Fire Magic
Fire Magic is a trait line of the elementalist that focuses on use of fire magic and conjured weapons.
Per point: Power +10 Condition Duration +1%
| Tier | Name | Description |
| Adept | Flame Barrier | You have a 20% chance to cause burning whenever a foe attacks you in melee. Only triggers when attuned to fire. |
| Master | Sunspot | Inflict damage at your location when you attune to fire. |
| Grandmaster | Burning Rage | Deal 5% more damage to burning foes. |
| Adept | Lava Tomb | Create a Lava Font when downed (can trigger every 30 seconds.) |
| Adept | Burning Fire | Cleansing Flame [sic], Signet of Fire, Conjure Flame [sic], and Conjure Fiery Greatsword inflict 3 seconds of burning. |
| Adept | Ember's Might | Deal 5% extra damage to burning foes. |
| Adept | Spell Slinger | Cantrips grant you 3 stacks of might when used. |
| Adept | Burning Precision | 30% chance to cause burning on a critical hit. |
| Adept | Internal Fire | Deal 10% more damage while attuned to fire. |
| Master | Pyromancer's Alacrity | All your fire weapon skills recharge 20% faster. |
| Master | Conjurer | Conjured weapons have 10 more charges. |
| Master | Fire's Embrace | When you activate a signet, you gain a fire shield for 3 seconds. |
| Master | One with Fire | Flame Barrier's chance to burn foes goes up the longer you are attuned to fire. |
| Grandmaster | Persisting Flames | Fire fields last 30% longer. |
| Grandmaster | Pyromancer's Puissance | Each fire spell you cast adds might for 5 seconds. |
Air Magic
Air Magic is a trait line of the elementalist that focuses on use of air magic and additionally glyphs, movement speed, and spike damage.
Per point: Precision +10 Critical Damage +1%
| Tier | Name | Description |
| Adept | Zephyr's Speed | Move 10% faster while attuned to air. |
| Master | Electric Discharge | Strike your target with a bolt of lightning when attuning to air. |
| Grandmaster | Weak Spot | 60% chance to cause vulnerability on critical hits. |
| Adept | Zephyr's Boon | Auras grant fury and swiftness when applied. |
| Adept | Zephy’s Focus | Your endurance regenerates 100% faster while channeling skills. |
| Adept | Quick Glyphs | Glyphs recharge 20% faster. |
| Adept | One with Air | You move 5% faster every 10 seconds you are attuned to air. Maximum of 25% bonus movement speed. |
| Adept | Soothing Winds | 5% of your precision is converted to healing. |
| Adept | Bolt to the Heart | Deal 20% more damage to foes with less than 25% health. |
| Master | Arcane Lightning | Gain 3% more critical-hit damage for 10 seconds when you use an arcane skill. |
| Master | Inscription | Grants a boon associated with your current attunement when you cast a glyph. |
| Master | Aeromancer's Alacrity | All your air weapon skills recharge 20% faster. |
| Master | Air Training | Deal 10% more damage while attuned to air. |
| Grandmaster | Tempest Defense | Surround yourself with a Shocking Aura when disabled (fear, stun, daze, knockback, knockdown, launch, float, sink.) This effect can only trigger once every 90 seconds. |
| Grandmaster | Grounded | Deal 20% more damage to knocked down and stunned foes. |
Earth Magic
Earth Magic is a trait line of the elementalist that focuses on use of earth magic, bleeds, defense, and signets.
Per point: Toughness +10 Condition Damage +10
| Tier | Name | Description |
| Adept | Stone Flesh | Gain 1 toughness per level while attuned to earth. |
| Master | Earthen Blast | Damage foes and cripple them for 3 seconds when attuning to earth. |
| Grandmaster | Enduring Damage | Deal 10% more damage when your endurance is full. |
| Adept | Obsidian Focus | Gain toughness while using a channeled skill. |
| Adept | Signet Mastery | Signets recharge 20% faster. |
| Adept | Earth's Embrace | Gain Armor of Earth when health reaches 50% (90-second cooldown). |
| Adept | Salt Stone | Deal 5% more damage to bleeding foes. |
| Adept | Elemental Shielding | Gain protection for 3 seconds when applying an aura to yourself or an ally. |
| Adept | Stone Splinters | Deal 5% more damage when you are within melee range of your target. |
| Master | Strength of Stone | Deal 10% more damage while attuned to earth. |
| Master | Serrated Stones | Bleeds you apply last 20% longer. |
| Master | Geomancer's Freedom | You recover from crippled, immobilized, and chilled 33% faster. |
| Master | Geomancer's Alacrity | All your earth weapon skills recharge 20% faster. |
| Grandmaster | Rock Solid | Grant stability (2s) to nearby allies when attuning to earth. |
| Grandmaster | Written in Stone | Maintain the passive effects of signets when you activate them. |
Water Magic
Water Magic is a trait line of the elementalist that focuses on use of water magic and defensive tactics, as well as exploiting Vulnerability on foes.
Per point: Vitality +10 Healing Power +10
| Tier | Name | Description |
| Adept | Soothing Mist | Regenerate health while attuned to water. |
| Master | Healing Ripple | Heal nearby allies when attuning to water. |
| Grandmaster | Bountiful Power | Deal 2% more damage for each boon on you. |
| Adept | Aquamancer's Alacrity | All your water weapon skills recharge 20% faster. |
| Adept | Shard of Ice | Arcane and signet skills cause vulnerability when activated. |
| Adept | Soothing Disruption | Cantrips grant you regeneration and vigor. |
| Adept | Piercing Shards | While attuned to water, your spells deal 20% more damage to vulnerable foes. |
| Adept | Cleansing Wave | Remove a condition from you and your allies when attuning to water. |
| Adept | Vital Striking | Deal extra damage when health is above 90%. |
| Master | Stop Drop and Roll | Dodge rolling removes burning and chilled. (Cooldown: 10 seconds) |
| Master | Icy Mist | Deal damage and inflict chill and vulnerability to nearby foes while in mist or vapor form. |
| Master | Cantrip Mastery | Cantrips recharge 20% faster. |
| Master | Soothing Wave | Mist Form, Frost Bow, and Signet of Water grant 6 seconds of regeneration. |
| Grandmaster | Cleansing Water | Remove a condition when granting regeneration to yourself or an ally. |
| Grandmaster | Powerful Aura | Auras are applied to nearby allies. |
Arcana
Arcana is a trait line of the elementalist that focuses on general improvements, arcane utility skills and the switching of attunements.
Per point: Boon Duration +1% Attunement Recharge Rate +2%
| Tier | Name | Description |
| Adept | Arcane Fury | Grant yourself fury for 2 seconds on attunement. |
| Master | Lingering Elements | Attunement bonuses linger for 5 seconds. |
| Grandmaster | Arcane Precision | Skills have chance to apply a condition on critical hits. |
| Adept | Arcane Mastery | Arcane skills recharge 20% faster. |
| Adept | Arcane Resurrection | When you revive an ally, you and the revived ally gain an aura based on your attunement. |
| Adept | Arcane Retribution | Gain Arcane Power at 75% health. |
| Adept | Final Shielding | Create an Arcane Shield when health reaches 25%. |
| Adept | Elemental Attunement | When attuning to an element, you and all nearby allies gain:Fire: mightWater: regenerationAir: swiftnessEarth: protection |
| Adept | Renewing Stanima | You have a 33% chance to gain vigor on critical hits. |
| Master | Vigorous Scepter | Endurance recharges faster while wielding a scepter. |
| Master | Blasting Staff | Area attacks with staff are larger. |
| Master | Windborne Dagger | Move 15% faster when wielding a dagger. |
| Master | Arcane Energy | Arcane and signet skills restore 25% endurance when used. |
| Grandmaster | Evasive Arcana | Create an attunement-based spell at the end of your dodge. Fire: Flame Burst. Water: Cleansing Wave. Air: Blinding Flash. Earth: Churning Earth. Each spell can be triggered once every 10 seconds. |
| Grandmaster | Elemental Surge | Based on attunement, arcane skills cause:Fire: burning for 5 secondsWater: chilled for 3 secondsAir: blindness for 5 secondsEarth: immobilized for 1 second |

