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. 
| Chain Lightning - 10 3 10 Spell. Target foe and up to two other foes near your target are struck for (Min: 10 - Max: 70) lightning damage. This spell has 25% armor penetration and causes Exhaustion.
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| Glimmering Mark (Elite) - 10 2 5 Elite Hex. For (Min: 1 - Max: 13) second(s), whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from Blindness for 3 seconds.
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| Lightning Javelin - 5 1 2 Spell. Send out a Lightning Javelin that strikes for (Min: 15 - Max: 43) lightning damage if it hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted. This Spell has 25% armor penetration.
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| Mind Shock (Elite) - 5 1 8 Elite Spell. Target foe suffers (Min: 10 - Max: 42) lightning damage. If you have more Energy than target foe, that foe suffers (Min: 10 - Max: 42) additional lightning damage and is knocked down. This spell has 25% armor penetration and causes Exhaustion.
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| Shock - 5 ¾ 10 Skill. Target touched foe is struck for (Min: 10 - Max: 50) lightning damage and is knocked down. This skill has 25% armor penetration and causes Exhaustion.
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| Thunderclap (Elite) - 10 2 15 Elite Hex. For (Min: 8 - Max: 18) seconds, if target foe is struck for lightning damage, that foe and adjacent foes are knocked down, and you lose (Min: 15 - Max: 9) Energy or Thunderclap ends.
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| Whirlwind - 10 ¾ 8 Spell. All adjacent foes take (Min: 15 - Max: 51) cold damage. Attacking foes struck by Whirlwind are knocked down.
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| Windborne Speed - 10 1 5 Enchantment Spell. For (Min: 5 - Max: 10) seconds, target ally moves 33% faster.
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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. 
| Crystal Wave - 15 ¾ 20 Spell. Foes adjacent to you are struck for (Min: 10 - Max: 82) damage, but are cured of any negative 'Conditions.' This Spell ignores armor and magic resistance.
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| Earthquake - 25 3 15 Spell. You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for (Min: 26 - Max: 85) earth damage. This Spell causes Exhaustion.
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| Eruption - 25 2 30 Spell. Cause an Eruption at target foe's location. For 5 seconds, foes near this location are struck for (Min: 10 - Max: 34) earth damage each second. When Eruption ends, foes in the area of effect are Blinded for 10 seconds.
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| Grasping Earth - 5 ¾ 12 Hex. For (Min: 8 - Max: 18) seconds, all nearby foes move 50% slower but have +24 armor against physical damage.
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| Iron Mist - 10 2 30 Hex. For (Min: 5 - Max: 15) seconds, target foe moves 90% slower than normal. That foe gains immunity to damage from all sources except lightning.
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| Kinetic Armor - 15 3 60 Enchantment Spell. For 8 seconds, you gain (Min: 20 - Max: 68) armor. Whenever you cast a Spell, Kinetic Armor is renewed for 8 seconds.
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| Magnetic Aura - 5 ¼ 60 Enchantment. For (Min: 5 - Max: 17) seconds, Magnetic Aura has a 75% chance to 'block' melee attacks.
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| Ward Against Elements - 15 1 20 Spell. For (Min: 8 - Max: 18) seconds, nearby allies gain +24 armor against elemental damage. (Update: No longer affects Spirits.)
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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 Prodigy (Elite) - 5 1 5 Elite Enchantment. Lose all 'Enchantments.' For (Min: 5 - Max: 17) seconds, you gain Energy regeneration of 4. When Ether Prodigy ends, you take 3 damage for each point of Energy you have. This Spell causes Exhaustion.
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| Ether Renewal (Elite) - 10 1 30 Elite Enchantment. For 7 seconds, each time you cast a spell, you gain (Min: 1 - Max: 3) Energy and (Min: 5 - Max: 17) Health for each Enchantment on you.
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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. 
| Flame Burst - 15 ¾ 5 Spell. All nearby foes are struck for (Min: 15 - Max: 99) fire damage.
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| Flare - 5 1  Spell. Spell. Target foe is struck for (Min: 20 - Max: 55) fire damage if it hits.
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| Incendiary Bonds - 15 2 15 Hex. After 3 seconds, target foe and adjacent foes are struck for (Min: 20 - Max: 68) fire damage and are set on fire for (Min: 1 - Max: 3) seconds.
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| Lava Font - 10 2 4 Spell. For 5 seconds, foes adjacent to the location where this Spell was cast are struck for (Min: 5 - Max: 41) fire damage.
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| Mark of Rodgort - 15 1 5 Hex Spell. Target foe and all nearby foes are Hexed with Mark of Rodgort. For (Min: 10 - Max: 30) seconds, whenever each foe is struck for fire damage, that foe is set on fire for (Min: 1 - Max: 3) seconds.
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| Meteor Shower - 25 5 60 Spell. Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for (Min: 7 - Max: 91) fire damage and knocked down every 3 seconds. This Spell causes Exhaustion.
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| Phoenix - 15 2 10 Spell. A fiery phoenix rises at your location, striking adjacent foes for (Min: 7 - Max: 91) fire damage, and flies out to your target, exploding on impact. This explosion strikes for an additional (Min: 15 - Max: 75) fire damage.
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| Rodgort's Invocation - 25 3 15 Spell. Target foe and all foes in the area are struck for (Min: 15 - Max: 99) fire damage and set on fire for (Min: 1 - Max: 3) seconds.
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| Searing Heat - 15 2 30 Spell. Cause Searing Heat at target foe's location. For 5 seconds, foes near this location are struck for (Min: 10 - Max: 34) fire damage each second. When Searing Heat ends, foes in the area of effect are set on fire for 3 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. 
| Armor of Frost - 5 1 45 Enchantment. For (Min: 10 - Max: 29) seconds, you gain +40 armor against physical damage, but -24 armor against fire damage. Armor of Frost ends if you use any Fire Magic.
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| Armor of Mist - 10 1 30 Enchantment. For (Min: 8 - Max: 18) seconds, you gain (Min: 10 - Max: 34) armor and move 33% faster.
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| Frozen Burst - 15 ¾ 5 Hex. Foes adjacent to you are struck for (Min: 10 - Max: 70) cold damage and move 66% slower for (Min: 5 - Max: 10) seconds.
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| Ice Prison - 10 2 30 Hex. For (Min: 8 - Max: 18) seconds, target foe's legs are encased in ice, causing the foe to move 66% slower than normal. This effect ends if target takes fire damage.
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| Mist Form (Elite) - 10 1 30 Elite Enchantment. For (Min: 8 - Max: 18) seconds, you cannot take or deal damage from attacks.
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| Shard Storm - 10 1 10 Hex. Target foe is struck for (Min: 10 - Max: 70) cold damage and moves 66% slower for (Min: 2 - Max: 5) seconds.
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| Swirling Aura - 10 1 45 Enchantment Spell. For (Min: 8 - Max: 18) seconds, Swirling Aura has a 50% chance to 'block' arrows and magical projectiles.
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| Ward Against Harm (Elite) - 15 1 20 Elite Ward Spell. Create a Ward Against Harm here. For (Min: 8 - Max: 18) seconds, non-Spirit allies in this area have (Min: 12 - Max: 50) armor against fire damage and (Min: 12 - Max: 22) armor against other damage. (Update: No longer affects Spirits.)
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| Water Trident (Elite) - 5 1 3 Elite Spell. Send out a Water Trident at target foe. Water Trident strikes for (Min: 10 - Max: 58) cold damage if it hits. If it hits a moving foe, that foe is knocked down.
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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. 
| Glyph of Concentration - 5 1 10 Glyph. For 15 seconds, your next two Spells cannot be interrupted, and ignore the effects of being Dazed.
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| Glyph of Energy (Elite) - 5 1 15 Elite Glyph. For 15 seconds, your next spell costs 25 less Energy to cast and does not cause exhaustion.
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| Glyph of Renewal (Elite) - 5 1 15 Elite Glyph. For 15 seconds, your next Spell instantly recharges.
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| Glyph of Sacrifice - 5 1 15 Glyph. For 15 seconds, your next Spell may be cast instantly, but it takes an additional 30 seconds to recharge.
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