Nature ritual
From Guild Wars Wiki
Skill type. Nature Rituals are skills unique to the ranger profession. Semantically, the ranger summons a spirit of nature to provide a global effect to all those in its area. Technically, they are skills with long activation time that produce a spirit where the caster is standing. Contrary to Binding Rituals, Nature Rituals always affect everyone in their range... enemies and allies.
The Nature Ritual spirit resembles a miniature Druid from the Maguuma Jungle or Melandru's Watcher, the avatar of Melandru, the patron goddess of rangers.
[edit] Historical
- Nature rituals did not always summon spirits. At the original release of Prophecies, a nature ritual approximated an environment effect that was cast by a player and lasted for the ritual's duration.
- Only one nature ritual could be in effect at a time, with the most recently cast ritual replacing any earlier one. Furthermore, as there was no physical spirit to kill, nature rituals could not be ended prematurely except by casting another.
- When nature rituals were changed to create physical spirits, there was initially no limit on the number of copies of a spirit that could be on the field.
- At that time spirits also affected the physical forms of each other, and not just players.
- A team build known as "spirit spam" based on these facts dominated Heroes' Ascent (at the time known as Tomb of the Primeval Kings), utilizing large numbers of spirits created by rangers using Oath Shot to both body block other teams and prevent them from being able to score kills, thus allowing them to hold the Hall of Heroes for lengthy amounts of time.
[edit] List of nature rituals
| Icon | Name | Description | | | | Attribute | Campaign | ||
|---|---|---|---|---|---|---|---|---|---|
| Brambles | Nature Ritual. Create a level 1...8...10 Spirit. Non-Spirit creatures that are knocked down in its range take 5 damage and begin Bleeding for 5...17...20 seconds. This Spirit dies after 30...126...150 seconds. | 10 | 5 | 60 | Wilderness Survival | Factions | ||
| Conflagration | Nature Ritual. Create a level 1...8...10 Spirit. For non-Spirit creatures within its range, all arrows that hit strike for fire damage. This Spirit dies after 30...126...150 seconds. | 5 | 5 | 60 | Wilderness Survival | Factions | ||
| Edge of Extinction | Nature Ritual. Create a level 1...8...10 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 14...43...50 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 30...126...150 seconds. | 5 | 5 | 60 | | Beast Mastery | Prophecies | |
| Energizing Wind | Nature Ritual. Create a level 1...5...6 Spirit. For non-Spirit creatures within its range, all skills cost 15 less Energy (minimum cost 10 Energy), and skills recharge 25% slower. This Spirit dies after 1...25...31 seconds. | 15 | 5 | 60 | Beast Mastery | Core | ||
| Equinox | Elite Nature Ritual. Create a level 1...8...10 Spirit. Spells cast within its range that cause Exhaustion, cause double the Exhaustion instead. This Spirit dies after 30...126...150 seconds. | 10 | 3 | 15 | Wilderness Survival | Factions | ||
| Famine | Elite Nature Ritual. Create a level 1...8...10 Spirit. Whenever a non-Spirit creature in its range reaches 0 Energy, that creature takes 10...30...35 damage. This Spirit dies after 30...78...90 seconds. | 10 | 3 | 15 | Wilderness Survival | Factions | ||
| Favorable Winds | Nature Ritual. Create a level 1...8...10 Spirit. For non-Spirit creatures within its range, arrows move twice as fast and strike for +6 damage. This Spirit dies after 30...126...150 seconds. | 5 | 5 | 60 | | Marksmanship | Core | |
| Fertile Season | Nature Ritual. Create a level 1...8...10 Spirit. Non-Spirit creatures within range have +50...130...150 maximum Health and gain +8 armor. This Spirit dies after 15...39...45 seconds. | 15 | 5 | 60 | Beast Mastery | Prophecies | ||
| Frozen Soil | Nature Ritual. Create a level 1...8...10 Spirit. Non-Spirit creatures within its range cannot resurrect dead allies. This Spirit dies after 30...78...90 seconds. | 10 | 5 | 30 | Wilderness Survival | Prophecies | ||
| Greater Conflagration | Elite Nature Ritual. Create a level 1...8...10 Spirit. For non-Spirit creatures within its range, all physical damage is fire damage instead. This Spirit dies after 30...126...150 seconds. | 5 | 3 | 15 | Wilderness Survival | Prophecies | ||
| Infuriating Heat | Elite Nature Ritual. Create a level 1...8...10 Spirit. Non-Spirit creatures within its range gain adrenaline twice as fast. This Spirit dies after 30...54...60 seconds. | 5 | 3 | 15 | Expertise | Nightfall | ||
| Lacerate | Elite Nature Ritual. Create a level 1...8...10 Spirit. Bleeding creatures within its range suffer -2 Health degeneration. When this Spirit dies, all non-Spirit creatures within its range that have less than 90% Health begin Bleeding for 5...21...25 seconds. This Spirit dies after 30...126...150 seconds. | 10 | 3 | 15 | Beast Mastery | Factions | ||
| Muddy Terrain | Nature Ritual. Create a level 1...8...10 Spirit. Non-Spirit creatures within its range move 10% slower and speed boosts have no effect. This Spirit dies after 30...78...90 seconds. | 5 | 5 | 30 | Wilderness Survival | Prophecies | ||
| Nature's Renewal | Nature Ritual. Create a level 1...8...10 Spirit. For 30...126...150 seconds, Enchantments and Hexes cast by non-Spirit creatures take twice as long to cast, and it costs twice as much Energy to maintain Enchantments. This Spirit dies after 30...126...150 seconds. | 5 | 5 | 60 | Wilderness Survival | Core | ||
| Pestilence | Nature Ritual. Create a level 1...8...10 Spirit. When any creature within its range dies, Conditions on that creature spread to any creature in the area already suffering from a Condition. This Spirit dies after 30...78...90 seconds. | 5 | 5 | 60 | Wilderness Survival | Nightfall | ||
| Predatory Season | Nature Ritual. Create a level 1...8...10 Spirit. For non-Spirit 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...150 seconds. | 5 | 5 | 60 | | Beast Mastery | Prophecies | |
| Primal Echoes | Nature Ritual. Create a level 1...8...10 Spirit. For non-Spirit creatures within its range, Signets cost 10 Energy to use. This Spirit dies after 30...126...150 seconds. | 5 | 5 | 60 | Beast Mastery | Core | ||
| Quickening Zephyr | Nature Ritual. Create a level 1...8...10 Spirit. For non-Spirit creatures within its range, all skills recharge twice as fast and cost 30% more of the base Energy to cast. This Spirit dies after 15...39...45 seconds. | 25 | 5 | 60 | | Wilderness Survival | Core | |
| Quicksand | Elite Nature Ritual. Create a level 1...8...10 Spirit. All non-Spirit creatures within its range lose 1 Energy each time they attack or use a Skill. This Spirit dies after 30...78...90 seconds. | 10 | 5 | 30 | Wilderness Survival | Nightfall | ||
| Roaring Winds | Nature Ritual. Create a level 1...8...10 Spirit. Chants and Shouts cost 1...4...5 more Energy. This Spirit dies after 30...54...60 seconds. | 10 | 5 | 60 | Wilderness Survival | Nightfall | ||
| Symbiosis | Nature Ritual. Create a level 1...8...10 Spirit. For each Enchantment on a non-Spirit creature within range, that creature has +27...125...150 maximum Health. This Spirit dies after 30...126...150 seconds. | 5 | 5 | 60 | | Beast Mastery | Prophecies | |
| Toxicity | Nature Ritual. Create a level 1...8...10 Spirit. Poisoned or Diseased creatures within its range suffer -2 Health degeneration. This Spirit dies after 30...78...90 seconds. | 15 | 5 | 60 | Beast Mastery | Nightfall | ||
| Tranquility | Nature Ritual. Create a level 1...8...10 Spirit. Enchantments cast by non-Spirit creatures within its range expire 20...44...50% faster. This Spirit dies after 15...51...60 seconds. | 15 | 5 | 60 | Wilderness Survival | Factions | ||
| Winnowing | Nature Ritual. Create a level 1...8...10 Spirit. Non-Spirit creatures within range take 4 additional damage whenever they take physical damage. This Spirit dies after 30...126...150 seconds. | 5 | 5 | 60 | | Wilderness Survival | Core | |
| Winter | Nature Ritual. Create a level 1...8...10 Spirit. For creatures within its range, all elemental damage is cold damage instead. This Spirit dies after 30...126...150 seconds. | 5 | 3 | 60 | | Wilderness Survival | Prophecies |


























