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. 
| 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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| 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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| 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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Earth Magic Points in this attribute increase effectiveness of Earth Magic (eruptions, stones); increases damage and/or duration in most cases.
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.
Water Magic Points in this attribute increase the duration and effectiveness of Water Magic (ice, mist); increases damage in most cases. 
| Mind Freeze (Elite) - 5 1 8  Elite Hex. Target foe suffers (Min: 10 - Max: 40) cold damage. If you have more Energy than target foe, that foe suffers an additional (Min: 10 - Max: 40) cold damage and moves 90% slower for (Min: 2 - Max: 6) seconds. This Spell causes Exhaustion.
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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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| 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 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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