List of elementalist traits
This is a list of elementalist traits.
Fire[edit]
“"Raging flames, annihilate my foes."
Fire-based magic focuses on raw power and spells, dealing severe damage to multiple foes at once. Attuning to fire improves your ability to inflict burning and apply might to yourself.
— In-game description
Tier | Trait | Description | |
---|---|---|---|
Minor Adept | Empowering Flame | Gain power while in fire attunement. | |
Major Adept | Burning Precision | 5 | Burning you inflict has increased duration and your critical hits gain a chance to inflict burning. |
Major Adept | Conjurer | Gain fire aura when an ally picks up a conjured weapon. | |
Major Adept | Burning Fire | Cast Lesser Cleansing Fire when you have a number of conditions on you. | |
Minor Master | Sunspot | Gain a fire aura, and damage nearby foes when you attune to fire. Also triggers on overload skills. | |
Major Master | Burning Rage | Sunspot inflicts burning, and its radius is increased. Your condition damage is increased. | |
Major Master | Smothering Auras | Fire auras have increased duration. Applying auras to allies removes conditions, and transmuting auras removes conditions from nearby allies. | |
Major Master | Power Overwhelming | While at or above the might threshold, gain increased power. Power bonuses are doubled while attuned to fire. | |
Minor Grandmaster | Pyromancer's Training | Your fire-weapon skills gain reduced recharge. Deal increased strike damage to burning foes. | |
Major Grandmaster | Persisting Flames | Fire fields created by weapon skills last longer. Whenever your fire fields hit a foe, gain increased strike damage for a duration. | |
Major Grandmaster | Pyromancer's Puissance | Gain might for using any skill while attuned to fire. When leaving fire attunement or successfully completing a fire overload, unleash a Flame Expulsion. | |
Major Grandmaster | Blinding Ashes | 8 | Inflict blindness on foes you burn. This trait can only affect the same enemy once per interval. |
Air[edit]
“"Swift as the wind, deadly as lightning."
Air-based magic specializes in high single-target damage and improving your mobility. It enhances the power of your critical hits and grants bonus effects when you disable an enemy.
— In-game description
Tier | Trait | Description | |
---|---|---|---|
Minor Adept | Zephyr's Speed | Your chance to critically strike is increased. While attuned to air, your movement speed is also increased. | |
Major Adept | Zephyr's Boon | Grant boons to allies you grant auras to. | |
Major Adept | One with Air | Gain superspeed when attuning to air. | |
Major Adept | Ferocious Winds | Gain ferocity based on your precision. | |
Minor Master | Electric Discharge | Strike your target with a bolt of lightning when attuning to air. Also triggers on overload skills. | |
Major Master | Inscription | Gain boons upon casting a glyph based on your attunement. | |
Major Master | Raging Storm | 8 | Critically striking a foe grants fury. Gain ferocity while under the effects of fury. |
Major Master | Stormsoul | Deal increased strike damage to disabled or defiant foes. Outgoing stun duration increased. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. | |
Minor Grandmaster | Aeromancer's Training | Gain ferocity, and gain additional ferocity while attuned to air. Air weapon skills get a reduced recharge time. | |
Major Grandmaster | Bolt to the Heart | Deal increased strike damage to enemies below the health threshold. | |
Major Grandmaster | Fresh Air | Recharge air attunement on a critical hit. Gain a ferocity boost when attuning to air. | |
Major Grandmaster | Lightning Rod | Cast Lightning Rod when you disable a foe. Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. |
Earth[edit]
“"I am a mountain, solid and enduring."
Earth-based magic grants defensive benefits, reducing incoming damage and the severity of conditions. Attuning to earth gives you a superior advantage in combat, granting you abilities that cripple and immobilize your foes.
— In-game description
Tier | Trait | Description | |
---|---|---|---|
Minor Adept | Stone Flesh | Strike damage taken is reduced while attuned to earth. | |
Major Adept | Earth's Embrace | 15 | Gain resistance after using a healing skill. |
Major Adept | Serrated Stones | Bleeding you inflict has increased duration. Deal increased damage to bleeding foes. | |
Major Adept | Elemental Shielding | Auras you grant to allies also grant protection. | |
Minor Master | Earthen Blast | Gain barrier and cripple nearby foes when attuning to earth. Also triggers on overload skills. Barrier will not be gained when attuning to the same element. | |
Major Master | Strength of Stone | 3 | Gain condition damage based on your toughness. Inflict bleeding when you immobilize a foe. Bleeding can only occur on the same target once per interval. |
Major Master | Rock Solid | Grant stability to nearby allies when attuning to earth. Note: This effect will not trigger when attuning to the same element. | |
Major Master | Earthen Blessing | Decrease the duration of movement-impairing conditions applied to you. Restore endurance when you receive one of these conditions. | |
Minor Grandmaster | Geomancer's Training | Strike damage from nearby foes is reduced. Earth weapon skills gain reduced recharge. | |
Major Grandmaster | Diamond Skin | 1 | Remove conditions from yourself when you successfully combo a field with a leap finisher. Remove conditions from nearby allies when you successfully combo a field with a blast finisher. |
Major Grandmaster | Written in Stone | Signets continue to grant their passive bonuses while recharging. Gain an aura when you use a signet skill. | |
Major Grandmaster | Stone Heart | You cannot be critically hit for a duration of time after entering or exiting earth attunement. Remaining effect duration is lost when exiting. |
Water[edit]
“"Soothing water heals all wounds."
Water-based magic specializes in superior support abilities, healing allies and cleansing various ailments. Utilizing various water-based abilities also allows you to support your allies by chilling your foes and inflicting vulnerability.
— In-game description
Tier | Trait | Description | |
---|---|---|---|
Minor Adept | Soothing Mist | You and nearby allies recover health while you are attuned to water. | |
Major Adept | Soothing Ice | 15 | Gain regeneration and frost aura when using a healing skill. |
Major Adept | Piercing Shards | Vulnerability you inflict has increased duration. Deal increased strike damage to vulnerable foes. Damage bonus is doubled while attuned to water. | |
Major Adept | Stop, Drop, and Roll | 10 | Dodging removes burning and chilled from nearby allies. |
Minor Master | Healing Ripple | Heal nearby allies when attuning to water. This effect will not trigger when attuning to the same element, but will be triggered by overload skills. | |
Major Master | Soothing Disruption | Cantrips grant boons. | |
Major Master | Cleansing Wave | Remove conditions from nearby allies when attuning to water. | |
Major Master | Flow like Water | 4 | Deal increased strike damage, which is further increased while your health is above the threshold. Blocking or evading an attack heals you. |
Minor Grandmaster | Aquamancer's Training | Increase healing to other allies. Water-weapon skills gain reduced recharge. | |
Major Grandmaster | Cleansing Water | Cleanse conditions from allies you grant regeneration to. | |
Major Grandmaster | Powerful Aura | Any aura you grant yourself is granted to nearby allies. | |
Major Grandmaster | Soothing Power | Gain vitality. Soothing Mist is more effective. |
Arcane[edit]
“"The elements are at my command!"
The arcane specialization focuses on switching between elemental attunements, utilizing various benefits when jumping to a new element. Arcane abilities and traits also offer several ways to gain boons and additional boon duration.
— In-game description
Tier | Trait | Description | |
---|---|---|---|
Minor Adept | Arcane Prowess | Gain boons when you switch attunements. | |
Major Adept | Arcane Precision | 3 | Your critical strikes have a chance to inflict a condition based on your attunement. |
Major Adept | Renewing Stamina | 10 | Gain vigor when you critically strike a foe. |
Major Adept | Arcane Restoration | Swapping attunements restores health. | |
Minor Master | Elemental Attunement | Grant a boon to nearby allies when changing attunements. Note: This effect will not trigger when attuning to the same element. | |
Major Master | Arcane Resurrection | 20 | Cast Geyser when you begin reviving a downed ally. Geyser now partially revives downed allies. When you begin reviving an ally, you gain an aura based on your attunement. |
Major Master | Elemental Lockdown | 1 | When you disable a foe, gain a boon based upon your current attunement. |
Major Master | Final Shielding | Cast Lesser Arcane Shield when you use an elite skill. | |
Minor Grandmaster | Elemental Enchantment | Gain concentration and your attunements gain reduced recharge. | |
Major Grandmaster | Evasive Arcana | 10 | Cast a skill when you dodge based on your attunement. |
Major Grandmaster | Arcane Lightning | Arcane skills grant increased ferocity and have additional effects. | |
Major Grandmaster | Bountiful Power | Deal increased strike damage for each boon on you. |
Tempest[edit]
“"My power, coming to a peak!"
Overload your attunements to become a powerful singularity of elemental power, shouting at your foes and calling upon your allies. The tempest specialization offers superior area-of-effect abilities in exchange for a slower attunement rotation.
— In-game description
Tier | Trait | Description | |
---|---|---|---|
Minor Proficiency | Warhorn Proficiency | You can wield the warhorn weapon. | |
Minor Adept | Singularity | Attain elemental singularity by remaining in an attunement for a period of time. Upon attaining singularity, you may overload the attunement to your vicinity. Gain access to Shouts. | |
Major Adept | Gale Song | Grant protection to nearby allies when you use a healing skill. | |
Major Adept | Latent Stamina | 10 | Grant vigor to nearby allies when attuning to water. Restore endurance to allies you grant vigor. |
Major Adept | Unstable Conduit | Overloads grant an aura based on your attunement. | |
Minor Master | Gathered Focus | Your concentration is increased. | |
Major Master | Tempestuous Aria | Using a shout grants allies might. Granting an aura to an ally increases your outgoing damage for a period of time. | |
Major Master | Harmonious Conduit | Gain stability and swiftness when starting an overload. | |
Major Master | Invigorating Torrents | Auras you grant also grant regeneration and vigor. | |
Minor Grandmaster | Hardy Conduit | Overloads grant protection to nearby allies. Protection gains increased damage reduction. | |
Major Grandmaster | Transcendent Tempest | Time to attain singularity is reduced. Upon successfully completing an overload, gain increased damage. | |
Major Grandmaster | Lucid Singularity | Apply boons to nearby allies while channeling and when successfully completing a channel. | |
Major Grandmaster | Elemental Bastion | 30 | Heal allies you grant an aura to. Grant frost aura to nearby allies when struck while below the health threshold. |
Weaver[edit]
“"The elements are twisting, turning—melding as one."
The weaver gains the ability to combine two different elements and wield them simultaneously. Rapidly combine elements to create a fast and dynamic fighting style that dances in and out of combat.
— In-game description
Tier | Trait | Description | |
---|---|---|---|
Minor Proficiency | Sword Proficiency | You can wield swords in your main hand. | |
Minor Adept | Weaver | Your active attunement is now applied to your main hand, with the old attunement moving to your off hand. Attunement recharges are reduced. Gain access to Dual Attack and the Stance utility types. | |
Major Adept | Superior Elements | 4 | Dual Attack skills weaken enemies. Attacks against weakened foes have increased critical chance. |
Major Adept | Elemental Pursuit | 10 | Gain superspeed when inflicting inhibiting conditions on enemies. |
Major Adept | Master's Fortitude | Gain increased vitality when wielding a sword. Gain bonus vitality based on a portion of your power and condition damage. | |
Minor Master | Elemental Refreshment | Grant barrier to yourself when using Dual Attack skills. | |
Major Master | Weaver's Prowess | Gain increased condition damage and duration for a period of time after attuning to a different element. | |
Major Master | Swift Revenge | Gain swiftness when using a Dual Attack. Deal increased strike damage to enemies while under the effects of swiftness or superspeed. | |
Major Master | Bolstered Elements | 30 | Gain protection when activating a Stance. Activate Lesser Stone Resonance when using an elite skill. |
Minor Grandmaster | Elemental Polyphony | Gain attributes based on your current attunement. When dual attuned, gain both benefits. | |
Major Grandmaster | Elements of Rage | Gain a bonus to all damage dealt for a period of time when attuned to a single element. Gain precision based on a percentage of your vitality. | |
Major Grandmaster | Woven Stride | 3 | Gain swiftness when you are inflicted with inhibiting conditions. When gaining either superspeed or swiftness, also gain regeneration and cleanse a condition. Swiftness has increased effectiveness. |
Major Grandmaster | Invigorating Strikes | Gain vigor when using a Dual Attack. Dodge rolling grants a barrier. |
Catalyst[edit]
“"My power shapes and bends the world."
Master cutting-edge Canthan technology to wield nature's forces with scientific precision. Imbue the elements into your jade-tech Sphere, creating wells of immense power.
— In-game description
Tier | Trait | Description | |
---|---|---|---|
Minor Proficiency | Hammer Proficiency | You can wield hammers. | |
Minor Adept | Depth of Elements | 15 | Build up elemental energy when you strike foes. Energy is consumed to imbue the Jade Sphere with different elements, creating combo fields and granting boons to allies in the area. Gain access to Augments. |
Major Adept | Hardened Auras | Damage reduction is increased when you grant yourself an aura. When this triggers, the duration of all stacks are refreshed. | |
Major Adept | Vicious Empowerment | ¼ | Gain Elemental Empowerment and might when you disable or immobilize a foe. |
Major Adept | Energized Elements | Gain energy and fury when you switch attunements. Energy can only be gained while in combat. | |
Minor Master | Elemental Empowerment | 15 | Gain Elemental Empowerment while in combat. |
Major Master | Empowering Auras | Gain increased outgoing damage when you grant yourself an aura. When this triggers, the duration of all stacks are refreshed. | |
Major Master | Evasive Empowerment | 1 | Gain Elemental Empowerment and vigor while evading an attack. |
Major Master | Spectacular Sphere | Your jade sphere is larger and grants quickness and an additional boon based on your current attunement to nearby allies when activated. | |
Minor Grandmaster | Elemental Epitome | 10 | Gain an aura based on your current attunement when you combo. Gain Elemental Empowerment when you grant yourself an aura. Auras can be gained this way once per attunement per interval. |
Major Grandmaster | Staunch Auras | Gain stability when you grant yourself an aura. | |
Major Grandmaster | Empowered Empowerment | Elemental Empowerment is more effective. While at maximum stacks of Elemental Empowerment, its effectiveness is increased further. | |
Major Grandmaster | Sphere Specialist | Boons applied by your Jade Sphere have increased duration. You can now gain energy while jade spheres are active. |