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Prophecies Elementalist Elite Skills Print E-mail

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.

Maps:  Prophecies Elite Skill Capture Location Maps

- 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.



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.



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.




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.



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.




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.



Mist Form (Elite) - 10 1 30
Elite Enchantment. For (Min: 8 - Max: 18) seconds, you cannot take or deal damage from attacks.



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.)



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.




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.



Glyph of Renewal (Elite) - 5 1 15
Elite Glyph. For 15 seconds, your next Spell instantly recharges.









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