Ranger
- Beast Mastery - Expertise - Marksmanship - Wilderness Survival - No Attribute -
 Rangers are unique in their ability to succeed with the help of, or even in spite of, their environment. Nature rituals allow them to manipulate terrain to hinder their enemies, or borrow the very power of creation to heal and aid their allies. They favor long-range combat, the bow being their weapon of choice, and can be especially effective from elevated locations such as bridges and cliffs.
They are the only profession with the ability to charm animals, which then accompany them on their travels and assist them in battle, gaining levels and abilities over time. Rangers are also blessed with survival skills that help keep them alive despite their lightweight armor.
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.
Beast Mastery - Points in this attribute improve your animal companion's basic attack damage, as well as skills that help to keep your companion from harm.
Expertise - Primary Attribute (available to Primary Rangers only). Points in this attribute decrease the Energy cost of your attack skills, preparations, and traps.
Marksmanship - Points in this attribute increase your basic bow damage, as well as damage dealt by bow skills.
Wilderness Survival - Points in this attribute improve defensive Stances, Preparations, and Traps.
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.
Beast Mastery - Top -

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Bestial Pounce
Pet Attack. Your animal companion attempts a Bestial Pounce that deals
+(Min: 5 - Max: 20) damage. If the attack strikes a foe who is casting
a Spell, that foe is knocked down.
: 5 : 0 : 15 |

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Brutal Strike
Pet Attack. Your animal companion attempts a Brutal Strike that deals
+(Min: 5 - Max: 20) damage. If that attack strikes a foe whose Health
is below 50%, that foe takes an additional +(Min: 5 - Max: 20) damage.
: 10 : 0 : 5 |

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Call of Haste
Shout. For 30 seconds, your animal companions have a 25% faster attack speed and move 25% faster than normal.
: 10 : 0 : 25 |

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Call of Protection
Shout. For 120 seconds, your animal companions have a (Min: 1 - Max: 14) base damage reduction.
: 5 : 0 : 115 |

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Charm Animal
Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped.
: 10 : 10 : 0 |

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Comfort Animal
Skill. You heal your animal companion for (Min: 20 - Max: 104) points.
If your companion is dead, it is resurrected with (Min: 10% - Max: 58%)
Health and all your skills are disabled for 8 seconds.
: 10 : 1 : 1 |

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Disrupting Lunge
Pet Attack. Your animal companion attempts a Disrupting Lunge that
deals +(Min: 1 - Max: 12) damage. If that attack strikes a foe using a
skill that skill is interrupted and is disabled for an additional 20
seconds.
: 5 : 0 : 5 |

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Edge of Extinction
Nature Ritual. Create a level (Min: 1 - Max: 10) Spirit. For creatures
within its range, whenever any creature dies, Edge of Extinction deals
(Min: 14 - Max: 50) damage to all nearby creatures of the same type.
This Spirit dies after (Min: 30 - Max: 150) seconds.
: 5 : 5 : 60 |

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Energizing Wind
Nature Ritual. Create a level (Min: 1 - Max: 10) Spirit. For creatures
within its range, all skills cost 15 less Energy (minimum cost 10
Energy), and skills recharge 25% slower than normal. This Spirit dies
after (Min: 30 - Max: 150) seconds.
: 5 : 5 : 60 |

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Feral Lunge
Pet Attack. Your animal companion attempts a Feral Lunge that deals
+(Min: 5 - Max: 20) damage. If the attack strikes a foe who is
attacking, that foe suffers from Bleeding for (Min: 3 - Max: 25)
seconds.
: 5 : 0 : 10 |

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Ferocious Strike (Elite)
Elite Pet Attack. Your animal companion attempts a Ferocious Strike
that deals +(Min: 13 - Max: 28) damage. If that attack hits, you gain
adrenaline and (Min: 3 - Max: 10) energy.
: 5 : 0 : 8 |

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Fertile Season
Nature Ritual. Create a level (Min: 1 - Max: 10) Spirit. For creatures
within its range, every creature's maximum Health is increased by (Min:
50 - Max: 350) and they gain +15 armor. This Spirit dies after (Min: 15
- Max: 45) seconds.
: 5 : 5 : 60 |

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Maiming Strike
Pet Attack. Your animal companion attempts a Maiming Strike that deals
+(Min: 5 - Max: 20) damage. If that attack hits a moving foe that foe
becomes Crippled for (Min: 3 - Max: 15) seconds.
: 10 : 0 : 10 |

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Melandru's Assault
Pet Attack. Your animal companion attempts a Melandru's Assault that
deals +(Min: 5 - Max: 20) damage. If that attack strikes a foe with an
Enchantment, that foe and all adjacent foes take +(Min: 5 - Max: 20)
additional damage.
: 10 : 0 : 10 |

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Otyugh's Cry
Shout. All animals in the area become hostile to your target and gain
+20 armor for 30 seconds. Otyugh's Cry cannot turn charmed animals
against their masters or their masters' allies. (50% failure chance
with Beast Mastery 4 or less.)
: 5 : 0 : 30 |

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Predator's Pounce
Pet Attack. Your animal companion attempts a Predator's Pounce that
deals +(Min: 5 - Max: 20) damage. If that attack hits, your animal
companion gains (Min: 5 - Max: 50) Health.
: 5 : 0 : 5 |

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Predatory Season
Nature Ritual. Create a level (Min: 1 - Max: 10) Spirit. For creatures
within its range, all healing is reduced by 20%. If any of your attacks
hit, you gain 5 Health. This Spirit dies after (Min: 30 - Max: 150)
seconds.
: 5 : 5 : 60 |

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Primal Echoes
Nature Ritual. Create a level (Min: 1 - Max: 10) Spirit. For creatures
within its range, Signets cost 10 Energy to use. This Spirit dies after
(Min: 30 - Max: 150) seconds.
: 5 : 5 : 60 |

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Revive Animal
Skill. Resurrect all nearby allied animal companions. They come back to life with (Min: 50 - Max: 500) Health.
: 5 : 6 : 20 |

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Scavenger Strike
Pet Attack. Your animal companion attempts a Scavenger Strike that
deals +(Min: 5 - Max: 20) damage. If the attack strikes a foe who is
suffering a condition, that foe takes an additional +(Min: 1 - Max: 15)
damage.
: 10 : 0 : 5 |

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Symbiosis
Nature Ritual. Create a level (Min: 1 - Max: 10) Spirit. For creatures
within its range, for each Enchantment on a creature, that creature's
maximum Health is increased by (Min: 27 - Max: 150). This Spirit dies
after (Min: 30 - Max: 150) seconds.
: 5 : 5 : 60 |

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Symbiotic Bond
Stance. For (Min: 120 - Max: 300) seconds, your animal companion gains
+1 Health regeneration, and half of any physical damage dealt to your
animal companion is redirected to you.
: 5 : 0 : 55 |

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Tiger's Fury
Stance. All your non-attack skills are disabled for 5 seconds. For
(Min: 5 - Max: 11) seconds, you attack 33% faster than normal.
: 10 : 0 : 10 |
Expertise - Top -

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Distracting Shot
Bow Attack. If Distracting Shot hits, it interrupts target foe's action
but deals only (Min: 1 - Max: 16) damage. If the interrupted action was
a skill, that skill is disabled for an additional 20 seconds.
: 5 : 0.5 : 10 |

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Dodge
Stance. For (Min: 5 - Max: 11) seconds, you move 33% faster than normal
and have a (Min: 27 - Max: 75)% chance to "evade" incoming arrows.
Dodge ends if you attack.
: 5 : 0 : 30 |

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Escape (Elite)
Elite Stance. For (Min: 5 - Max: 17) seconds, you move 25% faster than normal and have a 75% chance to "evade" attacks.
: 5 : 0 : 30 |

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Lightning Reflexes
Stance. For (Min: 5 - Max: 11) seconds, you have a 75% chance to
"evade" melee and projectile attacks, and you attack 33% faster.
: 10 : 0 : 45 |

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Marksman's Wager (Elite)
Elite Preperation. For 12 seconds, you gain (Min: 5 - Max: 10) Energy
whenever your arrows hit, but lose 10 Energy whenever your arrows fail
to strike.
: 5 : 2 : 24 |

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Oath Shot (Elite)
Elite Bow Attack. If Oath Shot hits, all your other skills are
recharged. If it misses, all your skills are disabled for 10 seconds.
(50% miss chance with Expertise 7 or less.)
: 10 : 0 : 20 |

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Point Blank Shot
Bow Attack. Shoot an arrow that has half the normal range, but strikes for +(Min: 10 - Max: 25) damage.
: 10 : 0 : 3 |

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Practiced Stance (Elite)
Elite Stance. For (Min: 20 - Max: 35) seconds, your Preparations are ready 50% faster and last (Min: 24% - Max: 50%) longer.
: 5 : 0 : 15 |

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Throw Dirt
Skill. Target touched foe and foes adjacent to your target become Blinded for (Min: 3 - Max: 15) seconds.
: 5 : 1 : 45 |

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Whirling Defense
Stance. For (Min: 8 - Max: 20) seconds, you have 75% chance to "block"
attacks. Whenever you block a projectile in this way, adjacent foes
take (Min: 5 - Max: 11) piercing damage.
: 10 : 0 : 60 |
Marksmanship - Top -

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Barrage (Elite)
Elite Bow Attack. All your Preparations are removed. Shoot arrows at up
to 6 foes adjacent to your target. These arrows strike for +(Min: 1 -
Max: 16) damage if they hit.
: 5 : 0 : 1 |

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Concussion Shot
Bow Attack. If Concussion Shot hits while target foe is casting a
Spell, the Spell is interrupted and your target is Dazed for (Min: 5 -
Max: 20) seconds. This attack deals only (Min: 1 - Max: 16) damage.
: 25 : 0.5 : 10 |

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Crippling Shot (Elite)
Elite Bow Attack. If Crippling Shot hits, your target becomes Crippled
for 8 seconds. This attack cannot be "blocked" or "evaded."
: 10 : 0 : 1 |

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Determined Shot
Bow Attack. If Determined Shot hits, you strike for +(Min: 3 - Max: 18)
damage. If Determined Shot fails to hit, all of your attack skills are
recharged.
: 5 : 0 : 10 |

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Favorable Winds
Nature Ritual. Create a level (Min: 1 - Max: 10) Spirit. For creatures
within its range, arrows move twice as fast as normal and strike for +6
damage. This Spirit dies after (Min: 30 - Max: 150) seconds.
: 5 : 5 : 60 |

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Hunter's Shot
Bow Attack. If Hunter's Shot hits, you strike for +(Min: 3 - Max: 15)
damage. If this attack hits a foe that is moving or knocked down, that
foe begins Bleeding for (Min: 3 - Max: 25) seconds.
: 5 : 0 : 5 |

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Penetrating Attack
Bow Attack. If Penetrating Attack hits, you strike for +(Min: 3 - Max: 18) damage and this attack has 20% armor penetration.
: 10 : 0 : 3 |

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Pin Down
Bow Attack. If Pin Down hits, your target is Crippled for (Min: 3 - Max: 15) seconds.
: 15 : 0 : 15 |

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Power Shot
Bow Attack. If Power Shot hits, you strike for +(Min: 10 - Max: 20) damage.
: 10 : 0 : 6 |

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Precision Shot
Bow Attack. If Precision Shot hits, you strike for +(Min: 10 - Max: 20)
damage. Precision Shot cannot be "blocked" or "evaded." This action is
easily interrupted.
: 10 : 0 : 6 |

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Punishing Shot (Elite)
Elite Bow Attack. If Punishing Shot hits, you strike for +(Min: 10 - Max: 20) damage and your target is interrupted.
: 10 : 0.5 : 8 |

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Read the Wind
Preperation. For 24 seconds, your arrows move twice as fast and deal (Min: 3 - Max: 10) extra damage.
: 5 : 2 : 12 |

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Savage Shot
Bow Attack. If Savage Shot hits, your target's action is interrupted.
If that action was a Spell, you strike for (Min: 13 - Max: 28) damage.
: 10 : 0.5 : 5 |
Wilderness Survival - Top -

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Apply Poison
Preparation. For 24 seconds, foes struck by your physical attacks become Poisoned for (Min: 3 - Max: 15) seconds.
: 15 : 2 : 12 |

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Barbed Trap
Trap. When Barbed Trap is triggered, all nearby foes take (Min: 20 -
Max: 65) piercing damage, become Crippled, and begin Bleeding for (Min:
3 - Max: 25) seconds. Barbed Trap ends after 90 seconds. While
activating this skill, you are easily interrupted.
: 15 : 2 : 20 |

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Choking Gas
Preparation. For (Min: 1 - Max: 12) seconds, your arrows deal (Min: 1 -
Max: 8) more damage and spread Choking Gas to all adjacent foes on
impact. Choking Gas interrupts foes attempting to cast Spells.
: 15 : 2 : 24 |

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Dryder's Defenses
Stance. For (Min: 5 - Max: 11) seconds, you gain 75% chance to evade
attacks and (Min: 34 - Max: 60) armor against elemental damage.
: 5 : 0 : 60 |

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Dust Trap
Trap. When Dust Trap is triggered, every second (for 5 seconds total),
all nearby foes are Blinded for (Min: 3 - Max: 10) seconds and take
(Min: 10 - Max: 25) earth damage. While activating this skill, you are
easily interrupted. Dust Trap ends after 90 seconds.
: 25 : 2 : 30 |

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Flame Trap
Trap. When Flame Trap is triggered, every second (for 3 seconds total),
all nearby foes are struck for (Min: 15 - Max: 30) fire damage and set
on fire for (Min: 1 - Max: 3) seconds. Flame Trap ends after 90
seconds. While activating this skill, you are easily interrupted.
: 10 : 2 : 20 |

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Frozen Soil
Nature Ritual. Create a level (Min: 1 - Max: 10) Spirit. For creatures
within its range, dead creatures cannot be resurrected. This Spirit
dies after (Min: 30 - Max: 90) seconds.
: 10 : 5 : 30 |

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Greater Conflagration (Elite)
Elite Nature Ritual. Create a level (Min: 1 - Max: 10) Spirit. For
creatures within its range, all physical damage is fire damage instead.
This Spirit dies after (Min: 30 - Max: 150) seconds.
: 5 : 5 : 60 |

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Healing Spring
Trap. For 10 seconds, all nearby allies are healed for (Min: 15 - Max:
60) every 2 seconds. While activating this skill, you are easily
interrupted.
: 10 : 2 : 20 |

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Ignite Arrows
Preparation. For 24 seconds, your arrows explode on contact, dealing
(Min: 3 - Max: 18) fire damage to target and all adjacent foes.
: 10 : 2 : 12 |

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Incendiary Arrows (Elite)
Elite Preparation. For 10 seconds, targets struck by your arrows are interrupted and set on fire for (Min: 1 - Max: 3) seconds.
: 5 : 2 : 24 |

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Kindle Arrows
Preparation. For 24 seconds, your arrows deal fire damage and hit for an additional (Min: 3 - Max: 24) fire damage.
: 5 : 2 : 12 |

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Melandru's Arrows (Elite)
Elite Preparation. For 18 seconds, whenever your arrows hit, they cause
Bleeding for (Min: 3 - Max: 25) seconds, and if they hit a target who
is under an Enchantment, they do +(Min: 8 - Max: 28) damage.
: 5 : 2 : 12 |

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Melandru's Resilience (Elite)
Elite Stance. For (Min: 8 - Max: 20) seconds, you gain +2 Health
regeneration and +1 Energy regeneration for each Condition and Hex you
are suffering.
: 5 : 0 : 25 |

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Muddy Terrain
Nature Ritual. Create a level (Min: 1 - Max: 10) Spirit. For creatures
within its range, all creatures move 10% slower and speed boosts have
no effect. This Spirit dies after (Min: 30 - Max: 90) seconds.
: 5 : 5 : 30 |

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Nature's Renewal
Nature Ritual. Create a level (Min: 1 - Max: 10) Spirit. For (Min: 30 -
Max: 150) seconds, Enchantments and Hexes take twice as long to cast,
and it costs twice as much Energy to maintain Enchantments. This Spirit
dies after (Min: 30 - Max: 150) seconds.
: 5 : 5 : 60 |

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Poison Arrow (Elite)
Elite Bow Attack. If Poison Arrow hits, your target becomes Poisoned for (Min: 5 - Max: 20) seconds.
: 5 : 0 : 1 |

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Quickening Zephyr
Nature Ritual. Create a level (Min: 1 - Max: 10) Spirit. For creatures
within its range, all skills recharge twice as fast and cost 30% more
Energy to cast. This Spirit dies after (Min: 15 - Max: 45) seconds.
: 25 : 5 : 60 |

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Serpent's Quickness
Stance. For (Min: 15 - Max: 30) seconds, recharge times for your skills
are reduced by 33%. Serpent's Quickness ends if your Health drops below
50%.
: 5 : 0 : 45 |

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Spike Trap (Elite)
Elite Trap. When Spike Trap is triggered, all foes in the area take
(Min: 10 - Max: 68) piercing damage, become "Crippled" for (Min: 3 -
Max: 15) seconds, and are knocked down. Spike Trap ends after 90
seconds. While activating this skill, you are easily interrupted.
: 10 : 2 : 20 |

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Storm Chaser
Stance. For (Min: 8 - Max: 20) seconds, you move 25% faster, and you
gain (Min: 1 - Max: 5) Energy whenever you take elemental damage.
: 10 : 0 : 30 |

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Troll Unguent
Skill. For 10 seconds, you gain Health regeneration +(Min: 3 - Max: 10).
: 5 : 3 : 10 |

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Winnowing
Nature Ritual. Create a level (Min: 1 - Max: 10) Spirit. For creatures
within its range, creatures take 4 additional damage whenever they take
physical damage. This Spirit dies after (Min: 30 - Max: 150) seconds.
: 5 : 5 : 60 |

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Winter
Nature Ritual. Create a level (Min: 1 - Max: 10) Spirit. For creatures
within its range, all elemental damage is cold damage instead. This
Spirit dies after (Min: 30 - Max: 150) seconds.
: 5 : 5 : 60 |
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