Here is a list of the skills we are considering!
Teleport: The In-Realm teleporting buff. Details to be decided.
LOVE ITHeat Scan: A way to get a snap shot of the creature distribution on the map. Only works on common and champion creatures. This is a possible buff.
not so sure about it, would have more use on elite's, unless champions do get a major tweak in later updates. So they have more use againSide Step: A boost defense or extra dodge
Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only.
no, it would mean a safe haven, I assume alot of the hits are made for gold. If people don't know how much gold their target is carrying they might not initiate an attackCursed Ring: 0.2% per point stat bonus to the Ring. 50% increase of durability loss. Prevents UB from being cast.
already to easy to levelCursed Rune: 0.2% per point stat bonus To the Rune. 50% increase in durability loss. Prevents UB from being cast.
already to easy to levelShame : If successfully defending an attack, remove a percentage of additional Xp from the attacker.
no opinionGolden Shield: 0.2% chance per point that your Defense and Armor stats are doubled.
LOVE ITOverkill: (PvE Only) When you inflict 2 times or more of the starting hit points in the first round of combat, you have a .25% (per point) chance to gain .025% extra XP (per point).
it would drive up wither potion prices, but wither 350 activate's alot so it'll become a commonly used buff that'll make leveling faster. While you should slow down levelingSmite: Defending against PvP has chance to lower armor and defense of the attacker.
sounds okBarricade: 0.1% per point of Damage is transferred to Defense.
okExtractor II: Chance not to destroy Resources when extracting Components.
okStout Hearted: 0.5% increase to your base HP per point.
hmm, the majority of players hardly have any points in hp, why not make it to hp on start of combatAnti Deflection: % to reduce the amount Deflect fires off. Percent not decided.
no opinionSmashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only)
I actually like this one, might give elite sets a bigger use againFind More: +0.05% chance to re roll for another drop after 1 drop is found. (PvE Only) Does not work on LE/SEs.
hmmm, the only thing it should work on is excludedSealed: +0.1% chance of opponents buffs not activating during the fight. (PvP Only)
no opinionAgeless: +0.2% per point chance of doubling of your HP at the start of combat.
could make some other buffs usefullBalanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level
hmmm, no idea what to think about itCoordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set
no idea what to think about itBalanced Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is the same level
hmmm, no idea what to think again 
Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a set
this might make some larger sets usefull and might make some elite sets usefull as wellFist fight: 0.1% chance per point that both players will lose the benefits of ALL buffs for the duration of the fight. The fight resolves as if neither player has any buffs (gear+base stats vs gear+base stats) (PvP/GvG only)
Severe Condition: 25% of your attack, defence, damage, and armor stats are transferred to your health.
don't see any use, if you loose that 25% of those stats, but it means you can change creatures in the future. If players get large amounts of healthBodyguard: 0.4% per point of XP lost that would be lost to a non-bounty-board PvP attack is lost as gold instead, as long as there is enough unbanked gold. Gold lost because of bodyguard is sunk: it does not go to attacker. Gold taken by attacker (and gold sunk as a result) is unaffected.
so rich people can saveguard their xp at the cost of gold? Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining.
okVampire: +0.01 per point that direct damage to HP done is transferred to own HP. (rounded down)
hmmm, does it exclude damage done to a shield imp? Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL.
noDispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%)
hmmm, why not?Enchant Rune: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)
noEnchant Helmet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)
noEnchant Boots: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)
noEnchant Ring: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)
noEnchant Amulet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)
noNecrosis: 10% chance that the creature you are fighting with be turned into and undead creature at start of combat.
okHigh Guard: 0.05% chance per point that your attack stat is added to your defense and your damage stat is added to your armor. (Opposite of savagery)
ok