Skill. Charm target animal. Once charmed, your animal companion will travel with you whenever you have Charm Animal equipped. You cannot charm an animal that is more than 4 levels above you.
Skill. You heal your animal companion for 20...87Health. If your companion is dead, it is resurrected with 10...48% Health. If you have Comfort Animal equipped, your animal companion will travel with you.
Nature Ritual. Create a level 1...5spirit. For non-spirit creatures within its range, all skills cost 15 less Energy (minimum cost 10 Energy), and skills recharge 25% slower. This spirit dies after 1...25 seconds.
Pet Attack. Your animal companion attempts a Maiming Strike that deals +5...17 damage. If that attack hits a moving foe that foe becomes Crippled for 3...13 seconds.
Pet Attack. Your animal companion attempts a Scavenger Strike that deals +10...22 damage. If the attack strikes a foe who is suffering from a condition, you gain 3...13Energy.
Bow Attack. If Distracting Shot hits, it interrupts target foe's action but deals only 1...13damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
EliteBow Attack. All your preparations are removed. Shoot arrows at target foe and up to 6 foes adjacent to your target. These arrows strike for +5...17 damage if they hit.
Bow Attack. If Concussion Shot hits while target foe is casting a spell, the spell is interrupted and your target is Dazed for 5...17 seconds. This attack deals only 1...13 damage.
Nature Ritual. Create a level 1...8spirit. For non-spirit creatures within its range, arrows move twice as fast as normal and strike for +6 damage. This spirit dies after 30...126 seconds.
Trap. When Barbed Trap is triggered, all nearby foes are struck for 7...20piercing damage, become Crippled, and begin Bleeding for 3...21 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Preparation. For 1...10 seconds, 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.
Trap. When Flame Trap is triggered, for 3 seconds all nearby foes are struck for 5...17fire damage and set on fire for 1...3 seconds. Flame Trap automatically triggers after 90 seconds. While activating this skill, you are easily interrupted.
Nature Ritual. Create a level 1...8spirit. For 30...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 30...126 seconds.
Nature Ritual. Create a level 1...8spirit. For creatures within its range, all skillsrecharge twice as fast as normal and cost 30% more of the base Energy to cast. This spirit dies after 15...39 seconds.
EliteTrap. When Spike Trap is triggered, every second (for 2 seconds total), all nearby foes are struck for 10...34piercing damage, become Crippled for 3...21 seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted.
Nature Ritual. Create a level 1...8spirit. Non-spirit creatures within range take 4 additional damage whenever they take physical damage. This spirit dies after 30...126 seconds.