Here you go Oldroar, hope this helps a bit
• These are the Renown stat rewards; Might (Strength), Blade Master (Weapon Skill), Marksmen (Ballistic Skill), Impetus (Initiative), Acumen (Intelligence), Resolve (Willpower), Fortitude (Toughness), and Vigor (Wounds).
o I; Costs 1 Renown Point, adds 4 points to the specified stat.
o II; Costs 3 Renown Points, adds 12 points to the specified stat.
o III; Costs 6 Renown Points, adds 22 points to the specified stat.
o IV; Costs 10 Renown Points, adds 34 points to the specified stat.
o V; Costs 14 Renown Points, adds 48 points to the specified stat.
Defensive
• Hardy Concession; You take X% less damage, but you deal X% less damage.
o I; Costs 1 Renown Point, reduces damage incoming and outgoing by 1%.
o II; Costs 3 Renown Points, adds 2% reduction to your Hardy Concession for a total of 3%.
o III; Costs 6 Renown Points, adds 3% reduction to your Hardy Concession for a total of 6%.
o IV; Costs 10 Renown Points, adds 4% reduction to your Hardy Concession for a total of 10%.
o V; Costs 14 Renown Points, adds 5% reduction to your Hardy Concession for a total of 15%
.• Deft Defender; Adds X% to your Dodge and Disrupt chance.
o I; Costs 1 Renown Point, increases your Dodge and Disrupt chance by 3%.
o II; Costs 3 Renown Points, adds 4% Dodge and Disrupt chance to your Deft Defender for a total of 7%.
o III; Costs 6 Renown Points, adds 5% Dodge and Disrupt chance to your Deft Defender for a total of 12%.
o IV; Costs 10 Renown Points, adds 6% Dodge and Disrupt chance to your Deft Defender for a total of 18%.
• Reflexes; Adds X% to your Parry chance.
o I; Costs 1 Renown Point, increases your Parry chance by 3%.
o II; Costs 3 Renown Points, adds 4% Parry chance to your Reflexes for a total of 7%.
o III; Costs 6 Renown Points, adds 5% Parry chance to your Reflexes for a total of 12%.
o IV; Costs 10 Renown Points, adds 6% Parry chance to your Reflexes for a total of 18%.
• Defender; Adds X% to your Block chance.
o I; Costs 1 Renown Point, increases your Block chance by 1%.
o II; Costs 3 Renown Points, adds 2% Block chance to your Defender for a total of 3%.
o III; Costs 6 Renown Points, adds 3% Block chance to your Defendefor a total of 6%.
o IV; Costs 10 Renown Points, adds 4% Block chance to your Defendefor a total of 10%.
Critical
• Opportunist; Add X% to Melee Critical chance.
o I; Costs 5 Renown Points, increases Melee critical chance by 2%.
o II; Costs 10 Renown Points, adds 3% Melee critical chance to your Opportunist for a total of 5%.
o III; Costs 15 Renown Points, adds 4% Melee critical chance to your Opportunist for a total of 9%.
o IV; Costs 15 Renown Points, adds 5% Melee critical chance to your Opportunist for a total of 14%.
• Focused Power; Add X% to Magical Critical chance.
o I; Costs 5 Renown Points, increases Magical critical chance by 2%.
o II; Costs 10 Renown Points, adds 3% Magical critical chance to your Focused Power for a total of 5%.
o III; Costs 15 Renown Points, adds 4% Magical critical chance to your Focused Power for a total of 9%.
o IV; Costs 15 Renown Points, adds 5% Magical critical chance to your Focused Power for a total of 14%.
• Sure Shot; Add X% to Ranged Critical chance.
o I; Costs 5 Renown Points, increases Ranged critical chance by 2%.
o II; Costs 10 Renown Points, adds 3% Ranged critical chance to your Sure Shot for a total of 5%.
o III; Costs 15 Renown Points, adds 4% Ranged critical chance to your Sure Shot for a total of 9%.
o IV; Costs 15 Renown Points, adds 5% Ranged critical chance to your Sure Shot for a total of 14%.
• Spiritual Refinement; Add X% to Healing Critical chance.
o I; Costs 5 Renown Points, increases Healing critical chance by 2%.
o II; Costs 10 Renown Points, adds 3% Healing critical chance to your Spiritual Refinement for a total of 5%.
o III; Costs 15 Renown Points, adds 4% Healing critical chance to your Spiritual Refinement for a total of 9%.
o IV; Costs 15 Renown Points, adds 5% Healing critical chance to your Spiritual Refinement for a total of 14%.
• Futile Strikes; Reduces the chance to receive a critical hit by X%.
o I; Costs 5 Renown Points, reduces your chance to be critically hit by 3%.
o II; Costs 10 Renown Points, adds 5% reduction to your chance to be critically hit to your Futile Strikes for a total reduction of 8%.
o III; Costs 15 Renown Points, adds 7% reduction to your chance to be critically hit to your Futile Strikes for a total reduction of 15%.
o IV; Costs 15 Renown Points, adds 9% reduction to your chance to be critically hit to your Futile Strikes for a total reduction of 24%.
• Trivial Blows; Reduces the amount of critical damage taken by X%.
o I; Costs 5 Renown Points, reduces your critical damage received by 5%.
o II; Costs 10 Renown Points, adds 10% reduction to your critical damage received on your Trivial Blows for a total reduction of 15%.
o III; Costs 15 Renown Points, adds 15% reduction to your critical damage received on your Trivial Blows for a total reduction of 30%.
o IV; Costs 15 Renown Points, adds 20% reduction to your critical damage received on your Trivial Blows for a total reduction of 50%.
Miscellaneous Passives
• Expanded Capacity; Adds to your Action Point Pool.
o I; Costs 10 Renown Points, increases Action Point Pool by 10.
o II; Costs 15 Renown Points, adds 15 Action Points to your Expanded Capacity for a total Pool increase of 25.
o III; Costs 20 Renown Points, adds 25 Action Points to your Expanded Capacity for a total Pool increase of 50.
• Regeneration; Adds to your In-Combat Health Regeneration.
o I; Costs 10 Renown Points, increases Health Regeneration by 35 points.
o II; Costs 15 Renown Points, adds 35 Health Regeneration to your Regeneration for a total increase of 70.
o III; Costs 20 Renown Points, adds 70 Health Regeneration to your Regeneration for a total increase of 140.
• Quick Escape; Adds a 5% chance to increase your movement speed.
o I; Costs 10 Renown Points, increases movement speed by 25% for 5 seconds.
o II; Costs 15 Renown Points, your Quick Escape will now last 10 seconds.
o III; Costs 20 Renown Points, your Quick Escape will now increase movement speed by 35%.
• Improved Flee; Adjusts your Flee Skill by the values below.
o I; Costs 10 Renown Points, Flee duration increased by 5 seconds.
o II; Costs 15 Renown Points, Flee will no longer stop Action Point regeneration.
Activate Abilities – All Renown purchases of this type require a minimum of Renown Rank 20 to purchase.
• Cleansing Wind; Cleanse used to remove Curses, Ailments, and Hexes.
o I; Costs 10 Renown Points, cleanses all Curses, Ailments, and Hexes from you on a 5 minute cooldown.
o II; Costs 10 Renown Points, reduces the cooldown on your Cleansing Wind to 2 minutes.
o III; Costs 10 Renown Points, heals you by X(scales with level) per Curse, Ailment, and Hex removed by Cleansing Wind.
• Resolute Defense; Crowd Control Immunity.
o I; Costs 10 Renown Points, you are immune to Crowd Control effects for the next 10 seconds.
o II; Costs 10 Renown Points, increases the duration of your Resolute defense by 5 seconds.
o III; Costs 10 Renown Points, reduces the cooldown on your Resolute Defense to 2 minutes.
• Efficiency; Action Point Cost Reduction.
o I; Costs 10 Renown Points, the action point cost of abilities is reduced by 100% for the next 10s.
o II; Costs 10 Renown Points, the duration of your Efficiency is increased by 5 seconds.
• Last Stand; Provides Immunity to damage and causes the player to die at the end of the duration.
o I; Costs 10 Renown Points, you are immune to damage for the next 10 seconds and die after the duration is over. You cannot be resurrected for 30 seconds after using this ability.
o II; Costs 10 Renown Points, increases the duration of your Last Stand by 5 seconds