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.

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Air Attunement - 10 2 45 Enchantment Spell. For (Min: 36 - Max: 55) seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the Skill whenever you use Air Magic.
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Blinding Flash - 15 ¾ 4 Spell. Target foe is Blinded for (Min: 3 - Max: 9) seconds.
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Conjure Lightning - 10 1 45 Enchantment Spell. Lose all Enchantments. For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional (Min: 7 - Max: 19) lightning damage.
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Enervating Charge - 10 1 8 Spell. Target foe is struck for (Min: 5 - Max: 41) lightning damage and suffers from Weakness for (Min: 5 - Max: 17) seconds. This spell has 25% armor penetration.
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Gale - 10 1 5 Spell. Knock down target foe for 2 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
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Lightning Orb - 15 2 5 Spell. Lightning Orb flies toward target foe and strikes for (Min: 10 - Max: 82) lightning damage if it hits. This spell has 25% armor penetration.
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Lightning Strike - 5 1 5 Spell. Strike target foe for (Min: 5 - Max: 41) lightning damage. This spell has 25% armor penetration.
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Lightning Surge (Elite) - 15 2 10 Elite Hex Spell. After 3 seconds, target foe is knocked down and struck for (Min: 14 - Max: 83) lightning damage. This spell causes Exhaustion.
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Lightning Touch - 5 ¾ 10 Skill. Target touched foe and all adjacent foes are struck for (Min: 10 - Max: 50) lightning damage. Foes suffering from a Water Magic Hex are struck for an additional (Min: 10 - Max: 34) lightning damage. This spell has 25% armor penetration.
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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.

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Aftershock - 10 ¾ 10 Spell. Adjacent foes are struck for (Min: 26 - Max: 85) damage. Knocked down foes are struck for (Min: 10 - Max: 56) additional damage.
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Armor of Earth - 10 ¾ 15 Enchantment Spell. For 30 seconds, you gain (Min: 24 - Max: 53) armor, but move (Min: 50% - Max: 21%) slower than normal.
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Earth Attunement - 10 2 45 Enchantment Spell. For (Min: 36 - Max: 55) seconds, you are attuned to Earth. You gain 30% of the Energy cost of the skill each time you use Earth Magic.
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Obsidian Flame - 5 2 5 Spell. Deal (Min: 22 - Max: 94) damage to target foe. This Spell ignores armor but causes Exhaustion.
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Obsidian Flesh (Elite) - 10 1 30 Elite Enchantment Spell. For (Min: 8 - Max: 18) seconds, you gain +20 armor and cannot be the target of enemy spells, but move 50% slower.
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Stone Daggers - 5 1 Spell. You send out two Stone Daggers. If it hits, each Stone Dagger strikes for (Min: 8 - Max: 28) earth damage.
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Stoning - 15 1 5 Spell. Stoning strikes for (Min: 15 - Max: 87) earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down.
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Ward Against Foes - 15 1 20 Spell. You create a Ward Against Foes at your current location. For (Min: 8 - Max: 18) seconds, foes in this area move 50% slower.
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Ward Against Melee - 10 1 20 Spell. You create a Ward Against Melee at your current location. For (Min: 8 - Max: 18) seconds, allies in this area have a 50% chance to evade melee attacks.
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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.

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Aura Of Restoration - 10 ¼ 5 Enchantment Spell. For 60 seconds, you are healed for (Min: 152 - Max: 350%) of the Energy cost each time you cast a Spell.
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Elemental Attunement (Elite) - 10 2 45 Elite Enchantment Spell. For (Min: 30 - Max: 50) seconds, you are attuned to Air, Fire, Water, and Earth. You gain 50% of the Energy cost of the spell each time you use magic associated with any of these elements.
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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.

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Conjure Flame - 10 1 45 Enchantment Spell. Lose all Enchantments. For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional (Min: 7 - Max: 19) fire damage.
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Fire Attunement - 10 2 45 Enchantment Spell. For (Min: 36 - Max: 55) seconds, you are attuned to Fire. You gain 30% of the Energy cost of the spell each time you use Fire Magic.
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Fire Storm - 10 2 30 Spell. Create a Fire Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for (Min: 5 - Max: 29) fire damage each second.
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Fireball - 10 2 7 Spell. Target foe and all adjacent foes are struck for (Min: 7 - Max: 91) fire damage.
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Flare - 5 1 Spell. Spell. Target foe is struck for (Min: 20 - Max: 56) fire damage if it hits.
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Immolate - 10 1 3 Spell. Target foe is struck for (Min: 15 - Max: 51) fire damage and is set on fire for (Min: 1 - Max: 3) second(s).
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Inferno - 10 ¾ 10 Spell. All adjacent foes are struck for (Min: 30 - Max: 114) fire damage.
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Meteor - 5 3 30 Spell. Target foe and all adjacent foes are struck for (Min: 7 - Max: 91) fire damage and knocked down. This Spell causes Exhaustion.
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Mind Burn (Elite) - 5 1 5 Elite Spell. Target foe takes (Min: 15 - Max: 51) fire damage. If you have more Energy than target foe, that foe takes an additional (Min: 15 - Max: 51) fire damage and is set on fire for (Min: 1 - Max: 6) second(s). This Spell causes Exhaustion.
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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.

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Blurred Vision - 15 1 20 Hex Spell. For (Min: 8 - Max: 18) seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks.
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Conjure Frost - 10 1 45 Enchantment Spell. Lose all Enchantments. For 60 seconds, if you're wielding a cold weapon, your attacks strike for an additional (Min: 7 - Max: 19) cold damage.
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Deep Freeze - 25 3 15 Hex Spell. You cause a Deep Freeze at target foe's location. All foes near this location are struck for (Min: 10 - Max: 70) cold damage, and for 10 seconds, they move 66% slower than normal.
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Ice Spear - 5 1 Spell. Ice Spear flies toward target foe, striking for (Min: 10 - Max: 58) cold damage if it hits. Ice Spear has half the normal Spell range.
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Ice Spikes - 15 2 15 Hex Spell. Target and adjacent foes are struck for (Min: 20 - Max: 68) cold damage and move 66% slower for (Min: 2 - Max: 5) seconds.
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Maelstrom - 25 2 30 Spell. Create a Maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for (Min: 10 - Max: 22) cold damage each second. Maelstrom interrupts spell-casting when it hits. This Spell causes Exhaustion.
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Mind Freeze (Elite) - 5 1 8 Elite Hex Spell. Target foe suffers (Min: 10 - Max: 34) cold damage. If you have more Energy than target foe, that foe suffers an additional (Min: 10 - Max: 34) cold damage and moves 90% slower for (Min: 1 - Max: 8) seconds. This Spell causes Exhaustion.
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Rust - 5 2 15 Hex Spell. For (Min: 6 - Max: 35) seconds, target foe and all adjacent foes take 3 times as long to activate Signets.
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Water Attunement - 10 2 45 Enchantment Spell. For (Min: 36 - Max: 55) seconds, you are attuned to Water. You gain 30% of the Energy cost of the skill each time you use Water Magic.
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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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Glyph of Elemental Power - 5 1 5 Glyph. For 15 seconds, your elemental attributes are boosted by 2 for your next 5 spells.
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Glyph of Lesser Energy - 5 1 30 Glyph. For 15 seconds, your next two spells costs (Min: 10 - Max: 16) less Energy to cast.
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