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Content



Elementalist


- Air Magic - Earth Magic - Energy Storage - Fire Magic - Water Magic - No Attribute -


Elementalists summon the powers of earth, air, fire, and water and command them at will. Their mastery of the elements gives them a wide range of abilities, most of them deadly, and they can inflict more damage in a single strike than any other profession.

Earth magic summons quakes and eruptions, encases enemies in stone, or strengthens allies. Air magic harnesses the power of tempests to strike foes down with lightning strikes or enables allies to run like the wind. Fire magic manifests flames, fireballs, molten lava, and even meteors to burn enemies to a crisp. Water magic conjures mist and ice to slow enemy movement and attacks, blur vision, protect allies against magic, and inflict cold damage on enemies.

The wise Elementalist avoids becoming surrounded, but keeps a local area-of-effect spell on hand just in case.









All skills are shown with minimum and maximum values. The minimum is with 0 points in the related attribute; the maximum is with 15 points in the related attribute. It is possible to have more than 15 points in a given attribute, but values will need to be calculated on the 15-point figures given in the individual descriptions.
Air Magic - Points in this attribute increase effectiveness of Air Magic (lightning, wind); increases damage, in most cases.
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.
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.
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.

Air Magic    - Top -


Air Attunement

Air Attunement

Enchantment. For (Min: 36 - Max: 60) seconds, you are attuned to Air. You gain 30% of the Energy cost of the skill whenever you use Air Magic.

: 10   : 2   : 60
Blinding Flash

Blinding Flash

Spell. Target foe is Blinded for (Min: 3 - Max: 10) seconds.

: 15   : 0.75   : 4
Chain Lightning

Chain Lightning

Spell. Target foe and up to two other foes near your target are struck for (Min: 10 - Max: 85) lightning damage. This spell has 25% armor penetration and causes Exhaustion.

: 10   : 3   : 10
Conjure Lightning

Conjure Lightning

Enchantment. Lose all Enchantments. For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional (Min: 1 - Max: 16) lightning damage.

: 10   : 1   : 60
Enervating Charge

Enervating Charge

Spell. Target foe is struck for (Min: 5 - Max: 50) lightning damage and suffers from Weakness for (Min: 5 - Max: 20) seconds. This spell has 25% armor penetration.

: 10   : 1   : 8
Gale

Gale

Spell. Knock down target foe for 3 seconds. This spell causes Exhaustion. (50% failure chance with Air Magic 4 or less.)

: 5   : 1   : 5
Glimmering Mark (Elite)
 
Glimmering Mark (Elite)

Elite Hex. For (Min: 1 - Max: 16) second(s), whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from Blindness for 3 seconds.

: 10   : 2   : 15
Lightning Javelin

Lightning Javelin

Spell. Send out a Lightning Javelin that strikes for (Min: 15 - Max: 50) lightning damage if it hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted. This Spell has 25% armor penetration.

: 10   : 1   : 5
Lightning Orb

Lightning Orb

Spell. Lightning Orb flies toward target foe and strikes for (Min: 10 - Max: 100) lightning damage if it hits. This spell has 25% armor penetration.

: 15   : 2   : 5
Lightning Strike

Lightning Strike

Spell. Strike target foe for (Min: 5 - Max: 50) lightning damage. This spell has 25% armor penetration.

: 5   : 1   : 5
Lightning Surge (Elite)
 
Lightning Surge (Elite)

Elite Hex. After 3 seconds, target foe is knocked down and struck for (Min: 14 - Max: 100) lightning damage. This spell causes Exhaustion.

: 10   : 2   : 10
Lightning Touch

Lightning Touch

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: 40) lightning damage. This spell has 25% armor penetration.

: 15   : 0.75   : 10
Mind Shock (Elite)
 
Mind Shock (Elite)

Elite Spell. Target foe suffers (Min: 10 - Max: 50) lightning damage. If you have more Energy than target foe, that foe suffers (Min: 10 - Max: 50) additional lightning damage and is knocked down. This spell has 25% armor penetration and causes Exhaustion.

: 10   : 1   : 20
Shock
 
Shock

Skill. Target touched foe is struck for (Min: 10 - Max: 60) lightning damage and is knocked down. This skill has 25% armor penetration and causes Exhaustion.

: 5   : 0.75   : 10
Thunderclap (Elite)
 
Thunderclap (Elite)

Elite Hex. For (Min: 8 - Max: 20) seconds, if target foe is struck for lightning damage, that foe and adjacent foes are knocked down, and you lose (Min: 15 - Max: 7) Energy or Thunderclap ends.

: 10   : 2   : 15
Whirlwind
 
Whirlwind

Spell. All adjacent foes take (Min: 15 - Max: 60) cold damage. Attacking foes struck by Whirlwind are knocked down.

: 10   : 1   : 20
Windborne Speed

Windborne Speed

Enchantment Spell. For (Min: 5 - Max: 11) seconds, target ally moves 33% faster.

: 10   : 1   : 5

Earth Magic    - Top -


Aftershock

Aftershock

Spell. Adjacent foes are struck for (Min: 26 - Max: 100) damage. Knocked down foes are struck for (Min: 10 - Max: 68) additional damage.

: 10   : 0.75   : 10
Armor of Earth

Armor of Earth

Enchantment. For 30 seconds, you gain (Min: 24 - Max: 60) armor, but move (Min: 50 - Max: 14%) slower than normal.

: 10   : 0.75   : 15
Crystal Wave

Crystal Wave

Spell. Foes adjacent to you are struck for (Min: 10 - Max: 100) damage, but are cured of any negative "Conditions." This Spell ignores armor and magic resistance.

: 15   : 0.75   : 20
Earth Attunement

Earth Attunement

Enchantment. For (Min: 36 - Max: 60) seconds, you are attuned to Earth. You gain 30% of the Energy cost of the skill each time you use Earth Magic.

: 10   : 2   : 60
Earthquake

Earthquake

Spell. You invoke an Earthquake at target foe's location. All foes near this location are knocked down and are struck for (Min: 26 - Max: 100) earth damage. This Spell causes Exhaustion.

: 25   : 3   : 15
Eruption

Eruption

Spell. Cause an Eruption at target foe's location. For 5 seconds, foes near this location are struck for (Min: 5 - Max: 34) earth damage each second. When Eruption ends, foes in the area of effect are Blinded for 10 seconds.

: 25   : 3   : 30
Grasping Earth

Grasping Earth

Hex. For (Min: 8 - Max: 20) seconds, all nearby foes move 50% slower but have +24 armor against physical damage.

: 5   : 0.75   : 30
Iron Mist

Iron Mist

Hex. For (Min: 5 - Max: 17) seconds, target foe moves 90% slower than normal. That foe gains immunity to damage from all sources except lightning.

: 10   : 2   : 30
Kinetic Armor

Kinetic Armor

Enchantment Spell. For 8 seconds, you gain (Min: +20 - Max: +80) armor. Whenever you cast a Spell, Kinetic Armor is renewed for 8 seconds.

: 15   : 3   : 60
Magnetic Aura

Magnetic Aura

Enchantment. For (Min: 5 - Max: 20) seconds, Magnetic Aura has a 75% chance to "block" melee attacks.

: 5   : 0.25   : 60
Obsidian Flame

Obsidian Flame

Spell. Deal (Min: 22 - Max: 112) damage to target foe. This Spell ignores armor but causes Exhaustion.

: 5   : 2   : 5
Obsidian Flesh

Obsidian Flesh (Elite)

Elite Enchantment. For (Min: 8 - Max: 20) seconds, you gain +20 armor and cannot be the target of enemy spells, but move 50% slower.

: 10   : 1   : 30
Stone Daggers

Stone Daggers

Spell. You send out two Stone Daggers. If it hits, each Stone Dagger strikes for (Min: 3 - Max: 24) earth damage.

: 5   : 1   : 0
Stoning

Stoning

Spell. Stoning strikes for (Min: 20 - Max: 90) earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down.

: 15   : 1   : 5
Ward Against Elements

Ward Against Elements

Spell. For (Min: 8 - Max: 20) seconds, nearby allies gain +24 armor against elemental damage.

: 15   : 1   : 20
Ward Against Foes

Ward Against Foes

Spell. You create a Ward Against Foes at your current location. For (Min: 8 - Max: 20) seconds, foes in this area move 50% slower.

: 15   : 1   : 20
Ward Against Melee

Ward Against Melee

Spell. You create a Ward Against Melee at your current location. For (Min: 8 - Max: 20) seconds, allies in this area have a 50% chance to evade melee attacks.

: 10   : 1   : 20

Energy Storage    - Top -


Aura of Restoration

Aura of Restoration

Enchantment. For 60 seconds, you are healed for (Min: 152 - Max: 400%) of the Energy cost each time you cast a Spell.

: 10   : 0.25   : 20
Ether Prodigy

Ether Prodigy (Elite)

Elite Enchantment. Lose all "Enchantments." For (Min: 10 - Max: 25) seconds, you gain Energy regeneration of 4. When Ether Prodigy ends, you take 2 damage for each point of Energy you have. This Spell causes Exhaustion.

: 5   : 1   : 5
Ether Renewal

Ether Renewal (Elite)

Elite Enchantment. For 7 seconds, each time you cast a spell, you gain (Min: 1 - Max: 5) Energy and (Min: 5 - Max: 20) Health for each Enchantment on you.

: 10   : 1   : 30

Fire Magic    - Top -


Conjure Flame

Conjure Flame

Enchantment Spell. Lose all Enchantments. For 60 seconds, if you're wielding a fire weapon, your attacks strike for an additional (Min: 1 - Max: 16) fire damage.

: 10   : 1   : 60
Fire Attunement

Fire Attunement

Enchantment Spell. For (Min: 36 - Max: 60) seconds, you are attuned to Fire. You gain 30% of the Energy cost of the spell each time you use Fire Magic.

: 10   : 2   : 60
Fire Storm

Fire Storm

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.

: 15   : 4   : 30
Fireball

Fireball

Spell. Target foe and all adjacent foes are struck for (Min: 7 - Max: 112) fire damage.

: 10   : 2   : 7
Flameburst

Flame Burst

Spell. All nearby foes are struck for (Min: 7 - Max: 112) fire damage.

: 15   : 0.75   : 5
Flare

Flare

Spell. Spell. Target foe is struck for (Min: 16 - Max: 46) fire damage if it hits.

: 5   : 1   : 0
Immolate

Immolate

Spell. Target foe is struck for (Min: 5 - Max: 50) fire damage and is set on fire for (Min: 1 - Max: 3) second(s).

: 10   : 1   : 5
Incendiary Bonds

Incendiary Bonds

Hex. After 3 seconds, target foe and adjacent foes are struck for (Min: 20 - Max: 80) fire damage and are set on fire for (Min: 1 - Max: 3) seconds.

: 15   : 2   : 15
Inferno

Inferno

Spell. All adjacent foes are struck for (Min: 15 - Max: 120) fire damage.

: 10   : 0.75   : 20
Lava Font

Lava Font

Spell. For 5 seconds, foes adjacent to the location where this Spell was cast are struck for (Min: 5 - Max: 29) fire damage.

: 10   : 2   : 4
Mark of Rodgort

Mark of Rodgort

Hex. For (Min: 8 - Max: 20) seconds, whenever target foe is struck for fire damage, that foe is set on fire for (Min: 1 - Max: 4) second(s).

: 25   : 1   : 20
Meteor

Meteor

Spell. Target foe and all adjacent foes are struck for (Min: 7 - Max: 112) fire damage and knocked down. This Spell causes Exhaustion.

: 5   : 3   : 30
Meteor Shower

Meteor Shower

Spell. Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for (Min: 7 - Max: 112) fire damage and knocked down every 3 seconds. This Spell causes Exhaustion.

: 25   : 5   : 60
Mind Burn

Mind Burn (Elite)

Elite Spell. Target foe takes (Min: 15 - Max: 60) fire damage. If you have more Energy than target foe, that foe takes an additional (Min: 15 - Max: 60) fire damage and is set on fire for (Min: 1 - Max: 7) second(s). This Spell causes Exhaustion.

: 15   : 1   : 20
Phoenix

Phoenix

Spell. A fiery phoenix rises at your location, striking adjacent foes for (Min: 7 - Max: 112) fire damage, and flies out to your target, exploding on impact. This explosion strikes for an additional (Min: 15 - Max: 90) fire damage.

: 15   : 3   : 25
Rodgort's Invocation

Rodgort's Invocation

Spell. Target foe and all foes in the area are struck for (Min: 7 - Max: 112) fire damage and set on fire for (Min: 1 - Max: 3) seconds.

: 25   : 3   : 15
Searing Heat

Searing Heat

Spell. Cause Searing Heat at target foe's location. For 5 seconds, foes near this location are struck for (Min: 5 - Max: 29) fire damage each second. When Searing Heat ends, foes in the area of effect are set on fire for 3 seconds.

: 25   : 3   : 30

Water Magic    - Top -


Armor of Frost

Armor of Frost

Enchantment. For (Min: 10 - Max: 34) seconds, you gain +40 armor against physical damage, but -24 armor against fire damage. Armor of Frost ends if you use any Fire Magic.

: 5   : 1   : 45
Armor of Mist

Armor of Mist

Enchantment. For (Min: 8 - Max: 20) seconds, you gain (Min: 10 - Max: 40) armor and move 33% faster.

: 10   : 2   : 30
Blurred Vision

Blurred Vision

Hex. For (Min: 8 - Max: 20) seconds, target foe and adjacent foes are Hexed with Blurred Vision. While Hexed, those foes have a 50% chance to miss with attacks.

: 15   : 2   : 20
Conjure Frost

Conjure Frost

Enchantment. Lose all Enchantments. For 60 seconds, if you're wielding a cold weapon, your attacks strike for an additional (Min: 1 - Max: 16) cold damage.

: 10   : 1   : 60
Deep Freeze

Deep Freeze

Hex. You cause a Deep Freeze at target foe's location. All foes near this location are struck for (Min: 10 - Max: 85) cold damage, and for 10 seconds, they move 66% slower than normal.

: 25   : 3   : 20
Frozen Burst

Frozen Burst

Hex. Foes adjacent to you are struck for (Min: 20 - Max: 110) cold damage and move 66% slower for (Min: 5 - Max: 11) seconds.

: 15   : 0.75   : 30
Ice Prison

Ice Prison

Hex. For (Min: 8 - Max: 20) 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.

: 10   : 2   : 30
Ice Spear

Ice Spear

Spell. Ice Spear flies toward target foe, striking for (Min: 5 - Max: 65) cold damage if it hits. Ice Spear has half the normal Spell range.

: 5   : 1   : 0
Ice Spikes

Ice Spikes

Hex. Target and adjacent foes are struck for (Min: 20 Max: 80) cold damage and move 66% slower for (Min: 2 - Max: 6) seconds.

: 15   : 2   : 15
Ice Spear

Maelstrom

Spell. Create a Maelstrom at target foe's location. For 10 seconds, foes adjacent to that area are struck for (Min: 10 - Max: 25) cold damage each second. Maelstrom interrupts spell-casting when it hits. This Spell causes Exhaustion.

: 25   : 4   : 30
Mind Freeze

Mind Freeze (Elite)

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.

: 10   : 1   : 20
Mist Form

Mist Form (Elite)

Elite Enchantment. For (Min: 8 - Max: 20) seconds, you cannot take or deal damage from attacks.

: 10   : 2   : 30
Rust

Rust

Hex. For (Min: 6 - Max: 42) seconds, target foe and all adjacent foes take 3 times as long to activate Signets.

: 5   : 2   : 30
Shard Storm

Shard Storm

Hex. Target foe is struck for (Min: 10 - Max: 65) cold damage and moves 66% slower for (Min: 2 - Max: 6) seconds.

: 10   : 1   : 10
Swirling Aura

Swirling Aura

Enchantment Spell. For (Min: 8 - Max: 20) seconds, Swirling Aura has a 50% chance to "block" arrows and magical projectiles.

: 10   : 1   : 60
Ward Against Harm

Ward Against Harm (Elite)

Spell. Create a Ward Against Harm here. For (Min: 8 - Max: 20) seconds, allies in this area have (Min: 12 - Max: 60) armor against fire damage and (Min: 12 - Max: 24) armor against other damage.

: 15   : 1   : 20
Water Attunement

Water Attunement

Enchantment. For (Min: 36 - Max: 60) seconds, you are attuned to Water. You gain 30% of the Energy cost of the skill each time you use Water Magic.

: 10   : 2   : 60
Water Trident

Water Trident (Elite)

Elite Spell. Send out a Water Trident at target foe. Water Trident strikes for (Min: 5 - Max: 65) cold damage if it hits. If it hits a moving foe, that foe is knocked down.

: 5   : 1   : 3

No Attribute    - Top -


Elemental Attunement

Elemental Attunement (Elite)

Elite Enchantment. 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.

: 10   : 2   : 60
Glyph of Concentration

Glyph of Concentration

Glyph. Your next Spell cannot be interrupted and ignores the effects of being Dazed.

: 5   : 1   : 2
Glyph of Elemental Power

Glyph of Elemental Power

Glyph. Your elemental attributes are boosted by 2 for your next Spell.

: 5   : 1   : 5
Glyph of Energy

Glyph of Energy (Elite)

Elite Glyph. Your next Spell costs 20 less Energy to cast and does not cause Exhaustion.

: 5   : 1   : 15
Glyph of Lesser Energy

Glyph of Lesser Energy

Glyph. Your next Spell costs 15 less Energy to cast.

: 5   : 1   : 30
Glyph of Renewal

Glyph of Renewal (Elite)

Elite Glyph. Your next Spell recharges twice as fast as normal.

: 5   : 1   : 30
Glyph of Sacrifice

Glyph of Sacrifice

Glyph. Your next spell may be cast instantly, but takes an additional 120 seconds to recharge.

: 5   : 1   : 15
Resurrection Signet
 
Resurrection Signet

Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.

: 3   : 0   : X

 
Signet of Capture

Signet. Choose one skill from a nearby dead Boss. Signet of Capture is permanently replaced by that skill. (You can only learn skills of your profession.)

: 2   : 0   : X


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