Ranger skills quick reference
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W / R / Mo / N / Me / E / A / Rt / P / D
This skill may be earned from a
quest. See skill information for details.
[edit] Beast Mastery
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Bestial Fury
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Stance. All your non-attack skills are disabled for 5 seconds. For 5...10 seconds, you attack 25% faster. |
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Bestial Mauling
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Pet Attack. Your animal companion attempts a Bestial Mauling that deals +5...17 damage. If the attack strikes a knocked-down foe, that foe is Dazed for 4...9 seconds. |
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Bestial Pounce
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Pet Attack. Your animal companion attempts a Bestial Pounce that deals +5...17 damage. If the attack strikes a foe who is casting a Spell, that foe is knocked down. |
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Brutal Strike
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Pet Attack. Your animal companion attempts a Brutal Strike that deals +5...29 damage. If that attack strikes a foe whose health is below 50%, that foe takes an additional +5...29 damage. |
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Call of Haste
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Shout. For 30 seconds, your animal companions have a 25% faster attack speed and move 25% faster. |
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Call of
Protection
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Shout. For 120 seconds, your animal companions have a 5...17 base damage reduction. |
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Charm Animal
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Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. |
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Comfort Animal
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Skill. You heal your animal companion for 20...87 Health. If your companion is dead, it is resurrected with 10...48% Health. |
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Disrupting
Lunge
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Pet Attack. Your animal companion attempts a Disrupting Lunge that deals +1...10 damage. If that attack strikes a foe using a skill that skill is interrupted and is disabled for an additional 20 seconds. |
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Edge of
Extinction
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Nature Ritual. Create a level 1...8 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 14...43 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 30...126 seconds. |
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Energizing Wind
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Nature Ritual. Create a level 1...8 Spirit. For non-Spirit creatures within its range, all skills cost 15 less Energy (minimum cost 10 Energy), and skills recharge 25% slower. This Spirit dies after 30...126 seconds. |
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Enraged Lunge
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Elite Pet Attack. Your animal companion attempts an Enraged Lunge that deals +3...19 damage (maximum bonus 80) for each recharging Beast Mastery skill. |
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Feral Lunge
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Pet Attack. Your animal companion attempts a Feral Lunge that deals +5...29 damage. If the attack strikes a foe who is attacking, that foe suffers from Bleeding for 5...21 seconds. |
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Ferocious
Strike
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Elite Pet Attack. Your animal companion attempts a Ferocious Strike that deals +13...25 damage. If that attack hits, you gain adrenaline and 3...9 energy. |
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Fertile Season
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Nature Ritual. Create a level 1...8 Spirit. Non-spirit creatures within range have +50...290 health and gain +15 armor. This Spirit dies after 15...39 seconds. |
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Heal as One
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Elite Skill. If you or your animal companion are below 75% Health, you both gain 25...121 Health. If your companion is dead, it is resurrected with 50% Health. |
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Heket's
Rampage
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Stance. For 5...10 seconds, you attack 33% faster. This Stance ends if you use an attack Skill. |
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Lacerate
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Elite Nature Ritual. Create a level 1...8 Spirit. Bleeding creatures within its range suffer -2 health degeneration. When this Spirit dies, all creatures within its range that have less than 90% Health begin Bleeding for 5...21 seconds. This Spirit dies after 30...126 seconds. |
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Maiming Strike
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Pet Attack. Your animal companion attempts a Maiming Strike that deals +5...17 damage. If that attack hits a moving foe that foe becomes Crippled for 3...13 seconds. |
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Melandru's
Assault
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Pet Attack. Your animal companion attempts a Melandru's Assault that deals +5...17 damage. If that attack strikes a foe with an "Enchantment", that foe and all adjacent foes take +5...29 additional damage. |
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Otyugh's Cry
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Shout. For 10...22 seconds, your animal companion gains +24 armor and cannot be blocked. |
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Poisonous Bite
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Pet Attack. Your animal companion attempts a Poisonous Bite that Poisons target foe for 5...17 seconds. |
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Pounce
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Pet Attack. Your animal companion's next attack is a Pounce that deals +5...17 damage. If the attack strikes a moving foe, that foe is knocked down. |
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Predator's
Pounce
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Pet Attack. Your animal companion attempts a Predator's Pounce that deals +5...29 damage. If that attack hits, your animal companion gains 5...41 Health. |
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Predatory Bond
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Shout. For 5...17 seconds, attacks by your animal companion heal you for 1...25 Health. |
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Predatory
Season
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Nature Ritual. Create a level 1...8 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 30...126 seconds. |
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Primal Echoes
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Nature Ritual. Create a level 1...8 Spirit. For creatures within its range, signets cost 10 energy to use. This Spirit dies after 30...126 seconds. |
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Rampage as One
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Elite Skill. For 3...13 seconds, both you and your animal companion attack 33% faster and run 25% faster. |
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Revive Animal
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Skill. Resurrect all nearby allied animal companions. They come back to life with 10...77% health. |
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Run as One
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Stance. For 5...13 seconds, you and your pet run 25% faster. |
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Savage Pounce
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Pet Attack. Your animal companion attempts a Savage Pounce that deals +5...17 damage. If the attack strikes a foe who is casting a spell, that foe is knocked down. |
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Scavenger
Strike
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Pet Attack. Your animal companion attempts a Scavenger Strike that deals +10...22 damage. If the attack strikes a foe who is suffering a condition, that foe takes an additional +1...12 damage. |
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Strike as One
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Elite Shout. For 30 seconds, you and your pet's next 5 attacks deal 4...9 additional damage. |
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Symbiosis
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Nature Ritual. Create a level 1...8 Spirit. For each Enchantment on a non-Spirit creature within range, that creature has +27...125 maximum health. This Spirit dies after 30...126 seconds. |
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Symbiotic Bond
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Shout. For 120...264 seconds, your animal companion gains 1...3 health regeneration, and half of all damage dealt to your animal companion is redirected to you. |
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Tiger's Fury
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Stance. All your non-attack skills are disabled for 5 seconds. For 5...10 seconds, you attack 25% faster. |
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Toxicity
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Nature Ritual. Create a level 1...8 Spirit. Poisoned or Diseased creatures within its range suffer -2 Health degeneration. This Spirit dies after 30...78 seconds. |
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Viper's Nest
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Trap. Create a Viper's Nest. When it is triggered, all nearby foes are struck for 5...29 piercing damage and become Poisoned for 5...17 seconds. Viper's Nest expires after 90 seconds. This Trap is easily interrupted. |
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[edit] Expertise
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Archer's
Signet
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Elite Signet. All your non-attack skills are disabled for 15...9 seconds. For 30 seconds, your next 1...6 bow attacks cost no Energy. |
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Distracting
Shot
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Bow Attack. If Distracting Shot hits, it interrupts target foe's action but deals only 1...13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. |
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Dodge
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Stance. For 5...10 seconds, you move 33% faster and have a 27...65% chance to "block" incoming projectiles. Dodge ends if you attack. |
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Escape
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Elite Stance. For 5...15 seconds, you move 25% faster and have a 75% chance to "block" attacks. |
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Expert's
Dexterity
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Elite Preparation. For 24 seconds, all your attack Skills cost 150% more Energy and recharge 15...63% faster. |
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Glass Arrows
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Elite Preparation. For 10...30 seconds, your arrows strike for +5...17 damage if they hit and cause Bleeding for 10...18 seconds if they are Blocked. |
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Infuriating
Heat
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Elite Nature Ritual. Create a level 1...8 Spirit. Non-Spirit creatures within its range gain adrenaline twice as fast. This Spirit dies after 30...54 seconds. |
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Lightning
Reflexes
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Stance. For 5...10 seconds, you have a 75% chance to "block" melee and projectile attacks, and you attack 33% faster. |
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Marksman's
Wager
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Elite Preparation. For 18 seconds, you gain 5...9 Energy whenever your arrows hit, but lose 10 Energy whenever your arrows fail to strike. |
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Oath Shot
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Elite Bow Attack. If Oath Shot hits, all of your skills except Oath Shot are recharged. If it misses, all of your skills are disabled for 10 seconds. (50% miss chance with Expertise 7 or less.) |
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Point Blank
Shot
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Bow Attack. Shoot an arrow that has half the normal range, but strikes for +10...22 damage. |
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Practiced
Stance
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Elite Stance. For 20...32 seconds, your preparations recharge 50% faster and last 30...126% longer. |
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Throw Dirt
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Skill. Target touched foe and foes adjacent to your target become "Blinded" for 3...13 seconds. |
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Trapper's
Focus
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Elite Preparation. For 5...17 seconds, your trap skills are not easily interruptible. |
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Trapper's
Speed
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Stance. For 5...25 seconds, your Traps recharge 25% faster and activate 25% faster. This stance ends if you successfully hit with an attack. |
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Whirling
Defense
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Stance. For 8...18 seconds, you have 75% chance to "block" attacks. Whenever you block a projectile in this way, adjacent foes take 5...10 damage. |
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Zojun's Haste
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Stance. For 5...10 seconds, you move 33% faster and have a 27...65% chance to "block" incoming projectiles. Zojun's Haste ends if you attack. |
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Zojun's Shot
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Bow Attack. Shoot an arrow that has half the normal range, but strikes for +10...22 damage. |
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[edit] Marksmanship
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Arcing Shot
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Bow Attack. If this arrow hits, it strikes for +10...22 damage. This arrow cannot be "blocked," but it moves 150% slower. |
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Barrage
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Elite Bow Attack. All your Preparations are removed. Shoot arrows at up to 6 foes adjacent to your target. These arrows strike for +1...13 damage if they hit. |
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Broad Head
Arrow
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Elite Bow Attack. You shoot a broad head arrow that moves slower than normal. If it hits, target foe is Dazed for 5...17 seconds, and if target foe is casting a Spell that Spell is interrupted. |
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Burning Arrow
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Elite Bow Attack. If this attack hits, you strike for +10...26 damage and cause Burning for 1...4 seconds. |
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Concussion Shot
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Bow Attack. If Concussion Shot hits while target foe is casting a spell, the spell is interrupted and your target is Dazed for 5...17 seconds. This attack deals only 1...13 damage. |
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Crippling Shot
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Elite Bow Attack. If Crippling Shot hits, your target becomes "Crippled" for 1...7 seconds. This attack cannot be "blocked". |
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Crossfire
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Bow Attack. If this attack hits target foe, it deals +5...17 damage. If this foe is near any of your allies, this attack cannot be blocked. |
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Debilitating
Shot
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Bow Attack. If Debilitating Shot hits, your target loses 1...8 Energy. |
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Determined Shot
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Bow Attack. If Determined Shot hits, you strike for +5...17 damage. If Determined Shot fails to hit, all of your attack skills are recharged. |
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Disrupting
Accuracy
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Preparation. For 36 seconds, whenever your arrows critical, they also interrupt your target. |
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Favorable Winds
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Nature Ritual. Create a level 1...8 Spirit. For non-Spirit creatures within its range, arrows move twice as fast as normal and strike for +6 damage. This Spirit dies after 30...126 seconds. |
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Focused Shot
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Bow Attack. If Focused Shot hits, you strike for +10...22 damage but all of your other attack skills are disabled for 5...3 seconds. |
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Forked Arrow
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Bow Attack. Shoot two arrows simultaneously at target foe. If you are under the effects of an Enchantment or Hex, you shoot only one arrow. |
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Hunter's Shot
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Bow Attack. If Hunter's Shot hits, you strike for +3...13 damage. If this attack hits a foe that is moving or knocked down, that foe begins "bleeding" for 3...21 seconds. |
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Keen Arrow
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Bow Attack. If this attack hits, you strike for +5...17 damage. If you land a critical hit, you deal an additional +5...29 damage. |
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Marauder's
Shot
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Bow Attack. If Marauder's Shot hits, you strike for +10...30 damage and all your non-attack skills are disabled for 5 seconds. |
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Melandru's
Shot
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Elite Bow Attack. If Melandru's Shot hits, you deal +10...30 damage. If it hits an enchanted foe, you gain 15 Energy. |
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Needling Shot
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Bow Attack. Needling Shot strikes for only 10...26 damage and moves faster than normal. If Needling Shot strikes a foe below 50% Health, Needling Shot recharges instantly. |
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Penetrating
Attack
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Bow Attack. If Penetrating Attack hits, you strike for +3...15 damage and this attack has 20% armor penetration. |
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Prophecies | ![]() |
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Pin Down
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Bow Attack. If Pin Down hits, your target is "Crippled" for 3...13 seconds. |
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Power Shot
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Bow Attack. If Power Shot hits, you strike for +10...22 damage. |
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Precision Shot
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Bow Attack. If Precision Shot hits, you strike for +10...22 damage. Precision Shot cannot be "Blocked". This action is easily interrupted. |
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Prepared Shot
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Elite Bow Attack. If this attack hits, you strike for +10...22 damage. If you are under the effects of a Preparation, you gain 1...7 Energy. |
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Punishing Shot
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Elite Bow Attack. If Punishing Shot hits, you strike for +10...18 damage and your target is interrupted. |
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Read the Wind
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Preparation. For 24 seconds, your arrows move twice as fast and deal 3...9 extra damage. |
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Core | ![]() |
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Savage Shot
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Bow Attack. If Savage Shot hits, your target's action is interrupted. If that action was a spell, you strike for +13...25 damage. |
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Core | ![]() |
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Screaming Shot
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Bow Attack. If this attack hits, you deal +10...22 damage. If your target is within earshot, that foe begins Bleeding for 5...17 seconds. |
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Seeking Arrows
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Preparation. For 3...12 seconds, your arrows cannot be "blocked". Seeking Arrows ends if you fail to hit. |
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Splinter Shot
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Bow Attack. If Splinter Shot hits, you deal +3...13 damage. If Splinter Shot is "blocked," all foes adjacent to your target take 5...53 damage. |
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Sundering
Attack
[edit]
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Bow Attack. If Sundering Attack hits, you strike for +3...15 damage and this attack has 20% armor penetration. |
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[edit] Wilderness Survival
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Apply Poison
[edit]
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Preparation. For 24 seconds, foes struck by your physical attacks become Poisoned for 3...13 seconds. |
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Core | |||||||||||||
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Barbed Arrows
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Preparation. For 18 seconds, your arrows cause Bleeding for 3...13 seconds. This Skill is easily interrupted. |
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Nightfall | |||||||||||||
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Barbed Trap
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Trap. When Barbed Trap is triggered, all nearby foes are struck for 7...20 piercing damage, become Crippled, and begin Bleeding for 3...21 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted. |
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Core | ![]() |
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Brambles
[edit]
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Nature Ritual. Create a level 1...8 Spirit. Non-Spirit creatures that are knocked down in its range take 5 damage and begin bleeding for 5...17 seconds. This Spirit dies after 30...126 seconds. |
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Choking Gas
[edit]
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Preparation. For 1...10 seconds, your arrows deal 1...7 more damage and spread Choking Gas to all adjacent foes on impact. Choking Gas interrupts foes attempting to cast spells. |
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Core | ![]() |
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Conflagration
[edit]
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Nature Ritual. Create a level 1...8 Spirit. For non-Spirit creatures within its range, all arrows that hit strike for fire damage. This Spirit dies after 30...126 seconds. |
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Dryder's
Defenses
[edit]
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Stance. For 5...10 seconds, you gain 75% chance to "block" attacks and 34...55 armor against Elemental damage. |
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Dust Trap
[edit]
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Trap. When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are blinded for 3...7 seconds and take 10...22 damage. While activating this skill you are easily interrupted. Dust Trap ends after 90 seconds. |
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Equinox
[edit]
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Elite Nature Ritual. Create a level 1...8 Spirit. Spells cast within its range that cause Exhaustion cause double the Exhaustion instead. This Spirit dies after 30...126 seconds. |
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Famine
[edit]
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Elite Nature Ritual. Create a level 1...8 Spirit. Whenever any creature in its range reaches 0 Energy, that creature takes 10...30 damage. This Spirit dies after 30...78 seconds. |
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Flame Trap
[edit]
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Trap. When Flame Trap is triggered, for 3 seconds all nearby foes are struck for 5...10 fire damage and set on fire for 1...3 seconds. Flame Trap automatically triggers after 90 seconds. While activating this skill, you are easily interrupted. |
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Core | ![]() |
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Frozen Soil
[edit]
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Nature Ritual. Create a level 1...8 Spirit. Non-Spirit creatures within its range cannot resurrect dead allies. This Spirit dies after 30...78 seconds. |
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Greater
Conflagration
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Elite Nature Ritual. Create a level 1...8 Spirit. For creatures within its range, all physical damage is fire damage instead. This Spirit dies after 30...126 seconds. |
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Healing Spring
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Trap. For 10 seconds, adjacent allies are healed for 15...51 every 2 seconds. While activating this skill you are easily interrupted. |
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Ignite Arrows
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Preparation. For 24 seconds, your arrows explode on contact, dealing 3...15 fire damage to target and all adjacent foes. |
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Incendiary
Arrows
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Elite Preparation. For 3...13 seconds, targets struck by your arrows are interrupted and set on fire for 1...3 seconds. |
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Kindle Arrows
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Preparation. For 24 seconds, your arrows deal fire damage and hit for an additional 3...20 fire damage. |
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Melandru's
Arrows
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Elite Preparation. For 18 seconds, whenever your arrows hit, they cause bleeding for 3...21 seconds, and if they hit a target who is under an Enchantment, they do +8...24 damage . |
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Melandru's Resilience
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Elite Stance. For 8...18 seconds, you gain Health regeneration of 3 and Energy regeneration of 1 for each Condition and Hex you are suffering. |
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Muddy Terrain
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Nature Ritual. Create a level 1...8 Spirit. For all creatures within its range, all creatures move 10% slower than normal, and speed boosts have no effect. This Spirit dies after 30...78 seconds. |
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Natural Stride
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Stance. For 1...7 seconds, you run 33% faster and have a 50% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted. |
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Nature's
Renewal
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Nature Ritual. Create a level 1...8 Spirit. For 30...126 seconds, Enchantments and Hexes take twice as long to cast, and it costs twice as much Energy to maintain Enchantments. This Spirit dies after 30...126 seconds. |
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Pestilence
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Nature Ritual. Create a level 1...8 Spirit. When any creature within its range dies, Conditions on that creature spread to any creature in the area already suffering from a Condition. This Spirit dies after 30...78 seconds. |
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Poison Arrow
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Elite Bow Attack. If Poison Arrow hits, your target becomes poisoned for 5...17 seconds. |
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Prophecies | |||||||||||||
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Quickening
Zephyr
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Nature Ritual. Create a level 1...8 Spirit. For creatures within its range, all skills recharge twice as fast as normal and cost 30% more of the base Energy to cast. This Spirit dies after 15...39 seconds. |
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Quicksand
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Elite Nature Ritual. Create a level 1...8 Spirit. All non-Spirit creatures within its range lose 1 Energy each time they attack or use a Skill. This Spirit dies after 30...78 seconds. |
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Roaring Winds
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Nature Ritual. Create a level 1...8 spirit. Chants and Shouts cost 1...4 more Energy. This spirit dies after 30...54 seconds. |
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Scavenger's
Focus
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Elite Preparation. For 24 seconds, your attacks deal +5...13 damage against foes suffering from a Condition. |
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Serpent's
Quickness
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Stance. For 15...27 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. |
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Prophecies | ![]() |
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Smoke Trap
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Elite Trap. When Smoke Trap is triggered, nearby foes are Blinded and Dazed for 5...9 seconds. Smoke Trap ends after 90 seconds. While activating this Skill, you are easily interrupted. |
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Snare
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Trap. When Snare is triggered, all nearby foes become crippled for 3...13 seconds. Snare ends after 90 seconds. While activating this skill, you are easily interrupted. |
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Spike Trap
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Elite Trap. When Spike Trap is triggered, all nearby foes take 10...34 piercing damage, become crippled for 3...21 seconds and are knocked down. Spike Trap ends after 90 seconds. While activating this skill you are easily interrupted. |
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Core | |||||||||||||
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Storm Chaser
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Stance. For 8...18 seconds you move 25% faster, and you gain 1...4 Energy whenever you take elemental damage. |
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Core | ![]() |
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Tranquility
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Nature Ritual. Create a level 1...8 Spirit. Enchantments cast by non-Spirit creatures within its range expire 20...44% faster. This Spirit dies after 15...51 seconds |
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Tripwire
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Trap. When Tripwire is triggered, all nearby foes are struck for 5...17 piercing damage. Any Crippled foes are knocked down. Tripwire ends after 90 seconds. While activating this Skill, you are easily interrupted. |
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Troll Unguent
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Skill. For 10 seconds, you gain +3...9 Health regeneration. |
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Core | ![]() |
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Winnowing
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Nature Ritual. Create a level 1...8 Spirit. Non-Spirit creatures within range take 4 additional damage whenever they take physical damage. This Spirit dies after 30...126 seconds. |
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Core | ![]() |
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Winter
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Nature Ritual. Create a level 1...8 Spirit. For creatures within its range, all elemental damage is cold damage instead. This Spirit dies after 30...126 seconds. |
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Prophecies | ![]() |
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Antidote Signet
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Signet. Cleanse yourself of Poison, Disease, and Blindness. |
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Core | ![]() |
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Called Shot
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Bow Attack. Shoot an arrow that moves 3 times faster and cannot be "blocked". |
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Core | ![]() |
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Dual Shot
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Bow Attack. Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage. |
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Core | ![]() |
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Magebane Shot
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Elite Bow Attack. If this attack hits, it interrupts target foe's action. If that action was a Spell, this attack instantly recharges. |
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Quick Shot
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Elite Bow Attack. Shoot an arrow that moves twice as fast. |
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Core | |||||||||||||
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Storm's
Embrace
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Stance. For 10 seconds, you move 25% faster. This stance is refreshed whenever you take Elemental damage. |
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Nightfall |