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    Ranger Guide by hahnsoo

    Version: 0.63 | Updated: 11/08/06 | Printable Version | Search This Guide

    ===========================
    = Guild Wars Ranger Guide =
    ===========================
    = Version 0.63  11/8/2006 =
    ===========================
    = by Hahnsoo              =
    ===========================
    
    Send all constructive comments, corrections, and questions to hahnsoo@gmail.com
    with "Guild Wars - Ranger Guide" in your subject.  All other e-mail will be
    marked as spam or ignored. Do NOT send me sample builds... such things can more
    easily be discussed and critiqued in the Ranger Strategy forum at 
    http://forums.gwonline.net/forumdisplay.php?f=120
    
    I tend to keep this guide up-to-date weekly, coinciding with the weekly updates
    to the game.  You can expect a new version with more information in this Guide
    on a weekly basis.  The most recent version of this guide will always be at
    GameFAQs.
    
    To easily search this document, use the (gwrgXX) search terms listed in the
    table of contents (with the parentheses).  When I refer to another section
    using the (gwrgXX) in the document, it will be in Brackets [] instead.
    
    Note: With the release of the Chapter 2 Expansion "Factions", the original Guild
    Wars game has been labeled "Prophecies" in the character selection screen. Thus,
    I will refer to content pertaining to Chapter 1 as "Prophecies" and content
    pertaining to Chapter 2 as "Factions".  Further chapters will also be referred
    to their proper campaign name.  Chapter 3 is "Nightfall" and will be referred to
    as such in the appropriate sections.
    
    =====================
    = Table of Contents =
    =====================
    
    1. Introduction.....................(gwrg1)
    2. Overview.........................(gwrg2)
    3. Attributes.......................(gwrg3)
     - 3a. Beast Mastery................(gwrg3a)
     - 3b. Expertise....................(gwrg3b)
     - 3c. Marksmanship.................(gwrg3c)
     - 3d. Wilderness Survival..........(gwrg3d)
    4. Equipment........................(gwrg4)
     - 4a. Armor........................(gwrg4a)
     - 4b. Bows.........................(gwrg4b)
    5. Builds...........................(gwrg5)
     - 5a. Ranger-only Themes...........(gwrg5a)
     - 5b. Ranger/Elementalist..........(gwrg5b)
     - 5c. Ranger/Mesmer................(gwrg5c)
     - 5d. Ranger/Monk..................(gwrg5d)
     - 5e. Ranger/Necromancer...........(gwrg5e)
     - 5f. Ranger/Warrior...............(gwrg5f)
     - 5g. Factions:Ranger/Assassin.....(gwrg5g)
     - 5h. Factions:Ranger/Ritualist....(gwrg5h)
     - 5i. Nightfall:Ranger/Dervish.....(gwrg5i)
     - 5j. Nightfall:Ranger/Paragon.....(gwrg5j)
     - 5k. Ranger as a secondary........(gwrg5k)
     - 5l. Things to Avoid..............(gwrg5l)
    6. PvE..............................(gwrg6)
     - 6a. General Ranger Tactics.......(gwrg6a)
     - 6b. Questing.....................(gwrg6b)
     - 6c. Farming......................(gwrg6c)
    7. PvP..............................(gwrg7)
     - 7a. General Ranger Tactics.......(gwrg7a)
     - 7b. Dealing with opponents.......(gwrg7b)
     - 7c. The Metagame.................(gwrg7c)
    8. FAQ..............................(gwrg8)
    9. Appendices.......................(gwrg9)
     - 9a. Skill List...................(gwrg9a)
     - 9b. Armor List...................(gwrg9b)
     - 9c. Collectors List..............(gwrg9c)
     - 9d. Expertise Breakpoints........(gwrg9d)
     - 9e. Ranger PvE Checklist.........(gwrg9e)
    10. End Notes.......................(gwrg10)
    
    ========================
    = Introduction (gwrg1) =
    ========================
    
    The Ranger... when most folks think of Rangers, they think of hardy woodland
    warriors and hunters, a breed of men and women who brave the wilderness to test
    their skills and instincts in the shadow of Mother Nature. Guild Wars Rangers
    certainly fit this stereotype (and dispense with the "dual-wielding" scimitar
    dancers found in certain Pen-and-Paper roleplaying games).  Rangers are
    survivalists, skilled archers, tamers of animals, and nimble folk who are just
    as likely to dodge attacks as they are to weather a firestorm.
    
    Rangers in the game of Guild Wars are jacks-of-all-trades, masters of few. They
    are the second-best in nearly every combat category imaginable.  They have the
    second best energy regeneration, second best armor, and they possess a wide
    skill selection that can easily fill any role in both Player vs. Player (PvP)
    and Player vs. Environment (PvE).  They also are the archers in this game,
    being the only class that is skilled in the use of a bow.
    
    I'm writing this guide because of a general lack of good Ranger guides out
    there (and believe me, I've been searching), and because it helps me out with
    my own Ranger experience.  I hope you can gain as much benefit from this guide
    as I have from writing it.  By no means is this guide the final word on playing
    a Ranger, so feel free to challenge and critique this document with an open 
    mind.  I will always strive to keep this guide up-to-date and accurate, but
    everyone makes mistakes and hears misinformation.  This guide may also change
    as my understanding of Rangers changes.
    
    Why Should I Play a Ranger?
    ===========================
    * Rangers are versatile, being able to run disruption, healing, pure damage,
      defense, speed, and pretty much any single role you can think of.  A ranger 
      can find a niche in just about any party.
    * Rangers are masters at ranged attacks. With their plethora of bow skills and
      high-damage bows, Rangers can deal death at a distance and are the most
      effective at "luring" enemies.
    * Rangers who focus on Beast Mastery get animal companions, which are a welcome
      addition to many parties.
    * Rangers are energy-efficient. With many low energy-skills and the Expertise
      attribute, you will rarely run into energy problems using Ranger skills.
    * Rangers are the only class with access to both Traps and Nature Rituals.
    * Rangers have strong armor.  Almost as strong as a warrior, and stronger than
      a warrior against Elemental Attacks, Rangers have excellent armor coverage.
    * Rangers mesh well with other classes.  All class combinations of a Ranger can
      uniquely complement the Ranger's primary abilities.
    * Rangers have an excellent /dance emote for both genders. *grin*
    
    Why Shouldn't I Play a Ranger?
    ==============================
    * Rangers lack effective Energy management. While Expertise lowers costs for
      Ranger skills, it doesn't help for the Energy costs of spells.  With lower
      Energy Regen than primary casters, Rangers have problems when their Energy
      reserves bottom out.  There are few skills that allow them to reclaim Energy.
    * Rangers are ONLY masters of the bow.  They are second-best in any other role,
      and thus are not as effective at taking punishment, healing others, etc. If 
      you want to be the BEST Tank or Healer or Spellcaster, this is the wrong
      class.
    * Rangers deal less damage than Warriors on average. If you want to max out
      your combat damage, then play a Warrior.  Rangers often require unique combos
      of skills to be effective damage dealers.  The slow rate of fire on Bows also
      compounds this problem, as well as the ineffectiveness on moving targets.
    * In the grand scheme of Guild Wars, Rangers are often ignored.  Most groups
      require a Tank (Warrior), a Healer (Monk), and a Spellcaster (Elementalist).
      Beyond these three roles, the other roles (Disruptor, Trapper, etc.) are 
      often ignored, and thus the Ranger (along with the Mesmer and Necromancer) 
      are also ignored when forming Pick-up groups.
    
    ====================
    = Overview (gwrg2) =
    ====================
    
    Rangers have the following characteristics and attributes:
    * Energy Regen +3 (+2 default, +1 from armor)
    * High Elemental Resistance (all Ranger armors have +30 Armor vs. Elemental)
    * Beast Mastery - linked to skills involving animals and animal companions
    * Expertise - linked to skills involving dodging, reduces Energy costs
    * Marksmanship - linked to skills involving bow attacks, increases bow damage
    * Wilderness Survival - linked to a variety of skills, including traps, 
      spirits, and preparations
    
    Expertise is the Primary Attribute of a Ranger, and is exclusive to the Ranger
    as a primary class.  All of the rest are given to secondary class Rangers.
    
    The majority of primary Rangers use bows as a main weapon, depending on
    Marksmanship and Marksmanship-based skills for damage.  Some Rangers use Beast
    Mastery to supplement their damage through an animal companion.  On the defense
    side, Rangers use Expertise-based skills to evade attacks.  Rounding out the
    Ranger's abilities is Wilderness Survival, which is a grab-bag of healing,
    traps, utility skills, long-lasting Spirits, and bow preparations.
    
    ======================
    = Attributes (gwrg3) =
    ======================
    
    In this section, I will discuss each attribute, and highlight a few useful
    skills linked to that attribute. If you want exact stats for the skills, head
    on over to the Skill List in the Appendix [gwrg9a].
    
    --------------------------
    - Beast Mastery (gwrg3a) -
    --------------------------
    Note: The words Pet and Animal Companion are used interchangeably in this guide
    but the nomenclature used by Guild Wars is "Pet", so I try to adhere to that
    name as much as possible.  Though oddly enough, the skill descriptions say
    "Animal Companion".
    
    This is the main attribute for Rangers who wish to focus on a pet, but it also 
    contains a few non-Pet skills.  Just as Marksmanship is the focus of a Ranger
    who does damage with Bows, Beast Mastery is the focus of a Ranger who does
    damage through his/her Pet.  There are several useful Nature Rituals in the
    Beast Mastery line, and Tiger's Fury is a popular stance linked to this 
    attribute.
    
    Pet Mechanics
    =============
    Note: Much of this information was gleaned from the work by GammaRay and 
    SonOfRah.  The research is still going on in this matter, so stay tuned.
    
    Note: Further research has been done by by Jenosavel and Epinephrine.  They
    have done some incredible work and debunked a lot of speculation about pets.
    
    Increasing Beast Mastery increases the damage done by an Animal Companion, in a 
    similar manner as Marksmanship. In other words, a Beast Mastery of 12 will 
    allow a pet to do full damage to a target with an AL of 60.  Each point of
    Beast Mastery offsets 5 points of AL, and 40 points of AL doubles/halves the
    damage in each direction.  Points above 12 Beast Mastery undergo diminishing
    returns.  For more information on damage mechanics, hop to the Marksmanship
    section [gwrg3c].
    
    The base damage dealt by a pet (unmodified by its evolution) correlates well
    with its level.  A level 3 pet deals 3-5 damage, while a level 20 pet deals
    17-28 damage.  However, it seems that in the case of critical hits, pets can
    deal a varying amount of damage (i.e. it is not always the maximum base damage
    of the pet).  Beast Mastery and evolution adjusts this damage.
    
    All pets get 3 Armor Level per level, so at level 20, Pets have a base Armor
    Level of 60.  A level 20 Pet has the same amount of Health as an unmodified
    character of the same level.  In other words, a pet has a base Health of 80,
    with 20 additional Health per level.
    
    Note: As of the 8/25/05 Update, Pets now have an AL of 80 at level 20.  This AL
    increase is global, which means the AL of a pet is equal to 20 + Level times 3.
    Also, they have an additional 25% running speed.
    
    It seems that pet choice is a mostly matter of cosmetic preferance rather than 
    a matter of strategy.  The only main difference is that each pet does a 
    different kind of damage, based on its type.
    
    Pet Damage Types
    ----------------
    * Black Bear - slashing
    * Lizard - piercing
    * Lynx/Stalker - slashing 
    * Moa Bird - slashing
    * Snow Wolf/Wolf - slashing 
    * Spider - piercing
    * Strider - slashing
    * Warthog - slashing
    Note that previously it was listed that Striders and Warthogs had different
    damage types.  This has been subsquently proven to be slashing instead. (Thanks
    to Jenosavel and Epinephrine)
    
    Canthan Pet damage types are unknown so far, but probably match their Tyrian
    counterparts.
    
    Pets cannot cause Bleeding, Poison, or other conditions without the aid of a Pet
    attack skill.  Thus, the Spider does NOT cause poison, nor do Warthogs cause
    bleeding.  These are just rumors.
    
    As of the 9/29/05 you can now see how much damage your pet is doing. Very cool.
    
    Pet Evolutions
    ==============
    Occasionally when a pet levels up, it "evolves", changing its stats slightly.
    Evolutions do not change the appearance of a pet, although a pet will change
    size corresponding to its level.  When a pet evolves, it will gain a prefix to
    its name (if you haven't renamed the pet using /petname or /namepet).
    
    Pet Evolution Prefixes
    ----------------------
    * Aggressive - about +5% Damage, -30 Health
    * Dire - about +15% Damage, -60 Health
    * Elder - +0 Damage, +0 Health
    * Hearty - about -15% Damage, +60 Health
    * Playful -about -5% Damage, +30 Health
    
    Exhaustive attempts to prove that an Elder pet is better than other Evolutions
    have been proven to be false. Elder pets seem to be the equivalent of unevolved
    pets.
    
    The damage bonus (or penalty) from an Evolution isn't an exact number, but
    rather a percentage multiplier that increases/decreases damage, with the percent
    changing as a pet levels up.  At level 20, with a Hearty/Dire evolution, this
    percent is close to 15%.
    
    Pets typically evolve at around level 10-13 and have a second evolution at
    around level 15-17.  More evolutions can happen, however, depending on unknown
    parameters.  Although the "paths" of evolution aren't fully known, a few have 
    been discovered:
    * Pet -> Playful -> Hearty -> Elder
    * Pet -> Playful -> Elder (?)
    * Pet -> Aggressive -> Dire
    * Pet -> Aggressive -> Elder (?)
    
    It is thought that letting the pet take a lot of hits makes the pet into a
    Hearty or Playful evolution, while letting the pet deal a lot of damage
    (compared to the master) in combat gives it an Aggressive or Dire evolution.
    Once on an evolution "path", you can't go back.
    
    Note that there used to be a trick in which folks would charm a pet, cancel the
    charm before it finishes, and have the hostile animal kill them repeatedly near
    a shrine.  After a couple of hours, the pet will have gained enough XP to level
    up to 20, complete with Dire status.  Unfortunately, this trick was removed in
    a June 2006 update which removed the ability for creatures to gain XP from
    killing characters.
    
    Miscellany
    ==========
    Pets gain XP at the same rate as their master, but it is prorated by their
    level.  This is only important when the Pet's level is different from the
    Master's level... a 20th level character killing a 13th level creature will get
    zero XP, but his 13th level pet will get 100 XP from the kill. Apparently, pets
    can learn through osmosis.  Even more disturbing is the fact that pets gain XP
    while they are dead.  So don't worry if your pet dies during a mission and you
    can't raise him... it is still leveling up along with you.
    
    You can rename your pet using the /namepet (Pet Name) or /petname (Pet Name)
    emote.  Pet names are limited to 12 Characters.  Good times, but if you rename
    your pet, you will not know what evolution the pet is in. As of the 9/29/05
    update, you can now just type /namepet and it will rename your pet back to the
    default so you can figure out what Evolution it is in.
    
    Pets CANNOT be raised by a normal Resurrection skill or the Resurrection Signet.
    They can only be raised by Comfort Animal or Revive Animal.
    
    Overall, any combat skill possessed by the ranger is duplicated in the Beast
    Mastery line as a "Pet Attack", a special attack that is executed by the pet.
    In general, these attacks are extremely cheap in Energy and Cooldown Time, and
    have effects that equal or exceed existing attacks.  The only disadvantage is 
    that they require a pet to execute.  A Beast Mastery specialist can easily
    Bleed, Interrupt, and Tank an opponent using the pet and the combat skills in 
    this line. Pet Attacks were updated on 9/29/05 to "function just like a shout".
    I'm not sure what this means, other than perhaps that pet attacks can be used
    concurrently with any other skill being cast.
    
    Beast Mastery tends to hog a lot of space on the skillbar. Between Charm
    Animal, Comfort Animal, and Pet attack skills, it is difficult to squeeze in
    anything other than Beast Master skills when focusing on this attribute. Given
    the general ineffectiveness of Pets in the late PvE game (although the June 
    29th update gives them the equivalent of infused armor, thus keeping them alive
    when you are up against the Mursaat) and the fact that pets need to be kept 
    alive to make use of them in PvP, many Rangers skimp their points on this 
    attribute by the time they reach Lion's Arch or beyond.
    
    Some Skill highlights:
    
    Charm Animal
    ============
    This is the main skill in the Beast Mastery line.  You only have a Pet if you 
    have this skill equipped in your skillbar.  To get a Pet (if you don't already
    have one), you must use this skill on an appropriate animal.  This immediately
    makes the animal hostile, so be sure you can survive its attack, and that your
    other party members don't attack the animal, killing it before it is charmed.
    The 10 second casting time is rather long, which makes charming an animal
    during combat impractical.
    
    If you have a current pet, you CANNOT charm a new one. If you wish to change 
    your animal companion, you need to hand it over to a tamer. The main tamer in 
    Post-Searing Tyria, named Jarrel the Tamer, is just outside the gates of 
    Ascalon City.  There's also a Tamer next to Master Ranger Nente (who gives you
    Charm Animal) in Pre-Searing Ascalon.
    
    List of Charmable Animals (Prophecies)
    --------------------------------------
    * Dune Lizard (found in the Crystal Desert) Level 5
    * Warthog (found in the Maguuma Jungle, Pre-Searing Northlands)
    * Lynx (found in Kryta) Level 5
    * Stalker (ONLY found in Ascalon, near the Shrine of Melandru in Regent Valley
      Pre-Searing or near Gate Guard Hollis Post-Searing) Level 5
    * Snow Wolf (found in the Shiverpeaks) Level 5
    * Strider/Moa Bird (found in Ascalon) Level 2-3
    * Black Bear (found in the throughout the Southern Shiverpeaks) Level 5
    * Elder Wolf (The pet of "Thul the Bull" in Spearhead Peak) Level 15
    * Elder Black Widow Spider (Underworld) Level 20
    * Wolf (found in Pre-searing Lakeside County) Level 2
    
    List of Charmable Animals (Factions)
    ------------------------------------
    * Tiger - Throughout Shing Jea island, Pongmei Valley
    * White Tiger - Between Tanglewood Copse and Arborstone
    * Crane - Throughout Shing Jea island, Pongmei Valley
    * Reef Lurker (red) - Around Cavalon
    * Reef Lurker (blue) - Shenzun Tunnels, Pongmei Valley
    * Black Moa Bird - Charmable after Beak of Darkness quest in House Zu Heltzer
    * Phoenix - Charmable after the last mission of the game in Divine Path
    
    LIst of Charmable Animals (Nightfall)
    -------------------------------------
    * Crocodile - Lahtenda Bog
    * Flamingo - Churrhir Fields, NW coast of Plains of Jarin, Issnur Isle 
    * Hyena - The Alkali Pan, The Ruptured Heart 
    * Jahai Rat - Grand Court of Sebelkeh, The Mirror of Lyss, Vehtendi Valley
    * Lion/Lioness - Yatendi Canyons, Barbarous Shore
    * Warthog - Plains of Jarin, Fahranur, The First City 
    
    How (NOT) to Charm a Pre-Searing Bear
    -------------------------------------
    Black Bears in Pre-Searing Ascalon can be targeted with Charm Animal.  However,
    they also possess a skill which allows them to break the charm attempt.  In
    previous versions, one could capture the bear with a combination of Bane 
    Signet, Hammer Bash, and Faintheartedness to keep it busy.  However, it has
    recently been patched, so now it is nearly impossible to capture a pre-Searing
    Black Bear (research is still being done). Sorry, folks.
    
    Update: Apparently, some folks have been able to "trap" a Bear between a
    partner's pet and themselves, allowing the Ranger to Charm the Bear because the
    bear would not be able to move into range to use Break Charm. The research 
    continues...
    
    Update: Another method is to have the Bear attack a friend, and have that friend
    run away from you. You activate Charm Animal just as the Bear is leaving your
    skill range, and the Bear will continue to follow the friend.  When it comes
    time to "Break Charm", the bear will not be able to interrupt you.
    
    Finding an Elder Black Widow
    ----------------------------
    Elder Black Widows are a special pet that can only be found in the Underworld.
    They are made available after you get the chest quest reward for the quest
    "Wrathful Spirits".  This quest is given by the Reaper of the Forgotten Vale,
    who appears after finishing the quest "Restoring of the Monuments" from the
    Reaper of the Labyrinth.
    
    I've taken the liberty of making a map of the beginning part of the Underworld,
    which you can find at this link:
    
    http://img206.echo.cx/img206/883/underworldmap7uf.jpg
    
    I want to charm a Rabbit/Devourer/Swarm of Bees/(insert animal here)!
    ---------------------------------------------------------------------
    Sorry, you can't. The only pets that can be charmed are listed above on the
    table.
    
    Factions: What about the Pandas?
    --------------------------------
    A lot of folks have asked about Pandas in Cantha.  The official line that I've
    read is that it is illegal in a certain populous country (the Panda is
    indigenous to this country) to portray a Panda being mutilated or killed, even
    in a video game.  Thus, it would have made things difficult for Guild Wars to
    be sold in this country.  The end result is that Pandas can't be captured to be
    used as pets (and potential meat shields).  This makes me wonder about the
    Panda combatant in the Tekken series of fighting games.  Or any other game with
    cartoon Pandas, for that matter.
    
    Nightfall: What about Pygmy Hippos?
    -----------------------------------
    There used to be Pygmy Hippopotamus pets in the Lahtenda Bog during the World
    Preview event.  They have since been removed for unknown reasons, although it
    is speculated that they have been removed because they are an endangered
    species, similar to the situation with the Panda and the changed Crane graphics
    in Factions.  They have been replaced by Crocodiles, apparently.
    
    Nightfall: Do Jahai Rats cause disease?
    ---------------------------------------
    Occasionally, you'll see Jahai rats use a "Gnaw of Sickness" attack, similar to
    the Brutal Mauling attack of the Bears.  It has not been confirmed whether or
    not this attack causes disease or any other status effect, but it certainly
    adds fuel to the fire of an old rumor...
    
    Comfort Animal
    ==============
    There are only two* skills that can revive a Pet, Comfort Animal and Revive 
    Animal.  Comfort Animal is received at the same time as Charm Animal and thus 
    is usually the pet resurrect of choice, simply because of availability.  In 
    general, I would think carefully before adding this to a skillbar.  If you are
    heading into PvP or a Mission, then the skillbar slot is probably better served
    by a different skill.  If you are exploring large regions of land, then take 
    along Comfort Animal to revive your pet on those long treks far from a 
    convenient city. "Casual" beast masters who don't focus on Beast Mastery should
    never take this skill along.
    
    As of April 29, 2006, skills are no longer disabled for casting this, making it
    a lot more useful than it was before.
    
    * As of October 27, 2006, this short list of pet resurrection skills includes
    the skill "Heal As One" (Elite)
    
    Call of Protection
    ==================
    An underappreciated buff for your pet, Call of Protection gives a straight
    damage reduction bonus to your pet, allowing it to live much longer and survive
    in tough combat situations.  It lasts for a whole 2 minutes (and has a recharge
    time almost as long), and gives an incredible amount of damage reduction for
    a small amount of Energy.  The main problem is the opportunity cost of taking
    up a skillbar slot, especially since Beast Masters already have problems with
    skillbar space, needed for Pet Attacks and other Ranger skills.
    
    Ferocious Strike (Elite)
    ========================
    This Elite skill in the Beast Mastery line is actually rather lackluster, other
    than the fact that it's the only Elite available in Prophecies. You gain
    adrenaline (which is only useful for Warrior/Ranger or Ranger/Warrior 
    combinations) and some Energy.  This is a good Energy management skill for the
    Ranger (who lacks good Energy management in general), but overall it may not be
    worth selecting as your Elite skill.
    
    Edge of Extinction
    ==================
    It's been a while since I've updated entries in the Prophecies/Core Beast
    Mastery section, but I feel that Edge of Extinction deserved an entry,
    especially in the realm of Cantha.  Edge of Extinction is a spirit that causes
    damage to all nearby creatures of the same type whenever any creature dies.
    The main utility of this skill is to soften up the rest of the monsters in a
    homogenous group.  The area of effect is rather wide, and you can really do
    some major damage.  It is a great skill to use against Mursaat, Afflicted, and
    Charr.
    
    If you do enough area effect damage to multiple opponents, however, sometimes
    you can cause a chain reaction that will wipe out ALL of the monsters of the
    same type in the area when one dies.  This chain reaction effect is often used
    in various farming builds, including the "Grawl Bomb" build.
    
    Be careful when laying this spirit around human monsters, as when they die, all
    of your human teammates will be affected.  Sometimes, you can even cause the
    same EoE chain reaction, but instead of killing your enemies, you kill off your
    whole team!  It takes careful thought and consideration when using this spirit
    in any given area.  Also, this spirit is anathema to Minion Masters.  When you
    have a Necromancer using Minions in your party, leave this spirit at home.
    
    In PvP, this spirit can cause major havoc, especially in the Hall of Heroes and
    Alliance Battles (which have a large amount of human opponents).  As a spirit,
    it cuts both ways, but if you have a lot of healing, then it typically hurts
    the other teams more than you.  Alternatively, you can lay one deep in enemy
    territory while your teammates are safely outside its radius.
    
    Note: As of the August 17, 2006 update, this skill has been nerfed.  It now
    only affects creatures with 90% Health or below.  This greatly limits the
    utility of the skill, although it still has some use in PvP and farming.
    
    Fertile Season
    ==============
    Most people who grab this spirit are awed by the increase in maximum health
    and armor offered by it.  On paper, the stats look good, and it lasts a long
    time due to the fact that it's a Spirit.  However, since it IS a spirit, the
    bonuses apply to both your party AND to all monsters within its radius, making
    it significantly harder to kill most monsters.  Leave this spirit at home,
    folks, unless you want to be mauled by stronger, more armored versions of your
    enemies.  On the other hand, a Necromancer might find this spirit useful.
    
    Otyugh's Cry
    ============
    At first glance, this appears to be a bad skill.  Animals aren't found in many
    locations, and even then, they tend to be low level.  However, the 20 Armor
    bonus applies to all animals, including your pet.  This reduces damage by about
    20 to 30 percent to your pet (as well as other pets owned by your allies).  It 
    also lasts for 30 seconds (with an equally long cooldown time), fairly lengthy.
    It requires a target, because of the "main" ability (which in my opinion is 
    secondary to the armor bonus). Also, you need at least a 4 Beast Mastery to 
    make effective use of it without failure.
    
    I have not seen a Otyugh anywhere in the lands of Tyria, although I suppose the
    devourer line of creatures resembles the "classic" Otyugh monster.
    
    Tiger's Fury
    ============
    This skill is one of the best "increased attack speed" stances available in
    Guild Wars.  It is less useful for spellcaster classes (as it disables non-
    attack skills while in use).  It is also a bit expensive at 10 Energy, but with 
    a high Expertise, this can be negligable.  More points in Beast Mastery extend
    the overall duration, giving you more seconds of berzerk attacking.
    
    Factions Beastmastery-linked Skills
    ===================================
    
    A variety of skills have been added to the game with the release of Factions.
    Along with many new pet attacks and nature spirits, there are some interesting
    additions that increase the variety of tools at a Beastmaster's disposal.
    
    Enraged Lunge (Elite)
    ---------------------
    This Factions Pet Attack packs quite a punch.  For every recharging Beast
    Mastery skill, it deals bonus damage, up to a total bonus of 80!  Of course,
    with this sort of power, the skill is an Elite, and makes a nice replacement
    for Ferocious Strike (the previous "Core" Elite).  The cooldown is only 
    5 seconds, allowing you to quickly attack again with devastating spike damage.
    You may want to have a line-up of Pet Attack skills that have a longer cooldown
    time, such as Pounce, Savage Pounce, and Bestial Mauling.  Energizing Wind can
    help slow down the cooldown as well, but it isn't friendly to your casters in
    the group.
    
    Note that this skill counts for every recharging Beast Mastery skill, not just
    Pet Attacks.  Thus, the recharging Call of Protection, Tiger's Fury, or any
    other support skill that you may have running in your skillbar counts for the
    Enraged Lunge damage, including Enraged Lunge itself (since there is typically
    a delay between activating the skill and the pet using the attack).  Tiger's
    Fury/Bestial Fury is especially lethal, because it counts as a recharging Beast
    Mastery Skill and causes both Charm AND Comfort Animal to recharge, adding 3
    recharging skills for the price of one activation, with very little downside.
    
    Heal as One (Elite)
    -------------------
    A useful heal in the Beast Master's repetoire, it is one of the few ways Rangers
    can heal directly.  It is an Elite, and thus takes up your Elite slot. The 10
    second cooldown makes this skill less useful than Monk heals, but it heals a lot
    of damage at higher levels of Beast Mastery skill.  I'm more inclined to leave
    this one at home (it IS an Elite), personally, but if you have trouble with
    healing or you want a substitute for Troll Unguent that also benefits your pet
    and you don't mind sacrificing your Elite slot, you can give this skill a try.
    
    The difficulty, of course, is finding this skill.  It has only been seen in Yeti
    beastmasters and Luxon Rangers, and no boss has been identified for those folks.
    Stay tuned for more details...
    
    Update: Salke Fur Friend in Melandru's Hope, southwest of Jade Quarry has this
    skill. Apparently, the skill was missing before a patch fixed it.
    
    This skill was updated on October 27, 2006 to have a faster cooldown time (10
    seconds), but more importantly it now resurrects your pet.  This allows you to
    save a skill slot normally devoted to Comfort Animal, as well as gives you an
    effective self-heal.  With the great Elite pet attacks, I still am inclined to
    leave this one, but it may prove to save you some slots in an already cramped
    skillbar and possibly prove to be effective for solo hunting.
    
    Poisonous Bite
    --------------
    This is another useful skill in the line of Pet Attacks. It's simple, it costs
    5 Energy, and has a reasonable cooldown of 7 seconds.  All it does is afflict
    the target with poison through a Pet Attack, making it one of the few direct
    ways to "zap" an opponent with the Poison condition.  This is generally one of
    the new Factions Beast Mastery skills that I keep in my skillbar.
    
    Note: A Poisoner's bowstring won't add to the duration of poison on this skill.
    
    Viper's Nest
    ------------
    Here is a novel skill: A trap in the Beastmastery line.  It does some piercing
    damage and adds the poison condition to the victims that trigger it.  While a
    Beastmaster's repetoire doesn't really require trapping, it can be useful in a
    pinch, especially if you don't have many points invested in Wilderness Survival.
    One trick that you can use is bringing a Poisoner's bow or melee weapon. The
    Poisoner's mod increases the poison length on this skill, even though you don't
    physically attack with your weapon.
    
    Nightfall Beastmastery-linked Skills
    ====================================
    
    Nightfall adds a handful of skills for the Beastmaster.  They are fairly
    redundant, but interesting.
    
    Heket's Rampage
    ---------------
    This is yet another stance (like Bestial Fury and Tiger's Fury) that increases
    attack speed.  The difference is that it is canceled when you use an attack
    skill, instead of "blanking out" your non-attack skills.  This limits its
    general usefulness in builds that rely on standard attacks for DPS, but it is
    cheaper in Energy than its Fury brothers from the other games.
    
    Rampage as One (Elite)
    ----------------------
    This Elite skill gives you the package deal... increased attack speed AND run
    speed for both you and your pet.  However, it costs an expensive 25 Energy
    and has a cooldown longer than its duration.  You only have enough "juice" for
    a short burst, and the expense may break your Energy bank, so to speak.  With
    other choices for Elites and better ways to increase your own attack speed,
    you might want to give this one a pass.
    
    Strike as One (Elite)
    ---------------------
    This Elite Shout is a straight damage increase, a very rare bonus in Guild Wars
    indeed.  It gives your next 5 attacks a small amount of increased bonus damage.
    This increases your DPS by an average of about 3-5 points, depending on your
    build.  It is cheap and recycles fast. However, it takes up your Elite slot.
    
    Toxicity
    --------
    The token new Beastmastery Nature Spirit in Nightfall is a bit lackluster. It
    simply adds more DoT to conditions that already DoT, much like Lacerate in
    Factions.  At least this spirit is not an Elite.  If you are a DoT nut, this
    Spirit can make your Poison or Disease a bit more virulent, so you won't have
    to do as much "stacking".  It certainly has more utility (even with few or no
    attribute points) than Lacerate, and it's not an Elite.
    
    ----------------------
    - Expertise (gwrg3b) -
    ----------------------
    
    Expertise is the Ranger primary attribute.  By itself, it is a useful passive
    attribute, reducing the costs of Ranger abilities.  However, Expertise does
    NOT affect spells, hexes, or enchantments.  Expertise rounds to the nearest 
    integer, making for some very interesting breakpoints.  This can be tested by 
    extending your energy bar across the length of the screen and using skills at
    various levels of Expertise.  These breakpoints can be found in Appendix 9d - 
    Expertise Breakpoints [gwrg9d].  Breakpoints should NOT be your only 
    consideration for your level of Expertise, as a higher Expertise level also 
    enhances the quality of its linked skills.
    
    Expertise has many skills which improve the defensive capabilities of a Ranger.
    Skills like Whirling Defense and Throw Dirt prevent melee combatants from
    touching you.  Expertise also has a few bow attack skills, mostly interrupts
    and disruption.
    
    As of October 27, 2006, Expertise was changed to the following:
    Expertise: For each rank of Expertise, the Energy cost of all of your attacks,
    Rituals, touch skills, and Rangers skills are decreased by 4%. Several skills,
    especially those related to Energy costs and skill recharge times, become more
    effective with higher Expertise.
    
    Some Skill highlights:
    
    Distracting Shot
    ================
    Distracting Shot is probably the best interrupting attack in the game. Not only
    can it be used at range, but it has a quick attack time (0.5 seconds), costs
    only 5 energy (often reduced by Expertise), and disables an interrupted skill
    for a whole 20 seconds.  The main disadvantage is the low damage, along with a
    slightly slow Cooldown Time.
    
    "Buffering" a Distracting Shot is a useful technique to squeeze a little more
    damage out of your usual bow attacks.  Basically, while one bow attack is
    being used (and is flashing in your skill bar), hit Distracting Shot as well.
    The first attack will fire off, followed almost immediately (in 3/4th of a
    second) by a Distracting Shot.  The following shot after that is at the normal
    rate of fire.  You can consider the Distracting Shot a "bonus" arrow that was
    quicker to shoot.  This is mostly useful in builds which have added damage to
    each arrow, using skills like Ignite Arrow or Conjure Lightning.
    
    Lightning Reflexes
    ==================
    Lightning Reflexes is a short-duration stance that gives both 75% evasion
    against attacks and a 33% increased attack speed.  This is a potent combination
    that allows a Ranger to both attack quickly (doing more damage) and evade
    attacks. It has a disadvantage, though, of a long cooldown time, so you can't
    continually activate it (unlike the Mesmer skill Distortion).  It is best used
    as a supplement to another defensive stance, like Whirling Defense. Between
    Whirling Defense and Lightning Reflexes, an opponent will be hard-pressed to
    hit you.
    
    Marksman's Wager (Elite)
    ========================
    Marksman's Wager is one of the few good Energy management skills that a Ranger
    can use.  Since the majority of your arrows will hit, you can reasonably expect
    to gain a significant amount of Energy per hit, allowing you to power your high
    energy bow attacks (or whatever... spells, perhaps).  It is an Elite, and thus
    you won't have other Elites, but you'll be swimming in Energy with this skill.
    It is a preparation, so you won't be able to use your other preparations while
    it is active.  Just don't use it when you are blinded or against warriors who 
    can block your shots.
    
    Oath Shot (Elite)
    =================
    Oath Shot is a unique ability that recharges all of your skills if it hits.
    There is a minimum Expertise requirement for consistent hitting, which places
    this skill out of the hands of low Expertise Rangers or secondary Rangers.
    Still, instantly recharging the long cooldowns of, say, Whirling Defense or
    Lightning Reflexes gives you an instant advantage in tempo.  Hopefully, you'll
    have enough energy to use your recharged skills.  It is also an Elite skill,
    and as with other Elites, you forgo the use of other Elites by choosing this
    skill.
    
    Similarly, you can use this Elite is to recharge skills from your secondary
    with long cooldown times, like Signets, Spirits/Binding Rituals, and Glyphs.
    
    Throw Dirt
    ==========
    Throw Dirt is a touch range, Area of Effect Blind condition.  It has a 
    relatively short duration, but this is lengthened by High Expertise.  It is
    best used on non-spellcasters, mostly frontline warriors (although you can
    catch the occasional ranged attacker with it). Because it adds Blind, it makes
    the targets blind to everyone, and thus protects everyone from those creatures'
    attacks.
    
    Throw Dirt is a Condition, and thus can be removed by a number of things. While
    most monsters don't carry around Mend Ailment, most W/Mo characters in PvP do
    (mostly BECAUSE of this much-hated skill). Throw Dirt is also touch range, so
    if you are using this, expect to get up-close and personal.  Throw Dirt is best
    used to either support warriors in the front line or to defend yourself at 
    melee range (similar to other Ranger defensive skills). Throw Dirt affects only
    the creatures within melee range of your target, thus it can only affect one
    "side" of you if you are surrounded, making it less than ideal in swarm 
    situations.
    
    Whirling Defense
    ================
    Whirling Defense is probably the most balanced of the defensive ranger skills,
    and it comes with the longest duration to boot.  The longest duration alone
    makes this skill worth taking over its relatives (Lightning Reflexes, Dryder's
    Defenses, Escape).  Whirling Defense is a stance, so be sure you don't cancel
    it out with another stance before its duration is through.  Also, the cooldown
    time is rather long (which is typical for the Ranger defensive skills), so it
    works best in concert with another defensive stance to cover the duration from
    the end of Whirling Defense and the recharge of the skill.  The additional
    damage from deflecting projectiles is cute, but negligable.
    
    Factions Expertise-linked Skills
    ================================
    
    There aren't many skills added to Expertise with the release of Factions. The
    non-Elite skills that were added mimic existing skills (Zojun's Haste is similar
    to Dodge; Zojun's Shot is similar to Point Blank Shot).  The only particularly
    interesting skill is the new Elite preparation:
    
    Glass Arrows (Elite)
    --------------------
    This Elite preparation ensures that whether or not your arrows are blocked,
    you'll still have some sort of effect. It's a preparation in the Expertise line
    (Which is rather unique), and causes extra damage on striking and Bleeding when
    they are blocked.  The only thing that can stop these arrows are evades, which
    unfortunately are pretty common outside of the Warrior profession. Still, it's
    a great way to strike at warriors who are fond of tanking behind blocking
    stances.  It is still an Elite, however, making its use limited.
    
    Archer's Signet (Elite)
    -----------------------
    This Elite signet allows you to use Bow Attacks without taking any Energy.
    However, the casting time is prohibitive (3 seconds) as is the recharge.  It
    might be effective to use this in conjunction with several powerful high Energy
    bow attacks, but it takes up your Elite slot, which limits your options.  There
    could be some use when being attacked by an Energy denial Mesmer or Ranger.
    
    This skill was updated on July 13 2006 to no longer disable pet attacks. It was
    updated on October 27 2006 by increasing the number of bow attacks it affects.
    
    Trapper's Focus (Elite)
    -----------------------
    This short-lived preparation prevents your traps from being interrupted by
    normal attacks. Note that this preparation only prevents the traps from being
    easily interrupted.  Standard interrupts like Distracting Shot will still
    cancel your trap.  It's still probably a good idea to use Whirling Defense or
    other evasive stances when laying down your traps in the middle of combat.
    
    Nightfall Expertise-linked Skills
    =================================
    
    Nightfall's Expertise skills include some surprises (a Nature Spirit!), but
    the real gem is for Trappers, in the form of Trapper's Speed.
    
    Expert's Dexterity (Elite)
    --------------------------
    This is an odd Elite, to say the least.  It decreases your cooldowns for your
    attack skills and unlike other Expertise skills, it actually increases your
    Energy costs.  Frankly, I'm not sure I see the point.  I can think of better
    preparations to use.  Perhaps there is some combination that works amazingly
    with this Elite that I'm missing, but I've not had any problems with recharge
    times that warranted giving up both my Elite slot AND my prep slot.
    
    Infuriating Heat (Elite)
    ------------------------
    This is a bizarre Nature Ritual, in that it is linked to Expertise AND it
    doubles adrenaline gain.  The obvious application is with Ranger/Warriors or
    Ranger/Paragons (or Warriors and Paragons with a Ranger secondary), but it
    can be a great support skill for the rest of your combat-oriented party.
    Even without Expertise, it gives its full effect (for a shorter duration),
    and I'm sure there are several Bunny Thumpers who appreciate the ability to
    spam their Hammer attacks faster.  The 15 Energy cost is a bit prohibitive,
    for a Nature Ritual, but it has the duration to compensate.
    
    Trapper's Speed
    ---------------
    This is the Serpent's Quickness replacement that we've been waiting for.  It
    increases both your trap-laying speed and the recharge on your trap.  It's a
    stance, which means it replaces the role of Serpent's Quickness.  It lasts a
    reasonable length of time (just short of its cooldown), but best of all, it's
    not an Elite.  The only disadvantage is the fact that if you attack, you
    cancel this stance, but Trappers probably shouldn't be attacking when they
    are laying down their trap layers anyway.
    
    -------------------------
    - Marksmanship (gwrg3c) -
    -------------------------
    
    Marksmanship is considered by many Rangers to be the bread-and-butter skill
    that defines a Ranger.  Increasing Marksmanship increases the damage of a bow.
    The actual damage equation is a bit complicated, but in general, 12 points in
    Marksmanship against an AL of 60 will do 100% of the bow's damage range. Also,
    most bows have a minimum Marksmanship requirement.  If you wield a bow with 
    less Marksmanship than what is listed on the bow, then it does as much damage 
    as a bow of the same type dropped by a Level 5 enemy (the actual damage range
    varies, just like those dropped by Level 5 enemies, and it is hidden).
    
    Bow Damage Equations
    ====================
    This is based on the excellent work done by SonOfRah, but it is subject to
    change.  This information is accurate and tested as of July 2005.  For a more
    detailed look at damage, check out SonOfRah's guide at:
    http://www.gwonline.net/page.php?p=157
    
    The basic equation for Bow Damage is as follows:
    Actual Damage = (Base Damage) x (Bow Bonuses) x (Skill vs. Armor Level)
    
    The Base Damage is picked from the effective damage range of the bow.  For a
    max damage bow, this range is between 15-28.  The Skill vs. Armor Level is
    based on a complex equation, but a couple of general rules apply:
    * Every point of Marksmanship offsets 5 points of Armor Level, up to an 
      attribute rank equal to the character's Level/2 (round down) + 2.  There are
      diminishing returns if your Marskmanship attribute rank is above Level/2
      (round down) + 2 (for Level 20, this is a value of 12). This "baseline" value
      is compared to the Armor Level of the target to determine the actual damage.
    * Every point in Marksmanship above your Character's Level/2 + 2 gives 2 points
      in addition to the baseline value below that threshold.  Thus at Level 20, a
      13 attribute Rank gives a baseline of 62.
    * If the baseline is equal to the Armor Level of the target, then you do 100%
      of your damage.  If you have a higher baseline than the Armor Level of the
      target, then you do more damage.  If you have a lower Baseline than the Armor
      Level of the target, then you do less damage.  
    * Every 40 Armor Level that the target has above your baseline halves the
      damage, and every 40 Armor Level that the target has below your baseline
      doubles the damage.
    
    For example, since 4 points of attribute offsets 20 points of AL, you can 
    expect a Marksmanship of 4 (baseline of 20) to do half damage against an AL
    of 60 (which is 40 points above the baseline).
    
    An equation that models this behavior is as follows:
    Damage = Base Damage * 2^{[(Baseline) - Armor Level]/40} * Bow Bonuses
    
    Bow bonuses are multiplied with this along with the Armor Level calculation. If
    you have multiple bonus percentages, then these percentages are multiplied
    together.  I.E. A customized weapon gives a 20% bonus. When you combine it with
    a 15% damage bonus, you multiply 120% and 115% to give a total of 138% enhanced
    damage.  All damage is rounded to the nearest integer.
    
    Hit Locations
    -------------
    Guild Wars uses a Hit Location system.  This means that each piece of armor has
    a chance of being struck individually, rather than an abstract armor level from
    the pieces summed as a whole.  In general, these are the percentages:
    * Chest is hit 37.5% of the time.
    * Leggings is hit 25% of the time.
    * Feet, Gloves, and Head are hit 12.5% of the time.
    
    These percentages are augmented by positioning.  It is said that hitting the
    head provides an increased or automatic chance for critical hits, but this has
    not been confirmed.
    
    Critical Hits
    -------------
    Critical Hits always do maximum base damage of the bow.  They also give the
    equivalent of -20 Armor Level reduction, increasing your damage by 41.42%.
    
    The chance for a critical hit is not well-known, but the chance for getting a
    critical hit is approximately 16% at attribute rating 12 (giving a chance of
    about 1.25% per attribute point), with the chance for a critical hit doubling
    for every 5 levels you are above the target, and the chance for a critical hit
    being halved for ever 5 levels you are below the target. This is an approximate
    equation that models the critical hit chance (but it may not be completely
    accurate):
    Chance = (1+[1.25*Attribute Rank])*2^([Character level - Target Level]/5)
    
    Situational Damage
    ------------------
    It is not known if attacking from the flanks or from behind gives a measurable
    damage bonus, although anecdotal reports seem to say that enemies who are
    running away from you tend to take more damage.  Whether it is due to higher
    chance of critical hits or from a damage bonus remains to be tested.  It was
    thought that opponents did not get the benefit of a shield when attacked from
    behind or the flanks, but this has been tested to be false as of 5/1/2006.
    
    Attacking from an elevated position has a greater likelihood of hitting the
    head.  Being above your target increases your range somewhat and grants a 15%
    damage bonus.
    
    Attacking from a lower position has a greater likelihood of hitting the legs
    and feet.  No damage bonuses are known for this position.  Being lower than
    your target reduces your range somewhat.
    
    If your attack is a critical hit, the damage bonus from positioning is ignored.
    
    Bonus Damage from Skills
    ------------------------
    The bonus damage from skills is generally applied AFTER all armor and damage
    percentage bonuses from the bow are calculated into the equation.  So if your
    bow skill lists a bonus damage of +10, then +10 damage gets directly added
    after calculations.  This means that armor generally has no effect on the bonus
    damage done by Bow Attack skills.
    
    The exception to this rule is Power Shot, for some reason, as this skill adds
    to the Base Damage of the weapon rather than adding bonus damage after the
    calculations (this fact is not confirmed, but it is in a few forum posts made
    by SonOfRah).  This is important to know, because this means  that Power Shot
    damage changes based on the armor level of the target.  A highly armored target
    will take much less damage from a Power Shot, while a lightly armored target
    will take much more damage from a Power Shot.
    
    Damage Absorb
    -------------
    Absorption provided from Runes of Absorption, certain item properties (Received
    damage -2, for example), and Ascalon/Knight's armor is directly subtracted from
    the damage after all armor and damage percentage bonuses are applied, similar
    to the bonus damage done by skills.  When up against non-Warriors, very few
    things give a Damage Absorption bonus.  Damage Absorption is mostly in the
    realm of primary Warriors, who have Knight's/Ascalon Armor which gives a -3
    Damage Absorb, Absorption runes (from -1 to -3 Damage Absorb), and magical
    Damage Absorb mods on shields.  You will usually face between -4 to -9 Damage
    Absorb on any particular warrior.  Damage Absorb used to apply to all damage
    done to the target, even cutting back on damage that ignores armor. However,
    the July 13, 2006 Update changed several types of Damage Absorb to only affect
    physical damage.
    
    Call of Protection is a Ranger skill that gives a lot of Damage Absorption to
    your pet, allowing them to tank better.
    
    Armor Penetration
    -----------------
    Armor Penetration is a percentage adjustment of the Armor Level of the target.
    For example, 10% Armor Penetration means that the base Armor Level of the
    target is multiplied by 90% to determine the effective Armor Level.  Armor
    Penetration comes in two varieties, Base AP and Bonus AP.  Base AP comes from
    the Strength attribute, Penetrating Attack, Penetrating Blow, and certain Air
    Magic spells, among other things.  Bonus AP comes from Judge's Insight and the
    Sundering weapon mod.  Only the highest value of base AP applies, but all
    values of bonus AP stack on top of the Base AP.
    
    The maximum armor penetration that a Ranger can have with a bow attack is 60%,
    from a Sundering bowstring (+20% bonus AP) plus Judge's Insight (+20% bonus AP) 
    while using a Penetrating Attack/Sundering Attack (20% base AP).
    
    Damage over Time
    ----------------
    The Damage over Time done by Conditions such as Poison and Bleeding are at a
    rate of -2 Health per second per "pip" of degeneration, up to a maximum of 10 
    "pips", or -20 Health per second.  This is not reduced by armor nor are there
    any bonuses/penalties that augment this rate.  Conditions stack with each other
    but not themselves.  The final Health Degeneration is determined by the sum of
    all the Health Regeneration bonuses and the sum of all the Health Degeneration
    Bonuses, so while you cannot go below 10 pips of Health Degen, you can apply
    more health degen to offset gains from Healing Breeze, Mending, etc.
    
    List of Health Degeneration Conditions
    --------------------------------------
    * Bleeding        -3 pips or -6 Health per second
    * Poison/Disease  -4 pips or -8 Health per second
    * Burning         -7 pips or -14 Health per second
    
    Some Marksmanship-linked skill highlights:
    
    Barrage (Elite)
    ===============
    Barrage is the spammable low-Energy Area Effect skill that Elementalists can 
    only dream about. At the quick Cooldown Time of 1 second and the low Energy
    cost of 5 Energy (which can be brought even lower by Expertise), Barrage also
    adds damage comparable to other Marksmanship skills.  This makes Barrage an
    incredible weapon in the hands of a capable Marksmanship expert.
    
    Barrage is an Elite skill and thus cannot be used with other Elites. Also,
    Barrage is incompatible with preparations, as it removes all preparations when
    it is used.  Keeping this in mind, Barrage works very well with bonus damage
    enchantments from other classes, such as Judge's Insight and the Elementalist
    Conjure line.  It is a good way to soften up a group ganging up on a tank
    (possibly your pet?), and often you can take down a whole group in just a 
    handful of Barrages in a row, and not break a sweat with your Energy bar. You
    can also use Favorable Winds to increase your Barrage damage. Speaking of 
    which...
    
    Favorable Winds
    ===============
    Favorable Winds is an excellent "enchantment" in the Spirit line of Ranger
    skills.  It lasts a long time, affects a large radius, and adds a significant
    amount of damage and arrow speed.
    
    Remember, this is a spirit, and thus also affects enemy arrows as well as all
    of your allies' arrows.  In a party of multiple rangers, sometimes it's a good
    idea to negotiate who will cast this spirit, so that only one person has to
    carry the task of laying down this spirit.  Or multiple rangers can carry this
    spirit and alternate laying down the spirit, speeding up the "recharge" time
    for spirit coverage.  But if you are going up against enemy rangers, leave
    this spirit at home.  Often, the monster groups will have many more archers
    than you do, and will benefit far more from this spirit.
    
    Penetrating Attack
    ==================
    At first glance, this Bow Attack skill looks very similar to all of the other
    Bow Attack skills.  It compares quite well to Power Shot, as it does a similar
    damage profile.  However, it has a speedy cooldown of 3 seconds and 20% armor
    penetration.  If you need a 10 Energy bow attack skill, this is the skill that
    I would recommend, as it will probably deal the most damage out of all the 10
    Energy Bow skills simply because it has 20% base armor penetration.  The fact
    that its cooldown is among the fastest of the non-Elite bow skills is definitely
    a plus.
    
    With Factions, you also have access to Sundering Attack, which is a clone of
    Penetrating Attack. Theoretically, you can carry both of these skills on your
    bar and continually spam Armor Penetrating attacks for massive damage.
    
    Pin Down/Crippling Shot (Elite)
    ===============================
    Pin Down is the ubiquitous PvP snare skill.  A snare is a skill that slows your
    enemy's movement.  It has a rather long cooldown, and it is quite expensive at
    15 Energy.  Nevertheless, it should be a staple in most PvP builds and certain
    PvE missions (such as Aurora Glade).  Use Pin Down to cripple the Monk on the
    opposing team, or to slow down Warriors so that you can run out of their Melee
    range.
    
    Crippling Shot (Elite) takes 15 Energy and a 1 second cooldown, and the Cripple
    duration is 1-8 seconds. It cannot be blocked or evaded, either. Crippling Shot,
    while typically having a shorter duration than an equivalent Pin Down, can be
    spammed multiple times. Use Crippling Shot to disable several people with a 
    guaranteed snare (due to the "cannot be blocked or evaded" property). In short, 
    Crippling Shot is superior to Pin Down but it is still Elite, and thus takes up
    your Elite slot.  On March 2, 2006, Crippling Shot was hit with the nerf bat and
    significantly reworked.  It is still useful as a "spam crippling" attack, but
    not nearly as powerful as it was before.
    
    Read the Wind
    =============
    The only Bow Preparation in the Marksmanship line, Read the Wind provides many
    of the same benefits of Favorable Winds.  The damage bonus from both skills
    stack, but the arrow speed doesn't appear to change much.  Being a preparation,
    it does not stack with other preps.  However, it is a viable alternative to
    Favorable Winds if one expects to face enemy archers in an area and wishes to
    retain some sort of arrow speed bonus. Note that as of the 9/29/05 update, Read
    the Wind got a duration boost to 24, bringing it on par with the other 
    "standard" Wilderness Survival-linked preps.
    
    Factions Marksmanship-linked Skills
    ===================================
    
    Some of the Marksmanship skills in Factions are close copies of existing skills
    from the Prophecies campaign. For example, Sundering Attack matches very
    closely to Penetrating Attack.  In effect, with both skills in your skillbar,
    you can have two of that particular attack.
    
    Broad Head Arrow (Elite)
    ------------------------
    This is a skill that carries a lot of baggage: The arrow is slow, it has a long
    15 second cooldown, it costs 25 Energy, and it is an Elite. It's also possibly
    the best Mage-killer in the game.  Unlike Concussion Shot, which requires you
    to interrupt a spell to apply the "Dazed" condition, Broad Head Arrow adds the
    Dazed condition, simply and easily.  If there happens to be a spell being cast
    it also interrupts that spell, but that's just icing on the cake.  It helps to
    think of this skill as a "20 second spellcaster lockdown" rather than a standard
    interrupt.
    
    From a tactical standpoint, a clever Ranger can lockdown two opponents with this
    and a standard bag of interrupts.  Just use Broad Head Arrow on one target,
    preferably a target that's already being attacked (perhaps by your pet?) and
    use your standard interrupts on another opponent.  Alternatively, you can just
    keep flipping between targets, shooting regular arrows to interrupt as needed
    on the Dazed target and using standard interrupts on the other target.  This
    works especially well against targets that use long-casting devastating spells
    like Meteor Shower and resurrects.
    
    Watch out for "block" and "evade", particularly Distortion, Aegis, and Warding
    Weapon.  Your arrow may be easily pre-empted by a wary spellcaster using arrow
    dodging/blocking techniques, so it's best used when catching a spellcaster off
    guard. Also watch out for Condition removal.  In other words, this skill
    probably won't do very well in structured PvP with well-organized teams.
    
    I found this skill to be invaluable in the Boreas Seabed mission.  You can lock
    down the big bad bosses in this area (and you know which ones I'm talking about)
    with a single skill.
    
    If you need your Elite spot, and you are comfortable with your ability to
    interrupt, you may want to bring Concussion Shot instead.  If you want a simple
    way to shutdown spellcasters, though, this arrow will do the trick.
    
    Updated on July 13, 2006: Cooldown was reduced from 20 to 15.
    
    Focused Shot
    ------------
    It's cheap, it has a fast cooldown, and does decent damage. The only penalty is
    that it disables all of your other attack skills. Ouch.  Still, you can consider
    bringing this skill as your primary attack skill, spamming it for repeated high
    damage hits.  Good for skillbar economy, if your bar is full of spirits and
    stances.
    
    Updated on July 13, 2006: Now disables pet attack skills.
    
    Marauder's Shot
    ---------------
    Possibly one of the most damaging Bow Attack skills in the game, this skill
    gives a huge bang for your 10 Energy buck, dealing more raw damage than even
    Power Shot or Precision Shot.  The main disadvantage, however, is that it shuts
    down all of your other non-Attack skills for 5 seconds.  This can be a problem
    when you suddenly lose access to skills that you need, like Stances or Troll
    Unguent.  The cooldown is a bit long at 6 seconds as well. Still, if you are
    looking for a good sniping skill that deals great damage, you can use this.
    
    Updated on July 13, 2006: No longer disables pet attack skills.
    
    Melandru's Shot (Elite)
    -----------------------
    Who says that Rangers have poor Energy reclamation? Melandru's Shot (Elite)
    gives a substantial amount of Energy and deals great damage to boot.  If you
    are running an Energy-hungry build of some sort, and find yourself facing
    Enchanted opponents all the time, perhaps this Elite will suit you. Unlike
    other Energy Reclamation skills, this one is based on Marksmanship and the
    Energy returned does not depend on the attribute.  It does take up your Elite
    slot, however.
    
    Needling Shot
    -------------
    Another answer to the "Quick Shot" Ranger, Needling Shot does a small amount of
    damage, but can rapidly fire if your target is below 50% Health.  Great to use
    with preparations (which will probably be your main source of damage), and to
    finish off a target.  If you bring along Quick Shot (Elite) as well, you can
    really churn out the arrows by alternating Needling Shot and Quick Shot.
    Because it has damage set by your Marksmanship skill, it can work well even
    against heavily armored targets.
    
    Seeking Arrows
    --------------
    For the Called Shot lovers in all of us, this new preparation is short-lived,
    but prevents your opponents from blocking or evading your attacks.  It is rather
    expensive for a preparation at 15 Energy, but it is a great way to make sure
    your interrupts and spike damage hits their mark.  Because it is a preparation,
    though, your damage is likely to suffer, and it cannot be used with Barrage.
    
    Nightfall Marksmanship-linked Skills
    ====================================
    
    This section is a work in progress
    
    Nightfall can possibly be called "revenge of the Bow Attacks" due to its large
    "quiver" of new and diverse arrows to hail upon your opponents.
    
    Burning Arrow (Elite)
    ---------------------
    Extra damage AND burning? Where do I sign up? This attack combines a high
    amount of bonus damage and the ever-popular and deadly Burning condition. With
    Apply Poison or Barbed Arrows, you can smack a foe with the full -10 Degen in
    a single shot!  For a quick takedown and high damage, it is difficult to
    recommend another Elite.
    
    Forked Arrow
    ------------
    It seems that while the developers are nerfing Dual Shot more and more, they
    have a new "double arrow" attack up their sleeve in Nightfall.  This dual shot
    does full damage with each arrow, unlike its original brother.  It costs 10
    Energy, but the interesting thing is the fact that you only get two arrows if
    you aren't under the influence of a Hex or an Enchantment.  This presents a
    sticky conditional situation, which makes this attack almost worthless in PvP
    (how many times have you been hit with a Hex or an Enchantment).  It probably
    can find some use in certain farming runs (low on Enchants and Hexes), but in
    general, it would be difficult to use this attack unless you are an expert at
    dropping Hexes/Enchants.
    
    --------------------------------
    - Wilderness Survival (gwrg3d) -
    --------------------------------
    
    Wilderness Survival is a motley category of skills that contain pretty much a
    little bit of everything, from healing to bow preparations to traps.  Most
    rangers who sink points into this group do so to take advantage of the 
    preparations (which add significant amounts of damage to bow attacks) and the
    ever-popular Troll Unguent.
    
    Which Bow Preparation is right for me?
    ======================================
    Because one can only use one Preparation at a time, it is important to choose 
    which preparation would be best for any given situation and for one's own 
    personal style.  Having multiple preparations, while versatile, certainly isn't 
    efficient, and thus one should carefully consider which preparation is optimal.
    
    Kindle Arrows and Ignite Arrows are similar in scope (adds fire damage), but
    different in effect.  Ignite Arrows does less damage, but applies the damage
    over an area.  Kindle Arrows does more damage and cost less. It is difficult to
    ponder which one is better, as it is entirely situational.  If you think that
    you are going to get swarmed by large groups of enemies, Ignite Arrows is
    probably better.  If you want to do more damage per hit, go with Kindle Arrows.
    Both have reasonably long durations (24 seconds), both work well in concert
    with Dual Shot, and both preparations will do damage even though your are Blind
    or your opponent is blocking/evading. One major difference between the two
    preparations is that Kindle Arrows actually changes all of your damage to Fire
    damage while Ignite Arrows does not.
    
    Then there are the two Interrupt preparations, Incindiary Arrows (Elite) and
    Choking Gas.  Both of them have the disadvantage of having short durations, and
    thus having Practiced Stance (Elite) would be beneficial.  Choking Gas only
    interrupts spellcasters, who are 90% of the targets of interrupts anyway. Both
    of these are quite effective, but may be redundant with existing interrupt bow
    attacks, and lack the spontaneity of Distracting Shot.  You can't just "fire
    off" a Choking Gas arrow to prevent a W/Mo from resurrecting the Monk if you
    haven't already used the preparation.  Choking Gas is another preparation that
    will still do its effect when you are Blind or when your opponent is blocking
    or evading.
    
    There are also two Damage over Time preparations, Apply Poison and Melandru's
    Arrows (Elite). Incindiary Arrows (Elite) also does a brief damage over time,
    but most people get it more for the interrupt capability.  Apply Poison is a
    staple of many Rangers, simply because it is available much earlier than Poison
    Arrow, and does a decent amount of damage over time.  Melandru's Arrows causes
    bleeding, but isn't available until much later in the game.  Apply Poison has a
    reasonably long duration, just like the fire line of preparations, but it can
    also be used to add poison to melee attacks.  Combined with the Cyclone Axe
    warrior skill, you have an early-game potent combination.
    
    Finally, you have Read the Wind, the Markmanship cousin of all of these
    Wilderness Survival preparations.  If you don't want to sink points into
    Wilderness Survival at all, then Read the Wind is a viable alternative.
    
    Technically, Marksman's Wager (Elite) is also a preparation, but you will
    generally use Marksman's Wager only to reclaim Energy in short bursts.  Thus,
    you will probably not use it as your main preparation.  It is more of an
    "emergency Energy" skill.
    
    If you have Factions, you may have noticed a handful of new interesting
    preparations to play with.  Glass Arrows (Elite) is a prep that is linked to
    Expertise, of all things, and deals bleeding when it's blocked, and bonus
    damage when it is not.  This means that the only way you aren't going to deal
    damage is if your arrows are evaded.  It also lasts a long time at higher
    levels of Expertise.  Another Factions preparation is Seeking Arrows, a short
    duration preparation that prevents your arrows from being blocked or evaded.
    
    The odd-man-out in the Factions preparations is Trapper's Focus (Elite).  This
    short duration preparation removes the "easily interrupted" flaw on Traps while
    it is in effect.  Traps can still be interrupted by interrupt skills, but now
    you can plant them without losing them to normal attacks.  It has very little
    to do with bows, but still is a preparation nonetheless.
    
    If you have Nightfall, there are more interesting preprations at your disposal.
    Barbed Arrows gives you the Bleeding effect, without having to sacrifice your
    Elite slot to Melandru's Arrows.
    
    Practiced Stance (Elite) is a way to get more bang for your preparation buck.
    It lowers the cooldown time of preparations (meh) and lengthens the duration
    (yay!).  It's a stance, which means it's incompatible with the stances that are
    the staple of Ranger defense, and it's Elite which means it takes up your Elite
    slot.
    
    In general, most people either choose Kindle/Ignite Arrows or Apply Poison,
    until they get one of the two late-game Elites, Poison Arrow and Barrage.
    Speaking of Poison Arrow...
    
    Poison Arrow (Elite)
    ====================
    "What? Why is this an Elite? We've had Apply Poison since Lion's Arch!"
    Poison Arrow has many advantages over Apply Poison, which makes it comparable
    to other Elite skills.  First of all, it has a low Energy cost (5 points) and
    a low "casting time" (since it is a bow attack).  You can't "double poison" a
    target, making multiple Poisoned arrows in a target redundant at best.  Poison
    arrow is not a preparation, and thus can "stack" with other Preparations. You
    can gain the benefit of Kindle Arrows or Ignite Arrows while Poisoning at the
    same time.  Finally, because it isn't a preparation and doesn't have a 2 second
    casting time, it is the best skill to use for "off the cuff" poisoning in the
    middle of battle.  You don't have to wait 2 seconds to poison the next badguy.
    Simply point and shoot.
    
    ARGH! Traps!
    ============
    Traps in Guild Wars are in the exclusive realm of the Ranger.  They often
    inflict status conditions on opponents while dealing a set amount of damage.
    You can lay down as many traps as you'd like, although Traps automatically set
    themselves off in 90 seconds.  They take 2 seconds to cast, and are easily
    interrupted (if you get hit, the trap isn't set).  Traps have an unusually
    small radius (approximately 5 to 10 feet), and thus it can be quite difficult
    to lure enemies to trip them.  There are four damaging traps and one healing
    "trap".  Barbed Trap and Spike Trap (Elite) are useful in bleeding and slowing
    down opponents.  Flame Trap is purely for damage, and Dust Trap is one of the
    few (but useful) skills that can cause an Area-effect Blind.  Dust Trap has the
    highest cost of the group.  Healing Spring is technically a "trap", but instead
    of damaging, it heals party members gradually over 10 seconds.
    
    There are three ways of using traps that I'd like to talk about.  The first is 
    to plant traps while luring.  You run ahead of the group toward the creatures 
    you are trying to lure, but halfway there you plant a trap.  Then you attract 
    the creature and run directly back to the group.  It is likely that at least
    one of the enemies will trigger the trap. This works better on melee monsters
    than ranged/spellcaster monsters.  The second way is to use a Nature Ritual
    spirit as a decoy.  Simply plant several traps down, and then cast a Nature
    Ritual. Then aggro a group of monsters and run back toward the spirit (which
    marks where your traps are). Not only will you remember where you set the trap
    because of the spirit, but the monsters sometimes run up to the spirit itself
    to destroy it, triggering the group of traps you have set there.  The third
    method is to use traps during combat.  This is dangerous because a hit will
    interrupt your trap, but with Ranger defensive skills, you can slide into
    position, lay down your trap, and affect a whole group of monsters with a
    status condition.  You can also use your party's tanks as a wall to protect you
    while you are doing this.  If you are lucky, you can even chain a couple of
    traps in this manner.
    
    Other Wilderness Survival skills
    ================================
    
    Dryder's Defenses
    -----------------
    One of the few "defensive avoidance" skills that is not linked to the Expertise
    line, Dryder's Defenses provides the same benefit against attacks as Whirling
    Defense, but it also provides Elemental Armor as well.  Because secondary class
    Rangers do not get Expertise, this skill becomes a viable alternative for
    taking advantage of the Ranger's dodge ability, as well as allowing a Ranger to
    take even more Elemental damage punishment than any other class.
    
    Melandru's Resiliance (Elite)
    -----------------------------
    This interesting stance gives you Health Regeneration and Energy Regeneration
    for each condition and hex that you are suffering for a short period of time
    (8-18 seconds).  It is one of the few ways that Rangers can deal with Hexes
    (indirectly), and also one of the few ways to increase your Energy regeneration.
    It is a great skill to take along when you know you are going to face Mesmer or
    Necromancer enemies.  It costs a small amount of Energy and unlike most Ranger
    stances it has a reasonable cooldown time of 25 seconds.
    
    However, it is a stance, so it can't be stacked with other defensive stances. It
    is also an Elite, and thus it has a large opportunity cost, as there are other
    Elites that you could have used in that slot.  Still, if you are having trouble
    surviving because of Hexes and Conditions, give this stance a try.
    
    Troll Unguent
    -------------
    This skill is almost ubiquitous among Rangers.  It is the main Self-heal that
    Rangers have (there are other healing skills, but none as cheap or versatile as
    Troll Unguent).  It has a duration of 10 seconds, and an equally long cooldown
    time, and it has a cheap Energy cost of 5.  It is NOT an Enchantment spell, and
    thus it can't be stripped or countered by most Mesmer interrupts.
    
    The main disadvantage of Troll Unguent is the casting time. 3 seconds is a long
    time in battle, and if you are being attacked, you could take several hits while
    the Troll Unguent is being cast.  Thus, it might be a good idea to blind your
    enemies or use a defensive stance while using it. Be wary of general interrupts
    as this skill is sure to be interrupted by a savvy opponent.
    
    Still, I would recommend that this skill should always reside in your skillbar
    as your main self-heal.  There are few skills as cheap or as useful with so few
    points in an attribute.
    
    Factions Skills
    ===============
    
    There is a nice complement of spirits and one new trap in Factions.
    
    Brambles
    --------
    This interesting spirit does minimal damage, but applies Bleeding on folks who
    are knocked down.  There are very few options for a Ranger to knock down their
    opponents (Spike Trap comes to mind), so typically you'll have to depend on your
    secondary for the knockdown.  Another alternative is having your pet knock down
    the opponent for the bleeding damage.  Brambles is still effective without many
    points in Wilderness Survival.  Still, it seems to be a less than ideal choice
    to apply bleeding, when Barbed Trap is available.
    
    Conflagration
    -------------
    This is the baby brother of Greater Conflagration (Elite). At first, it seems
    to do very little, changing Arrows to fire damage.  However, remember that you,
    as a ranger, possess greater protection against elemental damage. Suddenly,
    arrows are doing about 40% less damage against you.  This also may similarly
    benefit your enemies, of course, but you can turn this into an advantage if you
    target creatures that are weak against fire (Ice Golems, Trees/Plants, Warriors,
    etc.).  It's a conditional skill, to be sure, but it's a good spirit to swap in
    when you know the opposition will be Warrior-heavy or you are going to face some
    plants or ice creatures.  It's also a good way to do elemental damage without
    using a Fiery/Elemental bowstring.
    
    Famine (Elite)
    --------------
    This spirit is very similar to Mind Wrack, in that it causes damage to creatures
    when they reach zero Energy.  Since it is a spirit, however, this affects your
    allies and your enemies at the same time... not so good if your allies are
    Energy-hungry classes that bottom out quite often.  Still, the main purpose of
    this Elite becomes apparent when linked with Debilitating Shot in an Interrupt
    Ranger build.  If you can team up with a Mesmer (or bring Energy-draining Mesmer
    skills yourself), you can constantly bring your enemy down to zero Energy,
    forcing them to take damage every time.  Quite evil.
    
    Snare
    -----
    This trap is pretty simple... all it does cause Crippling.  However, it performs
    the central function of Traps (crowd control) for very little Energy and a
    relatively quick (for a trap) cooldown.  Combine it with other traps for added
    effect.
    
    Tranquility
    -----------
    This is a deceptively nasty spirit.  While the effect seems relatively benign,
    think about all of those beneficial enchantments that the enemy uses, like 
    Healing Breeze and Shadow Refuge.  It cuts the effect of those by up to 50%.
    Remember, though, this will affect you and your party as well, as with all
    Nature Spirits, so it may interfere with Enchantment-heavy or your Healing
    Breeze spamming Monks.  It synergizes well with Nature's Renewal in terms of
    keeping those spellcasters down.
    
    =====================
    = Equipment (gwrg4) =
    =====================
    
    ------------------
    - Armor (gwrg4a) -
    ------------------
    
    The main attribute that distinguishes Ranger armors is their +30 Armor Level
    against Elemental damage, which allows Rangers to tank hits from Elemental
    attacks much easier.  Ranger Armor also has a total plus 1 energy regen bonus
    (which brings Energy regeneration to 3 points).
    
    As one progresses through the PvE/questing portion of the game, the armor rises
    in protective value. The "final" armor has a base armor level of 70, and this
    is the same base armor level found on PvP end-game characters.  Note that the
    1.5k Armors available at Droknar's Forge are identical in stats to both the 15k
    Armors available at Marhan's Grotto and Granite Citadel and the Fissure Armors
    available from the Fissure of Woe.  They only differ in appearance.
    
    In Factions, you have several choices of Armor crafters, each with different
    appearances and raw material requirements.  Remember that you can mix and match.
    If you lack the Steel to make an armor, for example, you can head to another
    armor merchant that takes Leather Squares or Damask.  Since each armor has a
    unique appearance, you may want to experiment a bit and see which look is right
    for you.  Note that the first available "end-game armor" in Factions is at
    Kaineng Square.  In the Prophecies campaign, this is the first city you will
    visit in Cantha, while in the Factions campaign, you won't reach this area until
    you get to the mainland.  Head north from the Marketplace after you arrive on
    the mainland to get to Kaineng.
    
    The release of Nightfall has made armor crafting even more customizable than
    before, with the addition of Insignias.  These provide the traditional armor
    bonuses of the non-standard armors, but they can be sold or transfered to other
    characters.  You can use them to freely customize the type of armor you are
    using for yourself or your Heroes.
    
    A list of all the armor crafters can be found in the Appendices, under Armor
    List [gwrg9b].
    
    Leather/Ranger's
    ================
    The standard ranger armor provides no additional bonuses or penalties.  The top
    version of Leather Armor can be gained from the Crystal Desert collectors, thus
    making it the cheapest top level armor in the game, quite affordable for any
    Ranger looking to save some gold.
    
    Drakescale/Pyrebound
    ====================
    This armor provides an additional 15 points of armor against the Fire element.
    This is great protection against Hydras and creatures that roam around the Ring
    of Fire island chain, but other than that, most people simply take this set for
    the looks.  Greater Conflagration (Elite) turns all physical damage to Fire
    damage, increasing your armor with this suit by 45 points against physical
    attacks (30 base, plus 15 from the Drakescale bonus).
    
    Druid's
    =======
    This armor provides an energy bonus for each piece of armor.  This armor is
    ideal for Rangers who are also secondary spellcasters, and for most rangers in
    general.  The 15 Armor Level bonus of the other armors are negligable for the
    most part, and the energy bonus of the Druid's set gives a distinct advantage
    in all situations.  If you can afford it or find it (Druid's Armor is not
    available until after Lion's Arch), go with this set.
    
    Fur-lined/Frostbound
    ====================
    This armor provides an additional 15 points of armor against the Cold element.
    By utilizing the Nature Ritual skill, Winter, one can turn all Elemental Damage 
    into Cold, which favors this particular armor.
    
    Studded Leather/Stormbound
    ==========================
    This armor provides an additional 15 points of armor against the Lightning
    element.  Very few things deal lightning damage (Shadow Phantoms come to mind),
    so much of the time this armor is relegated to situational PvP only.
    
    Factions: Explorer's
    ====================
    This armor was recently introduced with Factions, and it provides a Health bonus
    per piece.  Very useful in increasing your survivability, especially if you have
    a Superior rune in your skillset.
    
    Factions: Scout's
    =================
    This armor provides an extra 10 armor bonus while using a preparation. Not so
    great for a Barrager, but great for anyone who uses preparations early and
    often in a battle.
    
    Factions: Sentry's
    ==================
    This armor provides an extra 10 armor bonus while using a stance. Since you
    are on the defensive when using a stance anyway, this armor provides a nice
    complement to reducing the damage done to you.
    
    Headgear
    ========
    Each Ranger headgear offers a bonus to a different Ranger skill.  The Archer's
    Mask, for example, adds +1 to Marksmanship.  In general, it is wise to choose
    a mask that gives a bonus to your highest attribute, or the attribute that is
    used most frequently in your character.
    
    List of Masks:
    * Archer's Mask     +1 Marksmanship
    * Hunter's Mask     +1 Expertise
    * Simple Mask       No Bonus
    * Tamer's Mask      +1 Beast Mastery
    * Traveler's Mask   +1 Wilderness Survival
    
    Runes
    =====
    Ranger Runes can be socketed in Ranger Armor (and as a side note, you can ONLY
    use runes of your primary class/armor).  A Minor Rune increases a skill by one,
    a Major Rune increases a skill by two and subtracts -35 from maximum health,
    and a Superior Rune increases a skill by three and subtracts -75 from maximum
    health.  In general, it's NOT a good idea to stack multiple Major/Superior
    runes, as it will make your character too fragile for combat. I wouldn't reduce
    your maximum health by more than -75, which is either one Superior or two Major
    runes, but this comes down to personal preference.
    
    It used to be that Major Runes reduced health by -50, but this was changed in
    the June 1, 2006 update to be only -35.  Thus, having two Major runes gives a
    net plus 4 to attributes (plus 2 to two different ones) with only a -70 health
    loss, which is slightly more favorable than a Superior rune.
    
    Runes that modify the same attribute do NOT stack.  Only the highest bonus
    applies.  Thus, you won't gain more than a +1 bonus from having two identical
    Minor runes, nor will you get a plus 3 to an attribute from having a Major and
    a Minor rune for that attribute.
    
    Runes can be used (similar to Masks) to increase your attributes above the
    in-game limit of 12, and can also be used to offset points from an attribute
    at the high end.  Due to diminishing returns and the exorbitant cost of an
    attribute above 8, the points saved by using runes can easily shore up the
    points in other attributes, especially secondary class attributes.
    
    There is no reason NOT to use Minor runes for all of the Ranger attributes that
    you are using, so be sure to seek out and collect the Minor runes that you
    need.  I find that most Minor runes go for 100-300 gold in-game from sellers.
    
    Also, be sure to invest in a Vigor rune of some sort (which can be used by all
    classes).  A Minor Rune of vigor gives 30 to maximum health, a Major Rune of
    Vigor gives 41 to maximum health, and a Superior Rune of Vigor gives 50 to
    maximum health.  Not only can these runes offset your health loss from Major/
    Superior runes, but they provide more survivability and staying power for your
    Ranger.
    
    -----------------
    - Bows (gwrg4b) -
    -----------------
    
    Bow Classes
    ===========
    There are 5 classes of bows in Guild Wars, which I will name according to the
    most "common" type:
    The 5 classes of bows are:
    * Flatbow - includes some Ascalon Bows, Flatbows, and the Ithas Bow
    * Longbow - includes some Ascalon Bows, Longbows, and Storm Bows
    * Horn Bow - includes some Ascalon Bows, Horn Bow, Ivory Bows, and Shadow Bows
    * Composite Bow - includes some Ascalon Bows, Composite Bows, Dead Bows, 
      Recurve Bow, and Eternal Bows
    * Short Bow - includes some Ascalon Bows, Half Moon Bows, and Short Bows.
    
    In addition, each bow class differs in the following characteristics:
    * Range
    * Refire Rate
    * Arc Size
    * Appearance
    * Armor Penetration (special)
    
    Ascalon Bows
    ------------
    Ascalon Bows given by the collectors tend to imitate one of the above bow
    classes.  The appearance of the bow remains as a Flatbow/Longbow, but it can be
    either a Flatbow, a Long bow, a Composite Bow, or a Short bow as far as range, 
    arrow speed, and rate of fire.  You'll have to experiment to find out which 
    one it is.
    
    UPDATE: As of the July 13 2006 update, you can now see what kind of Ascalon bow
    type you have in the name of the bow. Very cool!
    
    Damage Range
    ------------
    Bows do various ranges of damage based on their quality.  Note that a Shortbow
    and a Longbow can do the exact same amount of damage. The type of bow does not 
    influence the damage rating of the bow.  The maximum damage range that a bow 
    can have is 15-28.  There are rumors of 16-28 bows out there, but 15-28 is the
    maximum you can expect.
    
    In order to take advantage of the damage range listed on a bow, one needs to
    meet the prerequisite amount of Marksmanship required by the bow.  Otherwise,
    the bow will behave as a Level 5 bow of the same type, with greatly reduced
    damage.  The actual base damage value varies and it is hidden, but it will be
    the same as if the bow was dropped by a Level 5 enemy.
    
    Bows with lower Marksmanship requirements do NOT do more damage if you exceed
    the Marksmanship requirement by a greater amount.  There are no bows with a
    requirement of Beast Mastery or Wilderness Survival, and the only bow with an
    Expertise requirement is the Ithas Bow (which has both an Expertise and
    Marksmanship requirement).
    
    Range
    -----
    Most bows can be lumped into three categories of ranges:
    * Short range - Just within the "Aggro circle" on the Radar. The only bow class
      with this range is the Short Bow class.
    * Medium range - Up to "Casting Range", which is just beyond the "Aggro circle"
      on the Radar. The Horn Bow and Composite Bow classes dwell in this range, and
      it is similar in range to all Wand/Staff weapons.
    * Long range - Up to 1.5 times the distance of the "Aggro Circle" on the Radar.
      The Longbow and Flatbow classes are in this range.
    
    These ranges are based on flat terrain. Being on higher ground than your target
    will increase the range of your bow, while being on lower ground decreases the
    range of your bow.
    
    Refire Rate
    -----------
    The first shot that you fire from a bow will always be 2.0 seconds in duration.
    However, after that initial shot, the rate of refire differs between the bow 
    classes. There are 3 rates of refire:
    * Fast - approximately 2.0 seconds between shots. The Short Bow and Flatbow 
      classes have the Fast refire rate.
    * Medium - approximately 2.5 seconds between shots. The Longbow and Composite
      Bow classes have the Medium refire rate.
    * Slow - approximately 2.7 seconds between shots. The Horn Bow class has the
      slow refire rate.
    
    Arc Size
    --------
    Arc size determines both Arrow Speed (how fast an arrow takes to hit its
    target) and accuracy (leeway of the target dodging shots):
    * High arc - Flatbows have the highest arc out of all of the bow classes. Thus,
      the Flatbow class is the least accurate against moving targets at range.
    * Normal arc - Horn Bows, Longbows, and Short Bows all have a normal arc. Note
      that because a Shortbow has such a small range, the Normal Arc doesn't really
      have much of an appreciable effect on arrow speed.
    * Low arc - The Composite Bow class has the lowest Arc, and thus has the
      shortest time to target and fastest arrow speed, making Composite Bows the
      most accurate bow class.
    
    Called Shot, Favorable Winds, and Read the Wind will make the Arc size
    approximately the same as the Low arc of a Composite Bow.
    
    Armor Penetration
    -----------------
    Horn Bows, Ivory Bows, and Shadow Bows have 10% Armor Penetration, according to
    a couple of sources.  This compensates for their slightly slower attack speed.
    With speed increases, these bows can potentially do the most damage, especially
    on armored targets.  For general purpose use, and for Bow skills, however, a
    Short bow is probably better.
    
    What's the "best bow"?
    ----------------------
    There's no such thing as the "best bow". Each bow class has strengths and 
    weaknesses. Short bows are great for overall damage, but are lacking in Range.
    Flatbows can also deal a similar amount of damage, but they are inaccurate at
    long range. Longbows are slow, but have a long range and normal arc. Composite
    bows are guaranteed to hit, but are merely average in other stats. Horn Bows do
    the most damage per single shot, but have the slowest refire rate of all the
    bows.
    
    My advice? Use a long range bow for pulling/luring, a short range bow for close
    combat, and a composite bow for interrupting.
    
    Bow Upgrades
    ============
    There are two kinds of upgrades that you can apply to bows: Bowstrings, and Bow
    Grips.  Each upgrade adds something to the name of the bow, and can be applied
    to any quality of item, from mundane to magical blue to rare purple/gold.  You
    are more likely to find Purple and Gold items that are already upgraded with a
    bowstring or bow grip.  You can only use one Bowstring and one Bow Grip to
    upgrade your bow.  A new Bowstring or Bow Grip will overwrite the old mod, and
    you will lose the old mod permanently.
    
    Upgrades can often be salvaged from a bow using an Expert Salvage Kit.  Expert
    Salvage Kits have a random chance of extracting either the Bowstring or the Bow
    Grip.  With the release of Nightfall, you can now choose which upgrade to
    extract when you salvage an item, and the item has a chance of remaining intact
    as well.
    
    Nightfall has created a third kind of upgrade which allows you to modify/change
    the inherent mod of a bow.  These are called Inscriptions.
    
    Bowstrings
    ----------
    Bowstrings add "prefix" upgrades to a bow and include the following:
    * Barbed - Lengthens the duration of Bleeding by 33%
    * Crippling - Lengthens the duration of Cripple by 33%
    * Ebon - Changes the bow damage from Piercing to Earth
    * Fiery - Changes the bow damage from Piercing to Fire
    * Icy - Changes the bow damage from Piercing to Cold
    * Poisoner's - Lengthens the duration of Poison by 33%
    * Shocking - Changes the bow damage from Piercing to Lightning
    * Silencing - Lengthens the duration of Dazed by 33%
    * Sundering - has a random (10-20%) chance of having 20% armor penetration
    * Vampiric - -1 Health Degen, Steal life on hit (1-5 points)
    * Zealous - -1 Energy Regen, +1 Energy per attack
    
    Which bowstring is right for me?
    --------------------------------
    The only bowstring that doesn't see much use in my bow rack is the Sundering
    bowstring, due to the small percent chance of actually applying the effect.
    While they have been given a boost (having 20% bonus AP up to 20% of the time),
    it still doesn't drastically affect your damage compared to the other strings.
    The main value is that there is no downside to using this bowstring, other than
    the opportunity cost of equipping this bowstring over others.  In other words,
    it's better than nothing, but it's not tremendously helpful.  I personally do
    not use it unless I have no other options for strings.
    
    The elemental bowstrings are popular with Ranger/Elementalists who wish to take
    advantage of the Conjure lines.  Elemental damage does more damage against
    Warrior enemies with bonus physical armor and less damage against Rangers.  It
    gets around some of the anti-piercing damage protective skills, but this is a
    minor advantage at best.  As of the July 13 2006 Update, Warrior damage absorb
    no longer protects against non-physical damage, thus increasing the utility of
    elemental damage against Warriors. You can also take advantage of some PvE
    enemy weaknesses with this string; for example, you can use a Fiery bowstring
    against Ice Golems.  I generally keep at least one Fiery and one Icy bow in my
    rack.
    
    Zealous bowstrings are popular with Barrage spammers, as each arrow reclaims
    one point of energy.  With a fast-firing bow and perhaps certain attack speed
    stances, zealous bows provide a quick method of Energy regeneration, especially
    for folks who don't use sustained enchantments. Zealous strings are recommended
    for Barrage farming builds (each arrow gives back 1 Energy) and Quick Shot
    builds (shoot longer with greater Energy reclamation), on either a Flatbow or
    a Shortbow.
    
    The various condition-extending strings (Barbed, Crippling, Poisoner's and
    Silencing) have obvious utility when they are paired with the corresponding
    condition, which are often side effects of various bow attacks and preparations
    like Pin Down and Apply Poison.  It is said that these strings also extend the
    duration of conditions applied with Traps.  I have personally tested this with
    a Poisoner's Bow and Viper's Nest, and found this to be true, but I haven't
    tested this with other skills.  Note that these strings will NOT increase the
    duration of conditions inflicted by Pet Attacks.
    
    For sheer damage, the Vampiric bowstring is the best, as it adds a Health
    stealing effect which directly increases your DPS per arrow.  This is great for
    Barragers, Snipers, and machine-gunners, as it allows you to kill targets
    quicker, but the -1 Health Degen limits its use.  I find it useful as a "bow
    switch", switching to a different bow when I'm idling to prevent the -1 Health
    degen from killing me.  The Health gain can also be helpful in Barrage-farming
    builds, which often rely on passive healing from multiple arrow attacks. After
    a recent e-mail, I must emphasize that while the Vampiric Bowstring provides
    the best damage bonus, that does not mean it is my favorite mod or the mod that
    I would recommend for all builds due to the drawback of -1 Health Degeneration.
    You need to have a build that easily incorporates the life-stealing effect
    either through mass targets (multiplying the Health gain) or faster attacks
    (speeding up the Health gain) or offsetting the penalty with a Regen bonus.
    
    There is a rumor that the Shocking bowstring gives 25% armor penetration. This
    is not true, but it is based on the fact that most Air Magic spells have 25%
    armor penetration.  Shocking bowstrings only change your damage to Lightning.
    
    Bow Grips
    ---------
    Bow Grips add "suffix" upgrades to a bow, and include the following:
    * Of Defense - adds Armor +4-5
    * Of Shelter - adds Armor +4-7 (vs. physical attacks)
    * Of Warding - adds Armor +4-7 (vs. elemental attacks)
    * Of Charrslaying - adds Damage +10-20% (vs. Charr)
    * Of Deathbane - adds Damage +10-20% (vs. Undead)
    * Of Dwarfslaying - adds Damage +10-20% (vs. Dwarves)
    * Of Giantslaying - adds Damage +10-20% (vs. Giants)
    * Of Pruning - adds Damage +10-20% (vs. Plants)
    * Of Skeletonslaying - adds Damage +10-20% (vs. Skeletons)
    * Of Tenguslaying - adds Damage +10-20% (vs. Tengu)
    * Of Trollslaying - adds Damage +10-20% (vs. Troll)
    * Of Enchanting - Enchantments last 10-20% longer
    * Of Fortitude - adds Health +20-30
    * Of Marksmanship - adds +1 Marksmanship (10-20% chance while using skills)
    
    Fortitude and Defense/Shelter seem to be the most popular Bow Grips.  Some
    Rangers who are also secondary spellcasters tend to prefer the Bow Grip of 
    Enchanting.
    
    Which is the better bowgrip, "Of Defense" or "Of Fortitude"?
    ------------------------------------------------------------
    There's an ongoing debate on which bowgrip is better for a Ranger in the long
    run.  The bowgrip of popular choice seems to be a Bowgrip of Fortitude, as seen
    by the enormously inflated prices for a perfect Health +30 version.  However, if
    you look at the numbers, Bowgrip of Defense with an Armor +5 reduces incoming
    damage to 91.7% of normal, which means about a 9% benefit. Even if the Fortitude
    grip is perfect at +30 HP, the benefit from the Fortitude grip amounts to about
    5% to 7%, meaning that based on Armor Level alone, the Bowgrip of Defense looks
    like a better choice.
    
    However, there are several situations in which a Bowgrip of Defense does not
    give any benefit.  For example, Conditions and Hexes that apply Health 
    Degeneration ignore armor, as do most Necromancer and Mesmer damaging spells.
    Also, Death Penalty applies to your base Health and Energy, while bonuses to 
    Health and Energy remain the same.  Thus, while the Bowgrip of Defense Armor 
    bonus remains static, the utility of the Bowgrip of Fortitude actually increases
    as your Death Penalty goes up, by virtue of the fact that it is not reduced by 
    Death Penalty, giving you a higher overall Health.
    
    Still, it is FAR easier to find a cheap Armor +5 Bowgrip of Defense than it is
    to find a high level or perfect Bowgrip of Fortitude.  Mostly, it boils down to
    personal preference.  The Fortitude bonus always applies, regardless of the kind
    of damage that you take, but the Defense bonus provides a better long-term
    benefit.
    
    There are also bowgrips of Shelter and Warding.  Having any bowgrip is better
    than having no bowgrip, but these only protect against physical damage and
    elemental damage respectively.  Neither protect against non-elemental damage
    like Light, Chaos, or Dark damage from wands and staves (the Bowgrip of Defense
    does protect against these types), and have the same caveats as stated for the
    Bowgrip of Defense above.
    
    Inherent Magical Bonuses
    ========================
    Certain bonuses cannot be gained from a Bow Upgrade. Instead, they are 
    inherently part of a magical bow (typically Purple or Gold, although occasional
    blue bows do have these bonuses).  The bonuses stack on top of the bonuses from
    upgrades.  An ideal bow will have three bonuses total: a Bowstring prefix bonus,
    a Bow Grip suffix bonus, and an inherent bonus.
    
    Inherent bonuses include:
    * Damage +10-15% Armor -10 (while attacking)
    * Damage +10-15% Energy -5
    * Damage +10-15% (while enchanted)
    * Damage +10-15% (while health is above 50%)
    * Damage +10-20% (while health is below 50%)
    * Damage +10-20% (while hexed)
    * Damage +10-15% (while in a stance)
    * Damage +10-15% (vs. hexed foes)
    * Energy +5
    
    While the ranges seem rather wide, I've never seen a bonus below 10% or above
    20%, other than some of the damage ranges seen on some of the special
    Collectors Bows.  The +20% damage bows are extremely rare... expect to get +15%
    damage at the most (from a collector's bow), unless you get a lucky drop from a
    level 28 enemy.  Note that bonuses of +15% or higher are far more common on
    bows that give a damage bonus with a penalty, like Health below 50% or while
    Hexed.
    
    Alternate Bows
    ==============
    While the best option is to get the most damaging bow with the modifier of 
    choice (usually a +15% Damage mod of some kind), there are several other unique
    options for those looking for variety or a niche.
    
    Crafted Bows
    ------------
    There used to be bows that offered bonus 10 Armor at the Henge of Denravi or
    +5 Energy among the Old Ascalon collectors, but these bonuses were taken out
    in the 9/7/05 update. In Factions, end-game bows can be crafted with this mod.
    
    However, there is a new bow in the 9/7/05 update that can be crafted for 100
    Wood Planks, 50 Feathers, and 5 Plat at Sarad, the weapon master at Droknar's
    Forge.  This is a Longbow with Damage +15% (while in a stance), max damage.
    
    Pre-Order Weapons
    -----------------
    If you preordered your game from Electronics Boutique, then you have access to
    a unique bow called the Ithas Bow.  It does 13-25 damage and adds armor (much
    like the Henge of Denravi bow), but has two prerequisites of Marksmanship and
    Expertise of 10 each.  Ouch.  It has the range of a longbow with a faster fire
    rate, similar to the Flatbow.
    
    Temple of the Ages dungeons
    ---------------------------
    There are several bows that only drop in the Temple of the Ages dungeons. These
    are the Shadow Bow, Eternal Bow, and Storm Bow.  They have very neat-looking
    effects, cosmetically.  The Storm Bow in particular sizzles with lightning.
    Each of these bows have their own stats.  It is confirmed that the Storm Bow
    acts as a Long Bow, the Shadow Bow acts as a Horn Bow, and the Eternal Bow acts
    as a Composite/Recurve Bow.
    
    Sorrow's Furnace
    ----------------
    There are several unique bows with Green text that drop at Grenth's Footprint
    and Sorrow's Furnace, that have good (but not overpowering) stats, like 
    Thornbeard's Horned Bow.  These bows automatically have a perfect prefix,
    suffix, inherent mod on them, but they cannot be modified in any way with
    upgrades.  They typically drop from the bosses in that area bearing the same
    name (i.e. Drago's Flatbow will drop from Drago Stoneherder).
    
    All bows listed below have Maximum damage (15-28) and require 9 Marksmanship
    * Boulderbeard's Short Bow (+15% Health > 50%, Shocking, Fortitude)
    * Drago's Flatbow (+15% Health > 50%, Sundering, Fortitude)
    * Drago's Vampiric Flatbow (+15% in stance, Vampiric, Defense)
    * Elswyth's Long Bow (+15% Health > 50%, Poisoner's, Fortitude)
    * Elswyth's Recurve Bow (+15% Health > 50%, Vampiric, Fortitude)
    * Forgerunner (Long Bow, +15% in stance, Fiery, Fortitude)
    * Gargash's Recurve Bow (+15% while enchanted, Zealous, Fortitude)
    * Graygore's Shortbow (+15% Health > 50%, Vampiric, Marksmanship)
    * Graygore's Zealous Shortbow (+15% Health > 50%, Zealous, Defense)
    * Stinger (Horn Bow, +15% in stance, Poisoner's, Marksmanship)
    * Tarnok's Longbow (+15% Health > 50%, Icy, Warding)
    * Tarnok's Recurve Bow (+15% while enchanted, Sundering, Enchanting)
    * Thornbeard's Horned Bow (+15% while enchanted, Lightning, Shelter)
    
    Rotscale
    --------
    A new green bow was added to Tyria on June 15, 2006.  Rotscale is a level 30
    Bone Dragon boss that resides in Majesty's Rest.  He drops a unique bow called
    Rotwing's Recurve Bow (it is not known if he drops other models) which looks
    like a pair of leathery wings.  It has max damage, the +5 Energy inherent mod,
    and the Poisoner's Prefix and Fortitude Suffix.
    
    Scorpion Bow
    ------------
    If you are a Korean Player taking advantage of the Coke-play deal, you may have
    in your possession a Scorpion Bow, a bow that's only available to Korea through
    a special Coca-Cola marketing offer.  It has the Poisoner's mod and Damage +15%
    (while Health is above 50%) inherent mod, and is customized to the character.
    
    Pre-Order Japanese Guild Wars
    -----------------------------
    The Japanese Guild Wars pre-order special items are named after the seven
    deadly sins and a random animal.  The bow is similar to the Scorpion Bow
    offered through the Coke Play deal above. It is called the Poisoner's Scorpion
    Lust Bow (rough translation) and it has the Damage +15% (while Health is above
    50%) inherent mod and Poisoner's string (not removable).
    
    Game of the Year
    ----------------
    If you bought the Game of the Year Prophecies boxed set, you get access to a
    very special bow called the Nevermore Flatbow. It's a max damage bow with 9
    Marksmanship requirement and Damage +15% (while Health is above 50%), and looks
    like a pair of Raven's wings strapped onto a bone frame.  Very spiffy.
    
    Pre-Order Taiwan Guild Wars
    ---------------------------
    The Taiwan Guild Wars pre-order special items are also named after several of
    the deadly sins (although there are only 6 items instead of 7), and the bow in
    the pre-order set resembles the Nevermore Flatbow.  It is called Poisoner's
    Black Hawk/Eagle Lust Bow (rouch translation) and has similar stats to the
    Game of the Year Edition bow.
    
    Factions Bows
    -------------
    The release of Factions has added many new bow appearances. Particularly coveted
    at this time are Celestial Bows and Zodiac Bows.  It is rumored that several
    new "Green" bows were also released within Factions.  Celestial Bows can be
    found in the Nahpui mission and explorable area. Zodiac Bows can be found in
    the Elite missions that are only available to dominant Alliances. There is also
    a bow called the "Platinum Bow" that is getting rave reviews in terms of
    appearance.
    
    Here is a short list of Factions Green bows. Note that the Ironwing bows are
    available from turning in your Amulet of the Mists, instead of defeating a boss:
    All bows listed below have Maximum damage (15-28) and require 9 Marksmanship
    * Brrne's Recurve Bow (+15% Armor -10, Crippling, Fortitude)
    * Chehbaba's Longbow (+15% Armor -10, Crippling, Shelter)
    * Chkkr's Flatbow (+15% Armor -10, Zealous, Fortitude)
    * Inallay's Hornbow (+15% Health > 50%, Zealous, Fortitude)
    * Ironwing Flatbow (+15% Health > 50%, Zealous, Fortitude)
    * Ironwing Longbow (+15% Health > 50%, Vampiric, Fortitude)
    * Lorelle's Longbow (+15% Health > 50%, Poisoner's, Shelter)
    * Meynsang's Longbow (+15% Armor -10, Barbed, Fortitude)
    * Nandet's Recurve Bow (+15% Armor -10, Crippling, Fortitude)
    * Nundak's Recurve Bow (+15% Health > 50%, Poisoner's, Fortitude)
    * Razorjaw's Hornbow (Energy +5, Sundering, Marksmanship)
    * Razortongue's Recurve Bow (+15% Energy -5, Vampiric, Marksmanship)
    * Royen's Hornbow (+15% in stance, Sundering, Marksmanship)
    * Ryver's Shortbow (+15% Health > 50%, Crippling, Fortitude)
    * Urgoz's Flatbow (+15% Health > 50%, Sundering, Fortitude)
    * Urgoz's Longbow (+15% Health > 50%, Sundering, Fortitude)
    * Ryver's Shortbow (+15% Health > 50%, Sundering, Fortitude)
    * Swiftscale's Shortbow (+15% in stance, Vampiric, Fortitude)
    
    Also, there are many bows that are available among crafters throughout the
    continent of Cantha.  The coveted Energy +5 (Divine Path, after completing the
    Factions campaign) and Damage +15% (while Health is above 50%) mods (Kaineng
    Center) can be found on some of these crafters.
    
    Here's a short list of where some of these crafters are (all are max damage
    with a requirement of 9 Marksmanship):
    * Kaineng Center - Manzo crafts Longbows and Short Bows with Damage +15% (while
      Health is above 50%)
    * Budek Byway - Sheco crafts Longbows and Short Bows with Damage +15% (while in
      a Stance)
    * Wajjun Bazaar - Nago crafts Longbows and Short Bows with Damage +15% (while
      Enchanted)
    * The Undercity - Ziyi crafts Longbows and Short Bows with Damage +20% (while
      Hexed)
    * House Zu Heltzer - Mathilde crafts Longbows and Short Bows with Damage +15%,
      Armor -10 (while Attacking)
    * Cavalon - Theodosus crafts Longbows and Short Bows with Damage +15%,
      Armor -10 (while Attacking)
    * Vasburg Armory - Gertrud crafts Longbows and Short Bows with Damage +15%,
      Energy -5
    * Leviathan Pits - Telamon crafts Longbows and Short Bows with Damage +15%,
      Energy -5
    * Divine Path - Shichiroji crafts Longbows and Short Bows with Energy +5
    
    Wintersday Candy Cane Bows
    --------------------------
    These bows were available during the special Wintersday events of 2005. Candy
    Cane bows only do 15-15 damage (making them less than desirable compared to
    most max damage bows), but they have no requirements, which gives them a use in
    certain specialized builds that require a bow, but do not have high
    Marksmanship.  They have the range of a Short Bow.
    
    Using Multiple Bows
    ===================
    The game provides up to 4 weapon sets that can be switched during combat at any
    time.  Because of this, it is fairly trivial to have multiple bows for various
    tactical situations.  For example, I use a Flatbow in F1 and a Half-Moon in F3.
    The Flatbow allows me to pull targets at a much longer range, while I use the
    increased fire rate and arrow speed of the Half-Moon bow at close range.
    
    Another trick to use with multiple bows is to assign each bow a different
    elemental bowstring.  Thus, if a creature is resistant to the element of the
    current bow, you can switch to a more appropriate element.
    
    Another useful trick is having a Vampiric bow on the switch.  When you need 
    life, you can swap to the Vampiric bow, and when you don't need life, you won't
    suffer from the Health degen if you switch out.
    
    Note: When you switch bows, your bow doesn't swap immediately. It takes the
    place of the next "queued" action, which means if you are in the middle of a
    bow attack or skill casting, you won't switch your bow until after the current
    action.  If you "buffer" a skill during the current action, the bow switch will
    be cancelled!
    
    Finding a good bow
    ==================
    Generally, max damage bows drop when you start killing level 18 or higher
    enemies.  Lightning Drakes at the Gates of Kryta or Sanctum Cay, for example, 
    can drop Max Damage bows on occasion.  However, your best bet for finding a bow
    is to kill high level enemies with a Ranger class. Dune Burrowers and Enchanted
    Bows in the Crystal Desert are a couple of good examples.
    
    Also, several types of unique bows drop in the Temple of the Ages dungeons, 
    typically with maximum damage. Shadow Bows, Storm Bows, and Eternal Bows can be
    found there.
    
    You can also buy a good bow from people selling at Lion's Arch and Ascalon City
    usually in District 1.  Caveat Emptor.  One person's "Godly" bow is the next
    person's "junk".  I wouldn't spend more than 5,000 gold acquiring a max damage
    bow, as you can always add bow parts to improve an existing bow.  Beware of
    scams to sell Customized weapons to you, as they cannot be used by anyone but
    the original user. If it says +20% Damage (Customized for "Seller's Name"), 
    stay away from it. A recent patch places a warning if a Customized item is being
    traded to you, so you have plenty of fair warning.
    
    There are many collectors that offer Max Damage Ascalon bows in the Crystal
    Desert and the Southern Shiverpeaks.  A full list can be found in the Appendix
    of collectors [gwrg9c] at the end of this Ranger Guide. Here are the items that
    they collect:
    
    * Dune Burrower Jaws - Dune Burrowers. Two good places: The beginning of Elona 
      Reach mission, and the Scar, just outside of the Thirsty River exit. You can 
      actually outrange the first couple of Dune Burrowers with a Longbow, thus 
      giving you a "free" kill pretty easily.
    * Minotaur Horns - Minotaurs. The beginning of the Elona Reach mission is full
      of Minotaurs. Use Spike Mines and defensive skills to kill them quickly.
    * Topaz Crests - Sand Drakes. Diviner's Ascent, just out of Elona Reach, you 
      can beat up Sand Drakes. Fairly easy to solo.
    * Dessicated Hydra Claws - Hydras. Go to Skyward Reach...too many Hydras there.
    * Massive Jawbones - Sand Giants. I usually run around in the Southern part of 
      the Arid Sea. Also, the entrance to Vulture Drifts from the Arid Sea has a 
      huge group of them. Also, there are Giants in the beginning of Thirsty River,
      but those don't generally drop Jawbones often.
    * Frozen Shells - Frost Wurms. Yeah. Good luck... Find them in Lornar's Pass.
    * Mountain Troll Tusks - West of Droknar's Forge in Talus Chute, there's a cave
      FULL of Trolls.
    * Alpine Seeds - Both level 13 Juniper Barks and level 24 Pinesouls give Alpine
      Seeds. Go into Lornar's Pass from Beacon's Perch and kill the Ice Imps and
      Pinesouls there, or run around the Northern Shiverpeaks for Juniper Barks.
    * Azure Remains - There are many Azure Shadows in Snake Dance and Witman's Folly
    * Intricate Grawl Necklaces - There are hordes of Grawl in Witman's Folly, so 
      you should easily get these in one or two passes, even with a full party.
    
    ==================
    = Builds (gwrg5) =
    ==================
    
    Rather than defining builds by certain skillsets, I will attempt to explain the
    combinations of skills that are effective "Themes" when designing a ranger
    build.  While there will be examples of full skillset builds, these are only
    used for illustration purposes and should not be considered a definitive build.
    Hopefully, the sample builds and the themes will give you inspiration to create
    your own effective Ranger build.
    
    -------------------------------
    - Ranger-only Themes (gwrg5a) -
    -------------------------------
    
    Like all class combinations in Guild Wars, using a secondary class is purely
    optional.  The Ranger is no exception, and there are several effective themes
    that make use of only Ranger skills exclusively.
    
    Anti-Caster
    ===========
    Rangers are well-known for their ability to shut down casters with their arrows.
    They also can lay down a Quickening Zephyr to make spellcasters leak Energy like
    crazy.
    
    Sample Build:
    1. Incindiary Arrows (Elite)
    2. Debilitating Shot
    3. Concussion Shot
    4. Distracting Shot
    5. Dryder's Defenses
    6. Quickening Zephyr
    7. Troll Unguent
    8. Free Slot (Res Signet or Signet of Capture)
    
    Other useful skills: Choking Gas, Disrupting Lunge, Pin Down, Savage Shot, 
    Spike Trap (Elite), Punishing Shot (Elite)
    
    Factions skills: Broad Head Arrow (Elite)
    
    Nightfall skills: Magebane Shot, Disrupting Accuracy
    
    Artillery Support
    =================
    AKA "Barrager"
    
    Barrage is one of the few Elite skills that warrants an entire theme, as the
    limitations and strengths of Barrage require careful thought and management.
    A high Marksmanship is obviously required, and high Expertise is needed so the
    Barrager can continually spam the Barrage skill against enemies.
    
    Sample Build:
    1. Barrage (Elite)
    2. Favorable Winds
    3. Winnowing
    4. Distracting Shot
    5. Lightning Reflexes
    6. Tiger's Fury
    7. Troll Unguent
    8. Free Slot (Res Signet or Signet of Capture)
    
    The Artful Dodger
    =================
    This theme focuses mostly on the Ranger's excellent ability to avoid damage. It
    focuses mostly on the Expertise attribute, and relies on dodging skills to
    prevent damage to the Ranger.  Typically, you will want at least two skills to
    overlap, as the cooldown times on those skills tend to be quite long.
    
    Sample Build:
    1. Bow Damage Skill of choice
    2. Lightning Reflexes - Increased Attack speed and dodging
    3. Whirling Defense - Defensive Skill
    4. Throw Dirt - Applies Blindness, Defensive Skill
    5. Dryder's Defenses - Defensive Skill, resists elemental damage
    6. Escape (Elite) - Increases Speed, Defensive Skill
    7. Troll Unguent/Healing Spring - Healing
    8. Free Slot (Res Signet or Signet of Capture)
    
    Other useful skills: Dodge, Dust Trap, Oath Shot (Elite)
    
    Factions skills: Zojun's Haste
    
    Nightfall skills: Natural Stride
    
    The Beastmaster
    ===============
    One of the definitive themes of the Ranger class, the Beastmaster focuses on
    his or her Pet.  Since Beast Mastery is a skillbar hog, most who choose this 
    theme tend to focus on it, dedicating at least half of their slots to Beast 
    Master skills. Obviously, this theme is heavy on the Beast Mastery attribute.
    
    Sample Build:
    1. Charm Animal - Needed for pet
    2. Comfort Animal - For healing/resurrecting pet
    3. Call of Protection - Damage reduction for pet
    4. Symbiotic Bond - More protection for pet, and Health regen
    5. Disrupting Lunge - For disruption
    6. Ferocious Strike (Elite)
    7. Troll Unguent - Healing
    8. Free Slot (Res Signet or Signet of Capture)
    
    The Machine-gunner
    ==================
    This theme utilizes Quick Shot and skills that lower cooldown times so that the
    Ranger can lay down a fast stream of arrows.  You'll be firing slightly faster
    than the attack rate of most swords/axes.
    
    Note that in a Quick Shot build, you won't get much benefit from Serpent's
    Quickness, but you will get a benefit from Tiger's Fury and Quickening Zephyr.
    
    Sample Build: This build needs a high Expertise (preferably 13 total from Rune
    or Mask), and a high wilderness survival tends to help as well for adding damage
    through the use of preparations. Use a Zealous bowstring to reclaim energy
    quickly.
    
    1. Quick Shot (Elite)
    2. Dual Shot
    3. Quickening Zephyr
    4. Favorable Winds
    5. Tiger's Fury
    6. Kindle Arrows
    7. Troll Unguent
    8. Free Slot (Res Signet or Signet of Capture)
    
    Factions skills: Needling Shot
    
    The Nature Ritualist
    ====================
    AKA The "Spirit Spammer"
    
    This theme made a splash in Summer of 2005 PvP metagame. This Ranger uses
    spirits to change the "rules" of the battlefield, while using Oath Shot (Elite)
    or Quickening Zephyr/Serpent's Quickness to reduce the long cooldown times.
    Spirits can be used as a temporary obstacle, and the dedicated Ritualist often
    plants multiple spirits to increase coverage and provide insurance against
    Spirit destruction.
    
    Sample Build: High levels of Beast Mastery and Wilderness Survival are helpful
    for this PvP-specific version of the Ritualist.  This particular sample build
    works best in a team with few/no enchantments, and it is designed to make the
    lives of the opponent's Monks and Aeromancers difficult.
    
    1. Greater Conflagration (Elite)
    2. Quickening Zephyr - Reduces cooldowns while increasing Energy costs
    3. Nature's Renewal - Delays enchantments/hexes
    4. Favorable Winds - Increases bow damage
    5. Frozen Soil - Prevents resurrection, for locking in a win
    6. Fertile Season - More armor and HP reduces the power of Aeromancer spiking
    7. Troll Unguent - Self-heal
    8. Free slot (Res Signet)
    
    Other useful skills: Some folks use Oath Shot (Elite) to lower the cooldown
    times of their spirits.
    
    The Skirmisher
    ==============
    Skirmishers are Rangers who choose to harass and harry their opponents by the
    application of Conditions (especially Cripple and Poison).  A Skirmisher is
    often the first person to attack and lure a monster, focusing on weakening
    monsters before the rest of the party uses Focus Fire on it.  They also can use
    bow preparations to apply area effect splash-damage, causing much grief for
    groups of enemies.
    
    Sample Build:
    1. Poison Arrow (Elite) - Poison
    2. Pin Down - Crippling
    3. Hunter's Shot - Bleeding
    4. Ignite Arrows - Splash damage
    5. Dual Shot - Damage multiplier
    6. Whirling Defense - Defensive skill
    7. Troll Unguent - Healing
    8. Free Slot (Res Signet or Signet of Capture)
    
    Other useful skills: Choking Gas, Incindiary Arrows (Elite), Melandru's Arrows
    (Elite), Kindle Arrows, Distracting Shot, Concussion Shot, Dust Trap, Flame
    Trap, Barbed Trap, Spike Trap (Elite), Throw Dirt
    
    Nightfall skills: Burning Arrow(Elite), Barbed Arrows, Toxicity, Screaming Shot
    
    The Sniper
    ==========
    The Sniper is the quintessential archer, focusing on doing the most damage
    against a single target with each arrow.  Using Marksmanship skills in concert,
    the Sniper picks off opponents one by one, stacking as much damage as possible.
    
    Sample Build:
    This build is particularly light on the Wilderness Survival skills. Most
    Rangers choose to increase their Wilderness Survival skills and go part Sniper,
    part Skirmisher.
    1. Penetrating Attack - Increases damage per shot
    2. Power Shot - Increases damage per shot
    3. Read the Wind - Increases damage, based on Marksmanship
    4. Favorable Winds - Increases damage
    5. Marksman's Wager (Elite) - Energy Management
    6. Lightning Reflexes - Defense
    7. Troll Unguent - Healing
    8. Free Slot (Res Signet or Signet of Capture)
    
    Other useful skills: Hunter's Shot, Distracting Shot, Dual Shot, Kindle Arrows,
    Concussion Shot, Tiger's Fury, Apply Poison, Poison Arrow (Elite)
    
    Factions skills: Marauder's Shot, Sundering Attack
    
    Nightfall skills: Crossfire, Keen Arrow, Forked Arrow
    
    The Trapper
    ===========
    The Trapper focuses on Traps and the Wilderness Survival attribute. Trappers
    know when to use traps as passive elements to "soften" up targets as well as
    using traps actively in combat to add area-effect damage while hiding behind
    a tank.  The conditions added by such traps are invaluable for support, and a
    high Expertise prevents the Trapper from being hit while laying down traps.
    
    One common place that a Trapper is in demand is in the Underworld, where there
    are many powerful enemies who do not use Ranged attacks (Bladed Aatxes come to
    mind).  Dust Trap and Barbed Trap help to soften them up before the group can
    focus and kill these creatures.  See "All-Trapper Party in the Underworld" 
    below in the PvE section for a look at this.
    
    Sample Build:
    1. Dust Trap
    2. Flame Trap
    3. Barbed Trap
    4. Healing Spring
    5. Whirling Defense
    6. Dryder's Defenses
    7. Throw Dirt
    8. Free Slot (Res Signet or Signet of Capture)
    
    Other useful skills: Lightning Reflexes, Dodge, Escape (Elite), Spike Trap 
    (Elite), Muddy Terrain, Quickening Zephyr (quickly recharge traps), Energizing
    Wind (reduce the cost of Dust Trap and Barbed Trap)
    
    Factions skills: Snare, Viper's Nest (linked to Beastmastery), Trapper's Focus
    
    Nightfall skills: Trapper's Speed, Tripwire, Smoke Trap
    
    --------------------------------
    - Ranger/Elementalist (gwrg5b) -
    --------------------------------
    
    Ranger-Elementalists combine the best of the two ranged combat worlds, Bow
    Attacks and Magic.  Rangers, however, lack the key attribute of Elementalists,
    Energy Storage, and thus often run into energy problems when using Elementalist
    skills.  Also, Expertise only applies to Ranger skills and Rangers lack decent
    Energy management and regen.  When selecting Elementalist skills to complement
    your Ranger abilities, select ones that do not cause Exhaustion, are not
    duplicated by Ranger abilities, and ideally have a low Energy cost.
    
    Conjure X
    =========
    Conjure Flame, Conjure Lightning, and Conjure Frost all can add damage to bow
    attacks, similar to bow preparations.  They cost a reasonable 10 mana and last
    for a whole minute.
    
    One skill that Conjure spells synergize well with is Barrage. Barrage removes
    bow preparations, but the Conjure spells aren't preparations, so they still
    take effect and cause additional damage.  Another skill that multiplies the
    damage done by the Conjure spells is Dual Shot (by doubling the arrows). Also,
    Conjure spells stack quite well with bow preparations... with a skillset of
    Conjure X plus Ignite Arrows plus Poison Arrow, you can have arrows that do
    area-effect fire damage, add poison, AND Conjure elemental damage.
    
    Some important notes: To utilize an appropriate Conjure X spell, you MUST have
    a bowstring of the corresponding type.  For example, Conjure Flame ONLY works
    on a Fiery bow (a bow with a Fire bowstring).  This limits you to that single
    element, which can be a disadvantage when facing enemies resistant to that
    element.  Also, sometimes it's hard to track down the appropriate bowstring to
    match the Conjure spell you want to duplicate.
    
    I'm not sure if Conjure Flame works on the splash damage of Ignite Arrows. That
    is something that I'll have to investigate.
    
    Note that with the release of Factions, the Conjure Elements spells no longer
    remove other Enchantments.  A nice little bonus for a nice little spell.
    
    Sample Build:
    This build takes advantage of two low Energy spells, Glimmering Mark and
    Conjure Lightning. It requires the use of a Lightning damage bow. It is heavy
    in the attributes of Air Magic and Wilderness Survival.  With the low cost of
    most of the skills, you can skimp a few points out of Expertise.
    1. Glimmering Mark (Elite) - Blinds when target is struck by lightning damage
    2. Conjure Lightning - Added damage
    3. Ignite Arrows - Added damage, splash damage
    4. Dual Shot - For doubling the damage from Conjure/Bow Prep
    5. Distracting Shot - For disruption and "buffering"
    6. Dryder's Defenses - Defensive Skill 
    7. Troll Unguent - Healing
    8. Free Slot (Res Signet or Signet of Capture)
    
    Factions: Glass/Conjure X Machine Gunner
    ========================================
    With Factions, there are two new skills that create a strong variant of the
    standard machine-gunner build.  Instead of Quick Shot (Elite), you can use
    Needling Shot.  Instead of Kindle Arrows, you can use Glass Arrows (Elite).
    Combined with an Elemental string and Conjure, you can churn out high damaging
    arrows without splitting attributes heavily.  You can even use a Zealous bow,
    if you tack on Conflagration.
    
    Sample Build:
    Marksmanship 11 + 2 Major Rune
    Expertise 10 + 1 Mask + 2 Major Rune
    Fire Magic 10
    1. Dual Shot 
    2. Needling Shot
    3. Distracting Shot
    4. Conjure Flame
    5. Glass Arrows (Elite)
    6. Conflagration
    7. Lightning Reflexes
    8. Free Slot
    
    Glyph of (Lesser) Energy and Energizing Wind
    ============================================
    Most Elementalist skills are too prohibitively expensive for a Ranger to use.
    However, there are three skills, two in the Elementalist Line, and one in the
    Ranger line, that can help reduce the energy costs.  Glyph of Lesser Energy
    reduces the cost of the next spell you cast by 15 Energy.  This puts some of
    the most expensive spells in an easily castable range for a Ranger.  The main
    downside to the Glyph is that it has a cooldown time of 30 seconds. Most of the
    heavy damage Elementalist spells have a long casting time, anyway, so the
    additional second to cast the Glyph isn't too much compared to the benefit of
    using it.
    
    The Glyph of Lesser Energy also has an Elite cousin, called the Glyph of Energy.
    It is Elite (and thus limits you to using only that Elite), saves up to 20
    Energy, and has a cooldown time of only 15 seconds.  I'm not sure that the
    increased Energy savings and better cooldown is worth using your Elite slot.
    You can also run both Glyphs in your skillbar, but then you'd have two Glyphs
    hogging up space on your skillbar.
    
    Rangers have access to a Nature Ritual called Energizing Wind, which reduces
    Energy costs for all spells by 15 (to a minimum of 10).  As with other rituals,
    the casting time is prohibitive, but it provides the Ranger with a great way to
    save Energy on the expensive Elementalist spells.  It also reduces the cost for
    Concussion Shot and Dust Trap quite nicely.  The penalty is the 25% increase in
    cooldown time for all skills, but this penalty is negligable if you are prone
    to using lots of high Energy-cost spells.  Note that as a Nature Ritual, it
    affects friends and foes... it might not be the best thing to use while hunting
    Hydras, for instance (who will attack with a non-stop stream of spells while
    this spirit is in effect), and some of your allies may complain about the
    lengthened cooldown times if you don't inform them of the spirit beforehand.
    Then again, there may be some Elementalists who will appreciate having a great
    reduction in their Energy costs.
    
    Note that Glyphs no longer get the Ranger Expertise reduction in Energy, as of
    October 27, 2006.
    
    Glyph of Concentration
    ======================
    Although the Glyph of Concentration text states that it prevents interruption
    for spells, apparently it also prevents traps from being interrupted while
    casting as well.  This may be a bug and may be removed in a future update, but
    for now, the Glyph of Concentration is a great way to lay down a trap without
    fear of being interrupted.
    
    Note that Glyphs no longer get the Ranger Expertise reduction in Energy, as of
    October 27, 2006.
    
    --------------------------
    - Ranger/Mesmer (gwrg5c) -
    --------------------------
    
    Ranger-Mesmers have a pretty cool deal, as the Fast Casting primary attribute 
    of the Mesmer class is not nearly as useful as Expertise (or other Primary 
    attributes, for that matter) and while a Ranger-Mesmer may run into more Energy
    problems than a Primary Mesmer, by careful selection of spells a Ranger can 
    often retain all of his/her Ranger skills and still effectively toss out Mesmer
    Hexes.
    
    Mesmer skills in Domination augment the Ranger's already powerful lineup of
    anti-caster attacks.  The staple standards of the Domination line, such as
    Backfire, Power Leak, and Empathy, work well to shut down casters, allowing the
    Ranger more options in terms of disruption.  The Inspiration line is less
    useful as it typically deals with ways to manipulate other Mesmer spells, but 
    it provides the Ranger some more methods to reclaim energy.  Illusion magic has
    several interesting spells that benefit a Ranger.
    
    For example:
    
    Conjure Phantasm
    ================
    The most well-known damaging spell in the Mesmer line is Conjure Phantasm, and
    thus Mesmers are known for their Damage over Time capabilities.  Rangers also
    can apply Damage over Time through the Bleeding and Poison conditions.  You can
    combine both of these concepts to create an effective Damage over Time Ranger.
    
    Sample Build:
    Main Attributes are Illusion Magic and Wilderness Survival.
    1. Conjure Phantasm - For -5 Health Degen
    2. Kindle Arrow - For more damage
    3. Poison Arrow (Elite) - For Poison
    4. Hunter's Shot - For Bleeding
    5. Dual Shot - For doubling the Kindle Arrow effect
    6. Dryder's Defenses - Defensive Skill
    7. Troll Unguent - Healing
    8. Free Slot (Res Signet or Signet of Capture)
    
    Other useful skills: Melandru's Arrows (Elite), Barbed Trap, Flame Trap, 
    Maiming Strike, Apply Poison, Incindiary Arrows, Phantom Pain 
    
    Echo (Elite)
    ============
    Echo is a great Elite from the Mesmer line.  It works especially well with
    skills that have a long cooldown time, as it allows you to use a skill twice
    in rapid succession.  What's better than one Dual Shot? That's right, two Dual
    Shots.
    
    Echo costs only 5 Energy, and is not linked to any attribute, thus it does not
    need any point investment.  It does take up your Elite slot, however.
    
    Several skills that work well with Echo are the long cooldown stances, traps,
    and the following theme:
    
    Energy Thief
    ============
    This theme utilizes the Elite skill Echo to copy Debilitating Shot and a high
    Expertise to reduce the cost of Debilitating Shot.  With Echo, you can lay down
    multiple Debilitating Shots, quickly depriving your enemy of the Energy they
    need to cast spells.  You can pour salt on the wound, so to speak, by adding
    Mind Wrack and Spirit Shackles, a classic combination used by Mergoyles to
    damage and nullify spellcasters and warriors alike. Any spells that they DO end
    up casting can be interrupted by Distracting Shot.
    
    Sample Build:
    1. Echo (Elite)
    2. Debilitating Shot
    3. Distracting Shot 
    4. Mind Wrack 
    5. Spirit Shackles
    6. Whirling Defense
    7. Troll Unguent/Illusion of Weakness
    8. Free Slot (Res Signet or Signet of Capture)
    
    Another skill to try is the low cost Wastrel's Worry.  If they can't cast
    spells, then they probably won't be doing anything for the 3 second duration it
    takes to damage them with this unusual skill.  You can also use Signet of
    Weariness for a bit of Energy-free Energy stealing.
    
    Fragility
    =========
    Fragility is a Mesmer hex that applies damage to a creature if they gain or
    lose a status condition, like Bleeding, Poison, Cripple, etc.  Since one of the
    strengths of a primary ranger is applying Status conditions, Fragility combined
    with, say, Pin Down or Apply Poison can potentially cause a world of hurt for
    a single targeted enemy.  Ironically, you may want to actually have a low
    Wilderness Survival for this build, as it shortens the durations of your
    conditions and thus shortens the time between taking the initial Fragility
    damage and the later Fragility damage (when the condition is removed).
    
    Some caveats, though: Fragility costs 10 energy, and it isn't reduced by 
    Expertise.  Thus, energy management can be a problem. Hex Removal is the bane 
    of this build, as it removes the Fragility Hex and the main damage-dealing part
    of this build.  Finally, you are most effective at taking out a single creature,
    and a creature that isn't being Focused at that  (as typical with playing
    Mesmers), as Focus Fire tends to kill a creature far too quickly for your
    Fragility combo to truly take effect.
    
    The 9/29/05 update reduced the cooldown time of Fragility to 5 seconds, which
    allows a Fragility user to effectively Hex more targets.
    
    Sample Build:
    1. Fragility
    2. Pin Down - Causes Crippling
    3. Hunter's Shot - Causes Bleeding
    4. Incindiary Arrows (Elite) - Causes Burning
    5. Throw Dirt - Causes Blindness
    6. Whirling Defense - General Ranger defensive skill
    7. Troll Unguent/Illusion of Weakness - Healing
    8. Free Slot (Res Signet or Signet of Capture)
    
    Other useful skills: Melandru's Arrows (Elite), Barbed Trap, Spike Trap(Elite),
    Flame Trap, Dust Trap, Maiming Strike, Concussion Shot, Crippling Shot (Elite),
    Ineptitude (Elite), Phantom Pain
    
    Illusionary Weaponry (Elite)
    ============================
    This interesting Elite does Chaos damage instead of your regular damage on
    every swing of a melee attack.  It instantly turns your character into a melee
    specialist, as Illusionary Weaponry always hits for a set amount of damage (34
    points of damage at Illusion Magic of 12), regardless if you are blinded or
    your target is evading/blocking.  Every time you swing, whether or not you hit
    or miss, it does 34 points damage.  You'll never do a critical hit, but you'll
    never have that damage reduced by armor, either.  Because it is an enchantment,
    and the duration is slightly less than the cooldown time, you might either want
    to bring Serpent's Quickness/Quickening Zephyr to reduce the cooldown time or
    have an "of Enchantment" suffixed weapon to increase the duration of the spell.
    Also, you will want to use the fastest weapon you can get your hands on, which
    is either a sword or an axe.  Damage range doesn't matter, as Illusionary 
    Weaponry substitutes its damage for your weapon's damage. You can combine this
    with Tiger's Fury or Lightning Reflexes to get even more damage out of your
    attacks, by striking faster.
    
    As with other Elites, this skill precludes your use of any other Elite skill in
    your skillbar.  However, you should keep it in mind if find yourself in melee
    combat often.
    
    Mantra of Concentration/Resolve
    ===============================
    Mesmers have two stances that prevent interrruption, Mantra of Concentration
    and Mantra of Resolve.  While Rangers rarely have problems with being
    interrupted, except for the occasional Troll Unguent, the Trapper Ranger gains
    a huge benefit from using these stances, as they can prevent their easily
    interrupted casting animations for laying down traps from being interrupted.
    Both of these Mantras last a long time.  Mantra of Concentration is only good
    for one hit, but is quite Energy efficient.  Mantra of Resolve is good for
    multiple hits as long as you have Energy, with the Energy costs decreasing with
    higher levels of Inspiration magic.  In general, it's better to go with Mantra
    of Concentration if you have few points in Inspiration Magic, and Mantra of
    Resolve if you have many points in Inspiration Magic.
    
    "You're a Tank!?"
    =================
    In this theme, the Ranger takes advantage of two skills to greatly reduce the
    physical damage done to him.  Greater Conflagration (Elite) changes all
    physical damage into fire damage, which the Ranger can defend against quite
    nicely with Drakescale armor.  The Mesmer secondary grants the Ranger a new
    stance called Mantra of Flame which can reduce the Fire damage taken by as much
    as 45%.  The stance lasts a long time (30-78 seconds), is reduced by Expertise
    in cost, and also grants the Ranger 1 Energy every time he takes Fire damage.
    With these pair of skills, the Ranger no longer worries about Energy Management
    or physical damage from melee/ranged attacks.  The main limitation of this
    theme is that Greater Conflagration is an Elite, but it may be a small price to
    pay for being able to tank damage easily as a Ranger.  Another option for a
    long-lasting Mesmer stance to reduce Fire damage is Elemental Resistance.
    
    Factions:Psychic Instability (Elite)
    ====================================
    This neat little Domination Magic gem is a Hex spell that knocks the targeted
    opponent down if they are interrupted.  It has a low Energy cost of 5, and a 
    cooldown of 20 seconds.  Rangers have a few ways to make this skill even more
    effective.  First of all, Rangers have two bow attacks, Distracting Shot and
    Savage Shot, that allow them to apply an unconditional interrupt.  Thus, you can
    lay down the feather and knockdown the opponent at your leisure.  Second,
    Rangers can use Serpent's Quickness and/or Quickening Zephyr to lower the
    cooldown time so that they can keep re-applying the hex without interruption.
    As a result, you can "knock-lock" your target fairly easily.
    
    ------------------------
    - Ranger/Monk (gwrg5d) -
    ------------------------
    
    It is said that there is no such thing as a bad Monk combination in Guild Wars.
    All classes benefit from the healing capabilities of the Monk class as a
    secondary.  The ability to Resurrect your allies more than one time in a
    mission (the main limitation of the Signet) and adding supplemental healing to
    the Ranger's already burgeoning arsenal of support skills is almost a 
    no-brainer.  A less obvious benefit is the addition of Protection and Smiting
    magic, along with a few good Energy management enchantments.
    
    Balthazar's Spirit
    ==================
    Rangers lack good Energy management, but a possible solution can be found in
    the Monk Smiting line.  Balthazar's Spirit provides energy every time you get
    hit.  This can quickly replenish your energy stores in close-combat situations.
    However, the point of the Ranger defense is often NOT to get hit, with evasion
    skills and such.  Still, this enchantment typically makes your Energy problems
    vanish, and might be worth a look.  The fact that it works well without sinking
    any points into Smiting Prayers is a plus.
    
    Healing Wind vs. Troll Unguent
    ==============================
    Healing Wind costs much more energy (10 Energy, not reduced by Expertise), has
    a shorter casting time, and can help your teammates.  Troll Unguent has a slow
    casting time, has a much lower energy cost, and can only be cast on yourself.
    To me, the decision is obvious: in solo situations or in situations with
    adequate healing (2 or more Monks in a group), go with Troll Unguent for self-
    healing (as this takes some of the pressure of healing off the group). In most
    party situations however, Healing Wind is a far better choice, as you are
    providing healing for yourself and helping your team's main healer.
    
    Judge's Insight
    ===============
    This enchantment spell in the Smiting line has a fairly short duration, but
    provides a great benefit for your attacks by changing all of your damage to
    Holy damage and giving you 20% armor penetration.  The 20% armor penetration
    alone allows you to hit for 10 to 20% more damage (depending on the armor of
    the opponent), but this enchantment really shines against the Undead.  Since
    it isn't a preparation, it also stacks well with Barrage.  When combining the
    two, I tend to see numbers above three digits sail over large groups of undead
    enemies.  On a critical hit, damage can be increased to over 200 points!
    Against non-undead opponents, this enchantment also performs well as a "pseudo-
    preparation", although its short duration often precludes its use combining
    with bow preparations.  Take this along on Gates of Kryta or Sanctum Cay farm
    runs.
    
    Sample Build: 
    This build is an Undead hunter, and has several points in Smiting Prayers to
    lengthen the duration of Judge's Insight. Symbol of Wrath costs only 5 Energy
    and makes a great complement to the defensive skills when surrounded. The main
    power comes from Judge's Insight + Barrage, however, with a little help from
    Favorable Winds.
    1. Barrage (Elite)
    2. Judge's Insight
    3. Symbol of Wrath
    4. Favorable Winds
    5. Whirling Defense
    6. Lightning Reflexes
    7. Healing Breeze
    8. Resurrect/Signet of Capture/Mending (depends if you are soloing)
    
    Live Vicariously/Vigorous Spirit
    ================================
    Both of these enchantments do similar effects, but Live Vicariously is a
    sustained enchantment while Vigorous Spirit lasts for 30 seconds.  These spells
    grant small amount of healing each time you hit something in combat.  This is
    another skill that stacks well with Barrage and Dual Shot, as every arrow hit
    counts for the bonus healing.  You can be healing a significant amount of
    health each time your Barrage is let loose, often outpacing the "Healing over
    Time" line of spells.  Vigorous Spirit may be too much micromanagement for
    some folks, while Live Vicariously hits your precious little Energy regen.
    Still, both are pretty good self-healing spells.
    
    Using both of these skills is central to many PvE farming builds.  By facing
    opponents that lack enchantment removal (a difficult task at times), one can be
    almost invincible as long as he/she keeps attacking.  This is especially
    effective with Barrage (Elite), where every arrow gives you bonus health.
    Combine this with Predatory Season for even more outrageous healing.
    
    Sample Build:
    This build is a solo farming build (note the lack of Resurrect or Signet of
    Capture based around Barrage (Elite), Live Vicariously, and Vigorous Spirit.
    You basically need to find a large group of Fighter-type monsters (Trolls, 
    Griffons, Minotaurs are all favorites) and Barrage away, using stances for
    protection and the healing from your attacks to keep yourself alive. A Zealous 
    bow combined with Expertise of 13+ ensure that you will keep rolling in the
    Energy.
    Healing Prayers 10+
    Expertise 13+
    Marksmanship 12+
    1. Barrage (Elite) - Your main damage
    2. Throw Dirt - Defensive Skill
    3. Whirling Defense - Defensive stance
    4. Lightning Reflexes - Defensive stance
    5. Live Vicariously - Healing
    6. Vigorous Spirit - Healing
    7. Favorable Winds - Damage
    8. Predatory Season - Healing
    
    Watchful Spirit
    ===============
    This is an interesting sustained enchantment that provides much of the benefit
    of Mending (with a +2 Health Regen), along with a small healing bonus when the
    enchantment is removed.  Even without any points in Divine Favor or Healing
    Prayers, this enchantment gives the +2 Health Regen. If you don't want to sink
    any points into healing, but want the benefits of the Mending spell, then give
    this enchantment a try.
    
    Zealot's Fire
    =============
    For a Monk with points in Smiting, Zealot's Fire adds a little bit of punch to
    your skills, as every skill that targets an ally does Fire damage in an area of
    effect.  So you can heal your friends while doing a modest amount of damage at 
    the same time.  Strangely enough, this also applies for Comfort Animal, so you
    Beastmaster/Monks out there can heal your pet while dealing area-effect fire
    damage at a touch of a button.
    
    -------------------------------
    - Ranger/Necromancer (gwrg5e) -
    -------------------------------
    
    At first glance, the Necromancer and Ranger class may seem like an odd 
    combination.  The Soul Reaping Primary Attribute of a necromancer would have
    been useful (natch), but there are still several ways one can combine Ranger
    and Necromancer skills.
    
    "Defensive" Cursing
    ===================
    The three curses that come to mind when thinking about the Necromancer are
    Enfeeble, Faintheartedness, and Price of Failure.  All three reduce the attacks
    from an enemy in some way.  Enfeeble induces Weakness, a useful Condition that
    reduces damage from that opponent.  Faintheartedness reduces attack speed (you
    can substitute Shadow of Fear if you wish).  Price of Failure adds a 25% miss
    chance and does damage if the opponent misses.  All three combined with Ranger
    defensive skills make for a very defensive Ranger indeed.
    
    Sample Build:
    1. Enfeeble
    2. Faintheartedness
    3. Price of Failure
    4. Bow attack of choice
    5. Lightning Reflexes
    6. Whirling Defense
    7. Throw Dirt
    8. Free Slot (Res Signet or Signet of Capture)
    
    Cruelty to Animals
    ==================
    This theme utilizes a pet as a "corpse factory" to generate minions or simply
    to reap some damage.  Just send the pet off to his doom, use the corpse, then
    revive it with Comfort Animal.  However, when your pet dies, you lose your
    skills for 8 seconds... to make your pet useful before (and during) death, you
    cast Tainted Flesh (Elite) and Death Nova.
    
    Sample Build:
    1. Animate Bone Minion
    2. Animate Bone Fiend
    3. Death Nova
    4. Tainted Flesh (Elite)
    5. Well of Suffering
    6. Comfort Animal
    7. Charm Animal
    8. Free Slot (Res Signet or Signet of Capture)
    
    Slings and Arrows of Outrageous Fortune
    =======================================
    Snipers are always trying to find ways to increase their damage.  Necromancer
    Curses provide a useful avenue to increase bow damage against a specific
    target. Weaken Armor lowers armor, while Mark of Pain turns your damage against
    a target into area effect damage (like a preparation). Rigor Mortis prevents
    those pesky warriors from blocking your shots.
    
    Sample Build:
    1. Weaken Armor
    2. Mark of Pain/Rigor Mortis
    3. Penetrating Attack
    4. Power Shot
    5. Favorable Winds
    6. Read the Wind
    7. Troll Unguent
    8. Free Slot (Res Signet or Signet of Capture)
    
    Massive Minions
    ===============
    Fertile Season isn't normally a good Nature Ritual, because it gives the enemy
    (who generally outnumber you) more of an advantage.  However, what if you
    outnumber the enemy?  Fertile Season can increase the toughness of your small
    army of minions.  The Pet on top of that is just icing on the cake.
    
    Virulence (Elite)
    =================
    One option to increase your Damage over Time capabilities comes with the Elite
    known as Virulence.  It has a low cost of 5 Energy and has a reasonably fast
    cooldown of 10 seconds.  It applies Poison, Weakness, and Disease on an Enemy
    that already has a condition.  So all you have to do is cripple or blind an
    opponent, then whack it with Virulence.  The only problem with this skill is
    that it's an Elite.  However, you don't need many points in Death Magic to make
    it viable.
    
    Factions: The Touch Ranger
    ==========================
    Expertise reduces the Energy cost of non-spell skills, and the vast majority of
    Touch attacks are skills (rather than spells).  With the release of Factions,
    the old Vampiric Touch skill is cloned with the Vampiric Bite skill.  By
    combining a very high Expertise with Blood Magic, these "vampiric" rangers can
    continually spam Vampiric attacks, giving themselves back some life while
    dealing armor-ignoring damage.  Best of all, they have access to Awaken the
    Blood, which allows them to go above the 12 Attribute limit on secondary
    classes.  The main disadvantage of this build is the reliance on touch-based
    attacks as its main damage.  The high Expertise allows you to take advantage of
    long-duration defensive skills.
    
    Sample Build:
    12 + Superior Rune + Mask = 16 Expertise
    12 Blood Magic
    1. Vampiric Bite - Damage, Steal health
    2. Vampiric Touch - Damage, Steal health
    3. Strip Enchantment - Enchantment removal
    4. Plague Touch - Condition Removal
    5. Whirling Defense - Defense
    6. Throw Dirt - Defense
    7. Awaken the Blood - Increasing Blood Magic damage
    8. Free slot
    
    A common variant includes a build that has both Dodge and Zojun's Haste (to
    enhance mobility in certain Alliance Battles and Factions PvP missions).
    
    ---------------------------
    - Ranger/Warrior (gwrg5f) -
    ---------------------------
    
    The Adrenaline-based skills of a Warrior mesh well with the Ranger, and give an
    alternative method of dealing damage when your Energy stores run dry.  Also,
    Energy management is enhanced with skills like Bonetti's Defense.  Primary
    Warriors are usually in a continual state of Energy deficit, but the Ranger's
    greater Energy stores and Energy regen alleviates this.
    
    In an exception to the general rule of Expertise, it also applies to the Energy
    costs of Warrior attack skills as well.  Thus, you can hack and slash all day
    using the Warrior abilities at a reduced energy cost.
    
    With the addition of Tactics, a Shield becomes a viable option as well, giving
    the Ranger more armor to defend against attacks.
    
    The Whirling Dervish
    ====================
    Although Rangers in this game do not dual-wield, they can still be pretty
    effective with a sword when they have a Warrior secondary class.  Because
    Expertise lowers the cost of Energy-based attacks and Rangers also have an
    overall Energy advantage over Warriors (in terms of recharge rate and total
    Energy), they can more effectively make use of several sword attacks and other
    key Energy-based Warrior skills.
    
    Sample Build:  
    This particular build requires a Sword and Shield combination. Put just enough
    Tactics to use the shield that you want. Try to get an overall Expertise of
    13 (11 + 1 for mask and +1 for Minor Rune is usually sufficient). If you don't
    feel comfortable without a self-heal, you can replace either Hamstring or
    Deadly Riposte with Troll Unguent or Healing Signet.
    1. Hundred Blades (Elite)
    2. Wild Blow
    3. Hamstring
    4. Deadly Riposte
    5. Whirling Defense - Defense
    6. Bonetti's Defense - Energy Reclamation and defense
    7. Lightning Reflexes - Defense, increased attack speed
    8. Free Slot (Res Signet or Signet of Capture)
    
    Other Useful Skills: Flourish (Elite), Pure Strike, Seeking Blade, Defensive 
    Stance
    
    The Woodsman
    ============
    Apply Poison is a preparation that affects melee weapons as well as bows. The
    Axe line of attacks has a useful attack called Cyclone Axe that hits all foes
    around you.  Using both, a Ranger/Warrior can hit many targets simultaneously
    with poison.  Axes also have a variety of Condition-causing attacks, such as
    Dismember and Axe Rake, as well as Disrupting Chop.
    
    Sample Build:  
    This build is high on the Wilderness Survival and Axe attributes. Expertise is
    not as important in this particular build, but you can add Throw Dirt and
    Whirling Defense easily if you wish to retain a high Expertise.
    1. Apply Poison
    2. Cyclone Axe
    3. Dismember
    4. Axe Rake
    5. Disrupting Chop
    6. Troll Unguent
    7. Dryder's Defenses
    8. Free Slot (Res Signet or Signet of Capture)
    
    The Bunny Thumper
    =================
    This entry is added by popular demand.  I do not know who coined this build or
    refined it, but the basic theme is a Ranger who uses Hammer Mastery, Expertise,
    and Beastmastery, carefully balanced to deal the maximum amount of damage.  It
    utilizes Tiger's Fury to speed up the slow Hammer attacks and build up
    Adrenaline, Ferocious Strike (Elite) to reclaim Energy and build up more
    adrenaline, and hammer attacks to knockdown and damage the opponent.  This is
    primarily a PvP build, and does not typically have much in terms of defense.
    
    Sample Build:
    Expertise 6 + Mask + Minor Rune
    Beast Mastery 11 + Minor Rune
    Hammer Mastery 12
    1. Hammer Bash - Guaranteed knockdown
    2. Irresistible Blow - Spam this as much as possible
    3. Crushing Blow - More damage and Deep wound
    4. Tiger's Fury - Speeds up your attack
    5. Ferocious Strike (Elite) - Damage, Energy gain, Adrenaline gain
    6. Charm Animal
    7. Comfort Animal
    8. Res Signet/Free Slot
    
    Alternate versions of this build include Hammer Spike, using Backbreaker (Elite)
    and Predator's Pounce instead of Ferocious Strike (Elite), and the Factions
    pet spike variant with Enraged Lunge (Elite) instead of Ferocious Strike
    (Elite).  Ferocious Strike (Elite) is often seen as the crucial skill for this
    build due to the Hammer Ranger's need for Energy and adrenaline, but these
    alternate versions of the Bunny Thumper can spike much higher damage. Some
    variants also sub out the Comfort Animal (under the theory that the pet never
    gets targeted).
    
    "Victory is Mine!" (Elite)
    ==========================
    This shout is a Warrior Elite skill that gives you health and energy for every
    condition that your adjacent foes are suffering.  With the above Woodsman build
    (which is designed to Poison a large group), you can use it as a quick Heal and
    Energy management skill.  Even for a general Skirmisher ranger build, this 
    skill is quite effective for self-healing and regenerating your Energy.  For
    example, imagine using it after hitting an opponent with a quick Barbed Trap or
    a Throw Dirt.  It costs very little Energy itself, and has a reasonably quick 
    recharge time. However, it does take up your Elite skill slot.
    
    Greater Conflagration (Elite)
    =============================
    One of the key disadvantages of being a Ranger in melee is the lack of good
    physical protection.  While it is better than all the primary spellcasters, it
    still leaves much to be desired.  Greater Conflagration is a Nature Ritual that
    turns all physical damage to fire damage.  If you are wearing Drakescale armor,
    your armor suddenly shoots up from 70 points against physical to 115 points!
    This allows you to tank more effectively in melee.  Other rangers will love the
    added protection against physical damage.  However, this also negates the bonus
    physical armor that warriors get, which is a bad thing for the warriors in your
    party.  It also is an Elite skill, and being a Nature Ritual, the Spirit is
    vulnerable to being attacked.  If you are soloing, or you are in a group 
    without warriors, though, go for it.  Stack on Dryder's Defenses for even more
    elemental tanking ability.  See also the Mesmer "You're a tank!?" theme for 
    another idea on how to exploit this Nature Ritual.
    
    -------------------------------------
    - Factions:Ranger/Assassin (gwrg5g) -
    -------------------------------------
    
    Assassins are the dual-wielding dagger masters and shadowy teleporters in
    Factions, and are quite a melee-oriented class.  Much of the synergies between
    Rangers and Warriors can apply here, but the high Energy attacks of the Assassin
    benefit greatly from a high Expertise.  Both the Assassin and Ranger are great
    at applying conditions to a target, and many of those abilities stack quite
    nicely.
    
    Melee Skirmisher
    ================
    This theme relies on the Assassin's and the Ranger's ability to apply conditions
    against enemies.  By utilizing Expertise, Wilderness Survival, and Dagger
    Mastery, the R/A can jump in, Strike quickly, and fade away, leaving the
    opponent bleeding, poisoned, blinded, etc.
    
    Sample Build:
    Dagger Mastery should be maxed out, with a high Expertise and Wilderness
    Survival to support the backup skills
    1. Jagged Strike - Bleeding, fast cooldown
    2. Wild Strike - Insert your favorite Off-hand here
    3. Twisting Fangs - Deep Wound, more Bleeding
    4. Lacerate (Elite) - Even more Bleeding...
    5. Throw Dirt - Blind, defense
    6. Troll Unguent - Self Heal
    7. Apply Poison - Poison prep
    8. Free Slot (Res Signet or Signet of Capture)
    
    Shadow Striker
    ==============
    This Ranger is your standard Sniper, but uses Shadow Arts to fade away when in
    trouble or when their quarry is running away.  Assassins have a variety of
    methods to both evade pursuers and snare/knock down targets trying to run away.
    
    Sample Build:
    Marksmanship and Expertise, per standard Sniper. A smattering of Shadow/Deadly
    Arts for support skills, as needed.
    1. Punishing Shot (Elite) - Interrupt/Damage
    2. Sundering Attack
    3. Pin Down - Snare
    4. Return - Teleport
    5. Heart of Shadow - Teleport
    6. Troll Unguent - Self Heal
    7. Read the Wind - Preparation
    8. Free Slot (Res Signet or Signet of Capture)
    
    Other useful skills - Aura of Displacement (Elite), Scorpion Wire
    
    Efficient Dagger Expert
    =======================
    Expertise does a great job at lowering the expensive Energy costs of Assassin
    dagger attacks. This theme basically focuses on a high Expertise and Dagger
    Mastery skill.
    
    Sample Build:
    At least a 13 in Expertise and 12 Dagger Mastery.
    1. Leaping Mantis Sting - Damage, Cripple
    2. Temple Strike (Elite) - Blind, Daze, and interrupt
    3. Repeating Strike - It keeps going and going and going...
    4. Horns of the Ox - Knockdown
    5. Falling Spider - Poison
    6. Whirling Defense
    7. Lightning Reflexes
    8. Free Slot
    
    Assassin/Ranger: Barrage Sniper
    ===============================
    First seen as a post on GWOnline.net forums by shamed
    I don't have a section for this build (this is a guide about primary Rangers,
    eh?), but this deserves a special mention in my book.  Apparently, arrows are
    a lot like Daggers, because the Sharpen Daggers enchantment works with bows.
    Combine this with Barrage and the inherent Energy reclamation of the Assassin's
    Critical Strike attribute, and you get the following build:
    Critical Strikes 12 + Mask + Rune
    Marksmanship 12
    1. Critical Eye
    2. Sharpen Daggers
    3. Barrage
    4. The rest up to you...
    Basically, Critical Eye increases the already-high chance for criticals and
    increases Energy reclamation.  Sharpen Daggers is an Enchantment, so it is NOT
    canceled by Barrage.  Barrage will Crit about 40% of the time on each target,
    and each target that is critically hit will start to Bleed.  Most of the other
    standard Barrager rules apply.
    
    --------------------------------------
    - Factions:Ranger/Ritualist (gwrg5h) -
    --------------------------------------
    
    An alternative to the Monk, Ritualists provide a similar benefit to the Ranger
    class.  While the "Held Item" skills are probably mostly worthless to a Ranger,
    the Spirits and Weapon Spells are great bonuses.  This is combined with a great
    ressurection skill (Flesh of My Flesh) and access to Restoration magic.
    
    Brutal Barrage
    ==============
    This theme uses a combination of Communing and Barrage (Elite) for an effective
    damage combination.  Not only can you combined Brutal Weapon with Barrage for
    more damage, but you can take advantage of the Ritualist ability to summon
    damaging spirits, for even more spamming. With a high expertise, the Spirits are
    cheaper to summon, as well.
    
    Sample Build:
    At least 13 in Expertise, with high Marksmanship and Communing
    1. Barrage (Elite) - Main damage here
    2. Brutal Weapon - More Barrage damage
    3. Pain - Damage spirit
    4. Bloodsong - Damage spirit
    5. Favorable Winds - More Barrage damage
    6. Whirling Defense - Defense skill
    7. Flesh of My Flesh - Resurrect
    8. Free Slot
    
    Spirit Spammer 2.0
    ==================
    Another take on the Communing Ranger, this theme utilizes Oath Shot (Elite) to
    reduce the long cooldown times of Binding Rituals, as well as Expertise to
    reduce the cost.
    
    Sample Build:
    Minimum of 7 Expertise (recommend higher than 8 points)
    High Communing skill
    1. Oath Shot (Elite)
    2. Dissonance
    3. Pain
    4. Shelter
    5. Union
    6. Whirling Defense
    7. Flesh of My Flesh - Resurrect
    8. Free Slot
    
    -------------------------------------
    - Nightfall:Ranger/Dervish (gwrg5i) -
    -------------------------------------
    
    Work in progress
    
    -------------------------------------
    - Nightfall:Ranger/Paragon (gwrg5j) -
    -------------------------------------
    
    Work in progress
    
    ----------------------------------
    - Ranger as a secondary (gwrg5k) -
    ----------------------------------
    
    Rangers make an excellent secondary class for folks wanting to dabble into
    Beastmastery or Marksmanship.  Wilderness Survival also provides a great
    variety of skills covering everything from healing to damage, for a few skill
    points.  However, secondary Rangers lose the all-important Expertise attribute.
    Some primary classes compensate for the attribute benefit by having their own
    Energy management attributes like Soul Reaping for Necromancers or Energy
    Storage for Elementalists.  Secondary Rangers miss out on most of the benefits
    of having effective Expertise-based skills like Throw Dirt or Whirling Defense.
    This can be alleviated by Primary class-specific defensive skills (like Ward
    against Melee, Distortion, etc.) or by using Dryder's Defenses (which is
    available to anyone with a high Wilderness Survival attribute).
    
    ----------------------------
    - Things to Avoid (gwrg5l) -
    ----------------------------
    
    I originally started this guide with this particular section in mind, as it
    seems that many new players lack a focus or direction when creating their first
    Ranger character. I hesitate to call them newbies or the more derisive "n00bs",
    as we all have to start somewhere.  Don't take this as sage advice... simply
    treat it as advice from a Ranger who has made many mistakes.
    
    Don't try to do everything
    ==========================
    A common temptation in Guild Wars is to try to do everything available to a
    particular class.  This temptation is especially inherent in the Ranger class,
    as Rangers are among the most versatile and widely-spread classes.  I can't
    remember how many times I've seen a Ranger who tries to squeeze Bow skills,
    Traps, Stances, Preparations, Spirits, and a Pet into their skill bar.  While
    it is fun early in the game to experiment with all sorts of skills, later in
    the game such a character becomes increasingly spread thin.  Learn which skills
    are the most useful to you, and specialize rather than diversify.  Find a niche
    in your group and fill it.  Remember, you can always change your build at any
    time when you are in town, so prepare the most effective combination for any
    given mission, instead of doing everything.
    
    Don't overspecialize
    ====================
    The opposite of the above mistake is the overspecialized ranger, one who
    carries a full skillbar of Marksmanship skills (and no Res Signet, I might add)
    while falling under an onslaught of Mountain Trolls because he/she forgot
    Whirling Defense.  Generally this is only a problem with Marksmanship, although
    I've seen folks who take their Traps way too seriously.  In general, most of
    the Ranger skill lines are effective in 2-3 skill "clumps", which you alternate
    between in combat... a Ranger does NOT have enough Energy to continually use
    bow attack skills, and the recharge times are quick enough on their skills to
    make it unnecessary to bring more than 3. Always leave room for some healing or 
    defense and that 8th slot for your Res Signet or Signet of Capture.
    
    Don't drag along a Pet...
    =========================
    ... unless you are willing to be a full-time Beast Master.  Pets can be helpful
    in early PvE game without many points in Beast Mastery, but as the game
    progresses, you'll find the Pet to be more and more of a liability unless you
    start to invest heavily in Beast Mastery.  It's almost an "all or nothing"
    affair.  In order to have an effective pet, you have to treat it just like a
    weapon, and an exclusive weapon at that.  If you aren't willing to put most of
    your points into Beast Mastery and devote 4 to 6 slots to your Pet, leave it
    behind.  You can always decide to become a Beast Master at a later date.
    
    This is not to say that there are no effective hybrid builds involving a Pet
    and other themes.  But these sort of builds are difficult to tweak, and you are
    too likely to be spread too thin (see "Don't overspecialize" above) until you
    have the attribute points and the skills to compensate for it later.  You can
    ask yourself these questions:
    * Do you have at least two Pet defensive skills (Call of Protection, Otyugh's
      Cry, and/or Symbiotic Bond)?
    * Do you have at least one Pet Attack?
    * Is your Beast Mastery greater than 10?
    
    If you said no to any of the above questions, you probably should leave the Pet.
    
    You are not a tank
    ==================
    While Rangers can be quite effective at preventing damage to themselves, you
    are still vulnerable to many skills and attacks.  If you are in a group with
    Warriors, let the Warriors do their job and tank the attacks.  Pound for pound,
    the Warriors will take less damage (due to Damage reduction and better armor),
    thus allowing healers to conserve more energy by casting healing spells less
    often.  This doesn't mean that you couldn't occasionally draw some fire away
    from the tanks (Throw Dirt is one of the best ways to do this), but unless no
    one else can do this job, avoid charging in the middle of the fray to take the
    brunt of the damage.  It is far more Energy-efficient for healers to aid the
    slowly-falling health bars of the warriors than the soon-to-be-dead foolish
    ranger.  Even with your defensive skills, you are going to take hits, and those
    hits are going to hurt... it's not the frequency of the hits that taxes the
    average Monk healer, but the magnitude.
    
    Don't ignore Expertise
    ======================
    At first glance, Expertise may look like a bum deal to a new Ranger. After all,
    each point only reduces a small amount of Energy costs, and even then, it only
    applies to Ranger skills for the most part. Expertise is the linked attribute
    to some of the most powerful Ranger skills, like Whirling Defense, Lightning
    Reflexes, and Throw Dirt.  With high enough Expertise, a Ranger should never
    run into Energy problems.  A high Expertise greatly increases the staying power
    of the Ranger, and most rangers should invest some attribute points into
    Expertise.  My personal recommendation is a minimum Expertise of 8, when you
    reach the level 20 endgame.  This is the breakpoint that reduces 5 Energy skills
    down to 3 Energy, making those skills very easy to manage.
    
    Nature Rituals are both friend and foe
    ======================================
    One concept that new players have a hard time grasping is the fact that Nature
    Rituals affect both allies and enemies in combat.  The trick to using Nature
    Ritual spirits is to find a way to benefit the allies more than the enemies.
    For example, Favorable Wind is a popular Spirit that increases arrow attack 
    speed and damage.  This Spirit is quite beneficial to Rangers (and other 
    Archers) when going up against opponents who lack bows and arrows.  However, 
    this Spirit also can mean the death of the party in areas where the enemy has 
    archers, such as the Skeleton Archers in Gates of Kryta or the Avicara Fierces
    in the Shiverpeaks.  Leave the Favorable Winds spirit at home if you are going
    up against archers.
    
    There is nothing wrong with being "just" a Ranger
    =================================================
    As with all classes, there is nothing wrong with sinking all of your attribute
    points into your primary class.  While half of the fun of making builds is
    figuring out ways to combine the classes, often new players will start to sink
    their points into too many areas and end up with a sub-par build.  Focus on the
    basics of being a Ranger first, and you'll be a lot more effective.  Note that
    this doesn't mean that you should ALWAYS put points into Ranger attributes.
    But figure out the strengths and weaknesses of the Ranger first before you
    start compounding the strengths and weaknesses of your secondary class as well.
    
    When being hit by an AoE spell, MOVE!
    =====================================
    There are several AoE spells that target an area over a period of time. Most of
    these are static area of effects, and can only deal sustained damage on you if
    you stand still.  The simple solution, of course, is to move outside of the AoE
    and reduce the damage done to yourself.  However, I see a lot of people who
    just stand there and take it, oblivious to the damage numbers piling up.
    
    Examples of this include Firestorm (a common Elementalist AoE), Chaos Storm (a
    common Mesmer AoE), Ice Imps with Maelstrom, Mahgo Hydras with Meteor Shower,
    and Sand Elementals with Eruption (which will blind you if you don't move out
    of the area of effect).
    
    ===============
    = PvE (gwrg6) =
    ===============
    
    For a checklist guide to going through the PvE campaign, look in Appendix:
    Ranger PvE Checklist [gwrg9e].  It lists the most efficient way to unlock all
    of the ranger skills in the game in order.
    
    -----------------------------------
    - General Ranger Tactics (gwrg6a) -
    -----------------------------------
    
    Most of these techniques, unless otherwise specified, are also useful in PvP
    as well.
    
    Focus Fire
    ==========
    The most efficient and effective way to deal damage to enemies is to have all
    of the party members attacking a single target, typically in the order of
    Healer, then Spellcasters/Archers, then Warriors.  The easiest way to have
    everyone attack the same target is to "Call" a target by holding down CTRL and
    double-clicking on an enemy.  Everyone can target the most recently called
    target by pressing T, then spacebar or a hotkey to attack.  Rangers are in a
    good position to call targets, as they often don't have to move to attack a
    target, and they generally don't have to watch health bars or the skill bar. It
    is important that there is only ONE target caller... having multiple targets is
    confusing and not a good idea in general.
    
    Higher Ground
    =============
    Elevation plays a key role in the effectiveness of a bow.  Guild Wars uses a
    hit location system for armor, with the head, feet, and arms targeted less
    than the legs and torso.  If you are on higher ground, your bow can shoot
    farther and you are more likely to hit the head of a target (usually doing
    more damage against the majority of monsters).  If you are on lower ground,
    your bow's effective range is reduced, and you are more likely to hit the feet
    and legs.  In general, always seek the high ground in PvE, but don't go there
    in exclusion of your own safety... stray too far from the group, and you will
    be focused and surrounded very quickly.
    
    Luring groups
    =============
    While this skill is almost essential for any class, Rangers are uniquely suited
    to lure enemies, with their combination of defensive skills and ranged attacks.
    The name of the game is divide and conquer... monsters are easier to kill when
    they are in smaller, easier to handle groups.  The idea of Luring is to draw
    a small group of enemies to your waiting party.
    
    Sometimes the best way to Lure a group is to not attack at all. Instead, simply
    walk up to the nearest enemy until it is within the "aggro range" on your radar
    and run back to the group, allowing the enemies to follow you.  Other times,
    walking up within that range alerts more enemies... in this case, use a 
    long-range bow to get the attention of a monster beyond your aggro range, and
    then have it follow you into the group.
    
    In some cases, you are going to get hit with knockdown attacks and the monsters
    catch up before the party arrives. Sometimes they exclusively target you, even
    though there are fresh and tasty tanks near your location. In that situation,
    activate your defensive skill, Throw Dirt or Whirling Defense or whatever, and
    try to escape.  Sometimes you have to stand and fight, and in those situations,
    rely on your teammates to back you up.
    
    Pets are quite annoying when it comes to luring, as they attack anything that
    you click on, and tend to have a mind of their own.  When you are luring, leave
    your pet back in the city (don't worry, it can take care of itself).
    
    Traps are an interesting way to soften up a target while you are luring. If you
    lay down a trap exactly between your party and the monsters, then when the
    monsters run to your party, they will trigger the trap.  This can be especially
    effective in adding a pre-combat condition to the monsters like Bleeding or
    Blind.
    
    Skill Buffering
    ===============
    Sometimes you want to chain several spells or skills in rapid succession. There
    is a technique called "buffering" that allows you to use a skill almost
    immediately after another skill.  Basically, while your first skill is being
    cast and "flashing", hit a second skill.  The second skill won't cancel out the
    first skill, and will fire off immediately after the first skill finishes. Note
    that you need to have enough Energy in reserve to use the second skill to
    buffer it, but the Energy isn't taken away until the skill is actually cast.
    
    This normally applies to Rangers when they use several Bow attacks in rapid
    succession.  It works remarkably well with the various "interrupt" bow attacks,
    which aren't limited by your fire rate, in laying down multiple arrows very
    quickly.
    
    Status Reports
    ==============
    If you hold down CTRL and click on various places, you can relay important
    information to your team.  For example, holding down CTRL and clicking your
    Energy bar will announce your current and maximum Energy to the team.  While
    doing this many times in a row can be annoying and detrimental to teamwork, it
    is a quick and efficient way of telling your teammates that you have low Energy
    or you are Crippled or you are using a Resurrect on a fallen teammate.  Often,
    you can agree ahead of time that when someone uses CTRL-click to show that he
    or she has low Energy, the team will then take a breather and let the Energy
    regenerate.  It also avoids the confusion of multiple people Resurrecting a
    fallen teammate.
    
    Using Nature Rituals
    ====================
    Occasionally, you will want to use a Nature Ritual when you are out
    adventuring.  Nature Rituals summon up a spirit which gives some sort of area
    effect passive benefit.  They give the bonus to ALL creatures in the radius,
    be it friend or foe.  This radius is approximately 2.5 times the distance of
    the "Aggro Circle" on the radar (my testing shows that the Aggro Circle is
    about 20 pixels on my radar and the nature rituals extend to about 50 pixels).
    The spirits can be killed, and are often the target of melee monsters when 
    they charge in.  This is a tactical consideration you must take into account
    when summoning spirits. Sometimes you can use a Spirit as bait for traps or
    simply to draw the attacks of enemies for a short period of time.  Monsters now
    target the weakest/lowest armored creature preferentially, and often this
    creature is the Spirit.
    
    While the cooldown times for the Nature Rituals are rather lengthy, the
    durations of Nature Rituals are equally long. The effects from multiple spirits
    of different types stack, but multiple spirits of the same type do NOT stack, as
    in the case of a hostile and friendly spirit overlapping in area. Think of them
    as enchantments tied to an area, much like the Elementalist's Wards.
    
    Spirits are immune to Enchantments and Hexes. Also, as of the 8/25/05 Update,
    Nature Rituals no longer affect Spirits (so Fertile Season doesn't buff your
    other Spirits). Another thing changed in the 8/25/05 update is the fact that
    when you lay down a second spirit of the same type as one already laid down by
    an ally, the previous one is killed and the new one takes effect. Thus, while
    you can layer DIFFERENT Nature Rituals, you can't layer Spirits of the same
    type.
    
    Because Nature Rituals can help/hurt both friend and foe, be sure to give some
    thought as to how useful any particular ritual will be.  Favorable Winds, for
    example, is useful for your bow attacks, but if the enemy has archers, you are
    going to be helping them more than you are helping yourself.  Fertile Season
    looks great on paper, but it also makes your opponents harder to kill.
    
    ---------------------
    - Questing (gwrg6b) -
    ---------------------
    
    Pre-Searing Ascalon
    ===================
    The beginning of the PvE game starts you off in an easier version of the game
    often called Pre-Searing Ascalon.  Before you leave Pre-Searing and go into
    Post-Searing, be sure you've gained your secondary class, done the Resurrect
    Signet quest, and found all of the quests that give Ranger skills:
    * Ranger Test (outside Ascalon City gates)
    * The Ranger's Companion (from Master Ranger Nente in Regent Valley)
    * A Test of Marksmanship (from Ivor Trueshot in Regent Valley)
    * Unnatural Growths (from Aidan in Wizard's Folly)
    I would also do as many quests as you can handle, but this is purely for 
    experience points.  One of the quests in Pre-Searing Ascalon also gives a skill
    point, so you should probably complete that one as well. I typically don't 
    leave Pre-Searing Ascalon until I've hit at least level 7, as it will make the 
    going easier on the initial missions.
    
    Gaining Skills
    ==============
    Remember that gaining skills as a quest reward does not cost skill points.
    There are many skills that are offered by both a Trainer and a quest. It is
    almost always better to get it as a quest reward than using up skill points
    to buy them from a trainer.  Be sure to look at your whole quest list before
    you buy a skill and make sure that skill isn't on any of your rewards. Trainers
    tend to only offer skills that are rewarded before you meet the trainer (i.e.
    skills that you "missed").  When in doubt, delay buying the skill until you
    reach the next big town.  The Ranger PvE Checklist [gwrg9e] that I've written
    in the Appendices can be helpful in this regard.
    
    Any time you get a new skill, re-evaluate your build... is your build better
    with this skill? Can you start a new build entirely? How can you best integrate
    the skill into your style of play?
    
    The Ranger Progression
    ======================
    When you finish Pre-Searing Ascalon, you'll barely have enough skills to cover
    your skillbar. As you progress through the game, you'll be gaining many skills,
    and it can be difficult to figure out what to use early on and what to discard
    (for now... no skill is useless in Guild Wars).  Here are my suggestions for
    what skills you should be using in the Early PvE game, assuming you are gaining
    skills from quests and Trainers.  Note that I will always leave one or two free
    slots, assuming you are using your secondary class as well, and I will always
    option the Resurrection Signet in the 8th slot.
    
    When you arrive at Ascalon City, your build should probably look something like
    this:
    1) Power Shot
    2) Dual Shot
    3) Ignite Arrows/Read the Wind
    4) Troll Unguent
    5) Comfort Animal
    6) Charm Animal
    7) Free Slot
    8) Free Slot/Res Signet
    
    As you gain the first few early skills from Post-Searing Ascalon, I'd add to
    the build several skills: Penetrating Attack (to replace Power Shot), Favorable
    Winds, and Distracting Shot (although you won't have enough points to heavily
    invest in Expertise at this point).  If you complete Caravan in Trouble, you
    get Lightning Reflexes as well, but until your Expertise is higher, you should
    probably wait to slot that in your skillbar:
    1) Penetrating Attack/Distracting Shot
    2) Dual Shot
    3) Ignite Arrows/Read the Wind
    4) Troll Unguent
    5) Favorable Winds
    6) Comfort Animal
    7) Charm Animal
    8) Free Slot/Res Signet
    
    As you approach the Northern Shiverpeaks, you'll have a growing number of
    skills, but some old staples will still be valuable (like Dual Shot/Ignite
    Arrows).  You can pick up Kindle Arrows at Grendich Courthouse, for slightly
    more damage.  With a higher level and a Marksmanship of at least 9, you can
    start investing more in Wilderness Survival and Expertise.  You should also
    consider ditching your pet, as they are less useful at this point in the game 
    without a significant investment in Beast Mastery.  Your first real big break
    comes when you complete the Stone Summit Beastmasters in Traveler's Vale, and
    you get Whirling Defense:
    1) Penetrating Attack/Distracting Shot
    2) Dual Shot
    3) Kindle Arrows/Favorable Winds
    4) Troll Unguent
    5) Whirling Defense
    6) Lightning Reflexes
    7) Free Slot
    8) Free Slot/Res Signet
    
    After proceeding through the Southern Shiverpeaks and arriving at Lion's Arch,
    your first priority is to complete The Ascalon Settlement quest, and arrive at
    the Ascalon Settlement.  You will get Throw Dirt from the quest, and Captain
    Greywind sells you the valuable skill, Apply Poison:
    1) Penetrating Attack
    2) Distracting Shot
    3) Apply Poison
    4) Troll Unguent
    5) Favorable Winds/Throw Dirt
    6) Whirling Defense/Lightning Reflexes
    7) Free Slot
    8) Free Slot/Res Signet
    
    After this point in the game, your build is your own, and you should start to
    experiment with your other skills.  The core will always be 1-3 defensive
    skills, Troll Unguent, a single preparation, and 1-3 bow attacks (preferably
    including Distracting Shot).  Learn to adjust your build for the situation at
    hand.  For example, D'Alessio Seaboard mission has a LOT of undead, so Poison
    will not be a good choice.  Instead, you can bring Kindle Arrows/Dual Shot. The
    Monsters in Nebo Terrace are heavy on Melee attacks, and the Ettins have a
    skill that breaks stances, so Throw Dirt (rather than Whirling Defense) would
    be the best defensive option there.
    
    Capturing Elites
    ================
    Starting in the Crystal Desert (the pre-Ascension missions), Rangers can start
    to capture Elite skills from the Bosses.  They have a light green glowing aura
    around them, and are found throughout the missions and areas after the Amnoon
    Oasis.  All you have to do is kill a boss, then use a Signet of Capture while
    you are near its dead body.  A menu will show up, and you can select a skill
    from the boss's list.  Elite skills are bordered in gold.
    
    The Doppelganger battle
    =======================
    Rangers have it incredibly easy when it comes to battling their Doppelganger.
    Because the Doppelganger believes (foolishly) that Spirits are helpful, it will
    spend its time casting every Spirit available in the skillbar.  If one brings
    along 7 Spirits and the damaging bow attack of choice, the Doppelganger will 
    waste 35 seconds casting the Spirits, giving you plenty of time to wail away on
    him with arrows.  The only Spirit I wouldn't bring to this battle is Fertile 
    Season, as it will give the Doppelganger a hit point boost and make it harder 
    to kill. My suggested loadout for the Doppelganger:
    1) Penetrating Attack <- Your only bow attack
    2) Favorable Winds
    3) Winter
    4) Quickening Zephyr
    5) Symbiosis
    6) Predatory Season
    7) Edge of Extinction
    8) Winnowing
    All of these Nature Rituals are available before fighting the Doppelganger.
    However, it is my experience that you only need maybe 4 or 5 of them total, as
    the Doppelganger is fairly easy to kill in 20 to 30 seconds.  Alternatively,
    you can slot some Traps or Preparations (both of which take 2 seconds to cast).
    Another technique is to bring Troll Unguent and Distracting Shot, and to use
    Distracting Shot on the Doppelganger if it tries to use Troll Unguent.
    
    All-Trapper Party in the Underworld
    ===================================
    One effective way to clear out the Underworld is to have a party of 8 Trapper
    Rangers, all with 4 Traps per person.  Often, you'll be able to lure the small
    monster groups into a large pile of traps and eliminate them without even 
    drawing your bow.  The procedure is a bit more methodical and slow than the
    usual "lure, then kill" groups, but it has the advantage of being almost risk-
    free, as long as you have time to lay down several layers of traps. In general,
    each Ranger should lay down each trap at least twice before pulling a group to
    the traps.  You should keep a tight grouping, but spread out enough to cover
    the chokepoints.  You can use spirits as a "wall" or bait to stall the enemies
    over your traps.  It helps to have two or more "layers" of traps, with an outer
    and inner wall, so that you have enough coverage. Anything that isn't killed by
    the traps, you can focus fire and kill with bows.
    
    --------------------
    - Farming (gwrg6c) -
    --------------------
    
    Farming is a term often used to describe the repeated killing of monsters in
    order to "harvest" their loot, often in a solo fashion (as soloing gives you
    every loot drop for yourself).
    
    Note that currently, it seems that repeatedly "farming" the same area 5 times
    or more will drastically reduce the loot drops within a given period of time.
    The same restriction seems to apply to repeatedly killing the same creature
    within a span of time.  I haven't fully tested this, but the implications of
    this is quite big for farmers.  You'll have to engage in a bit of "crop
    rotation", and rotate between several farming spots, in order to keep the loot
    flowing.
    
    Here are several good farming areas for a solo ranger:
    
    Gates of Kryta
    ==============
    To do this, you'll have to survive against the Undead. Ranger/Monks have an
    advantage here, but anyone can do this run with a Healer Henchman or a Monk
    friend.  After fighting your way to the outpost in the middle of the mission,
    beating Skeleton Rangers, Mesmers, and the occasional Zombie Warlock, you will
    exit the outpost and head straight. Just keep heading straight, and you'll end
    up in the Lightning Drake Beach.  Follow the sandy path from Lightning Drake to
    Lightning Drake.  Watch out for the Lightning Orbs, which do a significant
    amount of damage again as of the June 1, 2005 update.
    
    Sanctum Cay
    ===========
    The easiest way to get to Lightning Drakes, and it also has Executioners (who
    drop good armor).  If you bring along some running skills like Dodge or Storm
    Chaser, you can run past the first batch of Fire Imps, then you'll end up on
    the beach of Lightning Drake heaven.  Lightning Drakes are incredibly easy to
    kill, as they don't do much damage at all and they drop Level 18 loot. There is
    a barrel at the end of the beach that you can get (next to the restless spirit)
    
    After that, if you feel up to it, there are a couple of Executioners in the
    valley between the two cliffs, followed by a Skeleton Ranger, 2 Hellhounds, and
    an Executioner.  You can keep moving on this mission to kill more and more
    undead, if you'd like.
    
    The Scar
    ========
    Just outside the Thirsty River exit to the Scar, there is a Dune Burrower that
    you can outrange with a Longbow because you are on high ground.  Plant your
    Favorable Winds spirit and zap him with Poison, making sure to use Distracting
    Shot to interrupt his Healing Spring.  After he dies, you can walk up to get
    his loot, but you'll face a couple of Jade Scarabs. Do NOT afflict them with
    poison. Instead, activate your Whirling Defense and Troll Unguent (to offset
    their Vile Touch attack) and whittle them down with your bow.  You should be
    able to take out two of them with ease.  Next, take out the 1-2 Rock Devourer
    Scarabs. These guys you CAN poison, as they can't get rid of it or reflect it
    back at you.  They also use Frenzy, which means double damage from your bow.
    After that, hug the South Wall and you should be able to outrange the next Dune
    Burrower with your longbow again by firing over the small dune.  While
    collecting that loot, you'll face a couple more Jade Scarabs.  This is a fast
    run (just a step away from an exit/entrance) that takes no more than 5 minutes.
    At the very least, it'll net you a lot of Jade Mandibles and Dune Burrower Jaws
    
    Diviner's Ascent
    ================
    This place is full of Sand Drakes. Sand Drakes are level 21, are Elementalists
    (Geomancers to be exact), and can cast both Aftershock (which does a lot of
    spike damage) and Ward vs. Melee.  Since you are generally using bow attacks,
    you'll have no problems with the Ward vs. Melee.  As long as you keep up your
    defenses and use Poison to whittle down their HP, you should be able to make
    short work of 1 or 2 of them.  They drop reasonably good loot, and are a very
    short distance from the Elona Reach entrance.  You can also continue into the
    Diviner's Ascent to kill more Drakes and Rockshot Devourers.
    
    There used to be a good wreckage farming run here, but that was taken out in
    the June 15th update. The last wreckage in the run is still in there, but the
    other three were removed.
    
    Elona Reach
    ===========
    You can also enter the Elona Reach mission, and clear out some of the Minotaurs
    using the Spike Mines for support.  As long as you only take on a pair of them
    at a time and keep your defenses up, you should be able to Poison/Bleed them
    to death fairly quickly.  The Minotaur horns that they drop can be exchanged
    with the collector Luven Underwood just outside of Elona Reach for the coveted
    11-22 Fire Wand with 20% improved skill recharge.
    
    Abaddon's Mouth
    ===============
    There used to be a good Wreckage run here, but that was taken out in the June 1
    2005 update.  The entry is left here for posterity.
    
    Witman's Folly
    ==============
    I'll briefly mention this area, as it is the place where folks use the famed
    "Grawl Bomb" technique.  Since almost all the creatures in this area are Grawl,
    a powerful enough Edge of Extinction can wipe out a huge number of them in one
    big chain reaction.  By using skills like Mark of Pain or Barrage (Elite), one
    can whittle down a group of Grawl, and then have the subsequent EoE chain
    reaction take care of the rest.
    
    Sample Build: R/N using Curses
    1. Mark of Pain - Main area effect damage
    2. Oath Shot (Elite) - Recharge stances
    3. Whirling Defenses - Projectile damage against you triggers Mark of Pain!
    4. Lightning Reflexes
    5. Throw Dirt
    6. Dryder's Defenses
    7. Troll Unguent - Healing while tanking with stances
    8. Edge of Extinction - the Bomb
    
    Note: As of the August 17, 2006 update, this build has been nerfed with the
    proviso that creatures need to be below 90% Health to be killed.  It still
    works (sort of) but not as well as it used to.  Stay tuned for a modified
    version.
    
    Factions: Pongmei Valley
    ========================
    This place is rapidly becoming my favorite spot to farm.  There are several
    groups of Undergrowths and Stone Scale Kirin that are easily defeated with a
    Barrage/Live Vicariously/Vigorous Spirit build (with a liberal dose of dodge
    stances).  The rewards amount to 100 gold piece drops and many high-end
    (including max damage) items, as well as all the Stone Horns and Dragon Roots
    you can eat.  Be wary of the Rot Wallow groups, and remember you can enlist
    the help of the NPCs in the area by dragging the groups to them.  There are a
    couple of Island Guardian trees that seem to be stationary, for some reason, as
    well.
    
    ===============
    = PvP (gwrg7) =
    ===============
    
    -----------------------------------
    - General Ranger Tactics (gwrg7a) -
    -----------------------------------
    
    In general, a Ranger is best at disruption and skirmish tactics, using 
    interrupt bow attacks and traps/conditions to reduce the effectiveness of the
    opposite team.  Throw Dirt and Dust Trap are the bane of warriors, and Pin Down
    allows your teammates to catch up to a running Monk.
    
    Pin Down
    ========
    In PvP, Mobility is key, and when you are selected for a pick-up group, they
    typically will expect you as the Ranger to have some sort of Crippling skill.
    Most of the time, this means Pin Down.  Pin Down can prevent Monks from
    running away from their focused attacks and it can prevent other people from
    closing the distance to attack.  You can also use Pin Down to slow down a
    Warrior so you can run away.
    
    Nature Rituals in PvP
    =====================
    Nature Rituals, due to their global effects and their large area of effect,
    change the nature of PvP arena combat.  In effect, you are rewriting the rules
    of the arena using your Nature Rituals.  Most of the general guidelines for
    using Spirits in PvE apply in PvP.  However, your opponents are obviously going
    to be more intelligent than monsters, and they'll figure out that killing the
    Spirit will remove the effect.  This means you'll have to plan ahead to recast
    these spirits once they are taken down, or plant them in areas which aren't
    easily accessible.
    
    Some Nature Ritual highlights for PvP:
    
    Frozen Soil
    -----------
    Frozen Soil is a Nature Ritual that prevents resurrection.  While there are
    folks who argue "if you have to rez in PvP, the game's already over", there are
    many situations where a short breather will allow an opponent to resurrect a
    teammate and indeed, the tide of battles can turn with such efforts.  Frozen
    Soil prevents this from happening, allowing you to maintain your numbers
    advantage on a team who has already lost members.  However, it can also work to
    your disadvantage as well, if you're the team that is outnumbered, and worse
    yet, you can't simply attack the spirit to destroy it.
    
    Note that Frozen Soil only stops Resurrect spells from being cast within its
    radius. If a player is outside the Frozen Soil radius, that player can still
    cast Resurrect or Resurrection Signet on a corpse in the radius.
    
    Nature's Renewal
    ----------------
    Nature's Renewal is a Nature Ritual that used to strip enchantments and hexes
    from everyone within its area effect, which was the bane of any caster that
    depended on such things.  As of the 8/25/05 update, Nature's Renewal no longer
    does this.
    
    The main utility of Nature's Renewal is the fact that it increases the casting
    times for those spells.  While in PvE, this has limited use (as it often hurts
    your party more often than it hurts your enemies), in PvP, it is a great way to
    interrupt Enchantments and Hexes being cast.  The increased Energy requirement
    for Maintained Enchantments hurts Protection Monks almost exclusively. A
    combination of this Ritual and Quickening Zephyr can make most spellcasters
    leak Energy like cheesecloth.
    
    Nature's Renewal has a long casting time, which limits its usefulness, similar
    to other Nature Rituals.
    
    -----------------------------------
    - Dealing with opponents (gwrg7b) -
    -----------------------------------
    
    Monk
    ====
    The monk is often the first target in PvP, and rightly so.  Monks are the main
    "support" characters behind the tanks, and a Monk keeps the team alive.  They
    also lack strong armor, and thus can fall quickly under a direct onslaught,
    making them an ideal initial target. "Kill the Monk First" is a mantra that is
    chanted by most PvP players before heading into battle.
    
    Rangers are concerned about Monks because the main method of damage that the
    Ranger can do is through Conditions, such as Blind and Poison.  A good Monk
    heals these conditions, nullifying the effectiveness of the Ranger.  Most of
    the time, Monks will attempt evasive maneuvers when under attack.  To protect
    themselves against Ranged attacks, they tend to run around walls or other
    obstructions.  It is important for the Ranger to use Pin Down as soon as
    possible to Cripple the Monk.  "Cripple the Monk" should be the Ranger's Mantra
    as it is the best way he can support his team initially.  If the Monk is too
    evasive, it may be wise to activate a sprinting skill like Storm Chaser.
    Finally, once the Monk is Crippled and weakened, lay down Distracting Shots or
    other interrupts to prevent the Monk from casting healing spells.
    
    An ideal time to interrupt a Monk is when they are resurrecting a teammate.
    Many of the Resurrect skills take a LONG time to cast, which gives a long
    window for a Concussion Shot and a game-winning Daze condition.
    
    Warriors
    ========
    You won't be dealing much damage to warriors, unfortunately, through the
    traditional bow skills.  They tend to possess anywhere from -2 to -8 points of
    damage absorption due to equipment, and have a high Armor Level to boot. There
    are several ways to deal more damage to Warriors.  Armor penetration works
    better on Warriors than other classes, so use Penetrating Attack, Judge's 
    Insight, Weaken Armor, etc. to reduce their armor rating.  Elemental Bowstrings
    negate the bonuses against physical damage that Warriors get on their armor, 
    thus allowing you to deal slightly more damage.  Use skills that have a lot of 
    bonus damage to overcome the warrior's armor.  Finally, Conditions bypass armor
    quite well, so Poison and Bleeding may be your best friend against Warriors.
    
    Warriors depend highly on their weapon to hit you to actually hurt you.  You
    can use your Ranger defensive skills such as Whirling Defense and Throw Dirt to
    keep the Warriors busy and prevent them from smacking you down.  Standoffs
    between Rangers and Warriors one-on-one tend to end poorly for the Ranger, so
    use the opportunity to poison and cripple the warrior before making your
    escape.  Use your mobility to your advantage.
    
    Elementalists
    =============
    Rangers already have +30 armor against Elemental damage, giving them a slight
    edge against Elementalists.  A few things can help even further.  For example,
    the Winter/Frostbound Armor combo gives you an additional +15 armor against all
    elements.  Dryder's Defenses can further augment your elemental armor, at least
    for a short time.  Fertile Season, while normally a horrible Nature Ritual, can
    give an edge in armor and hitpoints that allows you and your team to outlast an
    Elementalist-heavy group.  Rangers also have a large arsenal of interrupting
    ranged attacks that can shut down an Elementalist before he/she starts casting.
    Quickening Zephyr can increase the costs of Elementalist spells, while Nature's
    Renewal can strip them of their enchantments needed to sustain their 
    spellcasting.  The standard caveats on using Nature Rituals apply here, though.
    
    Elementalists depend on spike damage from spells to take down opponents, and 
    often doing so depletes their stores of energy and leaves them with Exhaustion.
    If you can outlast the Elementalist, they will be out of ammunition to spend to
    hurt you, and you can more easily interrupt their spells with Concussion Shot
    or Distracting Shot. Still, it is tough in the current metagame to beat a group
    of Elementalists all focusing on a single character.
    
    Mesmers
    =======
    Rangers often have very little trouble with Mesmers. Rangers don't cast spells,
    which is the main target of the anti-caster support that a Mesmer can provide.
    Mesmers have some of the weakest armor, and easily fall to any sustained
    damage.  However, be warned that Mesmers are also the most deceptive class in
    the game.  With Mantras and Distortion, Mesmers can avoid damage similar to a
    Ranger, and spells like Illusion of Weakness can allow them to feign weakness.
    Their spells don't care about armor, and thus your slight armor advantage is
    not useful against them.
    
    The main threat from Mesmers against Rangers is their Damage over Time spells, 
    like Conjure Phantasm.  Empathy, Spirit Shackles, and other Hexes can also be
    used against you.  The easiest way to rid yourself of them is to lay down a
    Nature's Renewal, but this can be interrupted by a Mesmer quite easily with the
    long casting time.  Troll Unguent can also counter the Damage over Time, but
    again, long casting times make it vulnerable to interruption.  Since Rangers
    lack effective Hex removal, you'll have to rely on your Secondary class or 
    teammates to remove any Hexes on you.
    
    A Mesmer can be your easiest target or worst nightmare, depending on whether or
    not it is focusing on you.  Do not ignore the sustained assault of a Mesmer, as
    they can penetrate armor and they are good at shutting down a player (depending
    on their skillset).
    
    The best thing to do is to simply stick with a sustained attack against the 
    Mesmer, with the occasional interrupt to prevent them from casting.
    
    Necromancer
    ===========
    Necromancers often have armor on-par with yours (70 AL), and they possess a
    variety of skills and spells that can do significant damage to a Ranger.  Their
    magic spells often penetrate armor (especially DOT spells like Life Siphon) and
    they regenerate health just as well as you can with your Troll Unguent, using
    Health draining spells and Blood magic. In other words, beware the Necromancer.
    
    Still, Necromancers are spellcasters, and thus are vulnerable to interruption.
    They have a long casting time with many of their spells. Be careful, though, of
    Death Nova and Putrid Explosion, two spells that cause a lot of Area Effect
    damage around death and corpses.
    
    Rangers
    =======
    Inevitably, you are going to face other Rangers on the field.  Because Rangers
    are so versatile, it can be hard to predict what kind of tactics they are going
    to be using, but a few pointers can be given.  First of all, with all of the
    conditions that Rangers typically apply, an Antidote Signet or other Condition
    removal may be helpful to counter the main source of damage. Called Shot and
    Crippling Shot (Elite) will penetrate all of the Ranger stances (although it
    won't affect anything while you are Blinded).  Barrage (Elite) can be handy to
    take out masses of Spirits in a Spirit spamming build.  And above all, DON'T
    use an elemental bowstring, due to the Ranger's increased armor against the
    elements.
    
    Factions: Assassin
    ==================
    This section is a work-in-progress
    
    Factions: Ritualist
    ===================
    Like you, the Ritualist has a large stable of spirits to summon.  Ritualists
    are as dangerous as Elementalists, and support a team as well as Monk.  You
    should think about taking out his spirits by either killing them (especially
    defensive ones like Displacement or Union) or interrupting the Ritualist.
    Remember that binding rituals are NOT spells, so you need to use generic
    interrupts against them.  With the long casting times on their spirits and
    spells, they are fairly easy to interrupt, and being a squishy spellcaster,
    they are pretty easy to take down with standard Ranger attacks.
    
    -------------------------
    - The Metagame (gwrg7c) -
    -------------------------
    
    The Metagame is a difficult abstract concept to explain, but it is an easy
    concept to grasp, and it is of utmost importance in a competitive game with
    such tactical and strategic variety and balance as Guild Wars.  Basically,
    while many combinations of skills can be powerful, all combinations of skills
    can be countered in some way by some class combination.  By following trends in
    which combinations are popular in PvP, one can figure out which combinations of
    "counters" to bring to a match.
    
    For example, in late May of 2005, Aeromancer Elementalists were (and still are)
    popular in PvP matches because of their ability to quickly "spike" damage. If
    an Aeromancer or a group of Aeromancers all focus on one opponent (usually the
    Monk), then they can quickly take that player out of the action at the
    beginning of the match, forcing an early game resurrect (which makes the team
    lose tempo) or even unraveling an entire game plan.  Folks are starting to
    either "Fight fire with fire" by bringing their own or finding ways to counter
    the Aeromancer horde (a Ranger solution would be to place down a Quickening
    Zephyr to strain the Energy reserves of the Aeromancers while a Monk solution
    would be Mark of Protection or Protective Bond to attenuate the damage done).
    
    I don't play enough PvP to follow the Metagame, nor is it useful to write down
    the current state of the Metagame in a Ranger guide, as it relies on both
    up-to-date information and discussion of techniques to counter as of now
    unknown strategies.  But if you play a lot of PvP, you need to be aware of the
    changes in the metagame, so you can more effectively counter your opponents
    even before they enter the arena.
    
    The Spirit Spam Ranger
    ----------------------
    One ranger-specific build that has risen in the Metagame of Guild Wars is the
    so-called "Spirit Spammer", or a dedicated ritualist who constantly lays down
    spirits.  Usually, these spirits are tailored to defeat the Aeromancer Spike
    Build using a combination of Quickening Zephyr, Nature's Renewal, and Fertile
    Season.  There have been teams using Spirits to block the Ghostly Hero from
    taking the Altar, or simply "Spirit Roadblocking" the opposing team.  With a
    thick enough layer of spirits, it makes targets hard to call with so many decoy
    spirits out on the field.  Another variant is a team that takes advantage of
    the Greater Conflagration/Winter combination, with Mesmer secondaries to take
    advantage of Mantra of Frost and Elemental Resistance.
    
    ===============
    = FAQ (gwrg8) =
    ===============
    This section covers any and all questions not covered by the above guide,
    including a lot of general questions not necessarily pertaining to Rangers.
    
    General Questions
    =================
    
    Q. How can I get Fur Squares?
    A. There is a collector that trades 4 Charr Hides for a Fur Square in Ascalon
    City. Also, one can salvage Fur Squares from armor pieces and hides using an
    Expert Salvage Kit with limited success depending on the value of the armor.
    More expensive armors are more likely to give Fur Squares.
    
    Q. What is the 15k Armor?
    A. Armor that is bought at Marhan's Grotto and Granite Citadel costs 15,000
    gold per piece, along with a huge amount of crafting materials. Generally,
    they have the same armor level as the 1,500 gold armor bought at Draknor's
    Forge, but are cosmetically different in some way.  Thus, they are more of
    status symbols than anything.  There is also a forge in the Temple of Ages
    dungeons (Underworld, Fissure of Woe) that crafts even MORE expensive armor,
    but I have no idea what that armor looks like.  As of the July 13th update, the
    Druid's 15k armor now has an improved graphic, where previously it looked
    identical to the Druid's 1.5k armor set.
    
    With the release of Factions, there are multiple additional sets of 15k armors,
    including three different non-Sided 15k armors, a 15k Luxon armor, and a 15k
    Kurzick armor.
    
    Q. I'm at Level 20. Why do I only have 170 attribute points?
    A. The last 30 attribute points are gained from two different quests that give
    15 attribute points each: Forgotten Wisdom (in the Crystal Desert after you
    complete the Forgotten Ones), and Hero's Challenge (in the Southern Shiverpeaks
    after you complete the Hero's Journey).
    
    In the Factions campaign, the 15 point attribute quests are Lost Treasure (from
    Raitahn Nem in Ran Musu Gardens) and An Unwelcome Guest (from the Zunraa in
    Seitung Harbor, after you complete Zen Daijun).
    
    Q. Why am I not getting +60 health from my two Minor Vigor Runes?
    A. Runes do not stack with the same type.  You can get multiple bonuses from
    runes of different types, but you can't stack, say, two Minor Vigor Runes or
    a Minor Vigor Rune plus a Major Vigor Rune.  A Ranger typically will have one
    Marksmanship Rune, one Expertise Rune, one Beast Mastery Rune, one Wilderness
    Survival Rune, and one Vigor Rune.  With the exception of Vigor Runes and
    Absorption Runes, all Major and Superior Runes subtract health.  It's generally
    a bad idea to use more than one Major/Superior RUne as it brings your health
    down by a significant amount.
    
    Q. What is WPE? What is BWE?
    A. They stand for World Premiere Event and Beta Weekend Event respectively.
    Guild Wars was extensively tested during its Beta period by casual gamers to
    balance and hone the various skills in the game.  Much of the information out
    there right now is based on the BWEs, and thus, may be out of date.  One
    example is the Kindle Arrow and Apply Poison duration listed at several sites,
    as it was raised from 12 seconds to 24 seconds in the retail release.
    
    Q. What is "infusing"? How do I infuse my armor?
    A. After Ascension, you will face a brand new enemy called the Mursaat.  They
    and their Jade Armor and Jade Bow warriors have an attack called Spectral Agony
    which does an extreme amount of damage to you very quickly.  Infusing your
    armor protects you against the Spectral Agony attack.  To infuse your armor,
    you need to find a Seer, who will take the Spectral Essence of an Eidolan and
    infuse it into your armor.  The first place that most people find the Seer is
    the Iron Mines of Moladune mission near the end of the mission.  Note that now
    your armor is infused all at once instead of piecemeal as it was in May 2005.
    Fully infused armor cuts the damage of Spectral Agony by about 1/10th. Whenever
    you pick up new pieces of armor, those pieces need to be infused again.
    
    Note that as of the June 29th update, your pets have the equivalent of infused
    armor, thus protecting them in a similar manner against Spectral Agony.
    
    Q. What are Faction points?
    A. In the June 29th update, a brand new method of unlocking PvP options called
    "Faction" was introduced.  It works similar to Frequent Flyer Miles, except
    that Faction points are earned through any PvP combat in which the player 
    participates.  Full details are available at the official Guild Wars website,
    but basically the more you play PvP, the more Faction that you earn, with more
    points being earned for Guild vs. Guild combat and higher level arenas.  You
    can exchange Faction points at Priests of Balthazar scattered in all of the
    "main" cities in Tyria.  Faction points are best used to gain a specific
    upgrade that is difficult to find randomly in-game (like Fortitude bowgrips or
    Superior Vigor Runes, for example).  Items/Skills/Runes unlocked through the
    use of Faction are NOT given to your PvE character...instead, they are unlocked
    for your PvP-only characters to choose from at the inventory/skill screens
    during character creation.
    
    Note that with the release of Factions, Faction points are divided into Faction
    of Balthazar, Kurzick, and Luxon.  The Balthazar Faction points facilitate the
    PvP rewards, while Kurzick and Luxon Faction are used for various Factions-only
    rewards.
    
    Q. How do I change my Secondary class?
    A. In the Crystal Desert, there are a series of quests in the outpost 
    non-mission towns, one for every class.  To access these quests, you must first
    complete The Hero's Journey quest from Vanyi in Droknar's Forge.
    
    If you complete the requirements of the quest, then you can freely change to 
    that secondary class at any time.  You do not lose any skills for changing your
    class, you simply switch over to the new secondary class.  Note that if you
    want to change back to your original Secondary, you'll have to complete that
    Secondary's quest as well.  Also, you won't ever get the quest that corresponds
    to your Primary class, obviously.
    
    The quests are:
    * The Elementalist's Path - Cembrien in Heroes' Audience
    * The Mesmer's Path - Eulenias in Destiny's Gorge
    * The Monk's Path - Nausuan in Seeker's Passage
    * The Necromancer's Path - Kratha Kor in Heroes' Audience
    * The Ranger's Path - Telius in Seeker's Passage
    * The Warrior's Path - Agastos the Brave in Destiny's Gorge
    
    In Cantha, you can also visit Senji's Corner, where Senji will change your class
    for a one-time fee of 500 gold per class.  You can freely change your class as
    many times as you like, after paying the pre-requisite fee for your new class.
    Senji's Corner is after the 4th mission in Factions, Nahpui Quarter.
    
    Q. Why can't I enter the Underworld/Fissure of Woe?
    A. The Underworld and Fissure of Woe are special locations that until July 13th
    could be accessed by anyone who went to the Temple of the Ages while their
    country has the favor of the gods.  Now they can only be accessed by ascended
    characters (those who have completed the Crystal Desert Ascension missions),
    in a party without henchmen.  If you can't enter, either your country does not
    have the favor of the gods, or you aren't ascended.
    
    Elite Skills and Bosses
    =======================
    
    Q. What is an Elite skill?
    A. Guild Wars characters can only have ONE Elite skill in their skillbars,
    making the selection of such skills a careful decision in most builds.  In
    general, Elite skills are Elite because they are either more powerful than
    other similar skills or they can be combined with other Elite skills in
    devastating ways (thus Elite skills are balanced, because they can't be used in
    combos on any single character). You can only capture Elite skills from Boss
    monsters using the Signet of Capture.
    
    Q. Where can I find a Signet of Capture?
    A. Signets of Capture are first found in Lion's Arch, as the quest reward for
    the second quest given by Magi Malaquire (the first quest is called Orrian
    Excavation).  After you complete that quest (which is simply to capture a
    skill), he gives you another one (and some XP). After that, you can purchase
    Signets of Capture for one skill point and a handful of gold from him.  You can
    also purchase a Signet of Capture at any skill trainer AFTER Lion's Arch. You 
    can purchase as many Signets as you have skill points to spend, so be sure to
    purchase at least 4 or 5 to capture all of the Elites that you want.
    
    Q. Why can't I get (insert Elite skill here) from (insert Boss)?
    A. There are no Elite skills before the Crystal Desert in the game.  All of the
    Elites that used to be on earlier creatures were removed.  Most of the fansites
    out there have outdated information from the last Beta and the first month of
    release, back when pre-Crystal Desert bosses had Elite skills.
    
    Q. I killed Markis, but the mission ended! How am I supposed to get Barrage?
    A. The mission ends when you kill Markis AND his Jade Armor bodyguards. Thus,
    you either have to lure him away from the Jade Armor towers that he is near, or
    you have to get the rest of your team to kill Markis first, and distract the
    Jade Armor guards while you capture the skill, being careful not to kill the
    Jade Armors until you are finished.
    
    Q. Where is Maxine Coldstone? I found Harn Coldstone, but he's an Elementalist!
    A. Maxine and Harn Coldstone (siblings? marriage?) wander around Perdition Rock
    in a wide circle that covers almost the entire island.  However, typically you
    will only meet either one or the other, but not both.  If you see Harn, you'll
    probably not run into Maxine on Perdition Rock.
    
    Q. Where is (insert Boss here)? I can't find him!
    A. Many of the bosses actually have random spawn locations, and thus do not
    consistently spawn in the same area every time, and sometimes do not spawn at
    all.  However, there are a few key spots where a Boss of some kind will always
    spawn, and you can often find your Boss by visiting all of these spots.  It's a
    bit tedious at times, but you'll find the Boss eventually.  This mostly applies
    to Thul Boulderrain, Whuup Buumbuul, and Ulhar Stonehound.
    
    Ranger-specific Questions
    =========================
    Q. What is the best secondary for a Ranger?
    A. In Guild Wars, there is no such thing as a "best" secondary profession for 
    any primary class, especially Rangers.
    
    When you balance one of the spellcaster classes against the Ranger, you have to
    realize that primary Rangers have less Energy regen and less total Energy than 
    Spellcaster combinations. With no good methods of Energy reclamation, you will
    have to rely on your secondary's Energy-gaining skills. All of the spellcaster
    classes are worth looking into. I've listed many of the useful spell 
    combinations for a Ranger/Spellcaster mix in this guide. Among all of the 
    possibilities, I'd say the Ranger/Mesmer has the most versatility and 
    combinations, but it is also the most redundant. Necromancers have plenty of 
    low-cost spells that work well with a Ranger, but they lack overall damage per 
    second. There is no such thing as a useless Monk combination, as an extra 
    Resurrect and more healing spells are always welcome, especially for Rangers 
    who don't like to use the slow-casting Troll Unguent. Ranger/Elementalists have
    probably the highest capacity for straight Damage per Arrow with their Conjure 
    X line of spells, and if you are willing to sacrifice a lot of Energy you can 
    do some good initial bursts before you engage with your arrows. No build is 
    worth anything without experience and training within that class.
    
    As for Ranger/Warriors, I definitely prefer them over Warrior/Rangers. Expertise
    allows you to reduce the costs for your attack skills, which means that with a 
    High Expertise, you can repeatedly spam Cyclone Axe, Hundred Blades, Wild Blow,
    etc. without running out of Energy. Frenzy allows you to have increased attack
    speed at a lower cost than Tiger's Fury, and works great to increase your damage
    output (more so than other skills). Finally, Apply Poison works well with Melee
    Weapons.
    
    Again, there is NO such thing as a "best" class combination in Guild Wars. 
    Anyone who says otherwise is an idiot. The whole point of the game is to 
    experiment and play around with it, finding a combination that is right for you.
    
    Q. Do the skills Serpent's Quickness and Quickening Zephyr stack? What about
    Energizing Wind?
    A. I tested this with Troll Unguent, Quickening Zephyr, Energizing Wind, and 
    Serpent's Quickness, looking at a watch for timing the cooldowns:
    * Troll Unguent alone - 10 seconds
    * Troll Unguent with Quickening Zephyr - 5 seconds
    * Troll Unguent with Serpent's Quickness - 7 seconds
    * Troll Unguent with Energizing Wind - 12 seconds
    * Troll Unguent with Serpent's Quickness and Quickening Zephyr - 3 seconds.
    * Troll Unguent with Quickening Zephyr and Energizing Wind - 6 seconds
    * Troll Unguent with Serpent's Quickness and Energizing Wind - 8 seconds
    * Troll Unguent with all three - 4 seconds
    So yes, they do stack, and it appears that the percentages are multiplied 
    together. I'd have to time it more precisely at a later date.
    
    UPDATE: Mind Wallaby at GWOnline.net has done a video capture test, and the
    numbers listed above are accurate.
    
    Note that effects tend to be applied on a "First in/First out" basis.  Thus, the
    first effect that was applied on you, listed on the leftmost place on the
    default condition monitor, gets applied before all the rest.  This is important
    when using Energizing Wind in concert with Quickening Zephyr, as you will want
    to apply the Energizing Wind effect first (to cut down on the Energy cost)
    before you apply the Quickening Zephyr.
    
    Q. I put some points into Expertise, and yet my skill still says "5 Energy".
    What's going on?
    A. The game does not change the Energy displayed to the appropriate prorated
    number based on Expertise. Thus, you'll see "5 Energy" in the skill description
    but you'll be paying the reduced amount.
    
    Q. Why do some Druid's Leggings have a +1 Energy bonus and some have +2 Energy?
    A. Before the June 15, 2005 update, the PvP Druid's Leggings had a +2 Energy
    bonus, but the Droknar's Forge Druid's Leggings only had a +1 Energy bonus. Now
    all Druid's Leggings after June 15, 2005 have a +2 Energy bonus.  However, old
    Druid's Leggings from Droknar's Forge were not updated to the new Energy bonus.
    
    Q. I have a Max Damage bow that has a requirement of 8 Marksmanship and another
    Max Damage bow that has a requirement of 12 Marksmanship.  Which one does more
    damage?
    A. They both do the same amount of damage at Marksmanship of 12.  Requirement
    only determines the minimum amount of Marksmanship needed to do the full damage
    range of the bow.  Damage is then determined by weapon skill vs. Armor Level of
    the target, and the location hit.  Requirement has no bearing on damage
    calculation overall.
    
    Q. Can the Spider pet cause Poison? Can the Warthog pet cause bleeding?
    A. There is a rumor going around that spiders can poison on a critical hit, or
    a warthog pet can cause bleeding on a critical hit.  None of the pets can cause
    conditions without the aid of skills.
    
    In Nightfall, the Jahai Rat pet has a rare attack called "Gnaw of Sickness". It
    is not known whether this attack is merely a rumor or if the attack causes any
    additional status effects. Stay tuned.
    
    Q. Do Shocking bowstrings give 25% armor penetration to a bow?
    A. There is a rumor that the Shocking bowstring gives 25% armor penetration.
    This is not true, but it is based on the fact that most Air Magic spells have
    25% armor penetration.  Shocking bowstrings only change your damage to
    Lightning.
    
    Q. What is a B/P Ranger?
    A. B/P is short for Barrage (Elite)/Pet, which is a style of ranger that uses
    Barrage as the main attack and a Pet for additional tanking/damage.  It used to
    be a Flavor of the Month build, but the popularity has waned.
    
    Q. Do bears attack slower than other pets? Are they tougher?
    A. Yes, but not by much.  The reason is because they have a special attack
    called Brutal Mauling.  It is unknown what this attack does, but it adds a
    slight delay every so often at random intervals to the Bear's attack speed. In
    general, though, you are going to lose maybe 1 attack every minute, so the
    reduction in speed is minimal, but present.
    
    It is not known whether or not Bears have more armor or health than other pets.
    One report showed that wild Bears take less damage than wild Wolves, but it has
    not been live-tested on a captured Bear.
    
    Q. Where is Bow Parry/Conflagration/<insert skill here>?
    A. There were many skills during the Beta Weekend Events that were subsequently
    tweaked or taken out completely. Here is a partial list of skills that no longer
    exist in Guild Wars:
    * Blizzard - Replaced by Winter
    * Bow Parry - Replaced by Whirling Defense
    * Call of Aggression
    * Call of Brutality
    * Call of Disruption - Replaced by Disrupting Lunge
    * Call of Elemental Protection
    * Call of Feeding - Replaced by Feral Lunge
    * Call of Ferocity - Replaced by Call of Haste
    * Call of Healing
    * Call of Resilience
    * Call of Vitality
    * Conflagration - Re-added in Factions
    * High Winds
    * Strider's Reflexes - Replaced by Escape
    * Tongue Biter - Replaced by Concussion Shot
    
    Technical Questions
    ===================
    
    Q. How do I display the FPS on my screen?
    A. You can see the Frames Per Second of your game by adding the parameter -perf
    to the end of the command line shortcut.  In other words, right-click your
    Guild Wars shortcut icon and choose Properties. Under "Target", add -perf to
    the end of the line, like so:
    Target: "C:\Program Files\Guild Wars\gw.exe" -perf
    
    Q. Is there a way to automatically enter my password into the Guild Wars client?
    A. Yes, there is.  The parameter -password "YourPasswordHere" at the end of the
    command line shortcut will automatically enter your password when you boot up
    your Guild Wars client.  In other words, right-click your Guild Wars shortcut
    icon and choose Properties.  Under "Target", add -password "YourPasswordHere" to
    the end of the line, like so:
    Target: "C:\Program Files\Guild Wars\gw.exe" -password "YourPasswordHere"
    
    Q. Is there a way to download the whole content of Guild Wars before I start
    playing, instead of streaming or loading with missions/areas?
    A. You can download the whole kit-n-kaboodle of Guild Wars by using the -image
    command line shortcut:
    Target: "C:\Program Files\Guild Wars\gw.exe" -image
    Note that after the whole client downloads, the shortcut will NOT automatically
    start the Guild Wars game.  So either use a different shortcut icon when you
    want to do a full download, or delete the -image switch from your shortcut
    after you are done.  Guild Wars is about 4 gigs (and counting!), so be prepared
    for a long download time.
    
    Q. I see folks with unusual symbols in their chat text, like stars and hearts.
    How can I do this?
    A. The characters that you see are found in the Unicode character set, which is
    supported internationally by most fonts, including the font used by Guild Wars.
    You can put these in your chatbar by copying and pasting them from an outside
    source, like the Character Map program available under Start > Programs > 
    Accessories > System Tools directory on Windows computers. You can also go to
    these websites for a whole list of them:
    http://unicode.coeurlumiere.com/
    http://www.fileformat.info/info/unicode/char/search.htm
    
    Simply select the character that you want, CTRL+C to copy them to your clipboard
    and go into your Guild Wars game, click on your chatbar, and CTRL+V to paste the
    character into your chatbar.
    
    Known Bugs
    ==========
    
    * With Predatory Season, regular bow attacks appear to do two +4 Healing
      instead of a single +4 (+5, modified by 80% for Predatory Season). Rangers
      are effectively getting twice the benefit from it.
    * When a Distracting Shot hits a target that is already easily interruptible,
      from either skills like traps or the Dazed condition, the extra 20 seconds
      aren't applied to the cooldown.
    * Pets aren't teleported for cutscenes or total party kills.
    
    Obsolete Questions
    ==================
    The following questions/answers are obsolete due to the most recent patches,
    and are left in this section for posterity:
    
    Q. (OBSOLETE) Why can't I capture "insert Elite skill"? He never uses it!
    A. Elite skills can only be captured starting with the Bosses in the
    pre-Ascension Crystal Desert missions. Also, certain Elite skills are actually
    Stances, like Escape, Melandru's Resiliance, and Practiced Stance, and thus do
    not show up in the skillbar under the creature's targeted name.  The key to
    capturing stances is to tap on your Signet of Capture at a rate of about once
    per second.  Eventually, the creature will use it. Be careful not to spam the
    Signet of Capture too quickly, or you will cancel your capture command. In the
    June 1, 2005 update, the Signet of Capture system was changed to bring up a
    menu of skills that a boss has, making it much easier to capture stances.
    
    Q. (OBSOLETE) Where is "Crippling Shot" or "Punishing Shot"?
    A. As of May of 2005, those two Elites have not been found on any boss. The
    latest June 1, 2005 update, however, have re-enabled these skills on their
    respective bosses.  Crippling Shot (Elite) can be found from Melandru's Cursed
    on Perdition Rock. Punishing Shot (Elite) can be found from Thul Boulderrain
    in Snake Dance.  He randomly spawns throughout the Shiverpeaks, too, whereever
    Tundra Giants can be found.
    
    Q. (OBSOLETE) Why can't I get Barrage from Markis?
    A. As of June 8, 2005 update, the Signet of Capture brings up a list of skills
    from killed bosses, rather than forcing you to capture a skill while the boss
    is still alive.  Thus, because the mission ends when Markis dies, you don't get
    a chance to capture Barrage from him.  The only place known that has Barrage
    now is Abaddon's Mouth. In June 15, 2005, the update changed the victory
    condition of the mission to defeat Markis AND his Jade Armor bodyguards, so now
    you can get Barrage from him again.
    
    
    ======================
    = Appendices (gwrg9) =
    ======================
    
    -----------------------
    - Skill List (gwrg9a) -
    -----------------------
    
    This list is reasonably complete, as far as Elite capturing, Trainers, and
    Quest rewards.  However, you can also gain some of the non-Elite skills from
    bosses as well.
    
    Beast Mastery Skills (Core)
    ===========================
    
    Call of Haste
    -------------
    Energy Cost: 10
    Casting Time: None
    Cooldown Time: 25 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Shout
    Trainer Location: Yak's Bend
    PvP Unlock Priest Location: Willem in Yak's Bend
    Quest Reward: Charr Reinforcements (Ivor Trueshot in Piken Square)
    For 30 seconds, your animal companions have 25% faster attack speed and move 
    33% faster than normal.
    
    Charm Animal
    ------------
    Energy Cost: 10
    Casting Time: 10 Seconds
    Cooldown Time: None
    Linked Attribute: Beast Mastery
    Skill Type: Skill
    Trainer Location: Ascalon City
    PvP Unlock Priest Location: Garemm in Ascalon City
    Quest Reward: The Ranger's Companion, Endangered Species
    Charm target animal. Once charmed, your animal companion will travel with you 
    whenever you have Charm Animal equipped.
    
    Comfort Animal
    --------------
    Energy Cost: 10
    Casting Time: 1 Second
    Cooldown Time: 1 Second
    Linked Attribute: Beast Mastery
    Skill Type: Skill
    Trainer Location: Ascalon City
    PvP Unlock Priest Location: Garemm in Ascalon City
    Quest Reward: The Ranger's Companion, Endangered Species
    You heal your animal companion for 20-87 health. If your companion is dead, it 
    is resurrected with 10%-48% health.
    Updated on April 29, 2006: Skills are no longer disabled
    
    Disrupting Lunge
    ----------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 5 Seconds
    Linked Attribute Beast Mastery
    Skill Type: Pet Attack
    Trainer Location: Port Sledge
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    Your animal companion attempts a disrupting lunge that deals +1-10 damage. If 
    that attack strikes a foe using a skill that skill is interrupted and is 
    disabled for an additional 20 seconds.
    
    Energizing Wind
    ---------------
    Energy Cost: 5
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Nature Ritual
    Trainer Location: Port Sledge
    PvP Unlock Priest Location: ?
    Create a level 1-8 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 30-126 seconds. 	
    
    Ferocious Strike (Elite)
    ------------------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 8 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Elite Pet Attack
    PvP Unlock Priest Location: Dakk in Droknar's Forge
    Capture Boss: Thul the Bull (Spearhead Peak)
    Your animal companion attempts a ferocious strike that deals +13-25 damage. If
    that attack hits, you gain adrenaline and 3-9 energy. This is an elite skill.
    
    Maiming Strike
    --------------
    Energy Cost: 10
    Casting Time: None
    Cooldown Time: 5 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Pet Attack
    Trainer Location: Maguuma Stade, Amnoon Oasis
    PvP Unlock Priest Location: Rocius in Amnoon Oasis
    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.
    Updated on March 2, 2006: Decreased recharge time to 5s (from 10s)
    
    Primal Echoes
    -------------
    Energy Cost: 5
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Nature Ritual
    Trainer Location: Copperhammer Mines
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    Create a level 1-8 Spirit. For creatures within its range, signet rings cost 10
    energy to use. This Spirit dies after 30-126 seconds. 	
    
    Scavenger Strike
    ----------------
    Energy Cost: 10
    Casting Time: None
    Cooldown Time: 5 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Pet Attack
    Trainer Location: Maguuma Stade, Amnoon Oasis
    PvP Unlock Priest Location: Rocius in Amnoon Oasis
    Your animal companion attempts a scavenger strike that deals +10-25 damage. If 
    the attack strikes a foe who is suffering a condition, that foe takes an 
    additional +1-12 damage.
    Updated on March 2, 2006: Increased damage to +10-25 (from +5-17)
    
    
    Beast Mastery Skills (Prophecies)
    =================================
    
    Bestial Pounce
    --------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 10 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Pet Attack
    Trainer Location: Quarrel Falls, Henge of Denravi
    PvP Unlock Priest Location: Narius in Henge of Denravi
    Quest Reward: The Hot Springs Murders (Nebo Terrace/Bergen Hot Springs)
    Your animal companion attempts a bestial pounce that deals +5-17 damage. If the 
    attack strikes a foe who is casting a spell, that foe is knocked down.
    Updated on March 2, 2006: Decreased Cooldown to 10s (from 15s)
    
    Brutal Strike
    -------------
    Energy Cost: 10
    Casting Time: None
    Cooldown Time: 5 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Pet Attack
    Trainer Location: Fisherman's Haven, Amnoon Oasis
    PvP Unlock Priest Location: Rocius in Amnoon Oasis
    Your animal companion attempts a brutal strike that deals +5-35 damage. If that
    attack strikes a foe whose health is below 50%, that foe takes an additional 
    +5-35 damage.
    Updated on March 2, 2006: Increased damage to +5-35 (from +5-17)
    
    Call of Protection
    ------------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 90 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Shout
    Trainer Location: Lion's Arch
    PvP Unlock Priest Location: Jhoneil in Lion's Arch
    Quest Reward: Stone Summit Beastmasters (Artemis the Ranger, Traveler's Vale)
    For 120 seconds, your animal companions have a 5-20 base damage reduction.
    Updated on April 29, 2006: Decreased recharge time to 90s (was 115s)
    Updated on October 27, 2006: Increased damage reduction to 5-20 (was 1-11).
    
    Edge of Extinction
    ------------------
    Energy Cost: 5
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute Beast Mastery
    Skill Type: Nature Ritual
    Trainer Location: Droknar's Forge
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    Quest Reward: Lost Princess (Fisherman's Haven)
    Create a level 1-8 Spirit. If a non-Spirit creature within its range dies, Edge
    of Extinction deals 14-43 damage to all nearby creatures of the same type who
    are below 90% Health. This Spirit dies after 30-126 seconds.
    Updated on April 29, 2006: No longer damages creatures outside its area
    Updated on August 17, 2006: Now only affects creatures at 90% Health or below
    
    Feral Lunge
    -----------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 10 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Pet Attack
    Trainer Location: Yak's Bend
    PvP Unlock Priest Location: Willem in Yak's Bend
    Quest Reward: The Charr Patrol (Master Ranger Nente, Old Ascalon)
    Your animal companion attempts a feral lunge that deals +5-35 damage. If the 
    attack strikes a foe who is attacking, that foe suffers from bleeding for 3-21
    seconds. 	
    Updated on March 2, 2006: Increased damage to +5-35 (from +5-17)
    
    Fertile Season
    --------------
    Energy Cost: 5
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Nature Ritual
    Trainer Location: Fisherman's Haven, Amnoon Oasis
    PvP Unlock Priest Location: Rocius in Amnoon Oasis
    Create a level 1-8 Spirit. For creatures within its range, every creature's 
    maximum health is increased by 50-290 and they gain +15 armor. This Spirit dies
    after 15-39-45 seconds.
    
    Melandru's Assault
    ------------------
    Energy Cost: 10
    Casting Time: None
    Cooldown Time: 10 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Pet Attack
    Trainer Location: Ice Tooth Cave, Lion's Arch
    PvP Unlock Priest Location: Jhoneil in Lion's Arch
    Your animal companion attempts a Melandru's Assault that deals +5-35 damage. 
    If that attack strikes a foe with an enchantment, that foe and all adjacent 
    foes take +5-17 additional damage.
    Updated on March 2, 2006: Increased damage to +5-35 (from +5-17)
    
    Otyugh's Cry
    ------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 30 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Shout
    Trainer Location: Quarrel Falls, Henge of Denravi
    PvP Unlock Priest Location: Narius in Henge of Denravi
    Quest Reward: The Last Hog (Ascalon Settlement, north of Lion's Arch)
    All animals in the area become hostile to your target and gain +20 armor for 
    30 seconds. Otyugh's Cry cannot turn charmed animals against their masters or
    their master's allies. (50% failure chance with Beast Mastery attribute of 4 or
    less.) 	
    
    Predator's Pounce
    -----------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 5 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Pet Attack
    Trainer Location: Grendich Courthouse, Yak's Bend
    PvP Unlock Priest Location: Willem in Yak's Bend
    Your animal companion attempts a Predator's Pounce that deals +5-35 damage. 
    If that attack hits your animal companion gains 5-41 health. 	
    Updated on March 2, 2006: Increased damage to +5-35 (from +5-17)
    
    Predatory Season
    ----------------
    Energy Cost: 5
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Nature Ritual
    Trainer Location: Amnoon Oasis
    PvP Unlock Priest Location: Rocius in Amnoon Oasis
    Quest Reward: Dropping Eaves (from Deep Root, Ettin's Back)
    Create a level 1-8 Spirit. For creatures within its range, all healing is 
    reduced by 20%. If any of your attacks hit, you gain 5 health. This Spirit 
    dies after 30-126 seconds.
    
    Revive Animal
    -------------
    Energy Cost: 5
    Casting Time: 6 Seconds
    Cooldown Time: 20 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Skill
    Trainer Location: Ice Tooth Cave, Lion's Arch
    PvP Unlock Priest Location: Jhoneil in Lion's Arch
    Resurrect all nearby allied animal companions. They come back to life with 
    50-410 health
    
    Symbiosis
    ---------
    Energy Cost: 5
    Casting Time: 5 Seconds
    Cooldown Time: 	60 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Nature Ritual
    Trainer Location: Marhan's Grotto
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    Quest Reward: The Undead Hordes (Beetletun)
    Create a level 1-8 Spirit. For creatures within its range, for each enchantment
    on a creature, that creature's maximum health is increased by 27-125. This 
    Spirit dies after 30-126 seconds.
    
    Symbiotic Bond
    --------------
    Energy Cost: 10
    Casting Time: None
    Cooldown Time: 55 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Stance
    Trainer Location: Camp Rankor
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    For 120-264 seconds, your animal companion gains +1-3 health regeneration, and 
    half of any physical damage dealt to your animal companion is redirected to 
    you.
    Updated on March 2, 2006: Increased health regen to +1-3 (was +1)
    
    Tiger's Fury
    ------------
    Energy Cost: 10
    Casting Time: None
    Cooldown Time: 10 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Stance
    Trainer Location: Droknar's Forge
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    Quest Reward: A Belated Betrothal (Tirzah in Seeker's Passage)
    All your non-attack skills are disabled for 5 seconds. For 5-10 seconds, you 
    attack 25% faster than normal.
    Updated on September 14, 2006: Decreased attack speed to 25% (from 33%)
    
    
    Beast Mastery Skills (Factions)
    ===============================
    
    Bestial Fury
    ------------
    Energy Cost: 10
    Casting Time: None
    Cooldown Time: 10 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Stance
    All your non-attack skills are disabled for 5 seconds. For 5-9 seconds, you
    attack 25% faster.
    Updated on September 14, 2006: Decreased attack speed to 25% (from 33%)
    
    Bestial Mauling
    ---------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 20 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Pet Attack
    Your animal companion attempts a Bestial Mauling that deals +5-17 damage. If
    the attack strikes a knocked-down foe, that foe is interrupted and dazed for
    5-17 seconds.
    
    Enraged Lunge (Elite)
    ---------------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 5 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Elite Pet Attack
    Capture Boss: Royen Beast Keeper (Nahpui Quarter)
    Your animal companion attempts an Enraged Lunge that deals +3-19 damage 
    (maximum bonus 80) for each recharging Beast Mastery skill. This is an elite 
    skill.
    
    Heal as One (Elite)
    -------------------
    Energy Cost: 5
    Casting Time: 1 Second
    Cooldown Time: 10 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Elite Skill
    Capture Boss: Salke Fur Friend (Melandru's Hope, SW of Jade Quarry)
    If you or your animal companion are below 75% health, you both gain 25-121 
    health. This is an elite skill.
    Updated on October 27, 2006: Decreased cooldown to 10s (was 12s) and now
    resurrects pets.
    
    Lacerate (Elite)
    ----------------
    Energy Cost: 15
    Casting Time: 5 Seconds
    Cooldown Time: 30 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Elite Nature Ritual
    Capture Boss: Ryver Mossplanter (Arborstone)
    Created a level 1-8 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 5-21 seconds. This spirit dies
    after 30-126 seconds. This is an elite skill.
    Updated on July 13, 2006: Cooldown reduced to 45 from 60.
    Updated on September 14, 2006: Decreased cooldown to 30 seconds (from 45)
    
    Poisonous Bite
    --------------
    Energy Cost: 5 
    Casting Time: None
    Cooldown Time: 7 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Pet Attack
    Your animal companion attampts a Poisonous Bite that poisons target foe for
    5-17 seconds.
    
    Pounce
    ------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 20 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Pet Attack
    Your animal companion's next attack is a Pounce that deals +5-17 damage. If the
    attack strikes a moving foe, that foe is knocked down.
    
    Predatory Bond
    --------------
    Energy Cost: 10 
    Casting Time: None
    Cooldown Time: 30 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Shout
    For 5-17 seconds, attacks by your animal companion heal you for 1-25 health.
    
    Run as One
    ----------
    Energy Cost: 5 
    Casting Time: None
    Cooldown Time: 25 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Stance
    For 5-13 seconds, you and your pet run 25% faster.
    Updated on October 27, 2006: Decreased cooldown to 25s (was 30s)
    
    Savage Pounce
    -------------
    Energy Cost: 5 
    Casting Time: None
    Cooldown Time: 10 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Pet Attack
    Your animal companion attempts a Savage Pounce that deals +5-17 damage. If the
    attack strikes a foe who is casting a spell, that foe is knocked down.
    Updated on September 14, 2006: Decreased cooldown to 10 seconds (from 15)
    
    Viper's Nest
    ------------
    Energy Cost: 10 
    Casting Time: 2 Seconds
    Cooldown Time: 30 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Trap
    Create a Viper's Nest. When it is triggered, all nearby foes are struck for
    5-41 piercing damage and become poisoned for 5-17 seconds. Viper's Nest expires
    after 90 seconds.
    
    Beast Mastery (Nightfall)
    =========================
    
    Heket's Rampage
    ---------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 20 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Stance
    Trainer Location: ?
    PvP Unlock Priest Location: ?
    For 5-17 seconds, you attack 33% faster. This stance ends if you use an attack
    Skill.
    
    Rampage As One (Elite)
    ----------------------
    Energy Cost: 25
    Casting Time: None
    Cooldown Time: 20 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Elite Skill
    PvP Unlock Priest Location: ?
    Elona Capture Boss: ?
    For 5-13 seconds, both you and your animal companion attack 33% faster and run
    25% faster. This is an elite skill.
    
    Strike As One (Elite)
    ---------------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 10 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Elite Shout
    PvP Unlock Priest Location: ?
    Elona Capture Boss: ?
    For 30 seconds, you and your pet's next 5 attacks deals 4-9 additional damage.
    This is an elite skill.
    
    Toxicity
    --------
    Energy Cost: 10
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute: Beast Mastery
    Skill Type: Nature Ritual
    Trainer Location: ?
    PvP Unlock Priest Location: ?
    Create a level 1-8 Spirit. Poisoned or Diseased creatures within its range
    suffer -2-4 Health degeneration. This Spirit dies after 30-54 seconds.
    
    Expertise Skills (Core)
    =======================
    
    Distracting Shot
    ----------------
    Energy Cost: 5
    Casting Time: 1/2 of a Second
    Cooldown Time: 10 Seconds
    Linked Attribute: Expertise
    Skill Type: Bow Attack
    Trainer Location: Yak's Bend
    PvP Unlock Priest Location: Willem in Yak's Bend
    Quest Reward: Charr Reinforcements (Ivor Trueshot in Piken Square)
    If Distracting Shot hits, it interrupts target foe's action but deals only 1-13
    damage. If the interrupted action was a skill, that skill is disabled for an 
    additional 20 seconds.
    
    Escape (Elite)
    --------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 30 Seconds
    Linked Attribute: Expertise
    Skill Type: Elite Stance
    PvP Unlock Priest Location: Dakk in Droknar's Forge
    Tyria Capture Boss: Whupp Buumbuul (Talus Chute/Snake Dance)
    Cantha Capture Boss: Stsou Swiftscale (Maishang Hills)
    For 5-15 seconds, you move 25% faster than normal and have a 75% chance to 
    evade attacks. This is an elite skill.
    
    Lightning Reflexes
    ------------------
    Energy Cost: 10
    Casting Time: None
    Cooldown Time: 45 Seconds
    Linked Attribute: Expertise
    Skill Type: Stance
    Trainer Location: Yak's Bend
    PvP Unlock Priest Location: Willem in Yak's Bend
    Quest Reward: Caravan in Trouble (Cynn in Eastern Frontier, near Pockmark Flats
    entrance)
    For 5-10 seconds, you have a 75% chance to evade melee and arrow attacks, and 
    you attack 33% faster.
    
    Throw Dirt
    ----------
    Energy Cost: 5
    Casting Time: 1 Second
    Cooldown Time: 45 Seconds
    Linked Attribute: Expertise
    Skill Type: Skill
    Trainer Location: Quarrel Falls, Henge of Denravi
    PvP Unlock Priest Location: Narius in Henge of Denravi
    Quest Reward: The Ascalon Settlement (Damaris, just outside Lion's Arch)
    Target touched foe and foes adjacent to your target become blinded for 3-13 
    seconds.
    
    Whirling Defense
    ----------------
    Energy Cost: 10
    Casting Time: None
    Cooldown Time: 60 Seconds
    Linked Attribute: Expertise
    Skill Type: Stance
    Trainer Location: Lion's Arch
    PvP Unlock Priest Location: Jhoneil in Lion's Arch
    Quest Reward: Stone Summit Beastmasters (Artemis the Ranger, Traveler's Vale)
    For 8-18 seconds, you have 75% chance to block attacks. Whenever you block an 
    arrow this way, adjacent foes take 5-10 piercing damage.
    
    
    Expertise Skills (Prophecies)
    =============================
    
    Dodge
    -----
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 30 Seconds
    Linked Attribute: Expertise
    Skill Type: Stance
    Trainer Location: Yak's Bend
    PvP Unlock Priest Location: Willem in Yak's Bend
    Quest Reward: The Charr Staging Area (Master Ranger Nente, Old Ascalon)
    For 5-11 seconds, you move 33% faster than normal and have a 27-65% chance to 
    evade incoming arrows. Dodge ends if you attack.
    
    Marksman's Wager (Elite)
    ------------------------
    Energy Cost: 5
    Casting Time: 2 Seconds
    Cooldown Time: 24 Seconds
    Linked Attribute: Expertise
    Skill Type: Elite Preparation
    PvP Unlock Priest Location: Dakk in Droknar's Forge
    Tyria Capture Boss: Custodian Jenus (Elona Reach mission)
    Custodian Phedous (Thirsty River mission)
    For 18 seconds, you gain 5-9 energy whenever your arrows hit, but lose 10 
    energy whenever your arrows fail to strike. This is an elite skill.
    Updated on October 27, 2006: Increased duration to 18s (was 12s)
    
    Oath Shot (Elite)
    -----------------
    Energy Cost: 10
    Casting Time: Next attack
    Cooldown Time: 25 Seconds
    Linked Attribute: Expertise
    Skill Type: Elite Bow Attack
    PvP Unlock Priest Location: Dakk in Droknar's Forge
    Tyria Capture Boss: Hilos the Dutiful (Iron Mines of Moladune)
    Perfected Cloak (Thunderhead Keep mission)
    Cairn the Relentless (Abaddon's Mouth mission)
    Cairn The Troubling (Ring Of Fire mission)
    Jade Bow (Ice Floe)
    If Oath Shot hits, all your other skills are recharged. If it misses, all your 
    skills are disabled for 10 seconds. This is an elite skill. (50% miss chance 
    with Expertise attribute of 7 or less)
    Updated on July 13, 2006: Cooldown increased to 25 from 20.
    
    Point Blank Shot
    ----------------
    Energy Cost: 10
    Casting Time: Next attack
    Cooldown Time: 3 Seconds
    Linked Attribute: Expertise
    Skill Type: Bow Attack
    Trainer Location: Ascalon City
    PvP Unlock Priest Location: Garemm in Ascalon City
    Quest Reward: A Test of Marksmanship (Ivor Trueshot in Regent Valley)
    Shoot an arrow that has half the normal range, but strikes for +10-22 damage.
    
    Practiced Stance (Elite)
    ------------------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 15 Seconds
    Linked Attribute: Expertise
    Skill Type: Elite Stance
    PvP Unlock Priest Location: Dakk in Droknar's Forge
    Capture Boss: Ryk Arrowwing (Mineral Springs)
    For 20-32 seconds, your preparations are ready 50% faster and last 30-150%
    longer. This is an elite skill.
    Updated on March 2, 2006: Increased bonus from 30-150% (was 24-45%)
    
    
    Expertise Skills (Factions)
    ===========================
    
    Archer's Signet (Elite)
    -----------------------
    Energy Cost: None
    Casting Time: 2 Seconds
    Cooldown Time: 45 Seconds
    Linked Attribute: Expertise
    Skill Type: Elite Signet
    Cantha Capture Boss: Nundak the Archer (Melandru's Hope)
    All your non-attack skills are disabled for 15-9 seconds, your next 1-7 bow
    attacks cost no energy. This is an elite skill.
    Updated on July 13, 2006: No longer disables pet skills.
    Updated on October 27, 2006: Affects 1-7 bow attacks (increased from 1-4).
    
    Glass Arrows (Elite)
    --------------------
    Energy Cost: 10 
    Casting Time: 2 Seconds
    Cooldown Time: 30 Seconds
    Linked Attribute: Expertise
    Skill Type: Elite Preparation
    Cantha Capture Boss: Lorelle, Jade Cutter (Rhea's Crater)
    Nadet, Glass Weaver (Morostov Trail)
    For 10-30 seconds, your arrows strike for +5-13 damage if they hit and cause
    bleeding for 10-18 seconds if they are blocked. This is an elite skill.
    
    Trapper's Focus (Elite)
    -----------------------
    Energy Cost: 5
    Casting Time: 2 Seconds
    Cooldown Time: 20 Seconds
    Linked Attribute: Expertise
    Skill Type: Elite Preparation
    Capture Boss: Chehbaba Roottripper (Mount Qinkai)
    For 3-13 seconds, your trap skills are not easily interruptible. This is an
    elite skill.
    
    Zojun's Haste
    -------------
    Energy Cost: 5 
    Casting Time: None
    Cooldown Time: 30 Seconds
    Linked Attribute: Expertise
    Skill Type: Stance
    For 5-10 seconds, you move 33% faster and have 27-65% chance to evade incoming
    arrows. Zojun's Haste ends if you attack.
    
    Zojun's Shot
    ------------
    Energy Cost: 10 
    Casting Time: Next attack
    Cooldown Time: 3 Seconds
    Linked Attribute: Expertise
    Skill Type: Bow Attack
    Shoot an arrow that has half the normal range, but strikes for +10-22 damage.
    
    Expertise (Nightfall)
    =====================
    
    Expert's Dexterity (Elite)
    --------------------------
    Energy Cost: 5
    Casting Time: 2 Seconds
    Cooldown Time: 12 Seconds
    Linked Attribute: Expertise
    Skill Type: Elite Preparation
    PvP Unlock Priest Location: ?
    Elona Capture Boss: ?
    For 12 seconds, all your attack Skills cost 75% more Energy and recharge
    10-42% faster. This is an elite skill.
    
    Sweltering Heat (Elite)
    -----------------------
    Energy Cost: 15
    Casting Time: 5 Seconds
    Cooldown Time: 30 Seconds
    Linked Attribute: Expertise
    Skill Type: Elite Nature Ritual
    PvP Unlock Priest Location: ?
    Elona Capture Boss: ?
    Create a level 1-8 Spirit. Non-Spirit creatures within its range gain
    adrenaline twice as fast. This Spirit dies after 30-54 seconds. This is an
    elite skill.
    
    Trapper's Speed
    ---------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 20 Seconds
    Linked Attribute: Expertise
    Skill Type: Stance
    Trainer Location: ?
    PvP Unlock Priest Location: ?
    For 5-17 seconds, your Traps recharge 25% faster and activate 25% faster. This
    stance ends if you hit with an attack.
    
    Marksmanship Skills (Core)
    ==========================
    
    Barrage (Elite)
    ---------------
    Energy Cost: 5
    Casting Time: Next attack
    Cooldown Time: 1 Second
    Linked Attribute: Marksmanship
    Skill Type: Elite Bow Attack
    PvP Unlock Priest Location: Dakk in Droknar's Forge
    Tyria Capture Boss: Snyk the Hundred Tongue (Abaddon's Mouth mission),
    Markis (Iron Mines of Moladune mission)
    Cantha Capture Boss: Aurora (Boreas Seabed mission), Chkkr Thousand Tail 
    (Drazach Thicket)
    All your preparations are removed. Shoot arrows at up to 5 enemies near your 
    target. These arrows strike for +1-13 damage if they hit. This is an elite 
    skill.
    
    Concussion Shot
    ---------------
    Energy Cost: 25
    Casting Time: 1/2 of a Second
    Cooldown Time: 5 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    Trainer Location: Droknar's Forge
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    Quest Reward: The Royal Papers (Fisherman's Haven)
    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.
    Updated on October 27, 2006: Decreased cooldown to 5 (was 10 seconds)
    
    Debilitating Shot
    -----------------
    Energy Cost: 10
    Casting Time: Next attack
    Cooldown Time: 10 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    Trainer Location: Lion's Arch
    PvP Unlock Priest Location: Jhoneil in Lion's Arch
    Quest Reward: Helping the Dwarves (Grand Mason Stonecleaver in Yak's Bend)
    If Debilitating Shot hits, your target loses 1-10 energy.
    Updated on October 27, 2006: Now does -1 to -10 Energy and is linked to
    Marksmanship.
    
    Determined Shot
    ---------------
    Energy Cost: 5
    Casting Time: Next attack
    Cooldown Time: 10 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    Trainer Location: Quarrel Falls, Henge of Denravi
    PvP Unlock Priest Location: Narius in Henge of Denravi
    Quest Reward: Graven Images (Archivist Ithimar in North Kryta Province)
    If Determined Shot hits, you strike for +3-15 damage. If Determined Shot fails 
    to hit, all of your attack skills are recharged.
    Updated on March 2, 2006: Increased damage to +5-20 (from +3-15)
    Updated on July 13, 2006: Now recharges pet skills.
    
    Favorable Winds
    ---------------
    Energy Cost: 5
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Nature Ritual
    Trainer Location: Yak's Bend
    PvP Unlock Priest Location: Willem in Yak's Bend
    Quest Reward: The Charr Patrol (Master Ranger Nente, Old Ascalon)
    Create a level 1-8 Spirit. For creatures within its range, arrows move twice as
    fast as normal and strike for +6 damage. This Spirit dies after 30-126 seconds.
    
    Hunter's Shot
    -------------
    Energy Cost: 5
    Casting Time: Next attack
    Cooldown Time: 5 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    Trainer Location: Yak's Bend
    PvP Unlock Priest Location: Willem in Yak's Bend
    Quest Reward: Endangered Species
    If Hunter's Shot hits, you strike for +3-13 damage. If this attack hits a foe 
    that is moving or knocked down, that foe begins bleeding for 3-21 seconds.
    
    Pin Down
    --------
    Energy Cost: 15
    Casting Time: Next attack
    Cooldown Time: 15 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    Trainer Location: Lion's Arch
    PvP Unlock Priest Location: Jhoneil in Lion's Arch
    Quest Reward: A Test of Marksmanship, The Hungry Devourer
    If Pin Down hits, your target is crippled for 3-13 seconds.
    
    Power Shot
    ----------
    Energy Cost: 10
    Casting Time: Next attack
    Cooldown Time: 6 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    Trainer Location: Ascalon City
    PvP Unlock Priest Location: Garemm in Ascalon City
    Quest Reward: Ranger Test (Artemis the Ranger in Lakeside Valley)
    If Power Shot hits, you strike for +10-25 damage.
    Updated on March 2, 2006: Increased damage to +10-25 (from +10-18)
    
    Precision Shot
    --------------
    Energy Cost: 10
    Casting Time: Next attack
    Cooldown Time: 6 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    Trainer Location: Droknar's Forge
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    Quest Reward: The Forgotten Ones (Annelle Fips in Destiny's Gorge)
    If Precision Shot hits, you strike for +10-18 damage. Precision Shot cannot be 
    blocked or evaded. This action is easily interrupted.
    Updated on March 2, 2006: Increased damage to +10-25 (from +10-18)
    
    
    Marksmanship Skills (Prophecies)
    ================================
    
    Crippling Shot (Elite)
    ----------------------
    Energy Cost: 15
    Casting Time: Next attack
    Cooldown Time: 1 Second
    Linked Attribute: Marksmanship
    Skill Type: Elite Bow Attack
    PvP Unlock Priest Location: Dakk in Droknar's Forge
    Capture Boss: Melandru's Cursed (Perdition Rock)
    If Crippling Shot hits, your target becomes Crippled for 1-8 seconds. This 
    attack cannot be blocked or evaded. This is an elite skill.
    Updated on March 2, 2006: Increased Energy cost to 15 (from 10), duration now
    scales according to skill (previously 8s)
    
    Penetrating Attack
    ------------------
    Energy Cost: 10
    Casting Time: Next attack
    Cooldown Time: 3 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    Trainer Location: Yak's Bend
    PvP Unlock Priest Location: Willem in Yak's Bend
    Quest Reward: Helping the People of Ascalon (Ambassador Zain, Old Ascalon)
    If Penetrating Attack hits, you strike for +3-15 damage and this attack has 20%
    armor penetration.
    
    Punishing Shot (Elite)
    ----------------------
    Energy Cost: 10
    Casting Time: 1/2 of a second
    Cooldown Time: 8 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Elite Bow Attack
    PvP Unlock Priest Location: Dakk in Droknar's Forge
    Capture Boss: Thul Boulderrain (Snake Dance/Southern Shiverpeaks)
    If Punishing Shot hits, you strike for +10-18 damage and your target is 
    interrupted. This is an elite skill.
    
    Read the Wind
    -------------
    Energy Cost: 5
    Casting Time: 2 Seconds
    Cooldown Time: 12 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Preparation
    Trainer Location: Ascalon City
    PvP Unlock Priest Location: Garemm in Ascalon City
    Quest Reward: A Test of Marksmanship (Ivor Trueshot in Regent Valley)
    For 24 seconds, your arrows move twice as fast as normal and deal 3-9 extra 
    damage.
    
    Savage Shot
    -----------
    Energy Cost: 10
    Casting Time: 1/2 of a second
    Cooldown Time: 5 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    Trainer Location: Amnoon Oasis
    PvP Unlock Priest Location: Rocius in Amnoon Oasis
    Quest Reward: Blood and Smoke (Deep Root in Ettin's Back)
    If Savage Shot hits, your target's action is interrupted. If that action was a
    spell, you strike for 13-25 damage.
    Updated on September 7, 2005: Now has a 0.5 second casting time.
    
    Marksmanship Skills (Factions)
    ==============================
    
    Broad Head Arrow (Elite)
    ------------------------
    Energy Cost: 15
    Casting Time: Next attack
    Cooldown Time: 15 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Elite Bow Attack
    Capture Boss: The Afflicted Huan (Vizunah Square, Sunjiang District),
    Daeman (Boreas Seabed), The Afflicted Pana (Unwaking Waters)
    You shoot a broad head arrow that moves slower than normal. If it hits, target
    foe is dazed for 5-17 seconds, and if target foe is casting a spell that spell
    is interrupted. This is an elite skill.
    Updated on July 13, 2006: Reduced cooldown to 15 from 20.
    Updated on September 14, 2006: Reduced Energy cost to 15 (from 25)
    
    Focused Shot
    ------------
    Energy Cost: 5 
    Casting Time: Next attack
    Cooldown Time: 2 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    If Focused Shot hits, you strike for +10-22 damage, but all your other attack
    skills are disabled for 5-3 seconds.
    Updated on July 13, 2006: Now disables pet attack skills.
    
    Marauder's Shot
    ---------------
    Energy Cost: 10 
    Casting Time: Next attack
    Cooldown Time: 6 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    If Marauder's Shot hits, you strike for +10-30 damage, and all your non-attack
    skills are disabled for 5 seconds.
    Updated on July 13, 2006: No longer disables pet attack skills.
    
    Melandru's Shot (Elite)
    -----------------------
    Energy Cost: 10 
    Casting Time: Next attack
    Cooldown Time: 7 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Elite Bow Attack
    Capture Boss: Razortongue Frothspit (Archipelagos)
    If Melandru's Shot hits, you deal +10-30 damage. If it hits an enchanted foe,
    you gain 15 energy. This is an elite skill.
    
    Needling Shot
    -------------
    Energy Cost: 5 
    Casting Time: 1 Second
    Cooldown Time: 4 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    Needling Shot strikes for only 5-17 damage and moves faster than normal. If
    needling Shot strikes a foe below 50% health, Needling shot recharges instantly.
    
    Seeking Arrows
    --------------
    Energy Cost: 15 
    Casting Time: 2 Seconds
    Cooldown Time: 20 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Preparation
    For 3-12 seconds, your arrows cannot be blocked or evaded. Seeking Arrows ends
    if you fail to hit.
    
    Splinter Shot
    -------------
    Energy Cost: 10 
    Casting Time: Next attack
    Cooldown Time: 5 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    If Splinter Shot hits, you deal +3-13 damage. If Splinter Shot is blocked, all
    foes adjacent to your target take 5-53 damage.
    
    Sundering Attack
    ----------------
    Energy Cost: 10 
    Casting Time: Next attack
    Cooldown Time: 3 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    If Sundering Attack hits, you strike for +3-15 damage and this attack has 20% 
    armor penetration.
    
    Marksmanship (Nightfall)
    ========================
    
    Arcing Shot
    -----------
    Energy Cost: 10
    Casting Time: Next attack
    Cooldown Time: 6 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    Trainer Location: ?
    PvP Unlock Priest Location: ?
    If this arrow hits, it strikes for +10-22 damage. This arrow cannot be
    "blocked", but it moves 150% slower.
    
    Burning Arrow (Elite)
    ---------------------
    Energy Cost: 10
    Casting Time: Next attack
    Cooldown Time: 8 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Elite Bow Attack
    PvP Unlock Priest Location: ?
    Elona Capture Boss: ?
    If this attack hits, you strike for +10-26 damage and cause Burning for 1-4
    seconds. This is an elite skill.
    
    Crossfire
    ---------
    Energy Cost: 10
    Casting Time: Next attack
    Cooldown Time: 6 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    Trainer Location: ?
    PvP Unlock Priest Location: ?
    If this attack hits target foe, it deals +5-17 damage. If this foe is near any
    of your allies, this attack cannot be "blocked" or "evaded."
    
    Disrupting Accuracy
    -------------------
    Energy Cost: 5
    Casting Time: 2 Seconds
    Cooldown Time: 12 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Preparation
    Trainer Location: ?
    PvP Unlock Priest Location: ?
    For 24 seconds, whenever your arrows critical, they also interrupt your target.
    
    Forked Arrow
    ------------
    Energy Cost: 10
    Casting Time: Next attack
    Cooldown Time: 5 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    Trainer Location: ?
    PvP Unlock Priest Location: ?
    Shoot two arrows simultaneously at target foe. If you are under the effects of
    an Enchantment or Hex, you shoot only one arrow.
    
    Keen Arrow
    ----------
    Energy Cost: 5
    Casting Time: Next attack
    Cooldown Time: 6 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    Trainer Location: ?
    PvP Unlock Priest Location: ?
    If this attack hits, you strike for +5-13 damage. If you land a critical hit,
    you deal an additional +5-17 damage.
    
    Prepared Shot (Elite)
    ---------------------
    Energy Cost: 5
    Casting Time: Next attack
    Cooldown Time: 6 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Elite Bow Attack
    PvP Unlock Priest Location: ?
    Elona Capture Boss: ?
    If this attack hits, you strike for +10-22 damage. If you are under the effects
    of a Preparation, you gain 1-7 Energy. This is an elite skill.
    
    Screaming Shot
    --------------
    Energy Cost: 10
    Casting Time: Next attack
    Cooldown Time: 8 Seconds
    Linked Attribute: Marksmanship
    Skill Type: Bow Attack
    Trainer Location: ?
    PvP Unlock Priest Location: ?
    If this attack hits, you deal +10-22 damage. If your target is within earshot,
    that foe begins Bleeding for 10-22 seconds.
    
    Wilderness Survival (Core)
    ==========================
    
    Apply Poison
    ------------
    Energy Cost: 15
    Casting Time: 2 Seconds
    Cooldown Time: 12 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Preparation
    Trainer Location: Ascalon Settlement north of Lion's Arch, Henge of Denravi
    PvP Unlock Priest Location: Narius in Henge of Denravi
    For 24 seconds, foes struck by your physical attacks become Poisoned for 3-13
    seconds.
    
    Barbed Trap
    -----------
    Energy Cost: 15
    Casting Time: 2 Seconds
    Cooldown Time: 20 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Trap
    Trainer Location: Amnoon Oasis
    PvP Unlock Priest Location: Rocius in Amnoon Oasis
    Quest Reward: The Price of Steel (Alari Doubleblade, NW corner of Silverwood)
    When Barbed Trap is triggered, all foes in the area take 20-56 piercing damage,
    become crippled, and begin bleeding for 3-21 seconds. Barbed Trap ends after 90
    seconds. While activating this skill, you are easily interrupted.
    
    Choking Gas
    -----------
    Energy Cost: 15
    Casting Time: 2 Seconds
    Cooldown Time: 24 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Preparation
    Trainer Location: Droknar's Forge
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    Quest Reward: The False Gods (Brother Mizar, Temple of the Ages)
    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.
    
    Flame Trap
    ----------
    Energy Cost: 10
    Casting Time: 2 Seconds
    Cooldown Time: 20 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Trap
    Trainer Location: Droknar's Forge
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    Quest Reward: The Misplaced Sword (Yort the Bronze in Heroes' Audience)
    When Flame Trap is triggered, every second (for 3 seconds total), all nearby
    foes are struck for 15-27 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
    -------------
    Energy Cost: 5
    Casting Time: 2 Seconds
    Cooldown Time: 12 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Preparation
    Trainer Location: Grendich Courthouse, Yak's Bend
    PvP Unlock Priest Location: Willem in Yak's Bend
    For 24 seconds, your arrows deal fire damage and hit for an additional 3-20
    fire damage.
    
    Nature's Renewal
    ----------------
    Energy Cost: 5
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute: Wilderness survival
    Skill Type: Nature Ritual
    Trainer Location: Camp Rankor
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    Create a level 1-8 Spirit. 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.
    
    Quickening Zephyr
    -----------------
    Energy Cost: 25
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Nature Ritual
    Trainer Location: Yak's Bend
    PvP Unlock Priest Location: Willem in Yak's Bend
    Quest Reward: The Charr Staging Area (Master Ranger Nente, Old Ascalon)
    Create a level 1-8 Spirit. For creatures within its range, all skills recharge 
    twice as fast as normal and cost 30% more energy to cast. This Spirit dies 
    after 15-39-45 seconds.
    
    Spike Trap (Elite)
    ------------------
    Energy Cost: 10
    Casting Time: 2 Seconds
    Cooldown Time: 20 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Elite Trap
    PvP Unlock Priest Location: Dakk in Droknar's Forge
    Tyria Capture Boss: Vulg Painbrain (Abaddon's Mouth)
    Cantha Capture Boss: Meysang The Sadistic (Pongmei Valley)
    When Spike Trap is triggered, all foes in the area take 10-56 piercing damage, 
    become crippled for 3-13 seconds and are knocked down. Spike Trap ends after 90
    seconds. While activating this skill, you are easily interrupted. This is an 
    elite skill.
    
    Storm Chaser
    ------------
    Energy Cost: 10
    Casting Time: None
    Cooldown Time: 30 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Stance
    Trainer Location: Amnoon Oasis
    PvP Unlock Priest Location: Rocius in Amnoon Oasis
    Quest Reward: Mysterious Message (Envoy Ero in Druid's Overlook)
    For 8-18 seconds, you move 25% faster, and you gain 1-4 energy whenever you 
    take elemental damage.
    
    Troll Unguent
    -------------
    Energy Cost: 5
    Casting Time: 3 Seconds
    Cooldown Time: 10 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Skill
    Trainer Location: Ascalon City
    PvP Unlock Priest Location: Garemm in Ascalon City
    Quest Reward: Ranger Test, The Ranger's Companion, Endangered Species
    For 10 seconds, you gain health regeneration +3-9.
    
    Winnowing
    ---------
    Energy Cost: 5
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Nature Ritual
    Trainer Location: Droknar's Forge
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    Quest Reward: Into the Unknown (Jorn Kudabeh in Augury Rock)
    Create a level 1-8 Spirit. For creatures within its range, creatures take 4 
    additional damage whenever they take physical damage. This Spirit dies after 
    30-126 seconds.
    
    Wilderness Survival (Prophecies)
    ================================
    
    Dryder's Defenses
    -----------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 60 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Stance
    Trainer Location: Marhan's Grotto
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    For 5-10 seconds, you gain 75% chance to evade attacks and 34-55 armor against 
    elemental damage.
    
    Dust Trap
    ---------
    Energy Cost: 25
    Casting Time: 2 Seconds
    Cooldown Time: 30 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Trap
    Trainer Location: Droknar's Forge
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    Quest Reward: Ghostly Vengeance (Marchena in Augury Rock)
    When Dust Trap is triggered, every second (for 5 seconds total), all nearby foes
    are Blinded for 3-8 seconds and take 10-22 earth damage. While activating this
    skill, you are easily interrupted. Dust Trap ends after 90 seconds.
    Updated on March 2, 2006: Decreased duration to 3-8 (was 3-9)
    
    Frozen Soil
    -----------
    Energy Cost: 5
    Casting Time: 5 Seconds
    Cooldown Time: 30 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Nature Ritual
    Trainer Location: Marhan's Grotto
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    Create a level 1-8 Spirit. For creatures within its range, dead creatures 
    cannot be resurrected. This Spirit dies after 30-78 seconds.
    
    Greater Conflagration (Elite)
    -----------------------------
    Energy Cost: 5
    Casting Time: 5 Seconds
    Cooldown Time: 30 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Elite Nature Ritual
    PvP Unlock Priest Location: Dakk in Droknar's Forge
    Capture Boss: Valetudo Rubor (Hell's Precipice mission)
    Create a level 1-8 Spirit. For creatures within its range, all physical damage 
    is fire damage instead. This Spirit dies after 30-126 seconds. This is an 
    elite skill.
    Updated on July 13, 2006: Cooldown reduced to 45 from 60.
    Updated on September 14, 2006: Cooldown reduced to 30 seconds (from 45)
    
    Healing Spring
    --------------
    Energy Cost: 10
    Casting Time: 2 Seconds
    Cooldown Time: 20 Seconds
    Linked Attribute Wilderness Survival
    Skill Type: Trap
    Trainer Location: Ascalon Settlement north of Lion's Arch, Henge of Denravi
    PvP Unlock Priest Location: Narius in Henge of Denravi
    For 10 seconds, all allies in the area are healed for 15-51 health every 2 
    seconds. While activating this skill, you are easily interrupted.
    
    Ignite Arrows
    -------------
    Energy Cost: 10
    Casting Time: 2 Seconds
    Cooldown Time: 12 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Preparation
    Trainer Location: Ascalon City
    PvP Unlock Priest Location: Garemm in Ascalon City
    Quest Reward: Unnatural Growths (Aidan in Wizard's Folly)
    For 24 seconds, your arrows explode on contact, dealing 3-15 fire damage.
    
    Incendiary Arrows (Elite)
    -------------------------
    Energy Cost: 5
    Casting Time: 2 Seconds
    Cooldown Time: 24 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Elite Preparation
    PvP Unlock Priest Location: Dakk in Droknar's Forge
    Capture Boss: Casses Flameweb (Ring of Fire)
    For 8 seconds, targets struck by your arrows are interrupted and set on fire 
    for 1-3 seconds. This is an elite skill.
    
    Melandru's Arrows (Elite)
    -------------------------
    Energy Cost: 5
    Casting Time: 2 Seconds
    Cooldown Time: 12 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Elite Preparation
    PvP Unlock Priest Location: Dakk in Droknar's Forge
    Capture Boss: Ulhar Stonehound (Thunderhead Keep mission)
    Resnar Mountaininsight (Frozen Forest)
    Gargash Thornbeard (Grenth's Footprint)
    Drago Stoneherder (Sorrow's Furnace)
    Graygore Boulderbeard (Sorrow's Furnace)
    Tarnok Forgerunner (Sorrow's Furnace)
    For 18 seconds, whenever your arrows hit, they cause bleeding for 3-21 seconds
    and do +8-24 damage if they hit a target who is under an enchantment. This is 
    an elite skill.
    
    Melandru's Resilience (Elite)
    -----------------------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 25 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Elite Stance
    PvP Unlock Priest Location: Dakk in Droknar's Forge
    Capture Boss: Facet of Nature (Dragon's Lair mission)
    For 8-18 seconds, you gain health regeneration of 3 and energy regeneration of 
    1 for each condition and hex you are suffering. This is an elite skill.
    Updated on March 2, 2006: Health regen increased to +3 (was +2)
    
    Muddy Terrain
    -------------
    Energy Cost: 5
    Casting Time: 5 Seconds
    Cooldown Time: 30 Seconds
    Linked Attribute Wilderness Survival
    Skill Type: Nature Ritual
    Trainer Location: Copperhammer Mines
    PvP Unlock Priest Location: Tyren in Droknar's Forge
    Create a level 1-8 Spirit. For creatures within its range, all creatures move 
    10% slower than normal and speed boosts have no effect. This Spirit dies after
    30-78 seconds.
    
    Poison Arrow (Elite)
    --------------------
    Energy Cost: 5
    Casting Time: Next attack
    Cooldown Time: 1 Second
    Linked Attribute: Wilderness Survival
    Skill Type: Elite Bow Attack
    PvP Unlock Priest Location: Dakk in Droknar's Forge
    Capture Boss: Salani Pippip (Witman's Folly)
    If Poison Arrow hits, your target becomes poisoned for 5-17 seconds. This is an
    elite skill.
    
    Serpent's Quickness
    -------------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 45 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Stance
    Trainer Location: Lion's Arch
    PvP Unlock Priest Location: Jhoneil in Lion's Arch
    Quest Reward: The Deserters (Master Saberlin in Beacon's Perch)
    For 15-27 seconds, recharge times for your skills are reduced by 33%. Serpent's
    Quickness ends if your health drops below 50%.
    
    Winter
    ------
    Energy Cost: 5
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Nature Ritual
    Trainer Location: Lion's Arch
    PvP Unlock Priest Location: Jhoneil in Lion's Arch
    Quest Reward: Stone Summit Beastmasters (Artemis the Ranger in Traveler's Vale)
    Create a level 1-8 Spirit. For creatures within its range, all elemental damage
    is cold damage instead. This Spirit dies after 30-126 seconds.
    
    Wilderness Survival (Factions)
    ==============================
    
    Brambles
    --------
    Energy Cost: 10 
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Nature Ritual
    Create a level 1-8 spirit. Non-Spirit creatures that are knocked down in its
    range takes 5 damage and begins bleeding for 5-17 seconds. This spirit dies
    after 30-126 seconds.
    
    Conflagration
    -------------
    Energy Cost: 5 
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Nature Ritual
    Created a level 1-8 Spirit. For non-Spirit creatures within range, all arrows
    that hit strike for fire damage. This spirit dies after 30-126 seconds.
    
    Equinox (Elite)
    ---------------
    Energy Cost: 10 
    Casting Time: 5 Seconds
    Cooldown Time: 30 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Elite Nature Ritual
    Capture Boss: Ranger Construct (Sunjiang District)
    Create a level 1-8 spirit. Spells cast within its range that causes exhaustion
    cause double the exhaustion instead. This spirit dies after 30-126 seconds.
    This is an elite skill.
    Updated on July 13, 2006: Cooldown reduced to 45 from 60.
    Updated on September 14, 2006: Decreased cooldown to 30 seconds (from 45)
    
    Famine (Elite)
    --------------
    Energy Cost: 10 
    Casting Time: 5 Seconds
    Cooldown Time: 30 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Elite Nature Ritual
    Capture Boss: Bound Zojun (Thannakai Temple)
    Famished Ancient Brrne (Raisu Pavillion Mission)
    Create a level 1-8 spirit. Whenever a non-Spirit creature in its range reaches
    0 Energy, that creature takes 10-30 damage. This spirit dies after 30-78
    seconds. This is an elite skill.
    Updated on July 13, 2006: Cooldown reduced to 45 from 60.
    Updated on September 14, 2006: Decreased cooldown to 30 seconds (from 45)
    
    Snare
    -----
    Energy Cost: 5 
    Casting Time: 2 Seconds
    Cooldown Time: 20 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Trap
    When Snare is triggered, all nearby foes become crippled for 3-13 seconds.
    Snare ends after 90 seconds. While activating this skill, you are easily
    interrupted.    
    
    Tranquility
    -----------
    Energy Cost: 15 
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Nature Ritual
    Create a level 1-8 Spirit. Enchantments cast by non-Spirit creatures within its
    range expire 20-44% faster. This spirit dies after 15-51 seconds.
    
    Wilderness Survival (Nightfall)
    ===============================
    
    Barbed Arrows
    -------------
    Energy Cost: 15
    Casting Time: 2 Seconds
    Cooldown Time: 12 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Preparation
    Trainer Location: ?
    PvP Unlock Priest Location: ?
    For 18 seconds, your arrows cause Bleeding for 3-13 seconds. This Skill is
    easily interrupted.
    
    Natural Stride
    --------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 10 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Stance
    Trainer Location: ?
    PvP Unlock Priest Location: ?
    For 1-7 seconds, you run 33% faster and have a 50% chance to block incoming
    attacks. Natural Stride ends if you become Hexed or Enchanted.
    
    Pestilence
    ----------
    Energy Cost: 5
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Nature Ritual
    Trainer Location: ?
    PvP Unlock Priest Location: ?
    Create a level 1-8 spirit. For any creature that dies within its range, all
    Conditions on that creature are spread to all nearby creatures. This spirit
    dies after 30-78 seconds.
    
    Roaring Winds
    -------------
    Energy Cost: 10
    Casting Time: 5 Seconds
    Cooldown Time: 60 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Nature Ritual
    Trainer Location: ?
    PvP Unlock Priest Location: ?
    Create a level 1-4 spirit. Chants and Shouts cost 1-4 more Energy.
    
    Smoke Trap (Elite)
    ------------------
    Energy Cost: 10
    Casting Time: 2 Seconds
    Cooldown Time: 20 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Elite Trap
    PvP Unlock Priest Location: ?
    Elona Capture Boss: ?
    When Smoke Trap is triggered, nearby foes are Blinded and Dazed for 5-9
    seconds. Smoke Trap ends after 90 seconds. While activating this Skill, you are
    easily interrupted. This is an elite skill.
    
    Scavenger's Focus (Elite)
    -------------------------
    Energy Cost: 10
    Casting Time: 2 Seconds
    Cooldown Time: 12 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Elite Preparation
    PvP Unlock Priest Location: ?
    Elona Capture Boss: ?
    For 24 seconds, your attacks deal +5-10 damage against foes suffering from a
    Condition. This is an elite skill.
    
    Tripwire
    --------
    Energy Cost: 10
    Casting Time: 2 Seconds
    Cooldown Time: 30 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Trap
    Trainer Location: ?
    PvP Unlock Priest Location: ?
    When Tripwire is triggered, all nearby foes are struck for 5-17 piercing
    damage. Any Crippled foes are knocked down. Tripwire ends after 90 seconds.
    While activating this Skill, you are easily interrupted.
    
    Weariness (Elite)
    -----------------
    Energy Cost: 10
    Casting Time: 5 Seconds
    Cooldown Time: 30 Seconds
    Linked Attribute: Wilderness Survival
    Skill Type: Elite Nature Ritual
    PvP Unlock Priest Location: ?
    Elona Capture Boss: ?
    Create a level 1-8 Spirit. All non-Spirit creatures within its range lose 1
    Energy each time they attack or use a Skill. This Spirit dies after 30-78
    seconds. This is an elite skill.
    
    Other Non-Linked Skills
    =======================
    
    Antidote Signet
    ---------------
    Energy Cost: None
    Casting Time: 2 Seconds
    Cooldown Time: 8 Seconds
    Linked Attribute: None
    Skill Type: Signet
    Trainer Location: Amnoon Oasis
    PvP Unlock Priest Location: Rocius in Amnoon Oasis
    Quest Reward: Eye for Profit (Trader Versai in Druid's Overlook)
    Cleanse yourself of poison, disease and blindness.
    Updated on April 29, 2006: No longer removes other conditions than listed
    
    Called Shot
    -----------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 3 Seconds
    Linked Attribute: None
    Skill Type: Bow Attack
    Trainer Location: Yak's Bend
    PvP Unlock Priest Location: Willem in Yak's Bend
    Quest Reward: Supplies for the Duke (Gate Guard Hollis in Old Ascalon)
    Shoot an arrow that moves 3 times faster than normal and cannot be blocked or 
    evaded.
    
    Dual Shot
    ---------
    Energy Cost: 10
    Casting Time: None
    Cooldown Time: 10 Seconds
    Linked Attribute: None
    Skill Type: Bow Attack
    Trainer Location: Ascalon City
    PvP Unlock Priest Location: Garemm in Ascalon City
    Quest Reward: Unnatural Growths (Aidan in Wizard's Folly)
    Shoot two arrows simultaneously at target foe. These arrows deal 25% less 
    damage than normal.
    Updated on April 29, 2006: Increased cooldown to 7s (was 5s)
    Updated on October 27, 2006: Increased cooldown to 10s (was 7s)
    
    Quick Shot (Elite)
    ------------------
    Energy Cost: 5
    Casting Time: 1 Second
    Cooldown Time: 1 Second
    Linked Attribute: None
    Skill Type: Elite Bow Attack
    PvP Unlock Priest Location: Dakk in Droknar's Forge
    Tyria Capture Boss: Maxine Coldstone (Perdition Rock)
    Cantha Capture Boss: Razorjaw Longspine (Silent Surf)
    Shoot an arrow that moves twice as fast.
    Updated on March 2, 2006: Fixed a bug that caused arrow to move normal speed
    
    Nightfall Non-Linked Skills
    ===========================
    
    Magebane Shot (Elite)
    ---------------------
    Energy Cost: 5
    Casting Time: 1/2 of a Second
    Cooldown Time: 10 Seconds
    Linked Attribute: None
    Skill Type: Elite Bow Attack
    PvP Unlock Priest Location: ?
    Elona Capture Boss: ?
    If this attack hits, it interrupts target foe's action. If that action was
    a Spell, this attack instantly recharges. This is an elite skill.
    
    Storm's Embrace
    ---------------
    Energy Cost: 5
    Casting Time: None
    Cooldown Time: 30 Seconds
    Linked Attribute: None
    Skill Type: Stance
    Trainer Location: ?
    PvP Unlock Priest Location: ?
    For 10 seconds, you move 25% faster. This stance is refreshed whenever you
    take Elemental damage.
    
    -----------------------
    - Armor List (gwrg9b) -
    -----------------------
    Note: This list is incomplete, but all of the important armor merchants are
    listed here, along with prices and materials costs.  I've yet to hop into the
    Underworld to check out the merchants there. 
    
    Starting Armor (Base AL 10)
    ---------------------------
    Rawhide Vest             Starting Armor
    Rawhide Gloves           Starting Armor
    Rawhide Leggings         Starting Armor
    Rawhide Boots            Starting Armor
    
    Tyria: Ascalon City
    ===================
    Banoit (Base AL 25) Each piece costs 50 gold
    --------------------------------------------------------
    Fur-Lined Boots          2 Tanned Hide Squares
    Leather Boots            1 Tanned Hide Square
    Fur-Lined Vest           6 Tanned Hide Squares
    Leather Vest             3 Tanned Hide Squares
    Fur-Lined Gloves         2 Tanned Hide Squares
    Leather Gloves           1 Tanned Hide Square
    Simple Mask              1 Bolt of Cloth
    Fur-Lined Leggings       4 Tanned Hide Squares
    Leather Leggings         2 Tanned Hide Squares
    
    Corwen (Base AL 40) Each piece costs 150 gold
    --------------------------------------------------------
    Fur-Lined Boots          4 Tanned Hide Squares, 1 Fur Square
    Leather Boots            2 Tanned Hide Squares
    Fur-Lined Vest           12 Tanned Hide Squares, 3 Fur Squares
    Leather Vest             6 Tanned Hide Squares
    Fur-Lined Gloves         4 Tanned Hide Squares, 1 Fur Square
    Leather Gloves           2 Tanned Hide Squares
    Tamer's Mask             4 Bolts of Cloth, 1 Fur Square
    Archer's Mask            4 Bolts of Cloth, 1 Bolt of Linen
    Hunter's Mask            4 Bolts of Cloth, 1 Bolt of Silk
    Simple Mask              2 Bolts of Cloth
    Traveler's Mask          4 Bolts of Cloth, 1 Scale
    Fur-Lined Leggings       8 Tanned Hide Squares, 2 Fur Squares
    Leather Leggings         4 Tanned Hide Squares
    
    Tyria: Tyria: Piken Square
    ==========================
    Harlan (Base AL 25) Each piece costs 50 gold
    --------------------------------------------------------
    Fur-Lined Boots          2 Tanned Hide Squares
    Leather Boots            1 Tanned Hide Square
    Fur-Lined Vest           6 Tanned Hide Squares
    Leather Vest             3 Tanned Hide Squares
    Fur-Lined Gloves         2 Tanned Hide Squares
    Leather Gloves           1 Tanned Hide Square
    Simple Mask              1 Bolt of Cloth
    Fur-Lined Leggings       4 Tanned Hide Squares
    Leather Leggings         2 Tanned Hide Squares
    
    Tyria: Yak's Bend
    =================
    Breyshaw (Base AL 40) Each piece costs 150 gold
    --------------------------------------------------------
    Fur-Lined Boots          4 Tanned Hide Squares, 1 Fur Square
    Drakescale Boots         4 Tanned Hide Squares, 1 Scale
    Leather Boots            2 Tanned Hide Squares
    Fur-Lined Vest           12 Tanned Hide Squares, 3 Fur Squares
    Drakescale Vest          12 Tanned Hide Squares, 3 Scales
    Leather Vest             6 Tanned Hide Squares
    Fur-Lined Gloves         4 Tanned Hide Squares, 1 Fur Square
    Drakescale Gloves        4 Tanned Hide Squares, 1 Scale
    Leather Gloves           2 Tanned Hide Squares
    Tamer's Mask             4 Bolts of Cloth, 1 Fur Square
    Archer's Mask            4 Bolts of Cloth, 1 Bolt of Linen
    Hunter's Mask            4 Bolts of Cloth, 1 Bolt of Silk
    Simple Mask              2 Bolts of Cloth
    Traveler's Mask          4 Bolts of Cloth, 1 Scale
    Fur-Lined Leggings       8 Tanned Hide Squares, 2 Fur Squares
    Drakescale Leggings      8 Tanned Hide Squares, 2 Scales
    Leather Leggings         4 Tanned Hide Squares
    
    Tyria: Lion's Arch
    ==================
    Samuka (Base AL 40) Each piece costs 150 gold
    --------------------------------------------------------
    Druid's Boots            4 Tanned Hide Squares, 4 Wood Planks
    Fur-Lined Boots          4 Tanned Hide Squares, 1 Fur Square
    Drakescale Boots         4 Tanned Hide Squares, 1 Scale
    Leather Boots            2 Tanned Hide Squares
    Druid's Vest             12 Tanned Hide Squares, 12 Wood Planks
    Fur-Lined Vest           12 Tanned Hide Squares, 3 Fur Squares
    Drakescale Vest          12 Tanned Hide Squares, 3 Scales
    Leather Vest             6 Tanned Hide Squares
    Druid's Gloves           4 Tanned Hide Squares, 4 Wood Planks
    Fur-Lined Gloves         4 Tanned Hide Squares, 1 Fur Square
    Drakescale Gloves        4 Tanned Hide Squares, 1 Scale
    Leather Gloves           2 Tanned Hide Squares
    Druid's Leggings         8 Tanned Hide Squares, 8 Wood Planks
    Fur-Lined Leggings       8 Tanned Hide Squares, 2 Fur Squares
    Drakescale Leggings      8 Tanned Hide Squares, 2 Scales
    Leather Leggings         4 Tanned Hide Squares
    Tamer's Mask             4 Bolts of Cloth, 1 Fur Square
    Archer's Mask            4 Bolts of Cloth, 1 Bolt of Linen
    Hunter's Mask            4 Bolts of Cloth, 1 Bolt of Silk
    Simple Mask              2 Bolts of Cloth
    Traveler's Mask          4 Bolts of Cloth, 1 Scale
    
    Tyria: Bergen Hot Springs
    =========================
    Kailan (Base AL 49) Each piece costs 250 gold
    --------------------------------------------------------
    Druid's Boots            6 Tanned Hide Squares, 4 Wood Planks
    Leather Boots            3 Tanned Hide Squares
    Druid's Vest             18 Tanned Hide Squares, 12 Wood Planks
    Leather Vest             9 Tanned Hide Squares
    Druid's Gloves           6 Tanned Hide Squares, 4 Wood Planks
    Leather Gloves           3 Tanned Hide Squares
    Tamer's Mask             6 Bolts of Cloth, 1 Fur Square
    Archer's Mask            6 Bolts of Cloth, 1 Bolt of Linen
    Hunter's Mask            6 Bolts of Cloth, 1 Bolt of Silk
    Simple Mask              3 Bolts of Cloth
    Traveler's Mask          6 Bolts of Cloth, 1 Scale
    Druid's Leggings         12 Tanned Hide Squares, 8 Wood Planks
    Leather Leggings         6 Tanned Hide Squares
    
    Tyria: Beetletun
    ================
    Shanda (Base AL 49) Each piece costs 250 gold
    --------------------------------------------------------
    Leather Boots            3 Tanned Hide Squares
    Leather Vest             9 Tanned Hide Squares
    Leather Gloves           3 Tanned Hide Squares
    Leather Leggings         6 Tanned Hide Squares
    Fur-Lined Boots          6 Tanned Hide Squares,  1 Fur Square
    Fur-Lined Vest           18 Tanned Hide Squares, 3 Fur Squares
    Fur-Lined Gloves         6 Tanned Hide Squares,  1 Fur Square
    Fur-Lined Leggings       12 Tanned Hide Squares, 2 Fur Squares
    Drakescale Boots         6 Tanned Hide Squares,  1 Scale
    Drakescale Vest          18 Tanned Hide Squares, 3 Scales
    Drakescale Gloves        6 Tanned Hide Squares,  1 Scale
    Drakescale Leggings      12 Tanned Hide Squares, 2 Scales
    Tamer's Mask             6 Bolts of Cloth, 1 Fur Square
    Archer's Mask            6 Bolts of Cloth, 1 Bolt of Linen
    Hunter's Mask            6 Bolts of Cloth, 1 Bolt of Silk
    Simple Mask              3 Bolts of Cloth
    Traveler's Mask          6 Bolts of Cloth, 1 Scale
    
    Tyria: Quarrel Falls
    ====================
    Saphir (Base AL 49) Each piece costs 250 gold
    --------------------------------------------------------
    Studded Leather Boots    6 Tanned Hide Squares, 1 Steel Ingot
    Leather Boots            3 Tanned Hide Squares
    Studded Leather Vest     18 Tanned Hide Squares, 3 Steel Ingots
    Leather Vest             9 Tanned Hide Squares
    Studded Leather Gloves   6 Tanned Hide Squares, 1 Steel Ingot
    Leather Gloves           3 Tanned Hide Squares
    Tamer's Mask             6 Bolts of Cloth, 1 Fur Square
    Archer's Mask            6 Bolts of Cloth, 1 Bolt of Linen
    Hunter's Mask            6 Bolts of Cloth, 1 Bolt of Silk
    Simple Mask              3 Bolts of Cloth
    Traveler's Mask          6 Bolts of Cloth, 1 Scale
    Studded Leather Leggings 12 Tanned Hide Squares, 2 Steel Ingots
    Leather Leggings         6 Tanned Hide Squares
    
    Tyria: Ventari's Refuge
    =======================
    Hanita (Base AL 55) Each piece costs 400 gold
    --------------------------------------------------------
    Druid's Boots            8 Tanned Hide Squares, 8 Wood Planks
    Fur-Lined Boots          8 Tanned Hide Squares, 2 Fur Squares
    Studded Leather Boots    8 Tanned Hide Squares, 2 Steel Ingots
    Drakescale Boots         8 Tanned Hide Squares, 2 Scales
    Leather Boots            4 Tanned Hide Squares
    Druid's Vest             24 Tanned Hide Squares, 24 Wood Planks
    Fur-Lined Vest           24 Tanned Hide Squares, 6 Fur Squares
    Studded Leather Vest     24 Tanned Hide Squares, 6 Steel Ingots
    Drakescale Vest          24 Tanned Hide Squares, 3 Scales
    Leather Vest             12 Tanned Hide Squares
    Druid's Gloves           8 Tanned Hide Squares, 8 Wood Planks
    Fur-Lined Gloves         8 Tanned Hide Squares, 2 Fur Squares
    Studded Leather Gloves   8 Tanned Hide Squares, 2 Steel Ingots
    Drakescale Gloves        8 Tanned Hide Squares, 2 Scales
    Leather Gloves           4 Tanned Hide Squares
    Tamer's Mask             8 Bolts of Cloth, 2 Fur Squares
    Archer's Mask            8 Bolts of Cloth, 2 Bolts of Linen
    Hunter's Mask            8 Bolts of Cloth, 2 Bolts of Silk
    Simple Mask              4 Bolts of Cloth
    Traveler's Mask          8 Bolts of Cloth, 2 Scales
    Druid's Leggings         16 Tanned Hide Squares, 16 Wood Planks
    Fur-Lined Leggings       16 Tanned Hide Squares, 4 Fur Squares
    Studded Leather Leggings 16 Tanned Hide Squares, 4 Steel Ingots
    Drakescale Leggings      16 Tanned Hide Squares, 4 Scales
    Leather Leggings         8 Tanned Hide Squares
    
    Tyria: Henge of Denravi
    =======================
    Alemeth (Base AL 55) Each piece costs 400 gold
    --------------------------------------------------------
    Druid's Boots            8 Tanned Hide Squares, 8 Wood Planks
    Fur-Lined Boots          8 Tanned Hide Squares, 2 Fur Squares
    Studded Leather Boots    8 Tanned Hide Squares, 2 Steel Ingots
    Drakescale Boots         8 Tanned Hide Squares, 2 Scales
    Leather Boots            4 Tanned Hide Squares
    Druid's Vest             24 Tanned Hide Squares, 24 Wood Planks
    Fur-Lined Vest           24 Tanned Hide Squares, 6 Fur Squares
    Studded Leather Vest     24 Tanned Hide Squares, 6 Steel Ingots
    Drakescale Vest          24 Tanned Hide Squares, 3 Scales
    Leather Vest             12 Tanned Hide Squares
    Druid's Gloves           8 Tanned Hide Squares, 8 Wood Planks
    Fur-Lined Gloves         8 Tanned Hide Squares, 2 Fur Square
    Studded Leather Gloves   8 Tanned Hide Squares, 2 Steel Ingots
    Drakescale Gloves        8 Tanned Hide Squares, 2 Scales
    Leather Gloves           4 Tanned Hide Squares
    Tamer's Mask             8 Bolts of Cloth, 2 Fur Squares
    Archer's Mask            8 Bolts of Cloth, 2 Bolts of Linen
    Hunter's Mask            8 Bolts of Cloth, 2 Bolts of Silk
    Simple Mask              4 Bolts of Cloth
    Traveler's Mask          8 Bolts of Cloth, 2 Scales
    Druid's Leggings         16 Tanned Hide Squares, 16 Wood Planks
    Fur-Lined Leggings       16 Tanned Hide Squares, 4 Fur Squares
    Studded Leather Leggings 16 Tanned Hide Squares, 4 Steel Ingots
    Drakescale Leggings      16 Tanned Hide Squares, 4 Scales
    Leather Leggings         8 Tanned Hide Squares
    
    Tyria: Amnoon Oasis
    ===================
    Kathir (Base AL 61) Each piece costs 700 gold
    --------------------------------------------------------
    Druid's Boots            9 Tanned Hide Squares, 9 Wood Planks
    Fur-Lined Boots          9 Tanned Hide Squares, 3 Fur Squares
    Studded Leather Boots    9 Tanned Hide Squares, 3 Steel Ingots
    Drakescale Boots         9 Tanned Hide Squares, 3 Scales
    Leather Boots            8 Tanned Hide Squares
    Druid's Vest             27 Tanned Hide Squares, 27 Wood Planks
    Fur-Lined Vest           27 Tanned Hide Squares, 9 Fur Squares
    Studded Leather Vest     27 Tanned Hide Squares, 9 Steel Ingots
    Drakescale Vest          27 Tanned Hide Squares, 9 Scales
    Leather Vest             24 Tanned Hide Squares
    Druid's Gloves           9 Tanned Hide Squares, 9 Wood Planks
    Fur-Lined Gloves         9 Tanned Hide Squares, 3 Fur Square
    Studded Leather Gloves   9 Tanned Hide Squares, 3 Steel Ingots
    Drakescale Gloves        9 Tanned Hide Squares, 3 Scales
    Leather Gloves           8 Tanned Hide Squares
    Tamer's Mask             9 Bolts of Cloth, 3 Fur Squares
    Archer's Mask            9 Bolts of Cloth, 3 Bolts of Linen
    Hunter's Mask            9 Bolts of Cloth, 3 Bolts of Silk
    Simple Mask              8 Bolts of Cloth
    Traveler's Mask          9 Bolts of Cloth, 3 Scales
    Druid's Leggings         18 Tanned Hide Squares, 18 Wood Planks
    Fur-Lined Leggings       18 Tanned Hide Squares, 6 Fur Squares
    Studded Leather Leggings 18 Tanned Hide Squares, 6 Steel Ingots
    Drakescale Leggings      18 Tanned Hide Squares, 6 Scales
    Leather Leggings         16 Tanned Hide Squares
    
    Tyria: Droknar's Forge
    ======================
    Seifred/Mogren (Base AL 70) Each piece costs 1,500 gold
    --------------------------------------------------------
    Druid's Boots            25 Tanned Hide Squares, 25 Wood Planks
    Fur-Lined Boots          25 Tanned Hide Squares, 4 Fur Squares
    Studded Leather Boots    25 Tanned Hide Squares, 4 Steel Ingots
    Drakescale Boots         25 Tanned Hide Squares, 4 Scales
    Leather Boots            11 Tanned Hide Squares
    Druid's Vest             75 Tanned Hide Squares, 75 Wood Planks
    Fur-Lined Vest           75 Tanned Hide Squares, 12 Fur Squares
    Studded Leather Vest     75 Tanned Hide Squares, 12 Steel Ingots
    Drakescale Vest          75 Tanned Hide Squares, 12 Scales
    Leather Vest             33 Tanned Hide Squares
    Druid's Gloves           25 Tanned Hide Squares, 25 Wood Planks
    Fur-Lined Gloves         25 Tanned Hide Squares, 4 Fur Square
    Studded Leather Gloves   25 Tanned Hide Squares, 4 Steel Ingots
    Drakescale Gloves        25 Tanned Hide Squares, 4 Scales
    Leather Gloves           11 Tanned Hide Squares
    Tamer's Mask             25 Bolts of Cloth, 4 Fur Squares
    Archer's Mask            25 Bolts of Cloth, 4 Bolts of Linen
    Hunter's Mask            25 Bolts of Cloth, 4 Bolts of Silk
    Simple Mask              11 Bolts of Cloth
    Traveler's Mask          25 Bolts of Cloth, 4 Scales
    Druid's Leggings         50 Tanned Hide Squares, 50 Wood Planks
    Fur-Lined Leggings       50 Tanned Hide Squares, 8 Fur Squares
    Studded Leather Leggings 50 Tanned Hide Squares, 8 Steel Ingots
    Drakescale Leggings      50 Tanned Hide Squares, 8 Scales
    Leather Leggings         22 Tanned Hide Squares
    
    Tyria: Marhan's Grotto
    ======================
    Karl (Base AL 70) Each piece costs 15,000 gold
    --------------------------------------------------------
    Druid's Boots            50  Tanned Hide Squares,  50 Wood Planks
    Druid's Vest             150 Tanned Hide Squares, 150 Wood Planks
    Druid's Gloves           50  Tanned Hide Squares,  50 Wood Planks
    Druid's Leggings         100 Tanned Hide Squares, 100 Wood Planks
    Drakescale Boots         50  Tanned Hide Squares,  5 Scales
    Drakescale Vest          150 Tanned Hide Squares, 15 Scales
    Drakescale Gloves        50  Tanned Hide Squares,  5 Scales
    Drakescale Leggings      100 Tanned Hide Squares, 10 Scales
    
    Tyria: Granite Citadel
    ======================
    Hagen (Base AL 70) Each piece costs 15,000 gold
    --------------------------------------------------------
    Frostbound Boots         50  Tanned Hide Squares,  5 Fur Squares
    Frostbound Vest          150 Tanned Hide Squares, 15 Fur Squares
    Frostbound Gloves        50  Tanned Hide Squares,  5 Fur Squares
    Frostbound Leggings      100 Tanned Hide Squares, 10 Fur Squares
    Studded Leather Boots    50  Tanned Hide Squares,  5 Deldrimor Steel Ingots
    Studded Leather Vest     150 Tanned Hide Squares, 15 Deldrimor Steel Ingots
    Studded Leather Gloves   50  Tanned Hide Squares,  5 Deldrimor Steel Ingots
    Studded Leather Leggings 100 Tanned Hide Squares, 10 Deldrimor Steel Ingots
    
    Tyria: Fissure of Woe
    =====================
    Each piece costs 15,000 gold
    --------------------------------------------------------
    Drakescale Boots         50 Tanned Hide Squares, 5 Scales, 15 Obsidian Shards, 
                             15 Ectoplasms
    Druid's Boots            50 Tanned Hide Squares, 50 Wood Planks, 15 Obsidian
                             Shards, 15 Ectoplasms
    Fur-Lined Boots          50 Tanned Hide Squares, 5 Fur Squares, 15 Obsidian
                             Shards, 15 Ectoplasms
    Studded Leather Boots    50 Tanned Hide Squares, 5 Deldrimor Steel Ingots, 15 
                             Obsidian Shards, 15 Ectoplasms
    Drakescale Vest          150 Tanned Hide Squares, 15 Scales, 45 Obsidian Shards,
                             45 Ectoplasms
    Druid's Vest             150 Tanned Hide Squares, 150 Wood Planks, 45 Obsidian
                             Shards, 45 Ectoplasms
    Fur-Lined Vest           150 Tanned Hide Squares, 15 Fur Squares, 45 Obsidian
                             Shards, 45 Ectoplasms
    Studded Leather Vest     150 Tanned Hide Squares, 15 Deldrimor Steel Ingots, 45 
                             Obsidian Shards, 45 Ectoplasms
    Drakescale Gloves        50 Tanned Hide Squares, 5 Scales, 15 Obsidian Shards, 
                             15 Ectoplasms
    Druid's Gloves           50 Tanned Hide Squares, 50 Wood Planks, 15 Obsidian
                             Shards, 15 Ectoplasms
    Fur-Lined Gloves         50 Tanned Hide Squares, 5 Fur Square, 15 Obsidian
                             Shards, 15 Ectoplasms
    Studded Leather Gloves   50 Tanned Hide Squares, 5 Deldrimor Steel Ingots, 15 
                             Obsidian Shards, 15 Ectoplasms
    Drakescale Leggings      100 Tanned Hide Squares, 10 Scales, 30 Obsidian
                             Shards, 30 Ectoplasms
    Druid's Leggings         100 Tanned Hide Squares, 100 Wood Planks, 30 Obsidian
                             Shards, 30 Ectoplasms
    Fur-Lined Leggings       100 Tanned Hide Squares, 10 Fur Squares, 30 Obsidian
                             Shards, 30 Ectoplasms
    Studded Leather Leggings 100 Tanned Hide Squares, 10 Deldrimor Steel Ingots, 30 
                             Obsidian Shards, 30 Ectoplasms
    
    Cantha: Shing Jea Monastery
    ===========================
    Kambei (Base AL 25) Each piece costs 50 gold, except Ranger's (25 gold)
    --------------------------------------------------------
    Tamer's Canthan Mask         2 Bolts of Cloth, 1 Tanned Hide Square
    Archer's Canthan Mask        2 Bolts of Cloth, 1 Tanned Hide Square
    Hunter's Canthan Mask        2 Bolts of Cloth, 1 Tanned Hide Square
    Traveler's Canthan Mask      2 Bolts of Cloth, 1 Tanned Hide Square
    Ranger's Canthan Mask        2 Bolts of Cloth
    (Prefix) Canthan Vest        6 Bolts of Cloth, 3 Tanned Hide Squares
    (Prefix) Canthan Gloves      2 Bolts of Cloth, 1 Tanned Hide Square
    (Prefix) Canthan Leggings    4 Bolts of Cloth, 2 Tanned Hide Squares
    (Prefix) Canthan Boots       2 Bolts of Cloth, 1 Tanned Hide Square
    
    (Prefix) available: Druid's, Explorer's, Frostbound, Pyrebound, Scout's,
                        Sentry's, Stormbound, and Ranger's (note: Ranger's does not
                        require Tanned Hide Squares).
    
    Moon Ahn (Base AL 25) Each piece costs 50 gold, except Ranger's (25 gold)
    --------------------------------------------------------
    Tamer's Shing Jea Mask        2 Tanned Hide Squares, 1 Wood Plank
    Archer's Shing Jea Mask       2 Tanned Hide Squares, 1 Wood Plank
    Hunter's Shing Jea Mask       2 Tanned Hide Squares, 1 Wood Plank
    Traveler's Shing Jea Mask     2 Tanned Hide Squares, 1 Wood Plank
    Ranger's Shing Jea Mask       2 Tanned Hide Squares
    (Prefix) Shing Jea Vest        6 Tanned Hide Squares, 3 Wood Planks
    (Prefix) Shing Jea Gloves      2 Tanned Hide Squares, 1 Wood Plank
    (Prefix) Shing Jea Leggings    4 Tanned Hide Squares, 2 Wood Planks
    (Prefix) Shing Jea Boots       2 Tanned Hide Squares, 1 Wood Plank
    
    (Prefix) available: Druid's, Explorer's, Frostbound, Pyrebound, Scout's,
                        Sentry's, Stormbound, and Ranger's (note: Ranger's does not
                        require Wood Planks).
    
    Nu Leng (Base AL 25) Each piece costs 50 gold, except Ranger's (25 gold)
    --------------------------------------------------------
    Tamer's Ascalon Mask         2 Tanned Hide Squares, 1 Feather
    Archer's Ascalon Mask        2 Tanned Hide Squares, 1 Feather
    Hunter's Ascalon Mask        2 Tanned Hide Squares, 1 Feather
    Traveler's Ascalon Mask      2 Tanned Hide Squares, 1 Feather
    Ranger's Ascalon Mask        2 Tanned Hide Squares
    (Prefix) Ascalon Vest        6 Tanned Hide Squares, 3 Feathers
    (Prefix) Ascalon Gloves      2 Tanned Hide Squares, 1 Feather
    (Prefix) Ascalon Leggings    4 Tanned Hide Squares, 2 Feathers
    (Prefix) Ascalon Boots       2 Tanned Hide Squares, 1 Feather
    
    (Prefix) available: Druid's, Explorer's, Frostbound, Pyrebound, Scout's,
                        Sentry's, Stormbound, and Ranger's (note: Ranger's does not
                        require Feathers).
    
    Cantha: Ran Musu Gardens
    ========================
    Work in progress.
    
    Cantha: Seitung Harbor
    ======================
    Fugui Ge (Base AL 55) Each piece costs 400 gold, except Ranger's (200 gold)
    --------------------------------------------------------
    Tamer's Ascalon Mask         8 Tanned Hide Squares, 2 Leather Squares
    Archer's Ascalon Mask        8 Tanned Hide Squares, 2 Leather Squares
    Hunter's Ascalon Mask        8 Tanned Hide Squares, 2 Leather Squares
    Traveler's Ascalon Mask      8 Tanned Hide Squares, 2 Leather Squares
    Ranger's Ascalon Mask        8 Tanned Hide Squares
    (Prefix) Ascalon Vest        24 Tanned Hide Squares, 6 Leather Squares
    (Prefix) Ascalon Gloves      8 Tanned Hide Squares, 2 Leather Squares
    (Prefix) Ascalon Leggings    16 Tanned Hide Squares, 4 Leather Squares
    (Prefix) Ascalon Boots       8 Tanned Hide Squares, 2 Leather Squares
    
    (Prefix) available: Druid's, Explorer's, Frostbound, Pyrebound, Scout's,
                        Sentry's, Stormbound, and Ranger's (note: Ranger's does not
                        require Leather Squares).
    
    Lain (Base AL 55) Each piece costs 400 gold, except Ranger's (200 gold)
    --------------------------------------------------------
    Tamer's Shing Jea Mask         8 Tanned Hide Squares, 8 Wood Planks
    Archer's Shing Jea Mask        8 Tanned Hide Squares, 8 Wood Planks
    Hunter's Shing Jea Mask        8 Tanned Hide Squares, 8 Wood Planks
    Traveler's Shing Jea Mask      8 Tanned Hide Squares, 8 Wood Planks
    Ranger's Shing Jea Mask        8 Tanned Hide Squares
    (Prefix) Shing Jea Vest        24 Tanned Hide Squares, 24 Wood Planks
    (Prefix) Shing Jea Gloves      8 Tanned Hide Squares, 8 Wood Planks
    (Prefix) Shing Jea Leggings    16 Tanned Hide Squares, 16 Wood Planks
    (Prefix) Shing Jea Boots       8 Tanned Hide Squares, 8 Wood Planks
    
    (Prefix) available: Druid's, Explorer's, Frostbound, Pyrebound, Scout's,
                        Sentry's, Stormbound, and Ranger's (note: Ranger's does not
                        require Wood Planks).
    
    Tsukare (Base AL 55) Each piece costs 400 gold, except Ranger's (200 gold)
    --------------------------------------------------------
    Tamer's Canthan Mask         8 Bolts of Cloth, 2 Fur Squares
    Archer's Canthan Mask        8 Bolts of Cloth, 2 Fur Squares
    Hunter's Canthan Mask        8 Bolts of Cloth, 2 Fur Squares
    Traveler's Canthan Mask      8 Bolts of Cloth, 2 Fur Squares
    Ranger's Canthan Mask        8 Bolts of Cloth
    (Prefix) Canthan Vest        24 Bolts of Cloth, 6 Fur Squares
    (Prefix) Canthan Gloves      8 Bolts of Cloth, 2 Fur Squares
    (Prefix) Canthan Leggings    16 Bolts of Cloth, 4 Fur Squares
    (Prefix) Canthan Boots       8 Bolts of Cloth, 2 Fur Squares
    
    (Prefix) available: Druid's, Explorer's, Frostbound, Pyrebound, Scout's,
                        Sentry's, Stormbound, and Ranger's (note: Ranger's does not
                        require Fur Squares).
    
    Cantha: Kaineng Center
    ======================
    Kakumei (Base AL 70) Each piece costs 1,500 gold, except Ranger's (750 gold)
    --------------------------------------------------------
    Tamer's Canthan Mask         25 Bolts of Cloth, 4 Fur Squares
    Archer's Canthan Mask        25 Bolts of Cloth, 4 Fur Squares
    Hunter's Canthan Mask        25 Bolts of Cloth, 4 Fur Squares
    Traveler's Canthan Mask      25 Bolts of Cloth, 4 Fur Squares
    Ranger's Canthan Mask        25 Bolts of Cloth
    (Prefix) Canthan Vest        75 Bolts of Cloth, 12 Fur Squares
    (Prefix) Canthan Gloves      25 Bolts of Cloth, 4 Fur Squares
    (Prefix) Canthan Leggings    50 Bolts of Cloth, 8 Fur Squares
    (Prefix) Canthan Boots       25 Bolts of Cloth, 4 Fur Squares
    
    (Prefix) available: Druid's, Explorer's, Frostbound, Pyrebound, Scout's,
                        Sentry's, Stormbound, and Ranger's (note: Ranger's does not
                        require Fur Squares).
    
    Ryoko (Base AL 70) Each piece costs 1,500 gold, except Ranger's (750 gold)
    --------------------------------------------------------
    Tamer's Shing Jea Mask        25 Tanned Hide Squares, 25 Wood Planks
    Archer's Shing Jea Mask       25 Tanned Hide Squares, 25 Wood Planks
    Hunter's Shing Jea Mask       25 Tanned Hide Squares, 25 Wood Planks
    Traveler's Shing Jea Mask     25 Tanned Hide Squares, 25 Wood Planks
    Ranger's Shing Jea Mask       25 Tanned Hide Squares
    (Prefix) Shing Jea Vest       75 Tanned Hide Squares, 75 Wood Planks
    (Prefix) Shing Jea Gloves     25 Tanned Hide Squares, 25 Wood Planks
    (Prefix) Shing Jea Leggings   50 Tanned Hide Squares, 50 Wood Planks
    (Prefix) Shing Jea Boots      25 Tanned Hide Squares, 25 Wood Planks
    
    (Prefix) available: Druid's, Explorer's, Frostbound, Pyrebound, Scout's,
                        Sentry's, Stormbound, and Ranger's (note: Ranger's does not
                        require Wood Planks).
    
    Suki (Base AL 70) Each piece costs 1,500 gold, except Ranger's (750 gold)
    --------------------------------------------------------
    Tamer's Ascalon Mask         25 Tanned Hide Squares, 4 Leather Squares
    Archer's Ascalon Mask        25 Tanned Hide Squares, 4 Leather Squares
    Hunter's Ascalon Mask        25 Tanned Hide Squares, 4 Leather Squares
    Traveler's Ascalon Mask      25 Tanned Hide Squares, 4 Leather Squares
    Ranger's Ascalon Mask        25 Tanned Hide Squares
    (Prefix) Ascalon Vest        75 Tanned Hide Squares, 12 Leather Squares
    (Prefix) Ascalon Gloves      25 Tanned Hide Squares, 4 Leather Squares
    (Prefix) Ascalon Leggings    50 Tanned Hide Squares, 8 Leather Squares
    (Prefix) Ascalon Boots       25 Tanned Hide Squares, 4 Leather Squares
    
    (Prefix) available: Druid's, Explorer's, Frostbound, Pyrebound, Scout's,
                        Sentry's, Stormbound, and Ranger's (note: Ranger's does not
                        require Leather Squares).
    
    Cantha: Budek Byway
    ===================
    Note: Krytan Armor looks like pre-Searing Ascalon Collector's armor
    
    Oroku (Base AL 70) Each piece costs 1,500 gold, except Ranger's (750 gold)
    --------------------------------------------------------
    Tamer's Krytan Mask        25 Tanned Hide Squares, 25 Bones
    Archer's Krytan Mask       25 Tanned Hide Squares, 25 Bones
    Hunter's Krytan Mask       25 Tanned Hide Squares, 25 Bones
    Traveler's Krytan Mask     25 Tanned Hide Squares, 25 Bones
    Ranger's Krytan Mask       25 Tanned Hide Squares
    (Prefix) Krytan Vest       75 Tanned Hide Squares, 75 Bones
    (Prefix) Krytan Gloves     25 Tanned Hide Squares, 25 Bones
    (Prefix) Krytan Leggings   50 Tanned Hide Squares, 50 Bones
    (Prefix) Krytan Boots      25 Tanned Hide Squares, 25 Bones
    
    (Prefix) available: Druid's, Explorer's, Frostbound, Pyrebound, Scout's,
                        Sentry's, Stormbound, and Ranger's (note: Ranger's does not
                        require Bone).
    
    Cantha: Wajjun Bazaar
    =====================
    Note: Tyrian Armor looks like the armor bought from Post-Searing armor crafters
    by Prophecies characters.
    
    Voldo the Exotic (Base AL 70) 1,500 gold, except Ranger's (750 gold)
    --------------------------------------------------------
    Tamer's Tyrian Mask        25 Bolts of Cloth, 4 Bolts of Linen
    Archer's Tyrian Mask       25 Bolts of Cloth, 4 Bolts of Linen
    Hunter's Tyrian Mask       25 Bolts of Cloth, 4 Bolts of Linen
    Traveler's Tyrian Mask     25 Bolts of Cloth, 4 Bolts of Linen
    Ranger's Tyrian Mask       25 Bolts of Cloth
    (Prefix) Tyrian Vest       75 Bolts of Cloth, 12 Bolts of Linen
    (Prefix) Tyrian Gloves     25 Bolts of Cloth, 4 Bolts of Linen
    (Prefix) Tyrian Leggings   50 Bolts of Cloth, 8 Bolts of Linen
    (Prefix) Tyrian Boots      25 Bolts of Cloth, 4 Bolts of Linen
    
    (Prefix) available: Druid's, Explorer's, Frostbound, Pyrebound, Scout's,
                        Sentry's, Stormbound, and Ranger's (note: Ranger's does not
                        require Bolts of Linen).
    
    Cantha: Cavalon
    ===============
    Tateos (Base AL 70) Each piece costs 1,500 gold
    --------------------------------------------------------
    Tamer's Luxon Mask         25 Scales, 25 Chitin Fragments, 3 Jadeite
    Archer's Luxon Mask        25 Scales, 25 Chitin Fragments, 3 Jadeite
    Hunter's Luxon Mask        25 Scales, 25 Chitin Fragments, 3 Jadeite
    Traveler's Luxon Mask      25 Scales, 25 Chitin Fragments, 3 Jadeite
    (Prefix) Luxon Vest        75 Scales, 75 Chitin Fragments, 9 Jadeite
    (Prefix) Luxon Gloves      25 Scales, 25 Chitin Fragments, 3 Jadeite
    (Prefix) Luxon Leggings    50 Scales, 50 Chitin Fragments, 6 Jadeite
    (Prefix) Luxon Boots       25 Scales, 25 Chitin Fragments, 3 Jadeite
    
    (Prefix) available: Druid's, Explorer's, Frostbound, Pyrebound, Scout's,
                        Sentry's, and Stormbound.
    
    Cantha: House Zu Heltzer
    ========================
    Work in Progress
    
    Cantha: Leviathan Pits
    ======================
    Tateos (Base AL 70) Each piece costs 15,000 gold
    --------------------------------------------------------
    Tamer's Luxon Mask         50 Scales, 50 Chitin Fragments, 10 Jadeite
    Archer's Luxon Mask        50 Scales, 50 Chitin Fragments, 10 Jadeite
    Hunter's Luxon Mask        50 Scales, 50 Chitin Fragments, 10 Jadeite
    Traveler's Luxon Mask      50 Scales, 50 Chitin Fragments, 10 Jadeite
    (Prefix) Luxon Vest        150 Scales, 150 Chitin Fragments, 30 Jadeite
    (Prefix) Luxon Gloves      50 Scales, 50 Chitin Fragments, 10 Jadeite
    (Prefix) Luxon Leggings    100 Scales, 100 Chitin Fragments, 20 Jadeite
    (Prefix) Luxon Boots       50 Scales, 50 Chitin Fragments, 10 Jadeite
    
    (Prefix) available: Druid's, Explorer's, Frostbound, Pyrebound, Scout's,
                        Sentry's, and Stormbound.
    
    Cantha: Vasburg Armory
    ======================
    Giygas (Base AL 70) Each piece costs 15,000 gold
    --------------------------------------------------------
    Tamer's Kurzick Mask      50 Bolts of Cloth, 5 Bolts of Linen, 10 Amber
    Archer's Kurzick Mask     50 Bolts of Cloth, 5 Bolts of Linen, 10 Amber
    Hunter's Kurzick Mask     50 Bolts of Cloth, 5 Bolts of Linen, 10 Amber
    Traveler's Kurzick Mask   50 Bolts of Cloth, 5 Bolts of Linen, 10 Amber
    (Prefix) Kurzick Vest     150 Bolts of Cloth, 15 Bolts of Linen, 30 Amber
    (Prefix) Kurzick Gloves   50 Bolts of Cloth, 5 Bolts of Linen, 10 Amber
    (Prefix) Kurzick Leggings 100 Bolts of Cloth, 10 Bolts of Linen, 20 Amber
    (Prefix) Kurzick Boots    50 Bolts of Cloth, 50 Bolts of Linen, 10 Amber
    
    (Prefix) available: Druid's, Explorer's, Frostbound, Pyrebound, Scout's,
                        Sentry's, and Stormbound.
    
    ----------------------------
    - Collectors List (gwrg9c) -
    ----------------------------
    
    Tyria: Pre-Searing Ascalon
    ==========================
    
    The Catacombs
    -------------
    * Karleen trades 5 Gargoyle Skulls for Leather Boots (AL 12)
    
    Lakeside County
    ---------------
    * Kaylee trades 3 Grawl Necklaces for Leather Vest (AL 12)
    * Jacobs trades 3 Baked Husks for Leather Boots (AL 12)
    * Walden trades 3 Unnatural Seeds for Ascalon Bow 7-10
    
    Fort Ranik
    ----------
    * Hatcher trades 3 Unnatural Seeds for Leather Vest (AL 12)
    * Varis trades 3 Spider Legs for Leather Leggings (AL 12)
    
    Regent Valley
    -------------
    * Hatcher trades 3 Unnatural Seeds for Leather Vest (AL 12)
    * Rownan trades 3 Dull Carapaces for Ascalon Bow 7-10
    * Varis trades 3 Spider Legs for Leather Leggings (AL 12)
    
    Wizard's Folly
    --------------
    * Mindle trades 3 Enchanted Lodestones for Ascalon Bow 7-10
    * Savich trades 3 Icy Lodestones for Ascalon Bow 7-10
    
    Tyria: Post-Searing Ascalon
    ===========================
    
    The Breach
    ----------
    * Sally Kaugie trades 3 Scorched Seeds for Ascalon Bow 9-13 (req. 3 
      MarksmanshiP) +10% damage while Hexed, +10% damage while Health is below 40%
    
    Diessa Lowlands
    ---------------
    * Gil Morridan trades 4 Leathery Claws for Leather Vest (AL 31)
    * Wayne Hughes trades 3 Charr Carvings for Ascalon Bow 11-18 (req. 3
      Marksmanship)
    * Martel Bastions trades 3 Scorched Lodestones for Ascalon Bow 11-18 (req. 3
      Marksmanship)
    
    Dragon's Gullet
    ---------------
    * Ashram Fenn trades 3 Scar Behemoth Jaws for Ascalon Bow 11-18 (req. 3 
      Marksmanship), no additional bonuses
    
    Grendich Courthouse
    -------------------
    * Graine Hathorn trades 4 Fetid Carapaces for Leather Boots (AL 31)
    
    Old Ascalon
    -----------
    * Dreaz Bowem trades 3 Fetid Carapaces for Leather Gloves (AL 31)
    * Penelope Hoode trades 3 Scorched Seeds for Ascalon Bow 11-18 (req. 3 
      Marksmanship)
    * Saba Blackstone trades 3 Scorched Lodestones for Diessa Flatbow 11-18 (req. 3
      Marksmanship) Damage +15% while Health is above 50%,
      Armor penetration +10% (chance 10%)
    * Palben Tunne trades 4 Ornate Grawl Necklaces for Leather Leggings (AL 31)
    
    Piken Square
    ------------
    * Louise Haup trades 3 Charr Carvings for Ascalon Bow 11-18 (req. 3 
      Marksmanship) Damage +15% while Health is above 50%,
      +25% damage vs Charr
    
    Pockmark Flats
    --------------
    * Ouran Odwin trades 3 Stormy Eyes for Diessa Flatbow 11-18 (req. 3 
      Marksmanship) +33% damage, -67% attack speed, Health +25 (just outside of
      Serenity Temple)
    * Nicanor Gannel trades 3 Lodestones for Ascalon Bow 11-18 (req. 3 Marksmanship)
    
    Regent Valley
    -------------
    * Valeria Benes trades 3 Singed Gargoyle Skulls for Longbow 11-18 (req. 3
      Marksmanship) +10% damage while in a stance, Armor +7 vs Elemental Attacks
      (just outside of Fort Ranik)
    
    Tyria: Northern Shiverpeaks
    ===========================
    
    Anvil Rock
    ----------
    * Maccus Ironjaw trades 5 Curved Minotaur Horns for Leather Vest (AL 37) (just
      outside of Ice Tooth Cave)
    * Sander the Gray trades 5 Frostfire Fangs for Leather Leggings (AL 37) (just
      outside of Frost Gate)
    
    Deldrimor Bowl
    --------------
    * Lenn Giantsbane trades 5 Icy Humps for Archer's Mask (AL 37)
    * Rothgar Hoffsplitter trades 5 Shiverpeak Manes for Traveler's Mask (AL 37)
    
    Iron Horse Mines
    ----------------
    * Norin Stonegrimm trades 5 Frostfire Fangs for Tamer's Mask (AL 37)
    
    Traveler's Vale
    ---------------
    * Asgrim Brightaxe trades 5 Stone Summit Badges for Leather Gloves (AL 37)
    * Pyrs Harven trades 5 Shiverpeak Manes for Hunter's Mask (AL 37)
    
    Yak's Bend
    ----------
    * Sadira Powell trades 5 Alpine Seeds for Leather Boots (AL 37)
    
    Kryta
    =====
    
    Fisherman's Haven
    -----------------
    * Delves the Dodgy trades 5 Gargantuan Jawbones for Traveler's Mask (AL 49)
    
    Majesty's Rest
    --------------
    * Robin Neils trades 5 Shadowy Remnants for Leather Vest (AL 49)
    
    North Kryta Providence
    ----------------------
    * Helton Wills trades 4 Hardened Humps for Ascalon Bow 13-25 (req. 6 
    Marksmanship) (in Ascalon Settlement)
    
    Stingray Strand
    ---------------
    * Jamora the Wise trades 5 Glowing Hearts for Leather Leggings (AL 49)
    * Vardis trades 5 Spiked Crests for Hunter's Mask (AL 49)
    
    Talmark Wilderness
    -----------------
    * Julianna Furst trades 5 Glowing Hearts for Leather Boots (AL 49)
    
    Twin Serpent Lakes
    ------------------
    * Falhurst trades 5 Mergoyle Skulls for Leather Gloves (AL 49)
    * Gruhn the Fisher trades 5 Bog Scale Fins for Leather Gloves (AL 49)
    
    Watchtower Coast
    ----------------
    * Ian Sturmme trades 5 Feathered Caromi Scalps for Archer's Mask (AL 49)
    * Tenlach Silverhand trades 5 Abnormal Seeds for Tamer's Mask (AL 49)
    
    Tyria: Maguuma Jungle
    =====================
    
    Druid's Overlook
    ----------------
    * Mosreh the Exile trades 5 Ebon Spider Legs for Leather Gloves (AL 61)
    
    Ettin's Back
    ------------
    * Hember trades 5 Thorny Carapaces for Leather Vest (AL 61)
    * Horton Longsnout trades 5 White Mantle Emblems for Leather Vest (AL 61)
    * Lord Engelram trades 5 Maguuma Manes for Leather Boots (AL 61)
    
    The Falls
    ---------
    * Agrippa Stonehands trades 5 Behemoth Jaws for Hunter's Mask (AL 61)
    * Llourdes the Arcane trades 5 Jungle Scale Fins for Leather Leggings (AL 61)
    * Meghan the Bright trades 5 Jungle Troll Tusks for Leather Leggings (AL 61)
    * Slayton Redblade trades 5 Tangled Seeds for Traveler's Mask (AL 61)
    
    Mamnoon Lagoon
    --------------
    * Vargil the White trades 5 Ancient Eyes for Ascalon Bow 14-26 (req. 8
      Marksmanship) Damage +15% while in a stance (Type?)
    
    Reed Bog
    --------
    * Elene the Vigilant trades 5 Ebon Spider Legs for Leather Gloves (AL 61)
    
    Sage Lands
    ----------
    * Aaron Fletcher trades 5 Ancient Eyes for Tamer's Mask (AL 61)
    * Elwynn Kirby trades 5 Tangled Seeds for Archer's Mask (AL 61)
    
    Tangle Root
    -----------
    * Tully Blackvine trades 5 Tangled Seeds for Ascalon Bow 14-26 (req. 8
      Marksmanship) +15% damage while enchanted (just outside of Maguuma Stade)
    
    Ventari's Refuge
    ----------------
    * Jaden Fletcher trades 5 Ancient Eyes for Leather Boots (AL 61)
    
    Tyria: Crystal Desert
    =====================
    Note: New Max Damage Ascalon Bows are being offered in the Crystal Desert as of
    the June 29th update.  This list may be incomplete.
    
    Amnoon Oasis
    ------------
    * Ardenoth Oakenshield trades 5 Bleached Shells for Hunter's Mask (AL 70)
    * Ekimeel Trueshot trades 5 Forgotten Seals for Archer's Mask (AL 70)
    
    Arid Sea
    --------
    * Sir Kaufman trades 5 Massive Jawbones for Leather Boots (AL 70)
    * Sir Pohl Sandbert trades 5 Dune Burrower Jaws for Ascalon Bow 15-28 (req. 9 
      Marksmanship), +15% damage while Health is above 50% (Longbow)
    
    Destiny's Gorge
    ---------------
    * Barton Smallwood trades 5 Shriveled Eyes for Traveler's Mask (AL 70)
    
    Diviner's Ascent
    ----------------
    * Luven Underwood trades 5 Minotaur Horns for Ascalon Bow 15-28 (req. 9
      Marksmanship), +15% damage while enchanted (Flatbow)(just outside Elona Reach)
    
    Prophet's Path
    --------------
    * Fenster the Golden trades 5 Minotaur Horns for Leather Gloves (AL 70)
    * Gustov the Silent trades 5 Dune Burrower Jaws for Leather Boots (AL 70)
    * Kyle the Rich trades 5 Losaru Manes for Leather Vest (AL 70)
    * Winfield Michelson trades 5 Bleached Carapaces for Leather Vest (AL 70) (just
      outside of Heroes' Audience)
    
    Salt Flats
    ----------
    * Kelsay Pradist trades 5 Jade Mandibles for Tamer's Mask (AL 70)
    * Sir Norrington trades 5 Shriveled Eyes for Leather Gloves (AL 70)
    
    The Scar
    --------
    * Cedrick Rogers trades 5 Losaru Manes for Leather Leggings (AL 70) (just 
      outside of Thirsty River)
    * Jamie the Wanderer trades 5 Dune Burrower Jaws for Leather Leggings (AL 70)
    
    Skyward Reach
    -------------
    * John Verado trades 5 Topaz Crests for Ascalon Bow 15-28 (req. 9 
      Marksmanship), +15% damage while Health is above 50% (Composite bow) (just
      outside of Augury Rock)
    * Mourn Drakespur trades 5 Dessicated Hydra Claws for Ascalon Bow 15-28 (req. 9 
      Marksmanship), +15% damage while Health is above 50% (Short bow)
    
    Vulture Drifts
    --------------
    * Karl Jakobs trades 5 Massive Jawbones for Ascalon Bow 15-28 (req. 9
      Marksmanship), +15% damage while enchanted (Horn bow)
    
    Tyria: Southern Shiverpeaks
    ===========================
    
    Frozen Forest
    -------------
    * Kagan Treesplitter trades 7 Alpine Seeds for Leather Gloves (AL 70)
    
    Ice Floe
    --------
    * Turlo Oakenspear trades 7 Frigid Hearts for Leather Leggings (AL 70) (just 
      outside Marhan's Grotto)
    
    Lornar's Pass
    -------------
    * Nord Stonegrimm trades 5 Frozen Shells for Ascalon Bow 15-28 (req. 9
      Marksmanship), +15% damage while Health is above 50% (Longbow)
    
    Mineral Springs
    ---------------
    * Trego Stonebreaker trades 5 Mountain Troll Tusks for Ascalon Bow 15-28 (req. 
      9 Marksmanship), +15% damage while Health is above 50% (Short bow)
    * Bariel Darkroot trades 5 Alpine Seeds for Ascalon Bow 15-28 (req. 9
      Marksmanship), +15% damage while Health is above 50% (Composite bow)
    
    Snake Dance
    -----------
    * Hoknil the Lesser trades 5 Azure Remains for Ascalon Bow 15-28 (req. 9 
      Marksmanship) +15% damage while Enchanted (Horn Bow)
    
    Talus Chute
    -----------
    * Hoknil the Greater trades 7 Massive Jawbones for Leather Vest (AL 70)
    
    Witman's Folly
    --------------
    * Mag Ironwall trades 5 Intricate Grawl Necklaces for Ascalon Bow 15-28 (req. 9
      Marksmanship), +15% damage while enchanted (Flatbow)(just outside Port Sledge)
    * Vania Sewell trades 7 Azure Remains for Leather Boots (AL 70)
    
    Cantha: Shing Jea Island
    ========================
    
    Haiju Lagoon
    ------------
    * Junsu trades 2 Bonesnap Shell for Shing Jea Boots (AL 45)
    * Gorobei trades 3 Naga Pelt for Shing Jea Gloves (AL 45)
    * Guardsman Kikuchiyo trades 2 Gold Crimson Skull Coin for Shing Jea Vest
      (AL 45)
    * Mirko trades 3 Enchanted Vine for Shing Jea Mask (AL 45)
    * Xi Gai trades 3 Elder Kappa Shell for Shing Jea Leggings (AL 45)
    
    Jaya Bluffs
    -----------
    * Gruut Snowfoot trades 3 Feathered Crest for Shing Jea Gloves (AL 45)
    * Morokam trades 3 Stolen Supplies for Shing Jea Vest (AL 45)
    * Rei Ming trades 3 Silver Crimson Skull Coin for Shing Jea Leggings (AL 45)
    
    Kinya Province
    --------------
    * Chen Po Chin trades 3 Mantid Pincers for Shing Jea Boots (AL 25)
    * Craw Razorbeak trades 3 Naga Hide for Shing Jea Gloves (AL 25)
    * Guardsman Keiko trades 3 Copper Crimson Skull Coin for Shing Jea Vest (AL 25)
    * Shenzun trades 3 Augmented Flesh for Sing Jea Leggings (AL 25)
    
    Panjiang Peninsula
    ------------------
    * Guardsman Ayoki trades 3 Copper Crimson Skull Coin for Sing Jea Mask (AL 25)
    * Guardsman Kenji trades 3 Silver Crimson Skull Coin for Short Bow of Fortitude
      10-16 (req. 5 Marksmanship), Health +20
    * Losai Hapatu trades 4 Kappa Shell for Recurve Bow of Fortitude 10-16 (req. 5 
      Marksmanship), Health +20
    
    Seitung Harbor
    --------------
    * Chen Po Chin trades 1 Oni Claw for Shing Jea Boots (AL 45)
    
    Sunqua Vale
    -----------
    * Debiro Kuri trades 5 Naga Hide for Longbow of Fortitude 7-10 (req. 1 
      Marksmanship), Health +15
    * Seung Kim trades 5 Feathered Scalp for Short Bow of Fortitude 7-10 (req. 1 
      Marksmanship), Health +15
    
    Tsumei Village
    --------------
    * Teizhan trades 5 Feathered Scalp for Recurve Bow of Fortitude 7-10 (req. 1
      Marksmanship), Health +15
    
    Cantha: Kaineng City
    ====================
    
    Budek Byway
    -----------
    * Kyuzo trades 5 Venerable Mantid Pincers for Canthan Mask (AL 70)
    * Magistrate Raisung trades 5 Plague Idol for Canthan Leggings (AL 70)
    
    Maatu Keep
    ----------
    * Dye Master Franjek trades 5 Pulsating Growth for Recurve Bow 15-28 (req. 9
      Marksmanship), Damage +15% (while Health is above 50%)
    
    The Marketplace
    ---------------
    * Attendant Nashu trades 5 Putrid Cyst for Short Bow 15-28 (req. 9
      Marksmanship), Damage +15% (while Health is above 50%)
    
    Pongmei Valley
    --------------
    * Luci trades 2 Guardian Moss for Shortbow 15-28 (req. 9 Marksmanship),
      Damage +15% (vs. hexed foes)
    
    Senji's Corner
    --------------
    * Sakai trades 5 Celestial Essence for Shortbow 15-28 (req. 9 Marksmanship)
      Damage +20% (while hexed)
    
    Shenzhun Tunnels
    ----------------
    * Jung Zeng trades 5 Jade Bracelet for Recurve Bow 15-28 (req. 9 Marksmanship)
      Damage +15% (vs. Hexed foes)
    * Kiishen trades 5 Plague Idol for Longbow 15-28 (req. 9 Marksmanship)
      Damage +15% (while Health is above 50%)
    * Leijo trades 5 Ancient Kappa Shell for Horn Bow 15-28 (req. 9 Marksmanship)
      Damage +15% (while enchanted)
    
    Undercity
    ---------
    * Ohtah trades 5 Plague Idol for Flatbow 15-28 (req. 9 Marksmanship)
      Damage +15% (while Health is above 50%)
     
    Wajjun Bazaar
    -------------
    * Jiangpo trades 5 Venerable Mantid Pincers for Canthan Boots (AL 70)
    * Kengai trades 5 Plague Idol for Longbow 15-28 (req. 9 Marksmanship)
      Damage +20% (while Hexed)
    * Lintao trades 5 Putrid Cyst for Canthan Gloves (AL 70)
    * Magistrate Wakai trades 5 Jade Bracelet for Canthan Vest (AL 70)
    
    Xaquang Skyway
    --------------
    * Claw Tallfeather trades 5 Jade Bracelet for Hornbow 15-28 (req. 9
      Marksmanship), Damage +20% (while Health is below 50%)
    * Yu Lae trades 5 Vermin Hide for Longbow 15-28 (req. 9 Marksmanship)
      Damage +15% (while in a Stance)
    
    Zin Ku Corridor
    ---------------
    * Adept Bishu trades 5 Soul Stone for Recurve Bow 15-28 (req. 9 Marksmanship)
      Damage +15% (while in a stance)
    
    
    Cantha: Echovald Forest
    =======================
    
    Altrumm Ruins
    -------------
    * Artor Bobani Kiroz trades 5 Warden Horn for Flatbow 15-28 (req. 9 
      Marksmanship), Damage +15% (vs. hexed foes)
    * Peltsman Jiri trades 5 Blood Drinker Pelt for Hornbow 15-28 (req. 9 
      Marksmanship), Damage +15% (while in a stance)
    
    Brauer Academy
    --------------
    * Kristoffir Roi trades 5 Dredge Incisor for Longbow 15-28 (req. 9
      Marksmanship), Damage +20% (while Health is below 50%)
    
    Ferndale
    --------
    * Chef Armand trades 5 Truffle for Shortbow 15-28 (req. 9 Marksmanship)
      Damage +15% (while in a Stance)
    
    House Zu Heltzer
    ----------------
    * Andru Pitrak trades 3 Keen Oni Claw for Hornbow 15-28 (req. 9 Marksmanship)
      Damage +15% (vs. hexed foes)
    * Jaun Stumi trades 4 Vampiric Fang for Recurve Bow 15-28 (req. 9 Marksmanship)
      Damage +20% (while Health is below 50%)
    * Master Architect Wright trades 5 Stone Carving for Long Bow 15-28 (req. 9 
      Marksmanship), Damage +15% (while Health is above 50%)
    
    Morostav Trail
    --------------
    * Dmitri Scharkoff trades 5 Warden Horn for Flatbow 15-28 (req. 9 Marksmanship)
      Damage +15% (while enchanted)
    * Jonn Tertehl trades 5 Stone Horn for Recurve Bow 15-28 (req. 9 Marksmanship)
      Damage +20% (while hexed)
    
    Saint Anjeka's Shrine
    ---------------------
    * Guard Captain Mirkoz trades 5 Dredge Incisors for Flatbow 15-28 (req. 9 
      Marksmanship), Damage +15% (while Health is above 50%)
    
    Unwaking Waters
    ---------------
    * Elder Ezio trades 5 Kraken Eye for Hornbow 15-28 (req. 9 Marksmanship)
      Damage +15% (while enchanted)
    
    Vasburg Armory
    --------------
    * Healer Silja trades 5 Dragon Root for Shortbow 15-28 (req. 9 Marksmanship)
      Damage +15% (while Health is above 50%)
    
    Cantha: Jade Sea
    ================
    
    Archipelagos
    ------------
    * Axton trades 5 Archaic Kappa Shell for Recurve Bow 15-28 (req. 9
      Marksmanship), Damage +15% (vs. hexed foes)
    
    Bai Paasu Reach
    ---------------
    * Amina trades 5 Naga Skin for Longbow 15-28 (req. 9 Marksmanship)
      Damage +15% (while enchanted)
    
    Boreas Seabed
    -------------
    * Catrine Embolom trades 5 Rot Wallow Tusk for Shortbow 15-28 (req. 9
      Marksmanship), Damage +20% (while Health is below 50%)
    
    Breaker Hollow
    --------------
    * Maddison trades 5 Naga Skin for Hornbow 15-28 (req. 9 Marksmanship)
      Damage +15% (while Health is above 50%)
    
    Cavalon
    -------
    * Dauv Merishal trades 3 Keen Oni Talon for Flatbow 15-28 (req. 9 Marksmanship)
      Damage +20% (while hexed)
    
    Gyala Hatchery
    --------------
    * Pietro trades 5 Black Pearl for Hornbow 15-28 (req. 9 Marksmanship)
      Damage +20% (while hexed)
    
    Mount Qinkai
    ------------
    * Leon trades 5 Stolen Provision for Longbow 15-28 (req. 9 Marksmanship)
      Damage +15% (vs. hexed foes)
    
    Seafarer's Rest
    ---------------
    * Farrer trades 5 Azure Crest for Recurve Bow 15-28 (req. 9 Marksmanship)
      Damage +15% (while enchanted)
    
    Zos Shivros Channel
    -------------------
    * Elder Pomona trades 5 Kraken Eye for Flatbow 15-28 (req. 9 Marksmanship)
      Damage +20% (while Health is below 50%)
    * Kristo Trilios trades 5 Moon Shell for Shortbow 15-28 (req. 9 Marksmanship)
      Damage +15% (while enchanted)
    
    ----------------------------------
    - Expertise Breakpoints (gwrg9d) -
    ----------------------------------
    --------------------------------------------
    | Energy Cost =    5     10     15     25  |
    |---------------|-----|------|------|------|
    |Expertise Level|     |      |      |      |
    |       0       |  5  |  10  |  15  |  25  |
    |       1       |  5  |  10  |  14  |  24  |
    |       2       |  5  |   9  |  14  |  23  |
    |       3       |  4  |   9  |  13  |  22  |
    |       4       |  4  |   8  |  13  |  21  |
    |       5       |  4  |   8  |  12  |  20  |
    |       6       |  4  |   8  |  11  |  19  |
    |       7       |  4  |   7  |  11  |  18  |
    |       8       |  3  |   7  |  10  |  17  |
    |       9       |  3  |   6  |  10  |  16  |
    |      10       |  3  |   6  |   9  |  15  |
    |      11       |  3  |   6  |   8  |  14  |
    |      12       |  3  |   5  |   8  |  13  |
    |      13       |  2  |   5  |   7  |  12  |
    |      14       |  2  |   4  |   7  |  11  |
    |      15       |  2  |   4  |   6  |  10  |
    |      16       |  2  |   4  |   5  |   9  |
    --------------------------------------------
    ---------------------------------
    - Ranger PvE Checklist (gwrg9e) -
    ---------------------------------
    
    This checklist assumes that you will reach level 20 and complete all of the
    missions, thus gaining enough skill points.  It also assumes that you complete
    the missions in order without skipping ahead.  The checklist is in approximate
    chronological order through the storyline of the game.
    
    If you complete this checklist, not only do you beat the game, but you also
    will unlock ALL of the Ranger skills.  The trainers listed in the checklist
    obviously have more skills available than the few that are cited. However, 
    those skills are the only ones that you should purchase, as the rest of the 
    skills offered by that trainer can be gained from a quest without using up a 
    skill point.
    
    Note that there are many skills that can be earned much earlier than stated in
    this checklist by capturing from various bosses.  These are listed as (Optional)
    CAPTURE items on the checklist.  The skills listed after the CAPTURE entry are
    those that cannot be earned as a quest reward.  I strongly advise that you only
    capture them if you desperately need that skill or the skill is NOT given as a
    quest reward, as it will use up a Signet of Capture and a Skill Point.
    
    Throughout the checklist, a tally of Skill points earned and Skill points used
    is kept, for your reference, in case you want to plan ahead when buying skills
    from your secondary class.
    
    EXPLORE: Find the location listed
    QUEST: Complete the Quest listed
    MISSION: Complete the Mission listed
    (Optional): Not necessary to complete the Ranger skillset
    
    Lakeside County
    ===============
    ___ EXPLORE:Find Ashford Abbey
    ___ QUEST:Ranger Test, Artemis the Ranger - Power Shot, Troll Unguent
    ___ QUEST:Adventure with an Ally, Lina the Healer - Resurrection Signet
    ___ QUEST:Tithe for Ashford Abbey, Devona - 1 Skill Point 
        (Level + 0 Skill points earned)
    
    Green Hills Country
    ===================
    ___ (Optional) EXPLORE:Find The Barradin Estate
    
    Regent Valley
    =============
    ___ QUEST:The Ranger's Companion, Master Ranger Nente - Charm Animal, Comfort
        Animal
    ___ QUEST:A Test of Marksmanship, Ivor Trueshot - Read the Wind, Point Blank
        Shot
    ___ (Optional) EXPLORE:Find Fort Ranik
    
    Wizard's Folly
    ==============
    ___ QUEST:Unnatural Growths, Aidan - Ignite Arrows, Dual Shot
    ___ (Optional) EXPLORE:Find Foible's Fair
    
    Academy
    =======
    ___ MISSION:Complete the Academy mission and proceed to Post-Searing Ascalon
    
    Old Ascalon
    ===========
    ___ EXPLORE:From Ascalon City, find the Great Northern Wall
    ___ EXPLORE:Find The Breach and Piken Square
    ___ QUEST:Helping the People of Ascalon, Ambassador Zain - Penetrating Attack
    ___ QUEST:Supplies for the Duke, Gate Guard Hollis - Called Shot
    ___ QUEST:Endangered Species, Master Ranger Nente - Hunter's Shot
    ___ QUEST:The Charr Patrol, Master Ranger Nente - Favorable Winds, Feral Lunge
    ___ QUEST:The Charr Staging Area, Master Ranger Nente - Dodge, Quickening
        Zephyr
    ___ TRAINER: - None (All can be gained from a quest)
    ___ (Optional) EXPLORE:Find Sardelac Sanitarium
    
    Piken Square
    ============
    ___ QUEST:Charr Reinforcements, Ivor Trueshot - Call of Haste, Distracting Shot
    
    The Great Northern Wall
    =======================
    ___ MISSION:Complete the Great Northern Wall mission and arrive at Fort Ranik
        (Level + 1 Skill points earned)
    
    Fort Ranik
    ==========
    ___ MISSION:Complete the Fort Ranik mission and arrive at Frontier Gate 
        (Level + 2 Skill points earned)
    
    Frontier Gate/Eastern Frontier
    ==============================
    ___ EXPLORE:Find the Ruins of Surmia
    ___ QUEST:Caravan in Trouble, Cynn (near Pockmark Flats entrance of the Eastern
        Frontier) - Lightning Reflexes
    ___ (Optional) EXPLORE:Find Pockmark Flats and Serenity Temple
    
    Ruins of Surmia
    ===============
    ___ MISSION:Complete the Ruins of Surmia mission and arrive at Nolani Academy
        (Level + 3 Skill points earned)
    
    Nolani Academy
    ==============
    ___ EXPLORE:Find Grendich Courthouse
    ___ MISSION:Complete the Nolani Academy mission and arrive at Yak's Bend
        (Level + 4 Skill points earned)
    
    Grendich Courthouse
    ===================
    ___ TRAINER:Taltosh - Kindle Arrows, Predator's Pounce
        (2 Skill points used)
    
    Yak's Bend
    ==========
    ___ EXPLORE:Find Borlis Pass
    ___ QUEST:Helping the Dwarves, Grand Mason Stonecleaver - Debilitating Shot
    ___ TRAINER:Captain Osric - None (All can be gained from a quest)
    ___ (Optional) EXPLORE:Find Iron Horse Mines
    
    Iron Horse Mines
    ================
    ___ (Optional) CAPTURE:Garris Nightwatch - Fertile Season
    
    Traveler's Vale
    ===============
    ___ QUEST:Stone Summit Beastmasters, Artemis the Ranger - Call of Protection,
        Whirling Defense, Winter
    ___ (Optional) CAPTURE:Ulhar Stonehound - Fertile Season
    
    Borlis Pass
    ===========
    ___ MISSION:Complete the Borlis Pass mission and arrive at the Frost Gate
        (Level + 5 Skill points earned)
    
    The Frost Gate
    ==============
    ___ EXPLORE:Find the Ice Tooth Cave
    ___ MISSION:Complete the Frost Gate mission and arrive at Beacon's Perch
        (Level + 6 Skill points earned)
    
    Ice Tooth Cave
    ==============
    ___ TRAINER:Marna - Melandru's Assault, Revive Animal
        (4 Skill points used)
    
    Beacon's Perch
    ==============
    ___ EXPLORE:Find the Gates of Kryta
    ___ QUEST:Hungry Devourer, Master Saberlin - Pin Down
    ___ QUEST:The Deserters, Master Saberlin - Serpent's Quickness
    
    The Gates of Kryta
    ==================
    ___ MISSION:Complete the Gates of Kryta mission and arrive at Lion's Arch
        (Level + 7 Skill points earned)
    
    Lion's Arch
    ===========
    ___ EXPLORE:Find the Ascalon Settlement in North Kryta Province
    ___ QUEST:Orrian Excavation, Magi Malaquire
    ___ QUEST:Signet of Capture, Magi Malaquire - Signet of Capture
    ___ TRAINER:Firstwatch Sergio - None (All can be gained from a quest)
    
    North Kryta Province
    ====================
    ___ EXPLORE:Find Nebo Terrace
    ___ EXPLORE:Find D'Alessio Seaboard
    ___ QUEST:Graven Images, Archivist Ithimar - Determined Shot
    ___ QUEST:The Ascalon Settlement, Damaris - Throw Dirt
    ___ QUEST:The Last Hog, Farmer Dirk - Otyugh's Cry
    ___ TRAINER:Ascalon Settlement, Captain Greywind - Apply Poison, Healing Spring
        (6 Skill points used)
    ___ (Optional) CAPTURE:Cella the Hooded - Energizing Wind
    
    Nebo Terrace
    ============
    ___ EXPLORE:Find Nebo Village
    ___ EXPLORE:Find Bergen Hot Springs
    ___ EXPLORE:Find Beetletun
    ___ QUEST:The Hot Springs Murders, Inspector Caleb - Bestial Pounce
    
    Bergen Hot Springs
    ==================
    ___ EXPLORE:Find the Cursed Lands, then the Black Curtain, then the Temple of 
        the Ages
    
    Temple of the Ages
    ==================
    ___ QUEST:The False Gods, Brother Mizar - Choking Gas
    ___ (Optional) EXPLORE:Find the Talmark Wilderness
    
    Talmark Wilderness
    ==================
    ___ (Optional) CAPTURE:Tree of Autumn - Healing Spring, Nature's Renewal
    ___ (Optional) EXPLORE:Find Majesty's Rest
    
    Beetletun
    =========
    ___ QUEST:The Undead Hordes, Elder Hezron - Symbiosis
    ___ TRAINER:Ephaz - None (No Ranger skills)
    
    D'Alessio Seaboard
    ==================
    ___ MISSION:Complete the D'Alessio Seaboard mission and arrive at Divinity Coast
        (Level + 8 Skill points earned)
    
    Divinity Coast
    ==============
    ___ MISSION:Complete the Divinity Coast mission and arrive at Druid's Overlook
        (Level + 9 Skill points earned)
    ___ (Optional) EXPLORE:Exit to Watchtower Coast
    
    Watchtower Coast
    ================
    ___ (Optional) CAPTURE:Melp the Harpooner - Energizing Wind
    
    Druid's Overlook
    ================
    ___ EXPLORE:Find the Wilds
    ___ QUEST:Mysterious Message, Envoy Enro - Storm Chaser
    ___ QUEST:Eye for Profit, Trader Versai - Antidote Signet
    
    The Wilds
    =========
    ___ MISSION:Complete the Wilds mission and arrive at Bloodstone Fen
        (Level + 10 Skill points earned)
    
    Bloodstone Fen
    ==============
    ___ EXPLORE:Find Quarrel Falls
    ___ MISSION:Complete the Bloodstone Fen mission and arrive at Ventari's Refuge
        (Level + 11 Skill points earned)
    
    Silverwood
    ==========
    ___ QUEST:The Price of Steel, Alari Doubleblade - Barbed Trap
    
    Quarrel Falls
    =============
    ___ TRAINER:Sorim - None (All can be gained from a quest)
    
    Ettin's Back
    ============
    ___ EXPLORE:Find Aurora Glade
    ___ QUEST: Dropping Eaves, Deep Root - Predatory Season
    ___ QUEST:Blood and Smoke, Deep Root - Savage Shot
    
    Aurora Glade
    ============
    ___ MISSION:Complete the Aurora Glade mission and arrive at Henge of Denravi
        (Level + 12 Skill points earned)
    
    Henge of Denravi
    ================
    ___ EXPLORE:Find Maguuma Stade
    ___ EXPLORE:Find Riverside Province
    ___ TRAINER:Master Scout Kiera - None (All can be gained from a quest)
    
    Maguuma Stade
    =============
    ___ TRAINER:Avena - Maiming Strike, Scavenger Strike
        (8 Skill points used)
    
    Riverside Province
    ==================
    ___ MISSION:Complete the Riverside mission and arrive at Sanctum Cay
        (Level + 13 Skill points earned)
    ___ (Optional) CAPTURE:Ruinwing - Primal Echoes
    
    Sanctum Cay
    ===========
    ___ EXPLORE:Find Fisherman's Haven
    ___ MISSION:Complete the Sanctum Cay mission and arrive at Amnoon Oasis
        (Level + 14 Skill points earned)
    ___ (Optional) CAPTURE:Rotscale - Primal Echoes
    ___ (Optional) CAPTURE:Edgar the Iron Fist - Dryder's Defenses
    
    Fisherman's Haven
    =================
    ___ QUEST:The Royal Papers, Watchman Arad - Concussion Shot
    ___ QUEST:The Lost Princess, Watchman Arad - Edge of Extinction
    ___ TRAINER:Mazzim - Brutal Strike, Fertile Season
        (10 Skill points used)
    
    Amnoon Oasis
    ============
    ___ EXPLORE:Find Augury Rock
    ___ TRAINER:Tengsao - None (All can be gained from a quest)
    
    Augury Rock
    ===========
    ___ EXPLORE:Find Destiny's Gorge
    ___ EXPLORE:Find Heroes' Audience
    ___ QUEST:Into the Unknown, Jorn Kudebeh - Winnowing
    ___ QUEST:Ghostly Vengeance, Marchena - Dust Trap
    ___ MISSION: Defeat your Doppelganger and Ascend
    
    Destiny's Gorge
    ===============
    ___ EXPLORE:Find Diviner's Ascent and Elona Reach
    ___ EXPLORE:Find The Scar and Thirsty River
    ___ QUEST:The Forgotten Ones, Annelle Fips - Precision Shot
    
    Skyward Reach
    =============
    ___ EXPLORE:Complete the Forgotten Ones quest
    ___ EXPLORE:Find the Arid Sea
    ___ QUEST:Receive the Forgotten Wisdom quest after Forgotten ones
    
    Arid Sea
    ========
    ___ QUEST:Forgotten Wisdom - 15 attribute points
    
    Elona Reach
    ===========
    ___ EXPLORE:Find Seeker's Passage
    ___ MISSION:Complete the Elona Reach mission
        (Level + 15 Skill points earned)
    
    Seeker's Passage
    ================
    ___ QUEST:A Belated Betrothal, Tirzah - Tiger's Fury
    
    Heroes' Audience
    ================
    ___ EXPLORE:Find the Vulture Drifts and the Dunes of Despair
    ___ QUEST:The Misplaced Sword, Yort the Bronze - Flame Trap
    
    Dunes of Despair
    ================
    ___ MISSION:Complete the Dunes of Despair mission
        (Level + 16 Skill points earned)
    
    Thirsty River
    =============
    ___ CAPTURE: Custodian Phedous - Marksman's Wager (Elite)
        (11 Skill points used)
    ___ MISSION:Complete the Thirsty River mission
        (Level + 17 Skill points earned)
    
    The Dragon's Lair
    =================
    ___ CAPTURE:Facet of Nature - Melandru's Resiliance (Elite)
        (12 Skill points used)
    ___ MISSION:Complete the Dragon's Lair mission and arrive at Droknar's Forge
        (Level + 18 Skill points earned)
    
    Droknar's Forge
    ===============
    ___ EXPLORE:Find Witman's Folly and Port Sledge
    ___ EXPLORE:Find Talus Chute and Camp Rankor
    ___ EXPLORE:Find the Ice Caves of Sorrow
    ___ QUEST:Hero's Journey, Vanyi - Unlocks Hero's Challenge
    ___ QUEST:Hero's Challenge, Vanyi - 15 Attribute points
    ___ TRAINER:Bartoch - None (All can be gained from a quest)
    
    Witman's Folly
    ==============
    ___ CAPTURE:Salani Pippip - Poison Arrow (Elite)
        (13 Skill points used)
    
    Port Sledge
    ===========
    ___ TRAINER:Thengen - Disrupting Lunge, Energizing Wind
        (15 Skill points used)
    
    Talus Chute
    ===========
    ___ CAPTURE:Whupp Buumbuul - Escape (Elite)
        (16 Skill points used)
    ___ (Optional) CAPTURE:Whupp Buumbuul - Frozen Soil
    
    Camp Rankor
    ===========
    ___ EXPLORE:Find Snake Dance
    ___ TRAINER:Steig - Nature's Renewal, Symbiotic Bond
        (18 Skill points used)
    
    Snake Dance
    ===========
    ___ CAPTURE:Thul Boulderrain - Punishing Shot (Elite)
        (19 Skill points used)
    
    Ice Caves of Sorrow
    ===================
    ___ MISSION:Complete the Ice Caves of Sorry and arrive at the Iron Mines of
        Moladune
        (Level + 19 Skill points earned)
    
    Iron Mines of Moladune
    ======================
    ___ CAPTURE:Markis - Barrage (Elite)
        (20 Skill points used)
    ___ EXPLORE:Find Copperhammer Mines
    ___ MISSION:Complete the Iron Mines of Moladune mission and arrive at
        Thunderhead Keep
        (Level + 20 Skill points earned)
    ___ BONUS:Infuse all of your armor
    ___ (Optional) CAPTURE:Hilos the Dutiful - Oath Shot (Elite)
    
    Copperhammer Mines
    ==================
    ___ EXPLORE:Find Spearhead Peak and the Granite Citadel
    ___ TRAINER:Gammel - Muddy Terrain, Primal Echoes
        (22 Skill points used)
    
    Spearhead Peak
    ==============
    ___ CAPTURE:Thul the Bull - Ferocious Strike (Elite)
        (23 Skill points used)
    
    Granite Citadel
    ===============
    ___ EXPLORE:Find the Mineral Springs
    
    Mineral Springs
    ===============
    ___ CAPTURE:Ryk Arrowwing - Practiced Stance (Elite)
        (24 Skill points used)
    
    Thunderhead Keep
    ================
    ___ CAPTURE:Perfected Cloak - Oath Shot (Elite)
        (25 Skill points used)
    ___ CAPTURE:Ulhar Stonehound - Melandru's Arrows (Elite)
        (26 Skill points used)
    ___ EXPLORE:Find Marhan's Grotto
    ___ MISSION:Complete the Thunderhead Keep mission and arrive at Ember Light Camp
        (Level + 21 Skill points earned)
    
    Marhan's Grotto
    ===============
    ___ TRAINER:Harnil - Dryder's Defenses, Frozen Soil
        (28 Skill points used)
    
    Ember Light Camp
    ================
    ___ QUEST:Final Blow received from Shadow
    
    Perdition Rock
    ==============
    ___ CAPTURE:Maxine Coldstone - Quick Shot (Elite)
        (29 Skill points used)
    ___ CAPTURE:Melandru's Cursed - Crippling Shot (Elite)
        (30 Skill points used)
    ___ QUEST:Complete Final Blow and arrive at the Ring of Fire
    
    Ring of Fire
    ============
    ___ CAPTURE:Casses Flameweb - Incendiary Arrows (Elite)
        (31 Skill points used)
    ___ CAPTURE:Vulg Painbrain - Spike Trap (Elite)
        (32 Skill points used)
    ___ MISSION:Complete the Ring of Fire Mission and arrive at Abaddon's Mouth
        (Level + 22 Skill points earned)
    
    Abaddon's Mouth
    ===============
    ___ MISSION:Complete the Abaddon's Mouth mission and arrive at Hell's Precipice
        (Level + 23 Skill points earned)
    ___ (Optional) CAPTURE:Snyk the Hundred Tongue - Barrage (Elite)
    
    Hell's Precipice
    ================
    ___ CAPTURE:Valetudo Rubor - Greater Conflagration (Elite)
        (33 Skill points used)
    ___ MISSION:Complete the mission and beat the PvE game
        (Level + 24 Skill points earned)
    
    Note: You will only have used 31 skill points total by the end, because you get
    two free Signets of Capture from Magi Malaquire in Lion's Arch)
    
    Miscellaneous
    =============
    This is a short checklist of things to unlock for your PvP character.
    
    ___ UNLOCK:Minor Rune of Beast Mastery
    ___ UNLOCK:Minor Rune of Expertise
    ___ UNLOCK:Minor Rune of Marksmanship
    ___ UNLOCK:Minor Rune of Vigor
    ___ UNLOCK:Minor Rune of Wilderness Survival
    ___ UNLOCK:Major Rune of Beast Mastery
    ___ UNLOCK:Major Rune of Expertise
    ___ UNLOCK:Major Rune of Marksmanship
    ___ UNLOCK:Major Rune of Vigor
    ___ UNLOCK:Major Rune of Wilderness Survival
    ___ UNLOCK:Superior Rune of Beast Mastery
    ___ UNLOCK:Superior Rune of Expertise
    ___ UNLOCK:Superior Rune of Marksmanship
    ___ UNLOCK:Superior Rune of Vigor
    ___ UNLOCK:Superior Rune of Wilderness Survival
    ___ UNLOCK:Ebon Bowstring
    ___ UNLOCK:Fiery Bowstring
    ___ UNLOCK:Icy Bowstring
    ___ UNLOCK:Poisoner's Bowstring
    ___ UNLOCK:Shocking Bowstring
    ___ UNLOCK:Sundering Bowstring
    ___ UNLOCK:Vampiric Bowstring
    ___ UNLOCK:Zealous Bowstring
    ___ UNLOCK:Bow Grip Of Defense
    ___ UNLOCK:Bow Grip Of Enchanting
    ___ UNLOCK:Bow Grip Of Fortitude
    ___ UNLOCK:Bow Grip Of Marksmanship
    ___ UNLOCK:Bow Grip Of Shelter
    ___ UNLOCK:Bow Grip Of Warding
    ___ (Optional) UNLOCK:Bow Grip Of Charrslaying
    ___ (Optional) UNLOCK:Bow Grip Of Deathbane
    ___ (Optional) UNLOCK:Bow Grip Of Dwarfslaying
    ___ (Optional) UNLOCK:Bow Grip Of Giantslaying
    ___ (Optional) UNLOCK:Bow Grip Of Pruning
    ___ (Optional) UNLOCK:Bow Grip Of Skeletonslaying
    ___ (Optional) UNLOCK:Bow Grip Of Tenguslaying
    ___ (Optional) UNLOCK:Bow Grip Of Trollslaying
    
    
    ======================
    = End Notes (gwrg10) =
    ======================
    
    -------------------
    - Version History -
    -------------------
    0.1  First version of this Ranger guide is released.
    0.11 Fixed a basic Math error in the Expertise section. Whoopsie! Also added
         "Signet of Capture" in the FAQ.
    0.12 Added information about Spirits
    0.13 Added Collectors List
    0.14 Added information from June 1, 2005 update
    0.15 Minor changes on Farming runs
    0.16 Some minor formatting changes
    0.17 Added some skill quest rewards, Otyugh's Cry entry
    0.18 Added Expertise breakpoint table, as well as changed the entry in
         Expertise due to a big error.  Added more Marksmanship information,
         including Bow Damage.  Thanks to Charlie Neo for catching my mistakes.
    0.19 Some minor spelling/grammar corrections and formatting changes. Added
         Energy Thief theme and "Victory is Mine" discussion.
    0.20 Completed the Quest Reward skill locations, fixed some typos
    0.21 Updated some information from the June 8, 2005 update
    0.22 Added 1st version of the Ranger PvE checklist
         Allowed several more sites to reproduce this guide, with credit
    0.23 Added more FAQs, updated the Ranger PvE checklist with Optional entries
         Fixed typo with Salani Pippip, corrected Quick Shot information
    0.24 Added more themes to the spellcaster build section.
    0.25 Clarified language on Storm/Eternal/Shadow bow section. Revised guide with
         changes from latest June 15, 2005 update.
    0.26 Added new quest rewards for Barbed Trap, Choking Gas, and Throw Dirt
    0.27 Birthday Edition (Happy Birthday to me!) Added trapper in UW info, updated
         Fertile Season entry
    0.28 Added information from the June 29, 2005 update, including PvP Priest of
         Balthazar locations for all the skills, and new Collector's bows.
    0.29 Added more Ascalon Bow 15-28 collectors and a tidbit about PvP Necros
    0.30 Added Fissure of Woe armor, revised Pet Mechanics section, fixed typos in
         PvE checklist
    0.31 Fixed Serpent's Quickness text. Minor updates coinciding with the July
         13th update
    0.32 Minor updates all around
    0.33 Added bowgrip discussion
    0.34 Some small corrections, FAQ updated
    0.35 Pre-Searing collectors updated (thanks to zampani at GWOnline.net)
    0.36 Added Skill Buffering, clarified some language in the Bow FAQ, and updated
         the Lornar's Pass collectors bow as a longbow (confirmed by Xcutioner on
         GWOnline.net forums).
    0.37 Updated the Bow FAQ, added "The Ranger Progression" to PvE section, credit
         to Mind Wallaby for confirming timing data in FAQ.
    0.38 Dryder's Defenses bug is fixed, apparently. Symbiotic Bond bug updated.
    0.39 Minor updates all around
    0.40 Updated information from the 8/25/05 Update, which changed MANY skills,
         Nature Rituals, and Pets.
    0.41 Updated some information from the 9/7/05 Update
    0.42 Updated information from the 9/29/05 update.
    0.43 Updated information from the 3/2/05 update.
         Added Sorrow's Furnace bow list
    0.44 Updated information from the 4/29/06 update.
    0.45 First Factions writeups.
    0.46 More Factions updates.
    0.47 Added Cantha collectors.
    0.48 Added Kaineng City and Seitung Harbor Armor Crafters
    0.49 More Factions writeups on various skills, Spirit Spammer 2.0 theme.
    0.50 Enraged Lunge, Touch Ranger writeup.
    0.51 Added Shing Jea Monastery Armor Crafters
    0.52 Minor additional corrections and writeups.
    0.53 Added Oroku, Voldo the Exotic, Kurzick 15k, Luxon 15k Armor Crafters.
         Added Factions bowstrings.
    0.54 Minor correction in Sundering/AP entry
    0.55 Added Factions Preparations to the prep discussion, some minor word
         changes, added Factions greens list
    0.56 Corrected the Situational Damage entry and Major rune discussion.
    0.57 More build discussion, Edge of Extinction entry, Factions Expertise skills
         It's also my Birthday, June 20th.
    0.58 Edited the Pet Mechanics section with additional research
         Corrected Practiced Stance discussion (Thanks to Michael Bourgon)
    0.59 Split Prophecies skills in appendix to Core and Prophecies categories.
    0.60 Added some updates from July 13, 2006.
    0.61 Updated to incorporate skill changes on August and September 2006
    0.62 Updated to incorporate skill changes on October 27, 2006
    0.63 First Nightfall update (skills and some discussion)
    
    -----------
    - Credits -
    -----------
    
    Most of the Skill List information was gleaned from the following fansites:
    gwonline.net
    guildwarsguru.com
    gwvault.ign.com
    
    Most of the Bow and Armor information was taken from discussions on the
    gwonline.net forums, as well as personal investigation (and in one case, a
    perilous journey through the Shiverpeak mountains).
    
    Specifically, I'd like to thank Tilmitt for the work on bow stats.
    
    I'd like to thank GammaRay for doing the extensive testing with the pets at the
    gwonline.net forums.
    
    The damage equations were tested and theorized by SonOfRah and found here:
    http://www.gwonline.net/page.php?p=157
    
    SonOfRah also clarified various pet mechanics, including pet evolutions
    
    A great reference for pets has been compiled and updated by Jenosavel and
    Epinephrine, which I will reference here:
    http://www.guildwarsguru.com/forum/showthread.php?t=89491
    
    I'd like to thank my guildmates in the East Bay Alliance of Yeomen [eBay].
    
    I'd like to thank Nobleman Azure, for reciprocity. He may be a Mesmer, but we
    Rangers still think you are pretty groovy.
    
    I'd also like to thank NCSoft for finally making a 3D Diablo clone that fits my
    liking and an online RPG that doesn't have a monthly fee, all in the same game.
    
    --------------------
    - Copyright Notice -
    --------------------
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other 
    web site or as a part of any public display is strictly prohibited, and a 
    violation of copyright.
    
    The following sites have permission to use this FAQ as long as it is credited:
    http://www.gamefaqs.com
    http://www.gwonline.net
    http://www.supercheats.com
    http://www.1up.com
    http://www.dlh.net
    http://www.neoseeker.com
    http://beacon.wiseelben.com
    
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    
    In particular, Guild Wars is a trademark of NCsoft Corporation. 
    Guild Wars is copyrighted by NCsoft Corporation. All Rights Reserved.
    
    Copyright 2005 Hahns Shin
    Copyright 2006 Hahns Shin
    
    -------------
    - End Quote -
    -------------
    
    "Fairy tales do not tell children the dragons exist.  Children already
    know that dragons exist.  Fairy tales tell children the dragons can be
    killed."
    G.K.Chesterton