Apply Poison |
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For 24 seconds, enemies struck by your attacks become poisoned for 3...13 seconds.
cost: 15 | recharge: 12 second(s) | activate: 2 second(s)
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Player Notes:
Poison duration is modified by your Wilderness Survival attribute.
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Barbed Trap |
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When barbed trap is triggered, all foes in the area take 20...74 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.
cost: 15 | recharge: 20 second(s) | activate: 2 second(s)
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Player Notes:
Piercing Damage and Bleeding Duration are both modofied by your Wilderness Survival attribute level.
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Choking Gas |
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For 1 second, 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.
cost: 2 | recharge: Wilderness Survival alters the duration of this Preparation and improves the damage your arrow does. second(s) | activate: 24 second(s)
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Player Notes:
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Dryders Defense |
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For 5...10 seconds, you gain 75% chance to evade attacks and 34...55 armor against elemental damage.
cost: 5 | recharge: 60 second(s) | activate: 0 second(s)
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Player Notes:
The length of this Stance will be modified by your Wilderness Survival
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Dust Trap |
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When dust trap is triggered, every second (for 5 seconds max) all nearby foes are Blinded for 3 seconds and take 10 additional earth damage. While activating this skill, you are easily interrupted. Dust trap ends after 90 seconds.
cost: 25 | recharge: 30 second(s) | activate: 2 second(s)
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Player Notes:
Add to Wilderness Survival to improve the duration of Blindness and increase the amount of resulting earth damage.
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Flame Trap |
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When Flame trap is triggered, for 3 seconds all foes in the area are struck for 15...42 fire damage and set on fire for 1...3 seconds. Flame trap automatically ends after 90 seconds. While activating this skill, you are easily interrupted.
cost: 10 | recharge: 20 second(s) | activate: 2 second(s)
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Player Notes:
The amount of fire damage and the duration of burning is adjusted by higher or lower Wilderness Survival.
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Frozen Soil |
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Create a level 1 Spirit. For creatures within it's range, dead creatures cannot be resurrected. This spirit dies after 30 seconds.
cost: 10 | recharge: 30 second(s) | activate: 5 second(s)
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Player Notes:
Add to Wilderness Survival to increase Spirit level and lengthen the Ritual.
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Greater Conflagration |
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Create a level 1 Spirit. For creatures within it's range, all physical damage is fire damage instead. This spirit dies after 30 seconds.
cost: 5 | recharge: 60 second(s) | activate: 5 second(s)
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Player Notes:
Add to Wilderness Survival to increase Spirit level and lengthen the Ritual
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Healing Spring |
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For 10 seconds, creatures adjacent to this location are healed for 15 every 2 seconds. While activating this skill, you are easily interrupted.
cost: 10 | recharge: 20 second(s) | activate: 2 second(s)
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Player Notes:
Heal creatures for more with a higher level of Wilderness Survival
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Ignite Arrows |
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For 24 seconds, your arrows explode on contact, dealing 3...15 fire damage to target and all adjacent foes.
cost: 10 | recharge: 12 second(s) | activate: 2 second(s)
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Player Notes:
Add to Wilderness Survival to increase the amount of Fire damage inflicted.
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Incendiary Arrows |
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For 8 seconds, targets struck by your arrows are interrupted and set on fire for 1...3 seconds.
cost: 2 | recharge: Burn your targets for longer when you add more attribute points to Wilderness Survival. second(s) | activate: 24 second(s)
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Player Notes:
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Kindle Arrows |
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For 24 seconds, your arrows deal an additional 3...20 fire damage in addition to causing fire damage.
cost: 5 | recharge: 12 second(s) | activate: 2 second(s)
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Player Notes:
Add to Wilderness Survival to imcrease the amount of Fire Damage.
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Melandrus Arrows |
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For 18 seconds, your arrows cause bleeding for 3...21 seconds. And, if your target is under an Enchantment, your arrows cause an additional +8 damage.
cost: 5 | recharge: 12 second(s) | activate: 2 second(s)
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Player Notes:
Only Bleeding and Damage numbers are modified by Wilderness Survival.
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Melandrus Resilience |
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For 8...18 seconds, you gain health regeneration of +2 and energy regeneration of +1 for each condition and/or hex you from which you are suffering.
cost: 5 | recharge: 25 second(s) | activate: 0 second(s)
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Player Notes:
An improved Wilderness Survival attribute will increase the duration of this stance.
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Muddy Terrain |
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Create a level 1 Spirit. For creatures within it's range, all creatures move 10% slower and speed boost has no affect. This spirit dies after 30 seconds
cost: 5 | recharge: 30 second(s) | activate: 5 second(s)
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Player Notes:
Wilderness Survival alters the Spirit's level and lifespan.
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Natures Renewal |
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Create a level 1 Spirit. For 30 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 seconds.
cost: 5 | recharge: 60 second(s) | activate: 5 second(s)
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Player Notes:
Spirit level, longevity, and Ritual's affect are all modified by the attribute level.
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Poison Arrow |
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If poison arrow hits, your target becomes poisoned for 5...13 seconds.
cost: 5 | recharge: 1 second(s) | activate: 0 second(s)
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Player Notes:
This is a great Elite Skill because the duration is modified by the attribute level, and the cost is very low.
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Quickening Zephyr |
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Create a level 1 Spirit. For creatures within it's range, all skills recharge twice as fast and cost 30% more energy to cast. This Spirit dies after 15 seconds.
cost: 25 | recharge: 60 second(s) | activate: 5 second(s)
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Player Notes:
This is a very expensive Ritual and will need to be carefully matched to other skills and spells to make sense. Increasing the cost of energy makes this a tricky skill even if Wilderness Survival increases the spirit level and lifespan.
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Serpents Quickness |
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For 15...27 seconds, recharge times for your skills are reduced by 33%. Serpent's quickness ends if your health drops below 50%.
cost: 5 | recharge: 45 second(s) | activate: 0 second(s)
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Player Notes:
Adding to Wilderness Survival will improve the length you can maintain this Stance. Ideally suited for a long ranged attack.
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Spike Trap |
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When spike trap is triggered, all foes in the area take 10...56 piercing damage, are crippled for 3...13 seconds, and are knocked down. Spike trap ends after 90 seconds. While activating this skill, you are easily interrupted.
cost: 10 | recharge: 20 second(s) | activate: 2 second(s)
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Player Notes:
Well worth taking if you want to create a trapping Ranger. The amount of piercing damage and the duration your foe remains crippled are directly tied to your Wilderness Survival attribute level.
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Storm Chaser |
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For 8...18 seconds, you move 25% faster, and you gain 1...4 energy, whenever you take elemental damage.
cost: 10 | recharge: 30 second(s) | activate: 0 second(s)
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Player Notes:
Against an Elemental build, this Stance could really help to take down a foe. Add to Wilderness Survival to boost the duration of this stance, and the amount of Energy you gain.
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Troll Unguent |
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For 10 seconds, you gain health regeneration +3...+9.
cost: 5 | recharge: 10 second(s) | activate: 3 second(s)
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Player Notes:
A fanstastic skill for early stages of the game, and excellent to bring if Ranger is a secondary profession and Wilderness Survival factors into your ultimate build. The amount of health
regeneration you gain is tied to your attribute level.
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Winnowing |
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Create a level 1 Spirit. For all creatures within it's range, creatures take 4 additional damage whenever they take physical damage. This spirit dies after 30 seconds.
cost: 5 | recharge: 60 second(s) | activate: 5 second(s)
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Player Notes:
An inexpensive Ritual to bring into the world when you use henchmen. The spirit level and longevity are tied to Wilderness Survival.
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Winter |
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Create a level 1 Spirit. For creatures within it's range, all damage is cold damage instead. This spirit dies after 30 seconds
cost: 5 | recharge: 60 second(s) | activate: 5 second(s)
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Player Notes:
Wilderness Survival alters the Spirit's level and lifespan.
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