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. 
| Enraged Lunge (Elite) - 5 5 Elite Pet Attack. Your animal companion attempts an Enraged Lunge that deals +(Min: 3 - Max: 19) damage (maximum bonus 80) for each recharging Beast Mastery skill.
| | 
| Heal as One (Elite) - 5 1 8 Elite Spell. If you or your animal companion are below 75% health, you both gain (Min: 25 - Max: 121) health. If your companion is dead, it is resurrected with 50% Health.
| | 
| Lacerate (Elite) - 15 5 30 Elite Nature Ritual. Created a level (Min: 1 - Max: 8) spirit. Bleeding creatures within its range suffer -2 health degeneration. When the spirit dies, all creatures within its range that have less than 90% health begin bleeding for (Min: 5 - Max: 21) seconds. This spirit dies after (Min: 30 - Max: 126) seconds.
| |
Expertise Primary Attribute (available to Primary Rangers only). Points in this attribute decrease the Energy cost of your attack skills, preparations, and traps. 
| Archer's Signet (Elite) - 2 45 Elite Signet. All your non-attack skills are disabled for (Min: 15 - Max: 9) seconds, your next (Min: 1 - Max: 6) bow attacks cost no energy.
| | 
| Glass Arrows (Elite) - 5 2 12 Elite Preperation. For (Min: 10 - Max: 30) seconds, your arrows strike for +(Min: 5 - Max: 17) damage if they hit and cause bleeding for (Min: 10 - Max: 18) seconds if they are blocked.
| | 
| Trapper's Focus (Elite) - 5 2 20 Elite Preperation. For (Min: 5 - Max: 17) seconds, your trap skills are not easily interruptible.
| |
Markmanship Points in this attribute increase your basic bow damage, as well as damage dealt by bow skills. 
| Broad Head Arrow (Elite) - 15 15 Elite Bow Attack. You shoot a broad head arrow that moves slower than normal. If it hits, target foe is dazed for (Min: 5 - Max: 17) seconds, and if target foe is casting a spell that spell is interrupted.
| | 
| Melandru's Shot (Elite) - 10 7 Elite Bow Attack. If Melandru's Shot hits, you deal +(Min: 10 - Max: 30) damage. If it hits an enchanted foe, you gain 15 energy.
| |
Wilderness Survival Points in this attribute improve defensive Stances, Preparations, and Traps. 
| Equinox (Elite) - 10 5 30 Elite Nature Ritual. Create a level (Min: 1 - Max: 8) spirit. Spells cast within its range that causes Exhaustion cause double the exhaustion instead. This spirit dies after (Min: 30 - Max: 126) seconds.
| | 
| Famine (Elite) - 10 5 30 Elite Nature Ritual. Create a level (Min: 1 - Max: 8) Spirit. Whenever any creature in its range reaches 0 Energy, that creature takes (Min: 10 - Max: 30) damage. This Spirit dies after (Min: 30 - Max: 78) seconds.
| |
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.
|