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. 
| Gust (Elite) - 5 1 10 Elite Spell. Target foe is struck for (Min: 10 - Max: 54) cold damage. If that foe is under an Earth or Water Magic Hex, that foe is knocked down for 3 seconds.
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| Ride the Lightning (Elite) - 10 1 20 Elite Spell. You ride the lightning to target foe. That foe is struck for (Min: 15 - Max: 63) lightning damage. 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. 
| Shockwave (Elite) - 10 ¾ 20 Elite Spell. Adjacent foes take (Min: 15 - Max: 51) earth damage, nearby foes take (Min: 15 - Max: 51) earth damage, and foes in the area take (Min: 15 - Max: 51) earth damage.
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| Unsteady Ground (Elite) - 10 2 20 Elite Spell. You create Unsteady Ground at target foe's location. For 5 seconds, nearby foes take (Min: 10 - Max: 34) earth damage each second. Attacking foes struck by Unsteady Ground are knocked down.
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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. 
| Energy Boon (Elite) - 5 1 15 Elite Spell. You gain (Min: 10 - Max: 18) Energy. Energy Boon causes Exhaustion.
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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. 
| Double Dragon (Elite) - 15 ¾ 30 Elite Spell. For two seconds, foes adjacent to this location are struck for (Min: 7 - Max: 91) fire damage each second. This spell causes exhaustion.
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| Star Burst (Elite) - 5 ¾ 10 Elite Spell. Target touched foe and all nearby foes are struck for (Min: 7 - Max: 91) fire damage. If more than one foe was struck you lost 5 energy.
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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. 
| Mirror of Ice (Elite) - 5 ¾ 10 Elite Enchantment Spell. For 60 seconds, the next time an enemy Spell would deal damage to you, that damage is negated and that spell's caster takes (Min: 10 - Max: 70) damage.
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| Shatterstone (Elite) - 15 2 8 Elite Hex Spell. Target foe is struck for (Min: 25 - Max: 85) cold damage and is Hexed with Shatterstone for 3 seconds. When Shatterstone ends, that foe is struck for (Min: 25 - Max: 85) cold damage.
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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. 
| Second Wind (Elite) - 5 2 5 Elite Spell. You gain 1 Energy for each point of Energy lost due to Exhaustion. This spell causes Exhaustion.
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