Special Attacks

Buffs
Mobs can also buff themselves (did you really think only you could do that?). Here are some of them.

Sticky Jacket
The body is covered by a sticky sheath which prevents direct attacks.
 * 100% of all physical attacks are absorbed until a limit is reached or the timer expires.

Thorny Vine
You have been pierced by Thorny Vines...
 * Any melee attacker physically hitting the protected mob will take damage.

Stealth

 * The mob is, unless you are much higher level or very close to him, invisible.

Debuffs
Many mobs have brief-duration debuffs that can slow you or decrease your resistances to their other attacks.

Helpless
Reduces your Physical Defense.

Snare
Reduces movement rate.

Slow
Same as Snare.

Root
Prevents movement.

Absolute Freezing
Applies (Frozen and cannot move)

Stun
Same as Root, except that it also prevents all skill use.

Snake Bind
It is the nature of snakes to bind up their prey.

Roar
Short-duration Snare. Your movement rate is reduced.

Wings Flapping
Causes the effects Strong Flow and Disturbing Flow. Strong Flow carries a chance of being Stunned. Disturbing Flow is a Movement Impairing Effect, reducing movement speed and attack speed.

Giant Palm Smash
Some damage with a short-duration Stun.

Silence
Like the name says, this prevents you from using any Skill with a vocal component which includes most spells. The duration is usually very brief.

Source of Chaos
Reduces casting speed, attack speed and movement speed.

Wither
Lowers your Strength.

DOTs
Damage Over Time. These attacks do a small amount of damage every few seconds of a period of time, such as Poison attacks. Some of them can be "Cured" by an alert healer.

Bleed
350 damage every 2 seconds

Corpse Poison
500 damage every 2 secs and reduces attack power and attack speed.

Double Stinger
Applies 2 stacks of Poison at a time. "Cure" this asap.

Flame
You run around randomly, slapping at yourself because you are covered in flames. Sorta like you would if you were all covered in bees.

Snake Venom
A Strong Snake Venom that deals 250 damage every 2 seconds for 10 seconds. Can usually be "Cured".

Rot
Applies Corrosion to the target. This is a weak toxin, and can be "Cured".

Spider Venom
Most examples of this poison can be "Cured".

Quake
This ability has a long Casting-Bar and begins to do damage and knock down everyone in melee range shortly after he starts doing it. On the up side he cannot move while casting it, so back up fast as soon as he starts! The further you are from the epicenter the less you feel the effects!

Rising Tide
Elemental Water attack dealing large instant damage.

Area Attacks
Commonly called AEs, these do damage to all players within the Area of Effect.

Quake
Melee-range long-duration stun with damage tick. He cannot move while casting this, and the farther you are from the epicenter the less damage you take, so back the heck up!

Blessing
A 100% Self-heal, usually cast automatically when he reaches 50% health. If you cannot do enough DPS to kill him in less time than the cooldown+casttime of this skill, you never will. It may be time to consider an exit strategy. Thankfully, most monsters with this skill are not overly fond of long chases.

Catch
We do not know what this does. It may be a Snare, reducing your movement rate.

Charge
Instantly rushes the mob to you. He cannot be damaged or bespelled while charging. Opening with a stun attack may prevent him from doing this.

Cure Injuries
Instantly heals the caster and may also remove a DoT or Debuff from him (such as a Poison attack).

Deep Ichor
Used by when they are hurt (50% HP), this is an escape skill. If you do not kill it within 4 seconds of the beginning of the cast, the will escape.

Desperate Rescue
We don't know what this does as we have always killed the before he could complete the casting time. It is probably a heal or it allows him to fight on for a short time after his HP reaches zero.

Imprisonment
A "root" skill.

Mana Rift
Drains Mana slowly over time, so long as the mob continues to chant. Silence or Interrupt him to stop it.

Rune Repair
A 100% Self-heal, usually cast automatically when he reaches 50% health, common to the of the. If you cannot do enough DPS to kill him in less time than the cooldown+casttime of this skill, you never will. This is a good reason to avoid and. At the very least, this will be a LONG fight. This is basically the same as Blessing.