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
Blood Magic Points in this attribute increase the duration and effectiveness of skills linked to Blood Magic (i.e., skills that require a sacrifice on the part of the caster). 
| Cultist's Fervor (Elite) - 5 1 30 Elite Enchantment Spell. For (Min: 5 - Max: 17) seconds, your spells cost -7 energy to cast but you sacrifice (Min: 30 - Max: 18%) health each time you cast a spell.
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| Spoil Victor (Elite) - 10 1 10 Elite Hex Spell. For (Min: 5 - Max: 17) second(s), whenever target foe attacks or casts a spell on a creature with less health that foe loses (Min: 25 - Max: 85) health.
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| Vampiric Spirit (Elite) - 5 1 5 Elite Enchantment Spell. For (Min: 5 - Max: 17) seconds, your spells cost 3 more energy, but whenever you cast a spell you steal up to (Min: 5 - Max: 41) health from one nearby foe.
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Curses Points in this attribute increase the duration and effectiveness of many Necromancer skills, especially those that reduce the target's effectiveness in battle. 
| Order of Apostasy (Elite) - 25 2 Elite Enchantment Spell. For 5 seconds, whenever a party member hits a foe with pysical damage, that foe loses one Enchantment Spell. For each Monk Enchantment removed, you lose 25 - 17% Health.
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| Soul Bind (Elite) - 10 2 5 Elite Hex Spell. For (Min: 5 - Max: 17) seconds, target foe attacks 30% slower than normal. If that foe becomes the target of a Hex while attacking, that foe is knocked down.
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| Weaken Knees (Elite) - 5 1 5 Elite Hex Spell. For (Min: 3 - Max: 31) seconds, if target foe is struck while moving that foe is knocked down and Weaken Knees ends.
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Death Magic Points in this attribute increase the duration and effectiveness of skills linked to Death Magic (i.e., skills that animate and control undead, and those that cause cold or shadow damage). 
| Animate Flesh Golem (Elite) - 10 3 30 Elite Spell. Exploit nearest corpse to animate a level (Min: 3 - Max: 21) Flesh Golem. The Flesh Golem leaves an exploitable corpse. You can have only one Flesh Golem at a time.
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| Discord (Elite) - 5 2 2 Elite Spell. If target foe is suffering from a Condition and under the effect of a Hex or an Enchantment, that foe suffers (Min: 30 - Max: 94) damage.
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Soul Reaping Primary Attribute (Available to Primary Necromancers only). Points in this attribute increase the amount of Energy a Necromancer gains from each death on the battlefield. 
| Icy Veins (Elite) - 10 1 5 Elite Skill. Target foe is struck for (Min: 10 - Max: 74) cold damage. For (Min: 10 - Max: 30) seconds, if target foe dies all nearby foes are struck for (Min: 20 - Max: 92) cold damage.
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| Wail of Doom (Elite) - 15 ¼ 15 Elite Spell. Sacrifice 10% Health, and target foe is interrupted. If target foe was attacking, all of that foe's attack skills are disabled for (Min: 5 - Max: 17) seconds.
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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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