Skills
| Elementalist | (click to hide) |
Those that claim dominion over the Earth, the Heavens, the Water and the Flames, Elementalists are the masters of destruction. Elementalists are capable not only of dealing massive damage to a single target, but they can also spread their damage out to several foes, making them not only deadly, but versatile as well.
| Air Magic | (click to hide) |
The domain of Air focuses most heavily on powerful single target attacks. Lightning also conveys the added bonus of a percentage of armor penetration factored into its damage, making it more effective against heavily armored foes - particularly Warriors, which this line is most suited for dealing with. This is especially true when one considers how easily one can blind their foes with Air magic - a condition that is devastating to classes that rely on melee attacks to deal their damage.
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Air Attunement
- Enchantment Spell
For 36-55 seconds, you are attuned to Air. You gain 30% of the Energy cost of the Spell whenever you use Air Magic. |
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Arc Lightning
- Spell
Target foe is struck for 5-41 lightning damage. If that foe is suffering from a Water Magic Hex, one foe near your target is struck for 5-41 lightning damage. Damage from Arc Lightning has 25% armor penetration. |
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Chain Lightning
- Spell
Target foe and up to two other foes near your target are struck for 10-70 lightning damage. This Spell has 25% armor penetration and causes Exhaustion. |
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Conjure Lightning
- Enchantment Spell
For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 1-13 lightning damage. |
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Enervating Charge
- Spell
Target foe is struck for 5-41 lightning damage and suffers from Weakness for 5-17 seconds. This Spell has 25% armor penetration. |
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Gale
- Spell
Knock down target foe for 3 seconds. This Spell causes Exhaustion. (50% failure chance with Air Magic of 4 or less.) |
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Glimmering Mark {Elite}
- Hex Spell
For 1-13 seconds, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from Blindness for 3 seconds. |
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Gust {Elite}
- Spell
Target foe is struck for 10-54 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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Lightning Hammer
- Spell
Target foe is struck for 10-82 lightning damage. Lightning Hammer has 25% armor penetration. |
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Lightning Javelin
- Spell
Send out a Lightning Javelin that strikes for 15-43 lightning damage if it hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted. This Spell has 25% armor penetration. |
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Lightning Orb
- Spell
Lightning Orb flies towards target foe and strikes for 10-82 lightning damage if it hits. This Spell has 25% armor penetration. |
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Lightning Strike
- Spell
Strike target foe for 5-41 lightning damage. This Spell has 25% armor penetration. |
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Lightning Surge {Elite}
- Hex Spell
After 3 seconds, target foe is knocked down and struck for 14-83 lightning damage. This Spell causes Exhaustion. |
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Lightning Touch
- Skill
Target foe and all adjacent foes are struck for 10-50 lightning damage. Foes suffering from a Water Magic Hex are struck for an additional 10-34 lightning damage. This Spell has 25% armor penetration. |
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Mind Shock {Elite}
- Spell
Target foe suffers 10-42 lightning damage. If you have more Energy than target foe, that foe suffers 10-42 additional lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion. |
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Ride the Lightning {Elite}
- Spell
You ride the lightning to target foe. That foe is struck for 15-63 lightning damage. This spell causes Exhaustion. |
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Shock
- Skill
Target touched foe is struck for 10-50 lightning damage and is knocked down. This Spell has 25% armor penetration and causes Exhaustion. |
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Shock Arrow
- Spell
Send out a shocking arrow that flies swiftly toward target foe, striking for 10-30 lightning damage. Shock Arrow has 25% armor penetration. |
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| Earth Magic | (click to hide) |
The domain of Earth deals primarily with strengthening the defenses of the Elementalist. These defenses may be spells that only target the Elementalist casting them, or they may be Wards - an Area of Effect spell that is beneficial to all of your allies. In the middle of a heated fight, having the right Ward on your side can quickly turn the tides of battle in your favor. Earth magic also contains a few odds and ends for offensive magics, including projectiles and AoE spells, though not enough in and of themselves to make an offensive Earth Elementalist as viable as an Air or Fire would be. As such, Earth is recommended to be used as a 'support' attribute.
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Aftershock
- Spell
Nearby foes are struck for 26-85 damage. Knocked down foes are struck for 10-56 additional damage. |
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Armor of Earth
- Enchantment Spell
For 30 seconds, you gain 24-53 armor, but move 50%-21% slower than normal. |
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Ash Blast
- Spell
Target foe is struck for 20-36 earth damage. If Ash Blast strikes a knocked-down foe, that foe is blinded for 5-9 seconds. |
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Churning Earth
- Spell
Create Churning Earth at target foe's location. For the next 5 seconds, Churning Earth strikes for 5-28 Earth damage each second. Any foe moving faster than normal when struck by Churning Earth is knocked down. |
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Crystal Wave
- Spell
Foes near you are struck for 10-82 damage, but are cured of any negative Conditions. This Spell ignores armor and magic resistance. |
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Dragon's Stomp
- Spell
You invoke a Dragon's Stomp at target foe's location. All foes near this location are knocked down and are struck for 26-85 earth damage. This spell causes Exhaustion. |
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Earth Attunement
- Enchantment Spell
For 36-55 seconds, you are attuned to Earth. You gain 30% of the Energy cost of the Spell each time you use Earth Magic. |
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Earthquake
- Spell
You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for 26-85 earth damage. This Spell causes Exhaustion. |
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Eruption
- Spell
Cause an Eruption at target foe's location. For 5 seconds, foes near this location are struck for 5-28 earth damage each second. When Eruption ends, foes in the area of effect are Blinded for 10 seconds. |
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Grasping Earth
- Hex Spell
For 8-18 seconds, all nearby foes move 50% slower but have +24 armor against physical damage. |
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Iron Mist
- Hex Spell
For 5-15 seconds, target foe moves 90% slower than normal. That foe gains immunity to damage from all sources except lightning. |
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Kinetic Armor
- Enchantment Spell
For 8 seconds, you gain +20-68 armor. Whenever you cast a Spell, Kinetic Armor is renewed for 8 seconds. |
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Magnetic Aura
- Enchantment Spell
For 5-17 seconds, Magnetic Aura has a 75% chance to "block" melee attacks. |
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Obsidian Flame
- Spell
Deal 22-94 damage to target foe. This Spell ignores armor but causes Exhaustion. |
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Obsidian Flesh {Elite}
- Enchantment Spell
For 8-18 seconds, you gain +20 armor and cannot be the target of enemy Spells, but move 50% slower. |
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| Elementalist General | (click to hide) |
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Elemental Attunement {Elite}
- Enchantment Spell
For 45 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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Glyph of Concentration
- Glyph
Your next Spell cannot be interrupted, and ignores the effects of Dazed. |
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Glyph of Energy {Elite}
- Glyph
Your next Spell costs 20 less Energy to cast and does not cause Exhaustion. |
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Glyph of Essence
- Glyph
For 15 seconds, your next Spell casts instantly, but causes you to lose all Energy. |
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Glyph of Sacrifice
- Glyph
Your next Spell may be cast instantly, but takes an additional 90 seconds to recharge. |
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Second Wind {Elite}
- Spell
You gain 1 Energy for each point of Energy lost due to Exhaustion. This spell causes Exhaustion. |
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| Energy Storage | (click to hide) |
An important attribute for all Elementalists, and often the reason why many people choose to make an Elementalist Primary (and secondary class the other profession they wanted to play.) Every point invested into Energy Storage increases the maximum amount of Energy the character has. Since all casters, especially Elementalists who often have very costly spells, rely so heavily on Energy, it is worth it to put as many points as can be spared into this attribute. Energy Storage also contains the Elementalist's self healing spell, so not only will you be able to cast more, you'll be able to keep yourself alive longer while doing so.
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Aura of Restoration
- Enchantment Spell
For 60 seconds, you are healed for 152-350% of the Energy cost each time you cast a Spell. |
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Ether Prodigy {Elite}
- Enchantment Spell
Lose all enchantments. For 5-17 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of energy you have. This Spell causes Exhaustion. |
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Ether Renewal {Elite}
- Enchantment Spell
For 7 seconds, each time you cast a Spell, you gain 1-3 Energy and 5-17 Health for each Enchantment on you. |
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| Fire Magic | (click to hide) |
The domain of Fire is where most of the Elementalist's AoE offense resides. Fire magic is capable of striking multiple foes around your target, it can be used to damage anyone who enters a targetted area, or it can be used for single target strikes. Most offensive Elementalists are of the Fire element because of the good damage and diversity that the skills represent. They can also easily set foes on fire - a condition which is useful, since it ignores any type of armor or resistance in dealing its damage. While Fire contains some of the most powerful skills in game, these skills are often accompanied by a hefy Energy cost, so good energy management is a must.
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Bed of Coals
- Spell
Create a Bed of Coals at your location. For 10 seconds, foes standing still near this location are struck for 5-24 fire damage each second. Any foe knocked down on the Bed of Coals is set on fire for 3-6 seconds. |
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Breath of Fire
- Spell
Create Breath of Fire at target foe's current location. For 5 seconds, foes adjacent to that location are struck for 5-29 fire damage each second. |
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Burning Speed
- Enchantment Spell
For 5 seconds, you are set on fire and move 30-42% faster. When Burning Speed ends, all adjacent foes are set on fire for 3-8 seconds. |
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Conjure Flame
- Enchantment Spell
For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional 1-13 fire damage. |
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Double Dragon {Elite}
- Spell
For 2 seconds, foes adjacent to this location are struck for 7-91 fire damage each second. This spell causes Exhaustion. |
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Fire Attunement
- Enchantment Spell
For 36-55 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
- Spell
Create a Fire Storm at target foe's location. For 10 seconds, foes adjacent to that location are struck for 5-24 fire damage each second. |
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Fireball
- Spell
Fireball flies toward target foe and explodes on impact, striking for 7-91 fire damage in an area. |
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Incendiary Bonds
- Hex Spell
After 3 seconds, target foe and adjacent foes are struck for 20-68 fire damage and are set on fire for 1-3 seconds. |
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Lava Arrows
- Spell
Lava Arrows fly toward up to 3 foes near your target and strike for 6-30 damage if they hit. Lava Arrows have half the normal range. |
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Lava Font
- Spell
For 5 seconds, foes adjacent to the location where this Spell was cast are struck for 5-29 fire damage. |
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Mark of Rodgort
- Hex Spell
For 8-18 seconds, whenever target foe is struck for fire damage, that foe is set on fire for 1-3 seconds. |
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Meteor
- Spell
Call down a fiery meteor on your target foe. The meteor explodes, striking for 7-91 damage and knocking down anyone it hits. This Spell causes Exhaustion. |
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Meteor Shower
- Spell
Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 7-91 fire damage and knocked down every 3 seconds. This Spell causes Exhaustion. |
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Mind Burn {Elite}
- Spell
Target foe takes 15-51 fire damage. If you have more energy than target foe, that foe takes an additional 15-51 fire damage and is set on fire for 1-6 seconds. This spell causes exhaustion. |
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Phoenix
- Spell
A fiery phoenix rises at your location, striking nearby foes for 7-91 fire damage, and flies out to your target, exploding on impact. This explosion strikes for an additional 15-75 fire damage. |
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Rodgort's Invocation
- Spell
Target foes and nearby foes are struck for 15-99 fire damage and are set on fire for 1-3 seconds. |
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Searing Heat
- Spell
Cause Searing Heat at target foe's location. For 5 seconds, foes near this location are struck for 5-29 fire damage each second. When Searing Heat ends, foes in the area of effect are set on fire for 3 seconds. |
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| Water Magic | (click to hide) |
The domain of Water is the Elementalist's 'utility' line. There is a large variety of benefits that can be reaped from this line, including defensive self buffs, wards, hexes, and perhaps most importantly - snares. A 'snare' is an attack that stops or hinders an enemy's ability to move, and the uses of this can be two fold: either to keep fleeing enemies from retreating, or to keep attacking enemies from approaching. Since most Elementalists rely on being at a distance to attack, having a means to keep your foes from closing in on you can be exceedingly useful. While not as strong as a focused Air or Fire Elementalist would be, a primary Water Elementalist is still a viable choice, due to the usefulness of many of their skills.
Energy |
Casting Time |
Recharge Time |
Adrenaline |
Energy Upkeep |
Armor of Frost
- Enchantment Spell
For 10-29 seconds, you gain +40 armor against physical damage, but -24 armor against fire damage. Armor of Frost ends if you use any Fire Magic. |
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Blurred Vision
- Hex Spell
For 8-18 seconds, target foe and nearby foes are hexed with Blurred Vision. While hexed, those foes have a 50% chance to miss with attacks. |
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Conjure Frost
- Enchantment Spell
Lose all Enchantments. For 60 seconds, if you're wielding a cold weapon, your attacks strike for an additional 1-13 cold damage. |
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Deep Freeze
- Hex Spell
You cause a Deep Freeze at target foe's location. All foes near this location are struck for 10-70 cold damage, and for 10 seconds, they move 66% slower than normal. |
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Frozen Burst
- Hex Spell
Foes adjacent to you are struck for 20-92 cold damage and move 66% slower for 5-10 seconds. |
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Ice Prison
- Hex Spell
For 8-18 seconds, target foe's legs are encased in ice, causing the foe to move 66% slower than normal. This effect ends if target takes fire damage. |
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Ice Spear
- Spell
Ice Spear flies toward target foe, striking for 10-58 cold damage if it hits. Ice Spear has half the normal Spell range. |
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Ice Spikes
- Hex Spell
Target and nearby foes are struck for 20-68 cold damage and move 66% slower for 2-5 seconds. |
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Icy Prism
- Spell
Target foe is struck for 10-54 cold damage. If target foe is using a Signet, that Signet is interrupted and all of that foe's Signets are disabled for 3-8 seconds. |
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Maelstrom
- Spell
Create a Maelstrom at target foe's location. For 10 seconds, foes in that area are struck for 10-22 cold damage each second. Maelstrom interrupts Spell-casting when it hits. This Spell causes Exhaustion. |
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Mind Freeze {Elite}
- Hex Spell
Target foe suffers 10-34 damage. If you have more Energy than target foe, that foe suffers an additional 10-34 damage and moves 90% slower for 2-5 seconds. This Spell causes Exhaustion. |
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Mirror of Ice {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 10-70 damage. |
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Mist Form {Elite}
- Enchantment Spell
For 8-18 seconds, you cannot take or deal damage from attacks. |
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Rust
- Hex Spell
For 6-35 seconds, target foe and all adjacent foes take 3 times as long to activate Signets. |
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Shard Storm
- Spell
Target foe is struck for 10-54 cold damage and moves 66% slower for 2-5 seconds. |
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Shatterstone {Elite}
- Hex Spell
Target foe is struck for 10-46 cold damage and is Hexed with Shatterstone for 3 seconds. When Shatterstone ends, that foe is struck for 15-51 cold damage. |
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