All skills are shown with minimum and maximum values. The minimum is with 0 points in the related attribute; the maximum is with 12 points in the related attribute. It is possible to have more than 12 points in a given attribute, but values will need to be calculated on the 12-point figures given in the individual descriptions.  - Adrenaline  - Casting Time  - Energy  - Energy Upkeep  - Recharge Time
Air Magic Points in this attribute increase effectiveness of Air Magic (lightning, wind); increases damage, in most cases. 
| Blinding Surge (Elite) - 10 ¾ 4 Elite Spell. Target foe is struck for (Min: 5 - Max: 41) lightning damage and Blinded for (Min: 3 - Max: 9) seconds. If that foe is under the effect of an Enchantment, all adjacent foes are also Blinded for (Min: 3 - Max: 9) seconds.
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| Invoke Lightning (Elite) - 10 2 15 Elite Spell. Target foe and up to two other foes near your target are struck for (Min: 10 - Max: 82) lightning damage. This spell has 25% armor penetration. If you are not under the effects of an Enchantment, this spell causes Exhaustion.
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Earth Magic Points in this attribute increase effectiveness of Earth Magic (eruptions, stones); increases damage and/or duration in most cases. 
| Sandstorm (Elite) - 15 2 30 Elite Spell. Create a Sandstorm at target foe's location. For 10 seconds, nearby foes are struck for (Min: 10 - Max: 26) earth damage each second and attacking foes are struck for an additional (Min: 10 - Max: 26) earth damage each second.
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| Stone Sheath (Elite) - 5 1 15 Elite Hex Spell. For (Min: 10 - Max: 30) seconds, attacks made by target foe and all nearby foes deal earth damage and cannot cause a critical hit.
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Energy Storage Primary Attribute (available to Primary Elementalists only). Points in this attribute increase maximum Energy and improve skills that help the Elementalist regenerate Energy. 
| Ether Prism (Elite) - 25 2 10 Elite Spell. Gain (Min: 0 - Max: 2) energy for each point of Energy you have.
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| Master of Magic (Elite) - 10 1 30 Elite Enchantment Spell. For 20 seconds, whenever you cast a Spell, you gain (Min: 0 - Max: 2) Energy for each recharging Skill that shares this Spell's attribute.
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Fire Magic Points in this attribute increase the duration and effectiveness of Fire Magic (fire, flame, lava); increases damage in most cases. 
| Mind Blast (Elite) - 5 1 2 Elite Spell. Target foe is struck for (Min: 15 - Max: 51) fire damage. If you have more Energy than target foe, you gain (Min: 1 - Max: 7) Energy.
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| Savannah Heat (Elite) - 5 2 25 Elite Spell. You create Savannah Heat at target foe's location. For 5 seconds, all foes in the area take (Min: 5 - Max: 17) damage each second and an additional (Min: 5 - Max: 17) damage for each second this Spell has been in effect.
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| Searing Flames (Elite) - 15 1 2 Elite Spell. Target foe and all nearby foes are struck with Searing Flames. Foes already on fire when this skill is cast are struck for (Min: 7 - Max: 91) fire damage. Foes not already on fire begin Burning for (Min: 1 - Max: 4) seconds.
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Water Magic Points in this attribute increase the duration and effectiveness of Water Magic (ice, mist); increases damage in most cases. 
| Icy Shackles (Elite) - 5 1 12 Elite Hex Spell. For (Min: 4 - Max: 9) seconds, target foe's movement speed is reduced by 66%. While under the effects of an Enchantment, that foe's movement is reduced by 90%.
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No Attribute Some skills in each profession are not directly tied to a character's attributes. Unlike other skills that can be improved with the application of points into a specific attribute, these skills do not change, but are static in their properties.
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