Dessa karaktärer får sin kraft från moder jords egna element. Genom att styra elementens krafter kan elementarikern göra enorma skador, förblinda sina motståndare eller hela sig själv. Elementarikern kan skapa jordbävningar eller stärka sina allierade med hjälp av Jordmagi (Earthmagic), Sända Blixtar mot sina fiender eller själv förflytta sig med vindens hastighet genom användandet av Luftmagi (Air Magic). Eld magin (Fire Magic) som troligen är den som används mest utbrett kan få ett mål att börja brinna, meteorer att falla eller sända ut en dödlig fågel Phoenix. Vattnen magin (Water Magic) med sin förmåga att skapa dimma och is skyddar elementarikern genom att göra förhållandena svårare för sina motståndare. Men även Vattenmagi har sina attackbesvärjelser.
Denna karaktärstyp är troligen den som ensam kan göra störst skada med en attack.
En smart elementarikern ser till att hålla sig ifrån närstrid och med sitt breda utbud av besvärjelser och sin förmåga att lagra Energi (Energy Storage) håller sig i bakgrunden som "eldunderstöd" åt de övriga i gruppen.
DENNA SIDA HÅLLER PÅ ATT UPPDATERAS
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.
Blinding Flash
Spell. Target enemy is blinded for (3..9) seconds.
Chain Lightning
Spell. Target foe up to two other foes near your target are stuck for (10..82) lightning damage. This spell has 25% armor penetration and causes Exhaustion.
Conjure Lightning
Enchantment spell. Lose all ”Enchantments.” For 60 seconds, if you’re wielding a lightning weapon, your attacks strike for an additional (1..13) lightning damage.
Enervating Charge
Spell. Target foe is stuck for (5..41) lightning damage and suffers from weakness for (5..17) seconds. This spell has 25% armor penetration.
Gale
Spell. Knock down target foe for 3 seconds. This spell causes Exhaustion. (50% failure chance with Air Magic 4 or less.)
Glimmering Mark[ELITE]
Hex Spell. For (1..13) second, whenever target foe suffers lightning damage, that foe and all adjacent foes suffer from blindness for 3 seconds.
Lightning Javelin
Spell. Send out a Lightning Javeling that strikes for (15..43) lightning damage if it hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted.
Lightning Orb
Spell. Lightning Orb flies toward target foe and strikes for (10..82) lightning damage if it hits. This spell has 25% armor penetration.
Lightning Strike
Spell. Strike target foe for (5..41) lightning damage. This spell has 25% armor penetration.
Lightning Surge[ELITE]
Hex Spell. After 3 seconds, target foe is knocked down and struck for (14..83) lightning damage. This spell causes Exhaustion.
Lightning Touch
Skill. Target touched foe and all adjucent foes are struck for (10..34) lightning damage. Foes suffering from a Water Magic “Hex” are struck for an additional (10..34) lightning damage. This spell has 25% armor penetration.
Mind Shock
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.
Shock
Skill. Target touched foe is struck for (15..51) lightning damage and is knocked down. This spell has 25% armor penetration.
Thundeclap[ELITE]
Hex spell. For (8..18) seconds, the next time target foe is struck for lightning damage, that foe and adjucent foes knocked down, and you you lose (15..9) Energy or Thundeclap ends.
Whirlwind
Spell. All adjucent foes take (15..51) cold damage. Attacking foes struck by Whirlwind are knocked down.
Aftershock
Spell. Nearby enemies are struck for (26..85) damage. Knocked down foes are struck for (10..56) additional damage.
Armor of Earth
Enchantment Spell. For 30 seconds, you gain (24..53) armor, but move (50..21) % slower than normal.
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.
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.
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.
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.
Crasping Earth
Hex Spell. For (8..18) seconds, all nerby foes move 50% slower but have +24 armor against physical damage.
Iron Mist
Hex Spell. For (5..15) seconds, target foe moves 90% slower than normal. That foe gains immunity to damage from all sources execpt lightning.
Kinetic Armor
Enchantment Spell. For 8 seconds, you gain +(10..34) armor. Whenever you cast a spell, Kinetic Armor is renewed for 8 seconds.
Magnetic Aura
Enchantment Spell. For (5..10) seconds, Magnetic Aura has a 75% chance to “block” melee attacks.
Obsidian Flame
Spell. Deal (22..94) damage to target foe. This spell ignores armor but causes Exhaustion.
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.
Stone Daggers
Spell. You send out two Stone Daggers. If it hits, each stone dagger strikes for (3..20) earth damage.
Stoning
Spell. You send a flurry of stones at target foe. If they hit, the stones strike for (20..76) earth damage. If the target foe is suffering from a “Weakness,” that foe is knocked down.
Ward Against Elements
Spell. For (8..18) seconds, nearby allies gain +24 armor against elemental damage.
Ward Against Foes
Spell. You create a Wars Against Foes at your current location. For (8..18) seconds, foes in that area move 50% slower.
Ward Against Melee
Spell. You create a Ward Against Melee at you current location. For (8..18) seconds, allies in this area have a 50% chance to evade melee attacks.
Conjure Flame
Enchantment Spell. Lose all “Enchantments.” For 60 seconds, you’re wielding a fire weapon, your attacks strike for an additional (1..13) fire damage.
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.
Fire Storm
Spell. For 10 seconds, the area around target foe is bombarded with a rain of fire that strikes for (5..24) fire damage each second.
Fireball
Spell. Fireball flies toward target foe and explodes on impact, striking for (7..91) damage in an area.
Flame Burst
Spell. All nearby foes are struck by jets of flame for (7..91) fire damage.
Flare
Spell. Flare flies toward target foe, striking for (16..40) fire damage if it hits.
Immolate
Spell. Target foe is struck for (5..41) fire damage and is set on fire for (1..3) second.
Incendiary Bonds
Hex Spell. After 3 seconds, target foe and nearby foes are struck for (2..21) fire damage and are set on fire for (1..3) second.
Inferno
Spell. All adjucent foes are struck for (15..99) fire damage.
Lava Font
Spell. For 5 seconds, foes adjacent to the location where this spell was cast are struck for (5..24) fire damage.
Mark of Rodgort
Hex Spell. For (8..18) seconds, whenever target foe is struck by fire damage, that foe is set on fire for (1..3) second.
Meteor
Spell. Call down a fiery meteor on your target foe. The meteor explodes, striking for (7..91) fire damage and knocking down anyone it hits. This spell causes Exhaustion.
Meteor Shower
Spell. Exploding meteors strike the area near your target. Each strikes for (7..91) damage and knocks down anyone it hits. This spell causes Exhaustion.
Mind Burn[ELITE]
Spell. Target foe takes (10..50) fire damage. If you have more Energy than target foe, that foe takes additional (10..50) fire damage and is set on fire for (1..3) second. This spell causes Exhaustion.
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.
Rodgort’s Invocation
Spell. You invoke the power of Rodgort at target foe’s location. All enemies near this location are struck for (7..91) fire damage and are set on fire for (1..3) second.
Searing Heat
Spell. Cause Searing Heat at target foe’s location. For 5 seconds, foes near this location are struck for (5..24) fire damage each second. When Searing Heat ends, enemies in the area of effect are set on fire for 3 seconds. This spell causes Exhaustion.
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.
Armor of Mist
Enchantment Spell. For (8..18) seconds, you gain +(10..34) armor and move 33% faster.
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.
Conjure Frost
Enchantment Spell. Lose all “Enchantment.” For 60 seconds, if you’re wielding a cold weapon, your attacks strike for an additional (1..13) cold damage.
Deep Freeze
Hex Spell. You cause a Deep Freeze at target foe’s location. All foes near this location are struck for (10..76) cold damage. For 10 seconds, all foes move 50% slower than normal.
Frozen Burst
Hex Spell. Foes adjacent to you are struck for (10..70) cold damage and are slowed for (5..10) seconds.
Ice Prison
Hex Spell. For (8..18) seconds, targets foe’s legs are encased in ice, causing the foe to move 66% slower than normal. This effect ends if the target takes fire damage.
Ice Spear
Spell. Ice Spear flies toward target foe, striking for (10..46) cold damage if it hits. Ice Spear has half the normal spell range.
Ice Spikes
Hex Spell. Target and nearby foes are struck for (10..70) cold damage and are slowed for (2..5) seconds.
Maelstrom
Spell. Create a Maelstrom at target foes location. For 10 seconds, foes in that area are struck for (8..29) cold damage each second. Maelstrom interrupts spell-casting when it hits. This spell causes Exhaustion.
Mind Freeze[ELITE]
Hex Spell. Target foe suffers (10..34) cold damage. If you have more Energy than target foe, that foe suffers an additional (10..34) cold damage and moves 50% slower for (2..5) seconds. This spell causes Exhaustion.
Mist Form[ELITE]
Enchantment Spell. For (8..18) seconds, you cannot take or deal damage from attacks.
Rust
Hex Spell. For (6..35) seconds, target foe and all adjacent foes take 3 time as long to activate “Signet” rings.
Shard Storm
Hex Spell. This projectile strike for (10..70) cold damage and slows the target’s movement for (2..5) seconds.
Swirling Aura
Enchantment Spell. For (8..18) seconds, Swirling Aura has a 75% chance to “block” arrows and magical projectiles.
Ward Against Harm[ELITE]
Spell. Create a Ward Against Harm here. For (8..18) seconds, nearby allies have (12..50) armor against fire damage and (12..22) armor against other damage.
Water Attunement
Enchantment Spell. For (36..55) seconds, you are attuned to Water. You gain 30% of the Energy cost of the spell each time you use Water Magic.
Water Trident[ELITE]
Spell. Send out a Water Trident at target foe. Water Trident strikes for (10..58) cold damage if it hits. If it hits a moveing foe, that foe is knocked down.
Aura of Restoration
Enchantment Spell. For 60 sec, you are healed for (152..350) % of the Energy cost each time you cast a spell.
Ether Prodigy[ELITE]
Enchantment Spell. Lose all "Enchantments". For (10..22) 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
Ether Renewal[ELITE]
Enchantment Spell. For 10 seconds, each time you cast a spell, you gain (1..4) Energy and (5..17) Health for each "Enchantment" on you.
Elemental Attunement[ELITE]
Enchantment Spell. For 45 seconds, you are attuned to Air, Fire, Water, and Earth. You gain 30% of the Energy cost of the spell each timte you use magic associated with any of these elements.
Glyph Concentration
Glyph. Your next “Spell” cannot be interrupted and ignores the effects of being Dazed.
Glyph of Elemental Power
Glyph. Your elemental attributes are boosted by 2 for your next spell.
Glyph of Energy[ELITE]
Glyph. Your next spell costs 20 less Energy to cast and does not cause Exhaustion.
Glyph of Lesser Energy
Glyph. Your next spell costs 15 less Energy to cast.
Glyph of Renewal[ELITE]
Glyph. Your next spell recharges twice as fast as normal.
Glyph of Sacrifice
Glyph. Your next spell may be cast instantly, but takes an additional 120 seconds to recharge.