Show/Hide Filters
| Name | Profession | Category | Type | Tier | Description |
|---|---|---|---|---|---|
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| Ranger | Beastmastery | Minor (Grandmaster) | 0 | 10% of healing is given as a bonus to power. |
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| Ranger | Nature Magic | Major | 1 | 5% of vitality is given as a bonus to power. |
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| Ranger | Beastmastery | Major | 2 | Activated (F2) abilities for canines and spiders cause cripple. |
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| Ranger | Nature Magic | Major | 2 | Activated skills of spirits are larger and trigger when the spirit is killed. |
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| Ranger | Markmanship | Major | 2 | Activating a signet grants might. |
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| Ranger | Markmanship | Major | 3 | Active effects of signets also affect you. |
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| Ranger | Markmanship | Major | 2 | All arrow attacks pierce targets. |
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| Ranger | Nature Magic | Minor (Master) | 0 | Any boon you get is shared with your pet. |
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| Ranger | Wilderness Survival | Major | 2 | Apply camouflage when you are dazed, knocked down, launched, pushed back, or stunned. This effect cannot trigger more than once every 30 seconds. |
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| Ranger | Markmanship | Major | 1 | Apply cripple to foes you hit when they are below 25% health (15-second cooldown). |
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| Ranger | Nature Magic | Major | 1 | Boons applied by your pets last longer. |
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| Ranger | Markmanship | Minor (Adept) | 0 | Cause vulnerability with your first strike when entering combat. |
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| Ranger | Skirmishing | Major | 1 | Chance to cause bleeding on critical hits. |
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| Ranger | Skirmishing | Major | 3 | Conditions caused by traps last twice as long and traps recharge 20% faster. |
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| Ranger | Nature Magic | Major | 1 | Create a healing spring on death. |
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| Ranger | Wilderness Survival | Major | 1 | Create Muddy Terrain when you take falling damage. You take 50% less damage from falling. |
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| Ranger | Skirmishing | Major | 1 | Creates a Spike Trap while reviving an ally. |
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| Ranger | Skirmishing | Major | 1 | Critical hits grant might to your pets. |
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| Ranger | Markmanship | Major | 1 | Damage increases by 10% when endurance is full. |
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| Ranger | Skirmishing | Minor (Grandmaster) | 0 | Deal 10% more damage while flanking. |
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| Ranger | Wilderness Survival | Minor (Grandmaster) | 0 | Deal 5% extra damage when your health is above 90%. |
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| Ranger | Nature Magic | Major | 3 | Dodging removes blind and poison from you. (10s cooldown) |
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| Ranger | Beastmastery | Major | 2 | Drake, Feline, Devourer, and Shark pets bleed on Critical hit with their basic attacks. |
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| Ranger | Skirmishing | Major | 3 | Gain an attack of opportunity for you and your pet on interrupting a foe. This effect can only trigger once every 5 seconds. Daze and stun durations you inflict are also increased by 50%. |
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| Ranger | Markmanship | Major | 1 | Gain fury and might when your pet's health reaches 50%. |
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| Ranger | Skirmishing | Minor (Master) | 0 | Gain fury when swapping weapons in combat. |
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| Ranger | Wilderness Survival | Major | 2 | Gain regeneration for 5s when you suffer from bleeding, poison or burning. This can only trigger once every 20 seconds. |
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| Ranger | Nature Magic | Minor (Adept) | 0 | Gain regeneration when your health reaches 75%. |
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| Ranger | Skirmishing | Minor (Adept) | 0 | Gain swiftness when swapping weapons in combat. |
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| Ranger | Wilderness Survival | Major | 1 | Gain vigor when using a heal skill. |
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| Ranger | Wilderness Survival | Major | 1 | Grants swiftness to you and your ally when you revive someone. |
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| Ranger | Nature Magic | Major | 2 | Greatsword and spear damage is increased by 5%. |
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| Ranger | Wilderness Survival | Major | 1 | Incoming disabling conditions (stun, daze, knockback, knockdown, sink, float, fear, launch) are transferred to your pet instead. This effect can only trigger once every 90 seconds. |
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| Ranger | Markmanship | Major | 1 | Increases duration for conditions applied by your pets. |
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| Ranger | Wilderness Survival | Minor (Adept) | 0 | Increases endurance regeneration by 50%. |
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| Ranger | Markmanship | Major | 2 | Increases longbow and harpoon gun range. Increases longbow and harpoon gun damage by 5%. |
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| Ranger | Markmanship | Major | 2 | Increases precision of nearby allies by up to 70 points. |
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| Ranger | Beastmastery | Major | 2 | Moa, bird, and jellyfish pets grant AoE vigor (5s) when activated. |
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| Ranger | Wilderness Survival | Major | 2 | Offhand skills have a longer range and 20% quicker recharge. |
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| Ranger | Markmanship | Minor (Grandmaster) | 0 | Opening Strike always critical hits. |
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| Ranger | Beastmastery | Major | 1 | Pet healing attributes are increased. |
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| Ranger | Beastmastery | Major | 1 | Pet skills (F2) recharge faster. |
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| Ranger | Beastmastery | Minor (Master) | 0 | Pet swapping recharges 20% faster. |
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| Ranger | Wilderness Survival | Major | 1 | Pets deal extra condition damage. |
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| Ranger | Skirmishing | Major | 1 | Pets do 30% more damage on critical hits. |
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| Ranger | Beastmastery | Major | 1 | Pets gain 3 stacks of might (10s) when they are activated. |
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| Ranger | Skirmishing | Major | 2 | Pets gain health on critical hits. |
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| Ranger | Nature Magic | Major | 2 | Pets get enlarged when you reach 25% health. |
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| Ranger | Markmanship | Minor (Master) | 0 | Pets have Opening Strike. |
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| Ranger | Skirmishing | Major | 1 | Pets move 30% faster. |
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| Ranger | Wilderness Survival | Major | 3 | Pets periodically take conditions from you. |
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| Ranger | Beastmastery | Major | 1 | Pets recharge their skills 10% faster. |
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| Ranger | Nature Magic | Major | 1 | Receive protection for 5 seconds when you take damage greater than 10% of your maximum health in a single strike. This effect can only trigger once every 30 seconds. |
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| Ranger | Markmanship | Major | 3 | Regain Opening Strikes when you kill a foe. |
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| Ranger | Nature Magic | Major | 1 | Regeneration you apply lasts 33% longer. |
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| Ranger | Skirmishing | Major | 2 | Short bow and Longbow skills recharge 20% faster. |
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| Ranger | Beastmastery | Major | 1 | Shouts recharge 20% faster. |
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| Ranger | Markmanship | Major | 1 | Signets recharge 20% faster. |
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| Ranger | Nature Magic | Major | 2 | Spirit bonuses have a 35% better chance of providing their benefits. |
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| Ranger | Nature Magic | Major | 3 | Spirits can move and follow you. |
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| Ranger | Nature Magic | Major | 1 | Spirits have twice as much health. |
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| Ranger | Wilderness Survival | Major | 1 | Survival skills recharge 20% faster. |
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| Ranger | Wilderness Survival | Major | 2 | Sword, greatsword, and spear skills recharge 20% faster. |
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| Ranger | Skirmishing | Major | 2 | Trap skills use ground targeting and are 50% larger. |
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| Ranger | Beastmastery | Major | 2 | Ursine, porcine, and armor fish pets gain stability (3s) when disabled. |
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| Ranger | Markmanship | Major | 1 | Use Sharpening Stone when your health reaches 75%. |
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| Ranger | Beastmastery | Major | 3 | When you are downed, your pet gains quickness for 5 seconds. 50 second cooldown. |
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| Ranger | Nature Magic | Minor (Grandmaster) | 0 | You and your pet deal 5% more damage while you have a boon. |
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| Ranger | Wilderness Survival | Minor (Master) | 0 | You and your pet gain 2 seconds of protection when you dodge roll. |
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| Ranger | Beastmastery | Minor (Adept) | 0 | You and your pet gain 2 seconds of quickness when you swap pets. |
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| Ranger | Wilderness Survival | Major | 3 | You and your pet take 30% less damage when under 25% health. |
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| Ranger | Skirmishing | Major | 1 | You gain 5s of vigor when you are struck by a critical hit. This can only trigger once every 15 seconds. |
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| Ranger | Skirmishing | Major | 2 | Your do 10% more critical damage when wielding an axe in your main hand. |
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| Ranger | Beastmastery | Major | 1 | Your pet has a bond with you that increases its attributes each time you kill a foe. When it is defeated or deactivated, the bond is reset. |
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| Ranger | Beastmastery | Major | 3 | Your pets have natural health regeneration. |