All skills are shown with minimum and maximum values. The minimum is with 0 points in the related attribute; the maximum is with 12 points in the related attribute. It is possible to have more than 12 points in a given attribute, but values will need to be calculated on the 12-point figures given in the individual descriptions.  - Adrenaline  - Casting Time  - Energy  - Energy Upkeep  - Recharge Time
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. 
| Call of Haste - 10 25 Shout. For 30 seconds, your animal companions have a 25% faster attack speed and move 25% faster than normal.
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| Charm Animal - 10 10 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 - 10 1 1 Skill. You heal your animal companion for (Min: 20 - Max: 87) points. If your companion is dead, it is resurrected with (Min: 10% - Max: 48%)
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| Disrupting Lunge - 5 10 Pet Attack. Your animal companion attempts a Disrupting Lunge that deals +(Min: 1 - Max: 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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| Energizing Wind - 5 5 60 Nature Ritual. Create a level (Min: 1 - Max: 8) 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: 126) seconds.
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| Ferocious Strike (Elite) - 5 8 Elite Pet Attack. Your animal companion attempts a Ferocious Strike that deals +(Min: 13 - Max: 25) damage. If that attack hits, you gain adrenaline and (Min: 3 - Max: 9) energy.
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| Maiming Strike - 10 5 Pet Attack. Your animal companion attempts a Maiming Strike that deals +(Min: 5 - Max: 17) damage. If that attack hits a moving foe that foe becomes Crippled for (Min: 3 - Max: 13) seconds.
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| Primal Echoes - 5 5 60 Nature Ritual. Create a level (Min: 1 - Max: 8) Spirit. For creatures within its range, Signets cost 10 Energy to use. This Spirit dies after (Min: 30 - Max: 126) seconds.
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| Scavenger Strike - 10 5 Pet Attack. Your animal companion attempts a Scavenger Strike that deals +(Min: 10 - Max: 22) damage. If the attack strikes a foe who is suffering a condition, that foe takes an additional +(Min: 1 - Max: 12) damage.
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Expertise Primary Attribute (available to Primary Rangers only). Points in this attribute decrease the Energy cost of your attack skills, preparations, and traps. 
| Distracting Shot - 5 ½ 10 Bow Attack. If Distracting Shot hits, it interrupts target foe's action but deals only (Min: 1 - Max: 13) damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
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| Escape (Elite) - 5 30 Elite Stance. For (Min: 5 - Max: 15) seconds, you move 25% faster than normal and have a 75% chance to "evade" attacks.
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| Lightning Reflexes - 10 30 Stance. For (Min: 5 - Max: 10) seconds, you have a 75% chance to 'evade' melee and projectile attacks, and you attack 33% faster.
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| Throw Dirt - 5 1 30 Skill. Target touched foe and foes adjacent to your target become Blinded for (Min: 3 - Max: 13) seconds.
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| Whirling Defense - 10 60 Stance. For (Min: 8 - Max: 18) seconds, you have 75% chance to 'block' attacks. Whenever you block a projectile in this way, adjacent foes take (Min: 5 - Max: 10) piercing damage.
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Markmanship Points in this attribute increase your basic bow damage, as well as damage dealt by bow skills. 
| Barrage (Elite) - 5 1 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: 13) damage if they hit.
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| Concussion Shot - 25 ½ 5 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: 17) seconds. This attack deals only (Min: 1 - Max: 13) damage.
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| Debilitating Shot - 10 10 Bow Attack. If Debilitating Shot hits, your target loses (Min: 1 - Max: 8) Energy.
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| Determined Shot - 5 10 Bow Attack. If Determined Shot hits, you strike for +(Min: 5 - Max: 17) damage. If Determined Shot fails to hit, all of your attack skills are recharged.
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| Favorable Winds - 5 5 60 Nature Ritual. Create a level (Min: 1 - Max: 8) 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: 126) seconds.
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| Hunter's Shot - 5 5 Bow Attack. If Hunter's Shot hits, you strike for +(Min: 3 - Max: 13) damage. If this attack hits a foe that is moving or knocked down, that foe begins Bleeding for (Min: 3 - Max: 21) seconds.
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| Pin Down - 15 15 Bow Attack. If Pin Down hits, your target is Crippled for (Min: 3 - Max: 13) seconds.
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| Power Shot - 10 6 Bow Attack. If Power Shot hits, you strike for +(Min: 10 - Max: 22) damage.
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| Precision Shot - 10 6 Bow Attack. If Precision Shot hits, you strike for +(Min: 10 - Max: 22) damage. Precision Shot cannot be 'blocked' or 'evaded.' This action is easily interrupted.
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| Read the Wind - 5 2 12 Preperation. For 24 seconds, your arrows move twice as fast and deal (Min: 3 - Max: 9) extra damage.
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| Savage Shot - 10 ½ 5 Bow Attack. If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for (Min: 13 - Max: 25) damage.
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Wilderness Survival Points in this attribute improve defensive Stances, Preparations, and Traps. 
| Apply Poison - 15 2 12 Preparation. For 24 seconds, foes struck by your physical attacks become Poisoned for (Min: 3 - Max: 13) seconds.
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| Barbed Trap - 15 2 20 Trap. When Barbed Trap is triggered, all nearby foes take (Min: 7 - Max: 20) piercing damage, become Crippled, and begin Bleeding for (Min: 3 - Max: 21) seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
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| Choking Gas - 15 2 24 Preparation. For (Min: 1 - Max: 10) seconds, your arrows deal (Min: 1 - Max: 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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| Flame Trap - 10 2 20 Trap. When Flame Trap is triggered, for 3 seconds all nearby foes are struck for (Min: 5 - Max: 10) 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.
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| Kindle Arrows - 5 2 12 Preparation. For 24 seconds, your arrows deal fire damage and hit for an additional (Min: 3 - Max: 20) fire damage.
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| Nature's Renewal - 5 5 60 Nature Ritual. Create a level (Min: 1 - Max: 8) Spirit. For (Min: 30 - Max: 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 (Min: 30 - Max: 126) seconds.
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| Quickening Zephyr - 25 5 60 Nature Ritual. Create a level (Min: 1 - Max: 8) 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: 39) seconds.
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| Spike Trap (Elite) - 10 2 20 Elite Trap. When Spike Trap is triggered, all foes nearby take (Min: 10 - Max: 34) piercing damage, become "Crippled" for (Min: 3 - Max: 21) seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
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| Storm Chaser - 10 30 Stance. For (Min: 8 - Max: 18) seconds, you move 25% faster, and you gain (Min: 1 - Max: 4) Energy whenever you take elemental damage.
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| Troll Unguent - 5 3 10 Skill. For 10 seconds, you gain Health regeneration +(Min: 3 - Max: 9).
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| Winnowing - 5 5 60 Nature Ritual. Create a level (Min: 1 - Max: 8) Spirit. For creatures within its range, creatures take 4 additional damage whenever they take physical damage. This Spirit dies after (Min: 30 - Max: 126) seconds.
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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. 
| Antidote Signet - 1 4 Signet. Cleanse yourself of Poison, Disease, and Blindness.
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| Called Shot - 5 3 Bow Attack. Shoot an arrow that moves 3 times faster and cannot be "blocked".
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| Dual Shot - 10 10 Bow Attack. Shoot two arrows simultaneously at target foe. These arrows deal 25% less damage.
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| Quick Shot (Elite) - 5 1 1 Elite Bow Attack. Shoot an arrow that moves twice as fast.
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