking an attack. Gain ferocity based on your toughness. | ||
Virtues | |||
| Major Adept | Spirit weapons last longer. | ||
| Major Adept | Consecration skills use ground targeting. | ||
| Major Adept | Retaliation lasts longer. | ||
| Major Master | Virtue of Justice causes burning more frequently. When activating Virtue of Justice, the burn duration is increased. | ||
| Major Master | Elite skills last longer and Tome skills gain stability. | ||
| Major Master | Cast Merciful Sanctuary when you're struck while below the health threshold. | ||
| Major Grandmaster | Activating Virtue of Courage also breaks stun for any ally affected by the ability. | ||
Zeal | |||
| Major Adept | Reduces recharge on spirit-weapon skills. | ||
| Major Adept | Increased damage while downed. | ||
| Major Master | Greatsword damage is increased by 5%. | ||
| Major Master | Reduces recharge on focus skills. | ||
| Major Master | Spirit weapons are not destroyed when commanded. | ||
| Major Master | Scepter damage is increased. | ||
| Major Master | Immobilizing or blinding a foe also applies vulnerability to them. | ||
| Minor Grandmaster | Symbols deal increased strike damage. | ||
| Major Grandmaster | Increases spirit weapon damage by 50%. | ||
| Major Grandmaster | Spirit weapons burn foes they strike. Spirit weapon summon and command skills have reduced recharge. | ||
Revenant traits[edit]
| Tier / Line | Trait | Description | |
|---|---|---|---|
Corruption | |||
| Minor Adept | Critical hits have a chance to cause torment. | ||
| Major Adept | 10 | When you inflict torment you also inflict poison. Poison lasts longer. | |
| Minor Master | Steal a boon when you inflict torment on a foe affected by at least the threshold stacks of torment. Each foe can only be affected once per interval. | ||
| Major Master | Increased damage for every condition currently on you. | ||
| Major Master | 10 | Chance to chill your foe when you land a critical hit. | |
| Major Master | 25 | Use Lesser Banish Enchantment when striking a foe that has at least as many boons as the threshold. | |
| Major Grandmaster | 5 | Lash out when you gain resistance, inflicting torment on yourself and nearby foes. | |
| Major Grandmaster | 10 | Invoking a legend transfers conditions from you onto foes. | |
Devastation | |||
| Minor Adept | Critically striking a foe gives you a chance to apply vulnerability. | ||
| Major Adept | Gain increased ferocity while dual-wielding weapons. | ||
| Major Adept | When you attack while wielding a sword, gain a stack of rapid laceration. This can be stacked up to five times. | ||
| Major Adept | Gain a stack of vicious lacerations on critical strikes or attacks while wielding a sword. | ||
| Major Adept | Use Lesser Jade Winds when you are downed. Deal increased damage while downed. | ||
| Major Master | 20 | When you block or one of your attacks is blocked, your next attacks will be unblockable and deal increased damage. | |
| Minor Grandmaster | When you strike foes that have vulnerability, siphon life from them. | ||
| Major Grandmaster | When you disable foes with stability, remove an additional stack of stability and gain might. Disables include: stun, daze, knockback, pull, knockdown, sink, float, fear, launch, and taunt | ||
| Major Grandmaster | 1 | Siphon life from foes when hitting a foe from behind or the side. | |
Herald | |||
| Major Adept | Gain superspeed when you successfully break a stun. | ||
| Major Adept | 45 | Gain infused light when you begin reviving a downed ally. You revive allies faster. | |
| Minor Master | Gain increased endurance regeneration while you have an active upkeep skill. | ||
| Major Master | Grant protection to nearby allies when using a healing skill. Deal increased damage while you have protection. | ||
| Major Master | When you successfully stun break, you also stun break nearby allies. | ||
| Minor Grandmaster | Gain increased concentration. | ||
| Major Grandmaster | Increased damage per boon on you. | ||
| Major Grandmaster | Activate Crystal Hibernation when struck while below the health threshold. Shield skills increase the duration of boons on nearby allies. | ||
| Major Grandmaster | 1 | When stability is applied to you, gain an extra stack. | |
Invocation | |||
| Major Adept | 10 | Using a healing skill grants you fury. | |
| Minor Grandmaster | Invoking a legend will now break stuns. | ||
| Major Grandmaster | While your energy is above the threshold, your outgoing healing is increased. While your energy is below the threshold, incoming damage to you is reduced. | ||
Renegade | |||
| Major Master | 20 | Unleash a roar at nearby enemies when you break a stun, knocking them down. | |
Retribution | |||
| Major Master | 35 | Gain protection when you are disabled. Gain might when you break out of a stun. Disables include stun, daze, knockback, pull, knockdown, sink, float, fear, launch, and taunt. | |
Salvation | |||
| Minor Adept | 20 | Striking a foe while they are using a skill blinds them. | |
| Major Adept | Grant regeneration to allies near Ventari's tablet. | ||
| Major Adept | The healing orbs that you create now grant vigor to allies they affect. | ||
| Major Adept | While above the health threshold, healing to other allies is increased. | ||
| Minor Master | Gain toughness. Gain healing power based on a portion of your toughness. | ||
| Major Master | The healing orbs that you create while wielding a staff will now grant swiftness and regeneration when picked up by allies. | ||
| Major Grandmaster | Create energy fragments around Ventari's tablet when using a legendary centaur stance skill. | ||
| Major Grandmaster | 45 | Using an elite skill attaches vines to nearby foes. After a short duration, vines will immobilize their host. | |
| Major Grandmaster | Gain increased healing to other allies, based on a percentage of healing power. | ||
Warrior traits[edit]
| Tier / Line | Trait | Description | |
|---|---|---|---|
Arms | |||
| Minor Adept | Chance to cause bleeding on critical hits. | ||
| Major Adept | 10 | You have a chance to gain swiftness on critical hits. | |
| Major Adept | Bleeds you apply last longer. | ||
| Major Adept | 30 | Gain fury and vigor when you take damage greater than a certain percentage of your maximum health in a single strike. | |
| Major Adept | Gain adrenaline while in combat. Gain fury when you strike a foe below the health threshold. | ||
| Minor Master | Burst skills have an increased critical chance. | ||
| Major Master | You have a chance to cause vulnerability on critical hits. | ||
| Minor Grandmaster | Increases damage to bleeding foes. | ||
| Major Grandmaster | 40 | Gain quickness when you strike a foe that is below the health threshold. | |
| Major Grandmaster | Your attack speed is increased when wielding a sword, axe, or mace in your off hand. | ||
Defense | |||
| Major Adept | Health and endurance are increased when you rally. | ||
| Major Adept | Gain adrenaline when hit. | ||
| Major Adept | Gain +200 toughness when crippled, chilled, stunned, or immobilized. | ||
| Major Adept | Increases stance durations. | ||
| Major Adept | Reflect missiles whenever you are blocking. | ||
| Major Master | Gain power based on your toughness. | ||
| Major Master | Stuns, dazes, and knock downs applied by mace skills last longer. Mace skills gain reduced recharge. | ||
| Major Grandmaster | Gain toughness and health when you break out of a stun. | ||
Discipline | |||
| Major Adept | Gain adrenaline when using a shout. | ||
| Major Adept | Gain extra adrenaline on a kill. | ||
| Major Adept | Gain vigor when using a Stance. | ||
| Major Adept | You gain might when you block an attack. | ||
| Major Master | Critical hits with axes grant extra adrenaline. Reduces recharge on axe skills. | ||
| Major Master | Movement skills break immobilize. | ||
| Major Grandmaster | Burst skills cost less. | ||
| Major Grandmaster | Burst skills recharges 20% faster. | ||
Strength | |||
| Major Adept | Gain might and adrenaline each time you are blocked. | ||
| Major Adept | Banners do damage when summoned. | ||
| Major Adept | Damage and launch foes when you take falling damage. Take less damage from falling. | ||
| Major Master | Greatsword and spear damage is increased. | ||
| Major Master | Physical utility skills deal more damage. Reduces recharge on physical utility skills. | ||
| Minor Grandmaster | Get a damage bonus when endurance is not full. | ||
| Major Grandmaster | Gain adrenaline while in combat. | ||
| Major Grandmaster | Cause confusion when you interrupt a foe's skill. | ||
Tactics | |||
| Minor Adept | Reduce incoming damage while reviving. | ||
| Major Adept | Reduces recharge on shouts. | ||
| Major Adept | Increases longbow range. | ||
| Major Adept | Banners apply their bonuses to a larger area. Reduces recharge on banners. | ||
| Major Adept | You deal additional damage while below the health threshold. | ||
| Major Adept | Warhorn skills have an increased number of targets, grant adrenaline per ally affected, and have reduced recharge. | ||
| Minor Master | Heal and grant might to nearby allies when you rally or successfully revive someone. | ||
| Minor Master | Increases revive speed. | ||
| Major Master | Dual shot causes burning and longbow skills recharge faster. | ||
| Minor Grandmaster | Gain healing power for each stack of might you have. | ||
| Major Grandmaster | When you perform a combo finisher, the effects are doubled. | ||
Engineer traits[edit]
| Tier / Line | Trait | Description | |
|---|---|---|---|
Alchemy | |||
| Major Adept | 10 | You have a chance to inflict blindess on enemies that strike you with melee attacks. | |
| Major Adept | Reduces recharge on elixir skills. | ||
| Major Adept | Gain condition damage based on your vitality. | ||
| Major Master | Deal extra damage with a flamethrower or elixir gun. | ||
| Major Master | Increases elixir durations. | ||
| Major Master | Throwing or consuming elixirs removes conditions from those affected. | ||
| Major Master | Elixir gun abilities that remove conditions now convert them into boons instead. | ||
| Minor Grandmaster | Deal extra damage for each boon on you. | ||
| Minor Grandmaster | Throwing or consuming elixirs removes conditions from those affected. Gain increased concentration | ||
| Major Grandmaster | Condition durations are reduced by 50% while below the health threshold. | ||
| Major Grandmaster | 2 | When you would cleanse a condition from an ally, convert it into a boon instead. This can affect multiple targets simuntaneously. | |
| Major Grandmaster | 10 | Drop a stim pack when you use a healing skill. | |
Explosives | |||
| Minor Adept | Creates a bomb when you dodge. | ||
| Major Adept | Bombs and mines have a larger explosion radius. | ||
| Major Adept | Get a damage bonus when endurance is not full. | ||
| Major Adept | Turrets explode when killed. When your turrets explode, they push back foes. | ||
| Major Adept | Thrown elixirs cause damage when they land and remove a boon. | ||
| Major Adept | 15 | Cripple foes you hit when they are below the health threshold. | |
| Major Adept | Your power is increased. Your blast finishers grant might. | ||
| Major Adept | Release a barrage of grenades when you take falling damage. You take less damage from falling. | ||
| Minor Master | Release a number of mines when you are struck while below the health threshold. | ||
| Major Master | 10 | Gain might when you use a heal skill. | |
| Minor Grandmaster | Improves damage from explosions. Turrets explode and knock back foes when destroyed. | ||
| Major Grandmaster | 20 | Gain quickness when you knock back or launch a foe. | |
| Major Grandmaster | Mortar rounds leave a longer-lasting combo field. Orbital Strike hits an additional time 1 second after the first hit. | ||
| Major Grandmaster | 15 | Damaging a foe below the health threshold calls an Orbital Command Strike on their location. | |
| Major Grandmaster | 10 | Evasive Powder Keg deals more damage and is now a blast finisher. | |
| Major Grandmaster | Evasive Powder Keg is upgraded to drop a series of mines along your rolling path. | ||
Firearms | |||
| Major Adept | 5 | Apply cripple and vulnerability to enemies when you immobilize. | |
| Major Adept | Improves rifle, pistol, harpoon gun, and elixir gun range. | ||
| Major Adept | Cripple targets for 5 seconds whenever you immobilize them. (Cooldown: 5 seconds) | ||
| Major Adept | You have a chance to cause vulnerability on critical hits | ||
| Major Adept | Reduces recharge on rifle, pistol, and harpoon gun skills. | ||
| Major Adept | Reduces recharge on flamethrower and elixir gun skills. | ||
| Major Adept | 5 | You have a chance to gain swiftness on critical hits. | |
| Major Adept | Your critical hits have a chance to give you swiftness and apply vulnerability to your foe. | ||
| Minor Master | Critical-hit chance is increased against foes that are below the health threshold. | ||
| Major Master | Improves damage for the rifle and the harpoon gun. | ||
| Major Master | Pistol shots pierce. | ||
| Major Master | 10 | Critical hits with rifles have a chance to inflict blindness. | |
| Major Master | 10 | While you are in combat, grant might to yourself and nearby allies each interval. | |
| Major Master | You attack faster with a rifle or harpoon gun, and those skills have reduced recharge. | ||
| Minor Grandmaster | Damage is increased against bleeding foes. | ||
| Major Grandmaster | Burns you apply last longer. | ||
Inventions | |||
| Minor Adept | 10 | Gain regeneration when you are attacked while below the health threshold. | |
| Major Adept | 20 | Gain protection when you are critically hit. | |
| Major Adept | Reduces damage dealt to turrets. | ||
| Major Adept | 25 | You become invisible when immobilized. | |
| Major Adept | Gain power based on your toughness. | ||
| Major Adept | You take less damage when you are knocked down or stunned. | ||
| Minor Master | When you use a healing skill, you apply regeneration to nearby allies. | ||
| Major Master | Turrets are self-repairing. | ||
| Major Master | Supply Crate has extra supplies; Elixir X gives increased movement speed; and Mortar skills have increased range, reduced recharge, and bonus damage. | ||
| Major Master | Movement speed is increased. | ||
| Major Master | Gain toughness when wielding a shield. Reduces recharge on shield skills. | ||
| Minor Grandmaster | Gain power based on your healing attribute. | ||
| Major Grandmaster | Bomb explosions heal allies. | ||
| Major Grandmaster | Your turrets are surrounded by a reflective shield when created. | ||
| Major Grandmaster | Turrets deal more damage and have a longer attack range. | ||
| Major Grandmaster | Reduce damage taken by turrets. Turrets create reflective shields when built. | ||
Scrapper | |||
| Major Adept | When a function gyro is activated, you and the function gyro gain stability. | ||
| Major Adept | 8 | Using a leap or blast finisher in a lightning field applies superspeed around you. Well abilities have an increased area of effect and grant superspeed to nearby allies on their final pulse. | |
| Major Adept | 8 | Hammer skills deal increased damage. Evading an attack grants stability. | |
| Major Adept | Using your heal skill grants you a barrier. | ||
| Minor Master | 10 | When you successfully revive an ally or finish an enemy, you grant barrier and great speed to nearby allies. | |
| Major Master | A percentage of all strike damage you take is delivered after a delay. | ||
| Major Grandmaster | Barriers you receive are stronger. Reduce incoming condition damage while you have barrier. | ||
Tools | |||
| Minor Adept | Using toolbelt skills partially restores endurance. | ||
| Major Adept | Equipping a kit creates an attack or a spell. | ||
| Major Adept | Reduces recharge on gadgets. | ||
| Major Adept | 10 | Gain swiftness whenever you equip a kit. | |
| Major Adept | Turret skills use ground targeting. | ||
| Major Adept | Drop bandages and oil slicks when downed. Downed damage is increased. | ||
| Minor Master | 90 | Your tool belt skills recharge when you are struck while below the health threshold. | |
| Major Master | Cripple, chill, and immobilize durations are reduced. | ||
| Major Master | Med Kit skills can be thrown and are more effective. | ||
| Major Master | Gain critical-hit chance against targets farther away. | ||
| Minor Grandmaster | Damage is increased when endurance is full. | ||
| Major Grandmaster | 15 | Gain aegis when struck. | |
Ranger traits[edit]
| Tier / Line | Trait | Description | |
|---|---|---|---|
Beastmastery | |||
| Minor Adept | 50 | When you are downed, your pet gains quickness. | |
| Major Adept | Reduces recharge on pet skills. | ||
| Major Adept | Pet skills (F2) recharge faster. | ||
| Major Adept | Pet healing attributes are increased. | ||
| Major Adept | Reduces recharge on shouts. | ||
| Major Adept | Your pet has a bond with you that increases its attributes each time you kill a foe. When it is defeated or deactivated, the bond is reset. | ||
| Major Adept | You and your pet gain might when they are activated. | ||
| Major Adept | Your critical hits grant might to your pet. Critical strikes from your pet's basic attack cause bleeding. | ||
| Major Adept | 1 | You and your pet each grant might to the other when critically striking a foe. | |
| Major Master | Activated attack abilities (F2) for pets cause cripple. This effect will only occur once on each target affected by abilities | ||
| Major Master | Pets inflict bleeding when they critically hit with their basic attacks. | ||
| Major Master | 10 | Pets gain stability when disabled. | |
| Minor Grandmaster | Gain power based on your healing. | ||
Druid | |||
| Major Adept | 8 | Reduces recharge of staff skills. Daze nearby foes when you swap to staff. | |
| Major Master | Reduces duration of movement-impairing conditions. Your movement speed is increased as long as you have none of these conditions. | ||
| Major Grandmaster | 10 | Striking a stunned, dazed, knocked down, launched, or defiant foe summons roots to entangle them. | |
Marksmanship | |||
| Major Adept | 45 | Use Sharpening Stone when you strike a foe below the health threshold. | |
| Major Adept | 60 | Gain fury and might when your pet's health reaches 50%. | |
| Major Adept | Increases duration for conditions applied by your pets. | ||
| Major Adept | Reduces recharge on signets. | ||
| Major Adept | Use Signet of the Wild when your health drops below the threshold. | ||
| Major Adept | 30 | Apply cripple to foes you hit while they are below the health threshold. | |
| Minor Master | Pets have Opening Strike. | ||
| Major Master | Activating a signet grants might. | ||
| Major Master | All arrow attacks pierce targets. | ||
| Major Master | Increases longbow and harpoon gun range. Longbow and harpoon gun damage is increased. | ||
| Major Master | Activating a Signet grants might and fury to nearby allies. | ||
| Major Master | Damage is increased when endurance is full. | ||
| Major Grandmaster | Longbow and harpoon gun projectile velocity is increased. While wielding a longbow, your attack speed is increased. | ||
| Major Grandmaster | Active effects of signets also affect you. | ||
Nature Magic | |||
| Major Adept | 30 | Receive protection when you take damage greater than a percentage of your maximum health. | |
| Major Adept | Regeneration you apply lasts longer. | ||
| Major Adept | Boons applied by your pets last longer. | ||
| Major Adept | Gain power based on your vitality. | ||
| Major Adept | Spirits have increased health and a greater chance to trigger their benefits. | ||
| Major Adept | Create a healing spring when you are downed. | ||
| Major Master | Spirit bonuses have a 35% better chance of providing their benefits. | ||
| Major Master | Spirits can move and follow you. | ||
| Major Master | Pets grant vigor to nearby allies when you swap pets. | ||
| Major Grandmaster | Remove conditions and gain fury when using a Survival skill. | ||
| Major Grandmaster | Shouts apply regeneration and swiftness to allies. | ||
Skirmishing | |||
| Major Adept | Pets move faster. | ||
| Major Adept | Create a Spike Trap while reviving an ally. | ||
| Major Master | Pets gain health on critical hits. | ||
| Major Master | 10 | While you are in combat, grant fury to yourself and nearby allies each interval. | |
| Major Master | 5 | Evading an attack grants quickness. Sword skills gain reduced recharge. | |
| Major Grandmaster | Conditions caused by traps last longer. Reduces recharge on traps. | ||
| Major Grandmaster | While your health is below the threshold, you gain might. | ||
Untamed | |||
| Major Grandmaster | ¼ | Disabling a foe reduces the cooldowns of all your equipped skills. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. | |
Wilderness Survival | |||
| Major Adept | Gain vigor when using a heal skill. Healing Spring grants vigor to affected allies. | ||
| Major Adept | Grant swiftness to yourself and your ally when you revive them. Increases revive speed. | ||
| Major Adept | Gain increased vitality. You and your pet gain expertise based on vitality. | ||
| Major Master | 30 | Applies camouflage when you are disabled (stun, daze, knockback, pull, knockdown, sink, float, fear, or launch). | |
| Major Master | Reduces recharge on off-hand skills. Off-hand skills have longer range. | ||
| Major Master | Reduces recharge on sword, greatsword, and spear skills. | ||
| Major Master | 5 | While you are above the health threshold, your strikes inflict poison. While your pet's health is above the health threshold, its strikes inflict poison. | |
| Major Master | After you swap pets, you and your pet gain stability. | ||
| Minor Grandmaster | Deal extra damage while your health is above the threshold. | ||
| Minor Grandmaster | You and your pet take less damage while your health is above the threshold. | ||
Thief traits[edit]
| Tier / Line | Trait | Description | |
|---|---|---|---|
Acrobatics | |||
| Major Adept | Release a blinding powder when you take falling damage. You take less damage from falling. | ||
| Major Adept | 5 | Gain swiftness when you kill a foe. | |
| Major Adept | Gain might whenever you dodge. | ||
| Major Adept | Reduces recharge on traps. | ||
| Major Adept | Move faster while in stealth. | ||
| Major Master | 10 | Dodging removes conditions from you. | |
| Major Master | Gain bonus initiative over time. | ||
| Minor Grandmaster | Damage is increased when endurance is not full. | ||
| Major Grandmaster | Gain stability when striking an enemy from stealth. | ||
Critical Strikes | |||
| Major Adept | 30 | Gain fury when your target falls below the health threshold. | |
| Major Adept | Deal additional damage with pistols. | ||
| Major Adept | Gain bonus critical-hit chance when hitting a foe from behind or the side. | ||
| Minor Master | 5 | Critical hits have a bonus chance to restore initiative. | |
| Major Master | Gain initiative when activating a signet. Reduces recharge on signets. | ||
| Major Master | 30 | You have a chance to gain quickness on a critical hit. | |
| Major Master | Dual skills have increased critical-hit chance. | ||
| Major Master | Critical hits have a chance to cause vulnerability. | ||
| Major Master | 8 | Critical hits with pistols and harpoon guns cripple foes. Deal bonus damage to crippled foes; damage is increased when wielding a pistol or harpoon gun. | |
| Minor Grandmaster | Damage is increased while your current initiative is over the threshold. | ||
Daredevil | |||
| Major Master | 1 | Remove a condition whenever you evade an attack. | |
Deadeye | |||
| Major Master | Your first attack stuns if it hits a newly marked target. | ||
| Major Master | Stolen skills apply their boons to allies near you and apply their conditions to foes around your marked target. | ||
| Minor Grandmaster | Gain boons upon reaching maximum malice stacks. | ||
Deadly Arts | |||
| Major Adept | Venoms grant might when activated. | ||
| Major Adept | You deal bonus damage while downed. | ||
| Major Adept | Traps apply vulnerability when triggered. | ||
| Major Master | Dual skills deal more damage. | ||
| Major Master | Reduces recharge on venom skills. | ||
| Major Grandmaster | Applied venoms last an additional strike. | ||
Shadow Arts | |||
| Minor Adept | Gain stealth when you use a healing skill. | ||
| Major Adept | 20 | Grant regeneration if you have two or more stacks of bleeding. | |
| Major Adept | Reduces recharge on deception skills. | ||
| Major Adept | Gain initiative when you enter stealth. | ||
| Major Adept | Use Lesser Blinding Powder when your health reaches a certain threshold or when you take falling damage. You take less falling damage. | ||
| Major Adept | Cast Lesser Smoke Screen when downed. Deception skills gain reduced recharge. | ||
| Major Master | Regain initiative faster while in stealth. | ||
| Major Master | Short bow and harpoon gun damage is increased. | ||
| Major Master | When you grant stealth to an ally, they gain regeneration. | ||
| Major Master | Strike damage taken is reduced while you are revealed. | ||
| Minor Grandmaster | Stealth effects that you apply reduce incoming attack damage. | ||
| Minor Grandmaster | Gain might when you gain stealth. | ||
| Major Grandmaster | When you use a venom skill, you apply the effects to all nearby allies as well. Venom recharges are reduced. | ||
Trickery | |||
| Major Adept | If you take damage greater than the health threshold in a single strike, you release feathers to blind nearby enemies and gain stealth. | ||
| Major Adept | Increases the range on stealing. | ||
| Major Master | Pistol shots have a chance to bounce to an additional target. Pistol range is increased. | ||
| Major Master | Attacks with the first weapon-skill slot have a chance to regain initiative. | ||
| Major Grandmaster | You receive initiative when using a heal skill. | ||
Elementalist traits[edit]
| Tier / Line | Trait | Description | |
|---|---|---|---|
Air | |||
| Major Adept | Gain healing based on your precision. | ||
| Major Adept | Your endurance regenerates faster while channeling skills. | ||
| Major Adept | Reduces recharge on glyphs. | ||
| Major Master | Gain more critical-hit damage for a short time when you use an arcane skill. Does not stack. | ||
| Major Master | Deal more damage while attuned to air. | ||
| Major Master | Reduces recharge on all your air weapon skills. | ||
| Major Master | 25 | Cast Shocking Aura when disabled. Deal increased damage to stunned or knocked-down foes. Disables include stun, daze, knock back, pull, knock down, sink, float, launch, taunt, and fear. | |
| Minor Grandmaster | Chance to cause vulnerability on critical hits. | ||
| Major Grandmaster | Deal 20% more damage to knocked down and stunned foes. | ||
Arcane | |||
| Minor Adept | Gain fury when you switch attunements. | ||
| Major Adept | Reduces recharge on arcane skills. | ||
| Major Adept | Area attacks with staff are larger. | ||
| Major Adept | Move faster for each dagger that you wield. | ||
| Major Adept | Endurance recharges faster while wielding a scepter. | ||
| Minor Master | Attunement bonuses linger after leaving that attunement. | ||
| Major Master | Arcane and signet skills restore endurance when used. | ||
| Major Master | 45 | Gain Arcane Power when your health drops below the threshold. | |
| Major Master | 10 | Gain a boon when you are struck, based on your current attunement. | |
Earth | |||
| Major Adept | Deal more damage when you are within a range of 600 of your target. | ||
| Major Adept | Deal 5% more damage to bleeding foes. | ||
| Major Adept | Reduces recharge on signets. | ||
| Major Adept | Gain toughness while using a channeled skill. | ||
| Major Master | You recover from crippled, immobilized, and chilled faster. | ||
| Major Master | Reduces recharge on all earth weapon skills. | ||
| Minor Grandmaster | Deal more damage when your endurance is full. | ||
| Minor Grandmaster | You receive less damage from nearby foes. | ||
Evoker | |||
| Major Master | Grant regeneration to nearby allies when you dodge. Heal allies when you grant them regeneration. Healing is increased if you have the otter. | ||
Fire | |||
| Minor Adept | You have a chance to cause burning whenever a foe attacks you in melee. Only triggers when attuned to fire. | ||
| Major Adept | Cantrips grant you might when used. | ||
| Major Adept | Deal more damage while attuned to fire. | ||
| Major Adept | Create a Lava Font when downed. Deal more damage while downed. | ||
| Major Adept | Burns you apply last longer. | ||
| Major Master | Reduces recharge on all fire weapon skills. | ||
| Major Master | When you activate a signet, you gain a fire shield. | ||
Tempest | |||
| Minor Master | Overloads grant swiftness. | ||
| Major Master | Damage is further reduced when you are under the effects of protection. | ||
Water | |||
| Major Adept | Deal extra damage when your health is above the threshold. | ||
| Major Adept | Arcane and signet skills cause vulnerability when activated. | ||
| Major Adept | 10 | Gain regeneration when critically hit. | |
| Major Adept | Reduces recharge on cantrips. | ||
| Major Master | Reduces recharge on all water weapon skills. | ||
| Major Master | Deal damage and inflict chill and vulnerability to nearby foes while in mist or vapor form. | ||
| Minor Grandmaster | Increase healing to other allies. | ||
Mesmer traits[edit]
| Tier / Line | Trait | Description | |
|---|---|---|---|
Chaos | |||
| Major Adept | Gain retaliation when you are downed. | ||
| Major Adept | 10 | Gain Chaos Armor when you rally. | |
| Major Adept | Clones apply a random condition to nearby foes when they are killed. | ||
| Major Master | Activating a signet removes a condition. | ||
| Major Master | Gain might when you interrupt a foe, then gain another boon randomly. | ||
Chronomancer | |||
| Major Master | Alacrity applied to you is stronger but has a reduced duration. | ||
Domination | |||
| Major Adept | Mind Wrack deals more damage. | ||
| Major Adept | Deal damage when interrupting a foe. | ||
| Major Adept | Clones cripple nearby foes when they are killed. | ||
| Major Adept | Reduces recharge on signets. | ||
| Major Adept | Diversion now stuns foes instead of dazing them. | ||
| Major Master | Increased power while wielding a greatsword. Reduces recharge on greatsword skills. | ||
| Major Master | Glamour skills cause confusion to foes who enter or exit their areas. | ||
| Major Master | Torch skills remove conditions. Reduces recharge on torch skills. | ||
| Minor Grandmaster | Increased damage to foes who are not using a skill. | ||
| Major Grandmaster | Gain increased damage for each readied mantra. | ||
| Major Grandmaster | Greatsword skills other than the Spatial Surge gain recharge reduction and inflict cripple. Phantasmal Berserker summons an additional berserker but deals less damage. | ||
Dueling | |||
| Major Adept | Increased precision while wielding a one-handed sword or a spear. Reduces the recharge on sword and spear skills. | ||
| Major Adept | The range of your manipulation skills is increased. | ||
| Major Adept | Reduced recharge on mantras. | ||
| Major Adept | Gain retaliation when you block an attack. | ||
| Major Master | Gain toughness while channeling mantras. | ||
| Minor Grandmaster | Your illusions cause confusion to foes around them when they are killed. | ||
| Major Grandmaster | 10 | Gain distortion upon killing an enemy. Your phantasms gain distortion briefly on creation. | |
| Major Grandmaster | Mantras can be activated three times before needing to be channeled again. Activating a mantra gives a stacking damage bonus. | ||
| Major Grandmaster | Whenever you interrupt a foe, inflict confusion in an area around them. | ||
Illusions | |||
| Major Adept | Cry of Frustration grants retaliation. | ||
| Major Adept | Mind Wrack has an increased critical-hit chance. | ||
| Major Adept | Distortion grants reflection. | ||
| Major Adept | Glamour skills blind foes at target location. | ||
| Minor Master | Reduces recharge on illusion-summoning skills. | ||
| Major Master | 60 | Recharge all of your shatter skills when your health drops below the threshold. | |
| Major Master | 5 | Cause confusion when you blind a foe. | |
| Major Master | Bouncing attacks have one additional bounce. | ||
| Major Master | Shattering illusions grants you might per illusion. | ||
| Major Grandmaster | Shattering illusions creates the shatter effect on you as well. | ||
| Major Grandmaster | Diversion hits multiple targets. | ||
Inspiration | |||
| Minor Adept | Grants retaliation to Phantasms. | ||
| Major Adept | Reduces recharge on glamour skills. | ||
| Major Adept | Move faster for each active illusion. | ||
| Major Adept | Shattering illusions grants vigor to nearby allies. | ||
| Minor Master | Phantasms grant regeneration to nearby allies. | ||
| Major Master | Phantasms spawn with aegis. | ||
| Minor Grandmaster | Phantasms deal more damage. | ||
| Minor Grandmaster | 10 | When healing yourself, nearby allies are also healed. Gain healing power based on a portion of your power. | |
| Major Grandmaster | Using a shatter skill removes a condition from you and allies around you. | ||
| Major Grandmaster | Gain bonus healing power when interrupting a foe. | ||
Necromancer traits[edit]
| Tier / Line | Trait | Description | |
|---|---|---|---|
Blood Magic | |||
| Minor Adept | 30 | Gain regeneration when your health drops below the threshold. | |
| Major Adept | Reduces recharge on dagger skills. | ||
| Major Adept | Siphon health whenever you critical hit. | ||
| Major Adept | Siphoning health is more effective. | ||
| Major Adept | Cast Lesser Signet of Vampirism on your foe when you inflict bleeding on them that matches or exceeds the threshold. | ||
| Major Master | Heal in an area when you leave death shroud. | ||
| Major Master | Reduces recharge on wells. | ||
| Major Master | Minions siphon health and transfer it to you. | ||
| Minor Grandmaster | Gain additional power when your health is above the threshold. | ||
| Major Grandmaster | Each summoned minion draws conditions from their master. | ||
| Major Grandmaster | Wells gain reduced recharge time. They now grant protection to allies when cast, and siphon health with every pulse. | ||
Curses | |||
| Major Adept | Creates a Corrosive Poison Cloud when you take falling damage. Take less falling damage. | ||
| Major Adept | Well skills use ground targeting. Cannot be used under water. | ||
| Major Adept | You have a chance to gain life force on critical hits. | ||
| Major Adept | Increases inflicted bleed durations. | ||
| Major Master | Spectral skills have longer durations and grant life force on use. | ||
| Major Grandmaster | 20 | Apply weakness on critical hits. | |
Death Magic | |||
| Minor Adept | 15 | Summon a jagged horror whenever you kill a foe. | |
| Major Adept | Reduces recharge on staff skills. | ||
| Major Adept | Reduces recharge on minion skills. | ||
| Major Adept | Gain retaliation when you use a heal skill. | ||
| Major Adept | Wells apply protection when cast. | ||
| Major Adept | Gain toughness while channeling. | ||
| Minor Master | Gain toughness for each minion you control. | ||
| Major Master | Increases area of marks and marks become unblockable. | ||
| Major Master | Constantly apply vulnerability to nearby foes while in death shroud. | ||
Soul Reaping | |||
| Major Adept | Reduces recharge on death shroud skills. | ||
| Minor Master | 50 | Gain Lesser Spectral Armor when your health falls below the threshold. | |
| Major Master | Reduces recharge on Death Shroud. | ||
| Major Master | Your fear effects have increased durations. | ||
| Major Master | At 25% health, you become surrounded by a locust swarm. | ||
| Major Master | Create a Reaper's Mark while reviving someone. | ||
| Major Master | Reduces recharge on spectral skills. Spectral skills last longer and grant life force on use. | ||
| Major Grandmaster | Life Blast heals allies that it passes through. | ||
| Major Grandmaster | Gain stability and break stuns when you enter shroud. | ||
Spite | |||
| Minor Adept | 5 | Gain health when you kill a foe. | |
| Major Adept | Reduces recharge on signets. Activating a signet grants might. | ||
| Major Adept | 10 | When you kill a foe, you remove conditions. | |
| Minor Master | 10 | Deal increased strike damage while downed. Inflict vulnerability when you strike a foe below the health threshold. Cannot apply vulnerability to the same target more than once per interval. | |
| Minor Master | Gain healing power based on your power. | ||
| Major Master | Marks deal more damage. | ||
| Major Master | Increases minion damage. | ||
| Major Master | Reduces recharge on axe skills. Increases damage while wielding axes. | ||
| Major Master | Activating a signet gives you three stacks of might for 10 seconds. | ||
| Major Master | Constantly apply vulnerability to nearby foes while in shroud | ||
| Major Master | Reduce recharge of axe skills. Axe skills deal increased damage to vulnerable foes. | ||
Traits removed during beta[edit]
This is a list of all traits that were in the trait system before the restructuring seen first during the 2012 Press Beta.
Before February 2012[edit]
Guardian traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Altruism | Valor | Major | Virtues recharge faster. |
| Indiscriminate Smiting | Valor | Major | Every fourth attack causes burning [instead of every fifth]. |
| Protector's Alacrity | Valor | Major | Aegis triggers every 30 seconds [instead of every 40]. |
| Resolution's Renewal | Valor | Major | Gain more health from Virtue of Resolve. |
| Bond of Devotion | Valor | Minor | You and your allies gain Aegis and Protection. |
| Bond of Renewal | Valor | Minor | You and your allies gain Regeneration and Vigor. |
| Bond of Wrath | Valor | Minor | You and your allies gain Might and Smite. |
| Practiced Resistance | Valor | Minor | Conditions expire more quickly on you. |
| Shielding Hands | Valor | Minor | Your allies receive Aegis when you revive them. |
| Defender's Warding | Focus | Minor | Shield of Wrath absorbs more damage. |
| Indiscriminate Judgment | Focus | Minor | Ray of Judgment hits five foes. |
| Ray of Weakness | Focus | Minor | Ray of Judgment weakens on a critical hit. |
| Mace Mastery | Mace | Major | 10% damage boost with maces. |
| Wrathful Reward | Mace | Major | Regeneration on critical hit. |
| Devout's Protection | Mace | Minor | Protector's Smash grants Protection. |
| Penitent Reward | Mace | Minor | Faithful Strike (mace skill) heals for more. |
| Wrathful Prolongment | Mace | Minor | Symbol of Faith lasts longer. |
| Scepter Mastery | Scepter | Major | 10% damage boost with scepters. |
| Burned by Truth | Scepter | Minor | Applies burning on critical hits. |
| Fettered by Truth | Scepter | Minor | Chains of Light applies vulnerability. |
| Recurring Smite | Scepter | Minor | Smite hits extra times. |
| Redirected Fury | Shield | Minor | Shield of Absorption knocks back when cast. |
| Staggering Judgment | Shield | Minor | Shield of Judgment knocks back. |
| Staff Expertise | Staff | Major | Shorter spell cool down with your staff. |
| Staff Mastery | Staff | Major | 10% damage boost with staff. |
| Brilliant Orb | Staff | Minor | Your Orb of Light blinds when detonated. |
| Enduring Protection | Staff | Minor | Your Symbol of Protection lasts longer. |
| Heroic Martyr | Staff | Minor | When you Martyr you draw conditions. |
| Mending Wave | Staff | Minor | Your Wave of Wrath removes a condition. |
| None Shall Pass | Staff | Minor | Line of Warding knocks back foes when you cast it. |
| Steel Curtain | Staff | Minor | Your Line of Warding blocks projectiles. |
| Courageous Speed | Sword | Major | Critical attacks with your sword grant you Swiftness. |
| Sword Mastery | Sword | Major | Your sword attacks do 10% more damage. |
| Flashing Quickness | Sword | Minor | Reduces the recharge on Flashing Blade. |
| Perfected Form | Sword | Minor | Attacks with Sword of Wrath have a 50% increased chance of being a critical hit. |
| Protector's Form | Sword | Minor | The shield on Zealot's Defense reflects projectiles. |
| Mending Burns | Torch | Minor | Cleansing Flame removes two conditions per hit. |
| Zealot's Swiftness | Torch | Minor | Zealot's Fire gives Swiftness. |
Warrior traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Hatred | Power | Major | Increases damage by 25% when health is below 50%. |
| Improvisation | Power | Minor | Increases damage of environmental weapons by 10%. |
| Thick Skin | Power | Minor | Reduce bleeding duration by 33% |
| Thick Skull | Power | Minor | Reduces stun duration by 25%. |
| Unyielding Pace | Power | Minor | Reduces immobilized duration by 50%. |
| Superior Armor | Tactics | Major | You have +75 defense. |
| Armor | Tactics | Minor | Adds 25 armor. |
| Battle Commander | Tactics | Minor | Increases the duration of banners. |
| Minor Armor 1 | Tactics | Minor | Adds 10 armor. |
| Natural Leader | Tactics | Minor | Unknown |
| Sentry | Tactics | Minor | Decreases recharge of signets. |
| Stance Master | Tactics | Minor | Decrease recharge of switching stances. |
| Improved Greatsword Damage | Greatsword | Major | You do more damage with greatswords. |
| Brutal Greatsword | Greatsword | Minor | Your critical attacks make foes vulnerable. |
| Evasive Whirlwind | Greatsword | Minor | You evade while doing whirlwind attack. |
| Improved Uppercut | Greatsword | Minor | Your uppercut launches further behind you. |
| Quick Unleashing | Greatsword | Minor | Your 100 blades recharges faster. |
| Raider | Longbow | Unknown | Critical hits with a longbow cause burning. |
| Extreme Evisceration | Main-hand axe | Major | Unknown |
| Improved Triple Chop | Main-hand axe | Minor | Unknown |
| Slayer | Main-hand axe | Minor | Increases critical hit chance by 5% when wielding an axe. |
| Malicious Accuracy | Main-hand axe | Unknown | Throw Axe inflicts crippled on and critically hits fleeing foes. |
| Swordsmanship | Main-hand sword | Major | Your sword attacks cause bleeding. |
| Hyper Aggressive | Main-hand sword | Unknown | Unknown |
| Off-Hand Axe Mastery | Off-hand axe | Minor | Increases the damage of your off-hand axe attacks. |
| Weapon Master | Unknown | Unknown | Reduce weapon swap cool down. |
Engineer traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Your Turrets explode when self destructing | Turrets | Major | (new string)[sic] |
Ranger traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Agility Training | Beast Mastery | Major | Your animal companion runs faster. |
| Bounty Hunter | Beast Mastery | Major | Unknown |
| Natural Healing | Beast Mastery | Major | Your animal companion regenerates health. |
| Speed Training | Beast Mastery | Major | Unknown |
| Canine Affinity | Beast Mastery | Minor | Conditions caused by canine pets last longer. |
| Canine Training | Beast Mastery | Minor | Unknown |
| Devourer Training | Beast Mastery | Minor | Tunneling skills used by devourer pets cause critical hits. |
| Drake Affinity | Beast Mastery | Minor | Unknown |
| Drake Training | Beast Mastery | Minor | Drake pets regenerate health. |
| Companionship | Beast Mastery | Unknown | You can summon your pet more rapidly. |
| Nature's Care | Beast Mastery | Unknown | Your pet regenerates health passively. |
| Improved Trap Deployment | Wilderness Survival | Major | Unknown |
| Trap Mobility | Wilderness Survival | Major | Your traps become ground targeted throw attacks. |
| Agile | Wilderness Survival | Minor | Decrease crippled duration. |
| Nature's Resilience | Wilderness Survival | Minor | Recover faster from poison. |
| Point Blank Expertise | Longbow | Minor | Point-Blank Shot recharges faster. |
| Axe Mastery | Main-hand axe | Major | Unknown |
| Veteran of the Hunt | Off-hand axe | Minor | Cause Path of Scars to do more damage. |
| Viper's Quickness | Off-hand dagger | Minor | Venom's Sting recharges faster. |
| Highly Flammable | Torch | Minor | Bonfire lasts longer. |
| Call of the Hale and Wild | Warhorn | Minor | Cause Call of the Wild to grant health regeneration. |
Thief traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Cloak of Darkness | Shadow Arts | Major | Blind nearby foes when using stealth. |
| Mechanically Inclined | Shadow Arts | Minor | Your traps recharge faster. |
| Sleight of Hand | Shadow Arts | Minor | Daze your foe when you steal. |
| Dagger Mastery | Main-hand dagger | Major | While wielding daggers, you do 10% more damage. |
| Dagger Mastery | Main-hand dagger | Major | While wielding daggers, you do 15% more damage when behind your foe. |
| Ripping Fangs | Main-hand dagger | Major | Twisting Fang has a 50% chance to do two conditions. |
| Dagger Precision | Main-hand dagger | Minor | All dagger attacks have a higher chance [?]. |
| Death Blossom | Main-hand dagger | Minor | Death Blossom[sic] gains an extra hit. |
| Improved Backstab | Main-hand dagger | Minor | Backstab deals critical hits from behind. |
| Sharp Daggers | Main-hand dagger | Minor | Your daggers bleedslast 10% longer. |
| Snaring Fang | Main-hand dagger | Minor | Twisting Fang can cripple foes. |
| Pellet Shot | Main-hand pistol | Minor | Unload inflicts bleeding on critical hit. |
| Trigger Happy | Main-hand pistol | Minor | Unload fires additional bullets. |
| Improved Dancing Dagger | Off-hand dagger | Minor | Causes bleed if Dancing Daggers scores a critical hit. |
| Improved Shadow Strike | Off-hand dagger | Minor | Shadow Strike immobilizes your foe on critical hit. |
| Lingering Shadow | Off-hand dagger | Minor | Cloak and Dagger cloak lasts longer. |
| Shortbow Mastery | Shortbow | Major | You do 10% more damage with shortbows. |
| Blinding Arrow | Shortbow | Minor | Shadow Shot blinds foe when it hits. |
| Potent Preparations | Shortbow | Minor | Poison from Choking Gas lasts longer. |
| Prepared Precision | Shortbow | Minor | Trick Shot hits more foes. |
| Prepared Shrapnel | Shortbow | Minor | Cluster Shot creates additional clusters. |
| Shortened Fuse | Shortbow | Minor | Timed Charge fuse is shorter. |
| Sitting Duck | Sword | Major | Pistol Whip stuns your foe longer. |
| Sword Mastery | Sword | Major | You do 10% more damage with swords equipped. |
| Go For the Throat | Sword | Minor | Dancing Blade lets you Evade when you charge in. |
Elementalist traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Conjurer | Arcane | Minor | Summon more weapons with conjure skills. |
| Scribe | Arcane | Minor | Utility glyphs recharge faster. |
| Haste | Air Magic | Minor | Grants swiftness when attuning. |
| Stormchild | Air Magic | Minor | You recover from stuns 25% faster. |
| Air of Superiority | Air Magic | Major | Signet of Air and Lightning Flash deal 33% more damage. |
| Fiery Aura | Fire Magic | Major | Burning caused by Fire Attunement lasts longer. |
| Pyromancer | Fire Magic | Major | You do more damage with fire. |
| One with Fire | Fire Magic | Minor | Gain 10 seconds of might after you attune to fire. |
| Torchlight | Fire Magic | Minor | You recover from Burning faster. |
| Wave of Flame | Fire Magic | Minor | Cause nearby enemies to burn when you attune to fire. |
| Hydromancer | Water Magic | Major | Water skills cost less energy. |
| Frozen Skin | Water Magic | Minor | You recover from being Chilled twice as fast. |
| One with Water | Water Magic | Minor | Gain regeneration for 10 seconds when you attune to water. |
| One with the Mists | Water Magic | Major | Gain Mist Form when health reaches 33%. |
| Improved Flame Wall | Focus | Minor | Unknown |
| Improved Ice Storm | Focus | Minor | Unknown |
| Dagger Mastery | Main-hand dagger | Major | While wielding daggers, you do 10% more damage. |
| Flame Wave | Main-hand dagger | Major | Unknown |
| Improved Vapor Blade | Main-hand dagger | Major | Vapor Blade heals allies. |
| Improved Burning Speed | Main-hand dagger | Minor | Unknown |
| Improved Cone of Cold | Main-hand dagger | Minor | Unknown |
| Improved Drake's Breath | Main-hand dagger | Minor | Unknown |
| Improved Lightning Orb | Main-hand dagger | Minor | Unknown |
| Improved Lightning Whip | Main-hand dagger | Minor | Lightning Whip does more damage. |
| Improved Shocking Aura | Main-hand dagger | Minor | Unknown |
| Improved Armor of Frost | Off-hand dagger | Minor | Armor of Frost grants protection to nearby allies. |
| Improved Ride the Lightning | Off-hand dagger | Minor | Unknown |
| Improved Arc Lightning | Scepter | Minor | Arc Lightning does more damage. |
| Improved Blinding Flash | Scepter | Minor | Unknown |
| Improved Dragon's Tooth | Scepter | Minor | Unknown |
| Improved Healing Aura | Scepter | Minor | Unknown |
| Improved Ice Shards | Scepter | Minor | Fully charged Ice Shards also stuns. |
| Improved Lightning Strike | Scepter | Minor | Unknown |
| Improved Phoenix | Scepter | Minor | Phoenix heals for more. |
| Water Trident Expertise | Scepter | Minor | Unknown |
| Staff Mastery | Staff | Major | While wielding a staff, you do 10% more damage. |
| Improved Burning Retreat | Staff | Minor | Unknown |
| Improved Chain Lightning | Staff | Minor | Unknown |
| Improved Fireball | Staff | Minor | Fireball has a wider area of effect. |
| Improved Flame Burst | Staff | Minor | Unknown |
| Improved Frozen Ground | Staff | Minor | Unknown |
| Improved Geyser | Staff | Minor | Unknown |
| Improved Healing Rain | Staff | Minor | Unknown |
| Improved Ice Spike | Staff | Minor | Unknown |
| Improved Lava Font | Staff | Minor | Lava Font fires projectiles. |
| Improved Meteor Shower | Staff | Minor | Summon more meteors with Meteor Shower. |
| Improved Static Field | Staff | Minor | Static Field stuns instead of dazing. |
| Improved Water Blast | Staff | Minor | Unknown |
| Stone Boots | Unknown | Unknown | Grants immunity to knockback effects. |
Necromancer traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Blood Pact | Blood Rituals | Major | Causes your sacrifices to require less health. |
| Blood Scribe | Blood Rituals | Minor | Mark skills recharge faster. |
| Leyline Mastery | Blood Rituals | Minor | Wells last longer and recharge faster. |
| Malevolence | Blood Rituals | Minor | Conditions you inflict on enemies last longer. |
| Pure Blood | Blood Rituals | Minor | Reduces the duration of poison. |
| True Blood | Blood Rituals | Minor | Your sacrifice skills do more damage. |
| Minion Mastery | Minion Mastery | Major | Your minions do 10% more damage. |
| Necrotic Efficiency | Minion Mastery | Minor | You summon 2 extra Bone Minions. |
| Death Strike | Soul Reaping | Major | Create a blast of energy when you enter Death Shroud. |
| Shade | Soul Reaping | Minor | Prevent knocked back, knocked down, launched, slowed or stunned while in Death Shroud. |
| Soul Stealer | Soul Reaping | Minor | Accumulate life force faster. |
| Deadly Life Blast | Focus | Minor | Increase the damage of Life Blast. |
| Death's Door | Focus | Minor | Unknown |
| Winter's Chill | Focus | Minor | Chill from Spinal Shivers lasts longer. |
| Axe Mastery | Main-hand axe | Major | Unknown |
| Improved Rending Claws | Main-hand axe | Major | Critical hits with Rending Claws cause extra bleeding. |
| Skull Splitter | Main-hand axe | Major | Critical hits cause vulnerability. |
| Axe Expertise | Main-hand axe | Minor | Increase chance of critical hits with axe. |
| Leech | Main-hand axe | Minor | Causes axe attacks to steal life. |
| Longer Ghastly Claws | Main-hand axe | Minor | Increases duration of Ghastly Claws. |
| Unholy Feaster | Main-hand axe | Minor | Decreases recharge of Unholy Feast. |
| Necrotic Dagger | Main-hand dagger | Major | Necrotic Bite becomes a ranged attack. |
| Barbed Dark Pact | Main-hand dagger | Minor | Bleeding caused by Dark Pact lasts longer. |
| Life Blood | Off-hand dagger | Minor | Mark of Blood heals for more. |
| Weaken the Blood | Off-hand dagger | Minor | Causes Enfeebling Blood to last longer. |
| Scepter Mastery | Scepter | Major | 10% damage boost with scepters. |
| Wither | Scepter | Major | Unknown |
| Desecration | Scepter | Minor | Unknown |
| Raking Hands | Scepter | Minor | Unknown |
| Virulence | Scepter | Minor | Conditions you apply while wielding a scepter last longer. |
| Soul Vision | Staff | Major | Your staff attacks will track their targets. |
| Staff Mastery | Staff | Major | Your staff attacks do more damage. |
| Otherworldly Grasp | Staff | Minor | Necrotic Grasp cripples on critical hit. |
| Reaper's Embrace | Staff | Minor | Foes hit by Reaper's Touch will become vulnerable. |
| Venomous Inscriptions | Staff | Minor | Foes hit by Reaper's Mark will be poisoned. |
| Winter's Atrophy | Staff | Minor | Chillblains applies weakness. |
| Winter's Embrace | Staff | Minor | Chillblains has a wider area of effect. |
| Plague of Locusts | Warhorn | Minor | Causes Locust Swarm to last longer. |
| Poisoning Doom | Warhorn | Minor | Causes Wail of Doom to create a poison cloud. |
| Soul Mastery | unknown | unknown | Deal massive damage in Death Shroud. |
Universal traits[edit]
All profession had access to the following minor traits1:
- Major Power, Major Precision, Major Toughness and Major Vitality — +25 to the attribute
- Minor Power, Minor Precision, Minor Toughness and Minor Vitality — +10 to the attribute
The superior attribute traits were major traits that gave a +75 bonus to their attribute and were believed to be only available to certain professions
| Trait Name | Professions1 |
|---|---|
| Superior Power | |
| Superior Precision | |
| Superior Toughness | |
| Superior Vitality |
1 Each profession had a specific trait line with these traits:
Before March 2012[edit]
These traits were seen in the February 2012 Press Beta, but were subsequently removed.
Guardian traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Battle Focus | Valor | Major | You do 5% more damage when your endurance meter is full. |
| Precise Defender | Valor | Major | You have a 10% chance to gain a 3 second protection when you critically hit. |
| Valorous Protection | Valor | Minor (Adept) |
You gain protection when your health reaches 50%. |
| Meditative Revival | Virtues | Major | All virtues recharge instantly when you revive an ally. |
| Purifier's Justice | Virtues | Major | Activating justice removes a condition. |
| Shield of Courage | Virtues | Minor (Master) |
You now gain retaliation when you activate courage. |
| Elusive Power | Virtues | Minor (Grandmaster) |
You do more damage at low endurance. |
| Conciliatory Strength | Zeal | Major | 10% of power is given as a bonus to healing. |
| Writ of Power | Zeal | unknown | Increases the damage done by all your symbols by 10%. |
| Writ of Precision | Radiance | unknown | 25% increased critical chance with symbols. |
Warrior traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Marksman | Arms | Major | Increased damage with harpoon gun or rifle. |
| Sundering Greatsword | Arms | Major | Cause vulnerability on crit with a greatsword. |
| Sword Mastery | Arms | Major | Sword skills recharge 15% faster. |
| Natural Leader | Tactics | Minor | unknown |
| Stance Master | Tactics | Minor | Decreases recharge of switching stances. |
Engineer traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Armed Kit Damage | Alchemy | Major | Deal extra damage with Flamethrower or Elixir Gun. |
| Emergency Healing Injection | Alchemy | Minor (Adept) |
You gain regeneration when health dips below 25% (90 second cooldown). |
Ranger traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Armored Fish Training | Wilderness Survival | Major | Armorfish protection reflects damage. |
| Deadly Poisons | Wilderness Survival | Major | Poisons applied by you deal more damage. |
| Off-hand Strength | Wilderness Survival | Major | Thrown attacks from the offhand do 10% more damage. |
| Cover Me | Beastmastery | Major | Your pet gains might when you dodge. |
| Lung Capacity | Beastmastery | Major | 33% increased warhorn range. |
| Feline Training | Marksmanship | Major | Feline pets have 50% reduced cooldown on their skills. |
| Shark Training | Marksmanship | Major | Sharks steal health when they bite or swallow an enemy. |
| Jellyfish Training | Skirmishing | Major | Jellyfish immobilize their target on crit and apply poison when they are hit. |
| Targeted Strike | Marksmanship | Minor (Adept) |
Opening strike causes bleeding. |
| Sundering Strike | Marksmanship | Minor (Master) |
Opening strike causes vulnerability. |
Thief traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Last Blind | Shadow Arts | Minor | Release Blinding Powder when health reaches 25% (90 second cooldown). |
| Quick Traps | Shadow Arts | Major | Reduced trap arm time. (not in yet) |
| Shadowy Strength | Shadow Arts | Major | When you shadow step you gain might. |
| Trap Master | Shadow Arts | Major | Your traps do 25% more damage. |
| Traps Training | Shadow Arts | Major | Traps are instant. |
| Trigger Happy | unknown | unknown | Unload fires additional bullets. |
Elementalist traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Enchanted Evocations | Fire Magic | Major | Conjured weapons deal 10% more damage. |
Mesmer traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Evasive Animation | Inspiration | Major | +50 vitality when wielding a torch or focus. |
| Shattered Mind | Illusions | Minor (Master) |
Shredding illusions cause confusion. |
| Mighty Revelation | Illusions | Minor (Grandmaster) |
Gain might when you shred your illusions. |
Necromancer traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Evasive Animation | Death Magic | Major | Summon a Jagged Horror when you dodge roll. |
| Fast Marks | Death Magic | Major | Faster mark placement. |
| Fate Weaver | Soul Reaping | Minor | Your signets recharge faster. |
Before June 2012 (BWE2)[edit]
Guardian traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Vengeful Warding | Honor | Major | Wards deal damage when enemies try to pass through them. |
Warrior traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Sweeping Strikes | Arms | Major | Your chain attacks on sword, mace, and axe hit up to 3 foes. |
| Tidal Spear | Arms | Major | Gain swiftness on crits with a spear. |
| Physical Mastery | Strength | Major | Recharge on physical utility skills is reduced by 20%. |
Engineer traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Elixir Endurance | Alchemy | Major | Throwing or consuming elixirs gives endurance to those effected. |
| Pressurized Elixir Gun | Alchemy | Major | Faster endurance regen while using Elixir Gun. |
| Demolitions Expert | Explosives | Major | Your turrets explode when killed. |
| High-Potency Mines | Explosives | Major | Proximity triggered mines knockback. |
| Personal Propeller | Firearms | Major | Move 10% faster while swimming. |
| Deployable Camo | Inventions | Major | Turrets and mines are camouflaged while not in combat. |
| Modified Turrets | Inventions | Major | Turrets do 15% more damage. |
| Shield Master | Inventions | Major | 20% faster shield cooldown. |
Ranger traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Deep Breathing | Wilderness Survival | Major | Warhorn skills recharge 15% faster. |
| Canine Training | Beastmastery | Major | Dogs apply stability to nearby allies when they howl. |
| Devourer Training | Beastmastery | Major | Your devourer's basic attack pierces. |
| Drake Training | Beastmastery | Major | Drake pets have passive regeneration and condition removal. |
| Porcine Training | Beastmastery | Major | Pigs deal extra bleeding. |
| Screech Training | Beastmastery | Major | Bird screeches cause fear. |
| Venomous Training | Beastmastery | Major | Spiders and jellyfish cause vulnerability when they attack. |
Thief traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Combined Tactics | Acrobatics | Major | Dual skills return initiative when completed. |
| Nimble Landing | Acrobatics | Major | Take reduced falling damage. |
Elementalist traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Enchanted Evocations | Fire Magic | Major | Conjured weapons deal 10% more damage. |
Necromancer traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Reaper's Blast | Spite | Major | Life Blast does more damage. |
| Spiteful Return | Spite | Major | Cast Unholy Feast when you rally. |
Before July 20, 2012 (BWE3)[edit]
Guardian traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Protective Spirit | Honor | Adept Major | Aegis gives protection if it expires without activating. |
| Courageous | Virtues | Adept Major | Virtue of Courage's passive effect triggers every 30 seconds. |
| Fearless | Virtues | Adept Major | Virtue of Courage grants 3 seconds of stability. |
| Justice's Wrath | Virtues | Adept Major | When activating Virtue of Justice, the burn duration is increased. |
| Resolute | Virtues | Adept Major | Virtue of Resolve's passive effect is stronger. |
| Purity of Resolve | Virtues | Master Major | Activating Virtue of Resolve removes three conditions. |
| Extended Consecrations | Virtues | Grandmaster Major | Consecrations last longer. |
| Judgemental | Virtues | Grandmaster Major | Virtue of Justice causes burning every 4 attacks instead of 5. |
Warrior traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Victorious Might | Strength | Grandmaster Major | Gain 5 stacks of Might for 10 seconds when you kill a foe. |
| Sniper | Arms | Grandmaster Major | Rifle and harpoon-gun shots pierce. |
| Blunt Weapon Master | Defense | Grandmaster Major | Hammer and mace skills recharge 15% faster. |
| Early Escape | Tactics | Adept Major | Gain 5 seconds of vigor when your health reaches 90% (30-second cooldown). |
Engineer traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Big Grenade Pouch | Explosives | Master Major | 50% chance to throw extra grenades, when using a grenade kit. |
| Throwing Arm | Explosives | Master Major | Improved range for grenades and mines. |
| Protective Turrets | Inventions | Master Major | Gain 30 toughness for each deployed turret. (Not affected by Supply Crate.) |
| Electromagnetic Mines | Inventions | Grandmaster Major | The explosions from your mines remove boons from enemies. |
| Crippling Wrenches | Inventions | Master Major | Hits with tool-kit wrenches cripple your target. |
Ranger traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Long-range Power | Marksmanship | Master Major | Longbow and harpoon gun damage is increased by 5%. |
| Trapper's Knowledge | Skirmishing | Adept Major | All traps are larger. |
| Offhand Master | Wilderness Survival | Adept Major | Offhand skills recharge 20% faster. |
| Shared Restoration | Nature Magic | Adept Major | Heal nearby allies on revive. |
Thief traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Pickpocket's Revenge | Trickery | Master Major | Increases damage by 25% with stolen weapons. |
Elementalist traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Tempest Strength | Air Magic | Adept Major | Deal 5% more damage while moving. |
Mesmer traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Reviver's Retribution | Chaos | Adept Major | When reviving an ally, grant 5 seconds of retaliation to yourself and the revived ally. |
Before August 2, 2012 (Stress test 3)[edit]
Ranger traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Master Trapper | Wilderness Survival | Adept Major | Trap recharges are reduced by 20%. |
Necromancer traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Fateful Marks | Death Magic | Master Major | Marks are unblockable. |
Before August 9, 2012 (Stress test 4)[edit]
Thief traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Martial Agility | Acrobatics | Master Major | Gain vigor (5s) when landing a critical hit with a sword or spear. This effect can only trigger once every 15 seconds. |
Before August 15, 2012 (Stress test 7)[edit]
Thief traits[edit]
| Trait Name | Trait Line | Type | Description |
|---|---|---|---|
| Fast Signets | Critical Strikes | Master Major | Signets recharge 20% faster. |
| Reviver's Deception | Shadow Arts | Adept Major | Grant 2 seconds of stealth to you and your ally when you revive them. |