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Ranger: Wilderness Survival

Points in this attribute improve defensive Stances, Preparations, and Traps.

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.


Core Skills

Apply Poison Apply Poison - Preparation
Energy: 15
Activation: 2
Duration: 24
Recharge: 12
Preparation. For 24 seconds, foes struck by your physical attacks become Poisoned for 3..15 seconds.
Barbed Trap Barbed Trap - Trap
Energy: 15
Activation: 2
Duration: 90
Recharge: 20
Trap. When Barbed Trap is triggered, all nearby foes are struck for 7..23 piercing damage, become Crippled, and begin Bleeding for 3..25 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Choking Gas Choking Gas - Preparation
Energy: 15
Activation: 2
Duration: 1..12
Recharge: 24
Preparation. For 1..12 seconds, your arrows deal 1..8 more damage and spread Choking Gas to all adjacent foes on impact. Choking Gas interrupts foes attempting to cast Spells.
Flame Trap Flame Trap - Trap
Energy: 10
Activation: 2
Duration: 90
Recharge: 20
Trap. When Flame Trap is triggered, every second (for 3 seconds total), all nearby foes are struck for 5..20 fire damage and set on fire for 1..3 seconds. Flame Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Kindle Arrows Kindle Arrows - Preparation
Energy: 5
Activation: 2
Duration: 24
Recharge: 12
Preparation. For 24 seconds, your arrows deal fire damage and hit for an additional 3..24 fire damage.
Nature's Renewal Nature's Renewal - Nature Ritual
Energy: 5
Activation: 5
Duration: 30..150
Recharge: 60
Nature Ritual. Create a level 1..13 Spirit. For 30..150 seconds, Enchantments and Hexes cast by non-Spirit creatures take twice as long to cast, and it costs twice as much Energy to maintain Enchantments. This Spirit dies after %str3% seconds.
Quickening Zephyr Quickening Zephyr - Nature Ritual
Energy: 25
Activation: 5
Duration: 15..45
Recharge: 60
Nature Ritual. Create a level 1..10 Spirit. For non-Spirit creatures within its range, all skills recharge twice as fast and cost 30% more of the base Energy to cast. This Spirit dies after 15..45 seconds.
Spike Trap Spike Trap - Trap [Elite]
Energy: 10
Activation: 2
Duration: 90
Recharge: 20
Trap. When Spike Trap is triggered, all nearby foes are struck for 10..40 piercing damage, become Crippled for 3..25 seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Storm Chaser Storm Chaser - Stance
Energy: 10
Activation: 0
Duration: 8..20
Recharge: 20
Stance. For 8..20 seconds, you move 25% faster, and you gain 1..5 Energy whenever you take elemental damage.
Troll Unguent Troll Unguent - Skill
Energy: 5
Activation: 3
Duration: 10
Recharge: 10
Skill. For 10 seconds, you gain +3..10 Health regeneration.
Winnowing Winnowing - Nature Ritual
Energy: 5
Activation: 5
Duration: 30..150
Recharge: 60
Nature Ritual. Create a level 1..10 Spirit. Non-Spirit creatures within range take 4 additional damage whenever they take physical damage. This Spirit dies after 30..150 seconds.

Eye of the North Skills

Piercing Trap Piercing Trap - Trap
Energy: 10
Activation: 2
Duration: 90
Recharge: 30
Trap. When Piercing Trap is triggered, all nearby foes are struck for 5..50 piercing damage. Any foes with Cracked Armored are struck for an additional 15..60 damage. Piercing Trap ends after 90 seconds. While activating this Skill, you are easily interrupted.
Poison Tip Signet Poison Tip Signet - Signet
Activation: 1 Duration: 60
Recharge: 6
Signet. For 60 seconds, your next attack also inflicts Poison for 8..15 seconds.

Nightfall Skills

Barbed Arrows Barbed Arrows - Preparation
Energy: 10
Activation: 2
Duration: 18
Recharge: 12
Preparation. For 18 seconds, your arrows cause Bleeding for 3..15 seconds. This Skill is easily interrupted.
Natural Stride Natural Stride - Stance
Energy: 5
Activation: 0
Duration: 1..8
Recharge: 12
Stance. For 1..8 seconds, you run 33% faster and have a 50%% chance to block incoming attacks. Natural Stride ends if you become Hexed or Enchanted.
Pestilence Pestilence - Nature Ritual
Energy: 5
Activation: 5
Duration: 30..90
Recharge: 60
Nature Ritual. Create a level 1..10 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..90 seconds.
Quicksand Quicksand - Nature Ritual [Elite]
Energy: 10
Activation: 5
Duration: 30..90
Recharge: 30
Nature Ritual. Create a level 1..10 Spirit. All non-Spirit creatures within its range lose 1 Energy each time they attack or use a Skill. This Spirit dies after 30..90 seconds.
Roaring Winds Roaring Winds - Nature Ritual
Energy: 10
Activation: 5
Duration: 30..60
Recharge: 60
Nature Ritual. Create a level 1..10 Spirit. Chants and Shouts cost 1..5 more Energy. This Spirit dies after 30..60 seconds.
Scavenger's Focus Scavenger's Focus - Preparation [Elite]
Energy: 10
Activation: 2
Duration: 24
Recharge: 12
Preparation. For 24 seconds, your attacks deal +5..15 damage against foes suffering from a Condition.
Smoke Trap Smoke Trap - Trap [Elite]
Energy: 10
Activation: 2
Duration: 90
Recharge: 20
Trap. When Smoke Trap is triggered, nearby foes are Blinded and Dazed for 5..10 seconds. Smoke Trap ends after 90 seconds. While activating this Skill, you are easily interrupted.
Tripwire Tripwire - Trap
Energy: 10
Activation: 2
Duration: 90
Recharge: 30
Trap. When Tripwire is triggered, all nearby foes are struck for 5..20 piercing damage. Any Crippled foes are knocked down. Tripwire ends after 90 seconds. While activating this Skill, you are easily interrupted.

Factions Skills

Brambles Brambles - Nature Ritual
Energy: 10
Activation: 5
Duration: 30..150
Recharge: 60
Nature Ritual. Create a level 1..10 Spirit. Non-Spirit creatures that are knocked down in its range take 5 damage and begin Bleeding for 5..20 seconds. This Spirit dies after 30..150 seconds.
Conflagration Conflagration - Nature Ritual
Energy: 5
Activation: 5
Duration: 30..150
Recharge: 60
Nature Ritual. Create a level 1..10 Spirit. For non-Spirit creatures within its range, all arrows that hit strike for fire damage. This Spirit dies after 30..150 seconds.
Equinox Equinox - Nature Ritual [Elite]
Energy: 10
Activation: 3
Duration: 30..150
Recharge: 15
Nature Ritual. Create a level 1..10 Spirit. Spells cast within its range that cause Exhaustion cause double the Exhaustion instead. This Spirit dies after 30..150 seconds.
Famine Famine - Nature Ritual [Elite]
Energy: 10
Activation: 3
Duration: 30..90
Recharge: 15
Nature Ritual. Create a level 1..10 Spirit. Whenever a non-Spirit creature in its range reaches 0 Energy, that creature takes 10..35 damage. This Spirit dies after 30..90 seconds.
Snare Snare - Trap
Energy: 5
Activation: 2
Duration: 90
Recharge: 20
Trap. When Snare is triggered, all nearby foes become Crippled for 3..15 seconds. Snare ends after 90 seconds. While activating this skill, you are easily interrupted.
Tranquility Tranquility - Nature Ritual
Energy: 15
Activation: 5
Duration: 15..60
Recharge: 60
Nature Ritual. Create a level 1..10 Spirit. Enchantments cast by non-Spirit creatures within its range expire 20..50% faster. This Spirit dies after 15..60 seconds.

Prophecies Skills

Dryder's Defenses Dryder's Defenses - Stance
Energy: 5
Activation: 0
Duration: 5..11
Recharge: 60
Stance. For 5..11 seconds, you gain 75% chance to block attacks and 34..60 armor against elemental damage.
Dust Trap Dust Trap - Trap
Energy: 25
Activation: 2
Duration: 90
Recharge: 30
Trap. When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes are Blinded for 3..8 seconds and take 10..25 damage. While activating this skill, you are easily interrupted. Dust Trap ends after 90 seconds.
Frozen Soil Frozen Soil - Nature Ritual
Energy: 10
Activation: 5
Duration: 30..90
Recharge: 30
Nature Ritual. Create a level 1..10 Spirit. Non-Spirit creatures within its range cannot resurrect dead allies. This Spirit dies after 30..90 seconds.
Greater Conflagration Greater Conflagration - Nature Ritual [Elite]
Energy: 5
Activation: 3
Duration: 30..150
Recharge: 15
Nature Ritual. Create a level 1..10 Spirit. For non-Spirit creatures within its range, all physical damage is fire damage instead. This Spirit dies after 30..150 seconds.
Healing Spring Healing Spring - Trap
Energy: 10
Activation: 2
Duration: 10
Recharge: 20
Trap. For 10 seconds, all adjacent allies are healed for 15..60 every 2 seconds. While activating this skill, you are easily interrupted.
Ignite Arrows Ignite Arrows - Preparation
Energy: 10
Activation: 2
Duration: 24
Recharge: 12
Preparation. For 24 seconds, your arrows explode on contact, dealing 3..18 fire damage to target and all adjacent foes.
Incendiary Arrows Incendiary Arrows - Preparation [Elite]
Energy: 5
Activation: 2
Duration: 3..15
Recharge: 24
Preparation. For 3..15 seconds, targets struck by your arrows are interrupted and set on fire for 1..3 seconds.
Melandru's Arrows Melandru's Arrows - Preparation [Elite]
Energy: 5
Activation: 2
Duration: 18
Recharge: 12
Preparation. For 18 seconds, whenever your arrows hit, they cause Bleeding for 3..25 seconds, and if they hit a target who is under an Enchantment, they do +8..28 damage.
Melandru's Resilience Melandru's Resilience - Stance [Elite]
Energy: 5
Activation: 0
Duration: 8..20
Recharge: 15
Stance. For 8..20 seconds, you gain +4 Health regeneration and +1 Energy regeneration for each Condition and Hex you are suffering.
Muddy Terrain Muddy Terrain - Nature Ritual
Energy: 5
Activation: 5
Duration: 30..90
Recharge: 30
Nature Ritual. Create a level 1..10 Spirit. Non-Spirit creatures within its range move 10% slower and speed boosts have no effect. This Spirit dies after 30..90 seconds.
Poison Arrow Poison Arrow - Attack [Elite]
Energy: 5
Activation: 0
Recharge: 1
Attack. If Poison Arrow hits, your target becomes Poisoned for 5..20 seconds.
Serpent's Quickness Serpent's Quickness - Stance
Energy: 5
Activation: 0
Duration: 15..30
Recharge: 45
Stance. For 15..30 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%%.
Winter Winter - Nature Ritual
Energy: 5
Activation: 3
Duration: 30..150
Recharge: 60
Nature Ritual. Create a level 1..10 Spirit. For creatures within its range, all elemental damage is cold damage instead. This Spirit dies after 30..150 seconds.

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