Difference between revisions of "Ranger"

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{{Class}}
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| [[Image:Ranger.png | link=]]
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| [[Image:Ranger_stats.png | link=]]
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| <center>[[Classes|'''&#8629; Return to Classes''']]</center>
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The Ranger combines physical strength with an impressive arsenal of healing and attack magic to make for a versatile, balanced fighter. “Jack of all trades, master of none”, the Ranger has no glaring weaknesses. Rangers are an excellent class for soloing, but can also be an asset to any party.
 
The Ranger combines physical strength with an impressive arsenal of healing and attack magic to make for a versatile, balanced fighter. “Jack of all trades, master of none”, the Ranger has no glaring weaknesses. Rangers are an excellent class for soloing, but can also be an asset to any party.
  
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== Skill Trees ==
 
== Skill Trees ==
  
Skill trees are the basis of leveling and customizing your character in NEStalgia. The skill tree menu unlocks at level 5 and at that point the player will be able to customize their character with the five points available. There are three ways to gain additional points:
+
Skill Trees are the basis of leveling and customizing your character in NEStalgia. The skill tree menu unlocks at level 5 and at that point the player will be able to customize their character with available skill points. There are two ways to gain additional points:
  
 
*Gain an experience level, which grants one point.<BR>
 
*Gain an experience level, which grants one point.<BR>
 
*Progress through the plot of the game, which grants one point after completing the main quest connected to Verity's lighthouse and an additional point after completing the main quest connected to the Arctic's ice palace.<BR>
 
*Progress through the plot of the game, which grants one point after completing the main quest connected to Verity's lighthouse and an additional point after completing the main quest connected to the Arctic's ice palace.<BR>
*Spend 100,000 gold on a Greater Moon Blessing, which grants four points all at once.
 
  
As of v1.62 this allows for a maximum of 38 points to spend.  
+
As of v1.68 this allows for a maximum of 30 points to spend.  
  
 
{| class="wikitable" width="100%"
 
{| class="wikitable" width="100%"
! colspan="4" |
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! colspan="7" |
 +
 
 
===Nature Tree===
 
===Nature Tree===
 
|-
 
|-
!Branch!!Level!!Description!!Image
+
!Icon!!Node!!Level!!Required Nodes!!Max Points!!Description!!Image
 
|-
 
|-
|Regrowth || 5 || Increases the base power of all healing spells per point, up to a maximum of +8 to spell power. This branch includes the spells [[Heal]], [[HealMore]], and [[Detox]].
+
|[[Image:Cleanse_(node).png|link=]] || Cleanse || - || - || 2 || +5% chance for Healing spells to also dispel all status ailments.
| rowspan="7" | [[Image:Ranger1.png|404x318px]]
+
| rowspan="15" align="right"|[[Image:Ranger1.png|385x272px]]
 
|-
 
|-
|Holy Power || 20 || -8% MP cost of all healing spells, up to a maximum of -32%. This branch includes the spell [[HealWave]].
+
|[[Image:Mighty_Bolts_(node).png|link=]] || Mighty Bolts || - || - || 3 || +5% chance for Shock and Electro to deal a Potent Hit.
 
|-
 
|-
|Nature's Fury || 5 || Increases the base power of all storm spells, up to a maximum of +6 to spell power.
+
|[[Image:DeTox_Ability_(node).png|link=]] || Ability: DeTox || 5 || Cleanse (2) || 1 || Dispels [[poison|Poison]].
 
|-
 
|-
|Tempest || 8 || -5% MP cost of all storm spells, up to a maximum of -20%. This branch includes the spells [[Electro]] and [[Sizzle]].
+
|[[Image:Wisdom_(node).png|link=]] || Wisdom || 5 || Cleanse (2) or Mighty Bolts (2) || 3 || +1 to Max MP for every 2 levels.
 
|-
 
|-
|Cloud Burst || 15 || +5% to storm spell multi-target damage, up to a maximum of +20%. This branch includes the spell [[Lightning]].
+
|[[Image:Turmoil_Ability_(node).png|link=]] || Turmoil || 5 || Mighty Bolts (2) || 3 || +5% chance for Storm abilities to inflict [[confuse|Confuse]].
 
|-
 
|-
|Sagacious || 5 || +2 to Intelligence per point, up to maximum of +12.
+
|[[Image:Staff_Mastery_(node).png|link=]] || Staff Mastery || 10 || Wisdom (1) || 2 || +1 to Plus Storm and Heal for every 4 levels when using Staves.
 
|-
 
|-
|Staff Mastery || 5 || +2% to both Plus Storm and Plus Healing when using a staff, up to a maximum of +8% to both.
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|[[Image:Storm_Power_(node).png|link=]] || Storm Power || 10 || Turmoil (1) || 2 || +1 to the Plus Storm Cap of all Storm spells for every 3 levels.
 +
|-
 +
|[[Image:Sizzle_Ability_(node).png|link=]] || Ability: Sizzle || 10 || Turmoil (2) || 1 || Inflicts Storm damage over several rounds.
 +
|-
 +
|[[Image:Life_Giver_(node).png|link=]] || Life Giver || 15 || Ability: DeTox (1) || 3 || +33% to the Plus Heal Cap of all Heal spells.
 +
|-
 +
|[[Image:Regrowth_(node).png|link=]] || Regrowth || 15 || Life Giver (2) || 3 || +3% to the Power of all Heal spells.
 +
|-
 +
|[[Image:VoltCross_Ability_(node).png|link=]] || Ability: VoltCross || 15 || Storm Power (1) || 1 || A Storm spell trap that explodes when hit; lasts one round.
 +
|-
 +
|[[Image:Cloud_Burst_(node).png|link=]] || Cloud Burst || 15 || Storm Power (1) || 2 || -5% to the damage spread penalty of Lightning vs. 4+ foes.
 +
|-
 +
|[[Image:HealWave_Ability_(node).png|link=]] || Ability: HealWave || 25 || Life Giver (2) || 1 || Directly heals a small amount of HP.
 +
|-
 +
|[[Image:Sagacious_(node).png|link=]] || Sagacious || 25 || Regrowth (2) or Nature's Fury (2) || 2 || +1 to Intelligence for every 2 levels.
 +
|-
 +
|[[Image:Nature's_Fury_(node).png|link=]] || Nature's Fury || 25 || Storm Power (2) || 3 || +5% to the Power of all Storm abilities.
 
|}
 
|}
  
 
====Nature Tree Overview====
 
====Nature Tree Overview====
  
*'''Regrowth:''' Essential for any build that relies partly or mostly on healing. Without this branch a ranger is unable to cast any kind of healing spell on their own. This branch requires a heavy skill point investment but that investment is worth it in the long run.
 
**'''Holy Power:''' As with Regrowth, this branch of the Nature Tree benefits builds that factor in healing. Access to HealWave allows most any ranger build to provide support healing at the least, and the reductions to spell cost go a long way towards ensuring a ranger can keep healing for a long period of time.
 
*'''Nature's Fury:''' Any build that focuses on storm damage will benefit from this branch. Unlike similar branches available to wizards and conjurers, points in Nature's Fury do not increase the cost of storm magic. This is ideal early on in a storm ranger's career; they receive the benefit of added power without the drawback of burning through their MP at an increased rate.
 
**'''Tempest:''' Any ranger looking for a source of multi-target damage should look here, as without points invested in this branch spells like Electro and Lightning are off-limits. The reduction to spell costs is a welcome bonus, reducing the costs of spells that are already modest in that respect.
 
***'''Cloud Burst:''' This branch is another solid choice for a ranger looking to maximize the power of their storm magic, increasing the power of all multi-target storm spells without increasing their cost.
 
*'''Sagacious:''' Additional intelligence is of good use to many ranger builds, providing increased magic defense alongside increased spell power. Any ranger with points left over can do worse than placing them here.
 
**'''Staff Mastery:''' One of three ranger branches that have a synergy with one or more weapon types, Staff Mastery increases the power of storm and healing spells.  As the name implies though, a staff must be equipped in order to receive these benefits.
 
  
 
{| class="wikitable" width="100%"
 
{| class="wikitable" width="100%"
! colspan="4" |
+
! colspan="7" |
  
 
===Hunter Tree===
 
===Hunter Tree===
 
|-
 
|-
!Branch!!Level!!Description!!Image
+
!Icon!!Node!!Level!!Required Nodes!!Max Points!!Description!!Image
 
|-
 
|-
|Quickness || 5 || +3 to Agility per point, up to a maximum of +18. This branch includes the skill [[Counter]].
+
|[[Image:Quickness_(node).png|link=]] || Quickness || - || - || 3 || +1 to Agility for every 3 levels.
| rowspan="9" align="right" | [[Image:Ranger2.png|404x318px]]
+
| rowspan="15" align="right"|[[Image:Ranger2.png|385x272px]]
 
|-
 
|-
|Awareness || 8 || +20% to Repel's effect vs. stronger monsters, up to a maximum of +40%. This branch inludes the spell [[Sense]].
+
|[[Image:Daring_Offense_(node).png|link=]] || Daring Offense || - || - || 3 || +1 to Attack for every 3 levels when using either Bows or Staves.
 
|-
 
|-
|Guts || 10 || +3% to Fire, Ice and Storm resist per point, up to a maximum of +9% to each.
+
|[[Image:Solid_Defense_(node).png|link=]] || Solid Defense || - || - || 3 || +1 to Defense for every 3 levels when using either Blades or Staves.
 
|-
 
|-
|Daring Offense || 5 || +2% physical damage per point when using either a bow or a staff, up to a maximum of +14%. This branch includes the spell [[Soften]].
+
|[[Image:Lucky_(node).png|link=]] || Lucky || 5 || Quickness (2) || 2 || +1 to Luck for every 3 levels.
 
|-
 
|-
|Steady Aim || 5 || +1% to bonus crit.
+
|[[Image:Harden_Ability_(node).png|link=]] || Ability: Harden || 5 || Lucky (2) || 1 || Bestows Harden.
 
|-
 
|-
|Dead Eye || 15 || +1% to bonus crit.
+
|[[Image:Soften_Ability_(node).png|link=]] || Ability: Soften || 5 || Daring Offense (3) or Solid Defense (3) || 1 || Inflicts [[soften|Soften]].
 
|-
 
|-
|Solid Defense || 5 || +2% to physical defense per point when using either a sword or a staff, up to a maximum of +14%. This branch includes the spell [[Harden]].
+
|[[Image:Awareness_(node).png|link=]] || Awareness || 10 || Lucky (1) or Dead Eye (1) || 2 || +25% to Repel's effect vs. stronger monsters.
 
|-
 
|-
|Moving Target || 5 || +1% to bonus dodge.
+
|[[Image:Dead_Eye_(node).png|link=]] || Dead Eye || 10 || Daring Offense (2) || 2 || +2% to Bonus Crit.
 
|-
 
|-
|Agile || 15 || +1% to bonus dodge.
+
|[[Image:Magic_Burn_(node).png|link=]] || Magic Burn || 10 || Ability: Soften (1) || 2 || +5% of all physical damage dealt to foes returned as MP.
|}
+
|-
 
+
|[[Image:Swift_(node).png|link=]] || Swift || 10 || Solid Defense (2) || 2 || +2% to Bonus Dodge.
====Hunter Tree Overview====
+
 
+
*'''Quickness:''' Investment in this tree has no immediate benefits aside from keeping a ranger's turn early on in the battle order. With full investment, a ranger can not only counter multiple incoming single target attacks but they have the option of learning how to reduce incoming elemental damage on top of any protection their intelligence and equipment provides.
+
*'''Awareness:''' If making Repel more effective is of interest, then points here are well spent. Also, Sense can provide a good gauge of how much longer a boss fight is expected to last.  This in turn allows the ranger and their teammate(s) to adjust their strategy as needed.
+
**'''Guts:''' There's nothing wrong with reducing the amount of elemental damage taken from enemy attacks, so if the skill points are available then Guts is a fine choice.
+
*'''Daring Offense:''' The second of three ranger branches that have a synergy with one or more weapon types, Daring Offense is a big part of any physical ranger build.  If the bonuses to physical damage aren't enough, then there are the options of increasing the rate of critical hits via further skill point investment along with being able to lower a target's defense via Soften.
+
**'''Steady Aim''' and '''Dead Eye:''' A 1% increase to critical rate for one skill point is a fair bargain. It helps that these two branches are an easy way to increase a stat that is otherwise difficult to boost.
+
*'''Solid Defense:''' The last of the three ranger branches that have a synergy with one or more weapon types, Solid Defense does for reducing physical damage received what '''Daring Offense''' does for physical damage inflicted. Any ranger build that seeks to increase physical durability with the option of increasing the durability of others as well should place points here.
+
**'''Moving Target''' and '''Agile:''' Like with '''Steady Aim''' and '''Dead Eye''', these two branches allow a way to boost a stat (dodge rate) that is otherwise limited to a few pieces of equipment.
+
 
+
{| class="wikitable" width="100%"
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! colspan="4" |
+
 
+
===Foundation Tree===
+
 
|-
 
|-
!Branch!!Level!!Description!!Image
+
|[[Image:Stamina_(node).png|link=]] || Stamina || 15 || Lucky (2) || 3 || +1 to Max HP for every 2 levels.
 
|-
 
|-
|Stamina || 5 || +2% to max HP per point, up to a maximum of +10%.
+
|[[Image:Guts_(node).png|link=]] || Guts || 25 || Stamina (2) || 2 || +1 to Fire, Ice and Storm Resist for every 4 levels.
| rowspan="4" align="right" | [[Image:Ranger3.png|404x318px]]
+
 
|-
 
|-
|Wisdom || 5 || +2% to max MP per point, up to a maximum of +10%.
+
|[[Image:Cursed_Arms_(node).png|link=]] || Cursed Arms || 25 || Dead Eye (2) || 3 || +5% chance to inflict [[curse|Curse]] when attacking with Bows or Staves.
 
|-
 
|-
|Luck || 5 || +3% chance to resist all attacks that have a randomized success rate per point, up to a maximum of +15%.
+
|[[Image:Might_(node).png|link=]] || Might || 25 || Cursed Arms (2) or Sharpened Arms (2) || 2 || +1 to Strength for every 2 levels.
 
|-
 
|-
|Fire/Ice/Storm Enchant || 12 || (Can only choose one branch to go into) +4% Fire/Ice/Storm damage added to physical attacks and 4% converted to Fire/Ice/Storm per point, up to a maximum of +20% to each.
+
|[[Image:Sharpened_Arms_(node).png|link=]] || Sharpened Arms || 25 || Swift (2) || 3 || +5% chance to inflict [[bleed|Bleed]] when attacking with Blades or Staves.
 
|}
 
|}
 +
 +
====Hunter Tree Overview====
  
 
== [[Abilities]] ==
 
== [[Abilities]] ==
  
 
Abilities are skills that the player can use both inside and outside of battle. These abilities will either be bought on the skill tree using skill points or will be learned automatically once the player hits a certain level.
 
Abilities are skills that the player can use both inside and outside of battle. These abilities will either be bought on the skill tree using skill points or will be learned automatically once the player hits a certain level.
 
Note: Listed MP costs are the default.  Points in the Holy Power branch of the Nature tree will reduce the MP cost of [[Heal]], [[HealMore]] and [[HealWave]].  Similarly, points in the Tempest branch of the Nature tree will reduce the MP cost of [[Shock]], [[Electro]], [[Sizzle]] and [[Lightning]].
 
  
 
{| class="wikitable sortable" width="100%"
 
{| class="wikitable sortable" width="100%"
 
|+ style="border:1px solid darkgrey; background:#F2F2F2; text-align:center; font-size:120%; padding:10px" | Learned Automatically
 
|+ style="border:1px solid darkgrey; background:#F2F2F2; text-align:center; font-size:120%; padding:10px" | Learned Automatically
 
|-
 
|-
!Ability!!MP Cost!!Description
+
!Ability!!MP Cost!!Level!!Description
 
|-
 
|-
|[[Repel]] || 5 || Reduces the frequency of or outright prevents monster encounters in the overworld.  Has no effect if monsters are equal or higher in level compared to the leader of the group.
+
|[[Shock]] || 4 || 1 || Inflicts [[Storm]] damage on a single target.  
 
|-
 
|-
|[[Outside]] || 4 || Used in caves and other dungeons; returns the party to the entrance.
+
|[[Sense]] || 0 || 3 || Shows nearby foes in the overworld, and examines foes in battle.
 
|-
 
|-
|[[Shock]] || 4 || Inflicts [[Storm]] damage on a single target.  
+
|[[Guard]] || 0 || 4 || When used on an ally or the ranger themselves, the ranger's physical defense is increased. If used on an ally, the ranger will also take all single-target attacks that were directed at that ally. Occurs at the start of the round.
 
|-
 
|-
|[[Guard]] || 0 || When used on an ally or the ranger themselves, the ranger's physical defense is increased. If used on an ally, the ranger will also take all single-target attacks that were directed at that ally. Occurs at the start of the round.
+
|[[Heal]] || 5 || 5 || Heals an ally for a small amount of HP.
 
|-
 
|-
|[[Impale]] || 2 || Inflicts minor damage on a single target: chance to cause bleed.
+
|[[Impale]] || 2 || 7 || Inflicts minor damage on a single target: chance to cause bleed.
 
|-
 
|-
|[[Headshot]] || 0 || Inflicts minor damage on a single target: chance to cause confuse.
+
|[[Electro]] || 9 || 10 || Inflicts greater [[Storm]] damage on a single target.
 +
|-
 +
|[[Repel]] || 5 || 13 || Reduces the frequency of or outright prevents monster encounters in the overworld.  Has a reduced effect if monsters are equal or higher in level compared to the leader of the group.
 +
|-
 +
|[[Lightning]] || 15 || 14 || Inflicts [[Storm]] damage on all enemies.
 +
|-
 +
|[[Outside]] || 4 || 15 || Used in caves and other dungeons; returns the party to the entrance.
 +
|-
 +
|[[Headshot]] || 0 || 18 || Inflicts minor damage on a single target: chance to cause confuse.
 +
|-
 +
|[[HealMore]] || 12 || 20 || Heals an ally for a moderate amount of HP.
 
|}
 
|}
  
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|+ style="border:1px solid darkgrey; background:#F2F2F2; text-align:center; font-size:120%; padding:10px" | Learned from Nature Tree
 
|+ style="border:1px solid darkgrey; background:#F2F2F2; text-align:center; font-size:120%; padding:10px" | Learned from Nature Tree
 
|-
 
|-
!Ability!!MP Cost!!Branch!!Description
+
!Ability!!MP Cost!!Description
 
|-
 
|-
|[[Heal]] || 5 || Regrowth || Heals an ally for a small amount of HP.
+
|[[Detox]] || 7 || Dispels Poison on an ally.
 
|-
 
|-
|[[HealMore]] || 13 || Regrowth || Heals an ally for a moderate amount of HP.
+
|[[HealWave]] || 20 || Heals all allies for a small amount of HP.
 
|-
 
|-
|[[HealWave]] || 25 || Regrowth || Heals all allies for a small amount of HP.
+
|[[Sizzle]] || 5 || Inflicts [[Storm]] damage over time to a single target.
 
|-
 
|-
|[[Electro]] || 8 || Tempest || Inflicts [[Storm]] damage on an enemy group.
+
|[[VoltCross]] || 10 || Creates a shield around yourself which when hit inflicts massive [[Storm]] damage to the attacker.
|-
+
|[[Sizzle]] || 9 || Tempest || Inflicts [[Storm]] damage over time to a single target.
+
|-
+
|[[Lightning]] || 13 || Cloud Burst || Inflicts [[Storm]] damage on all enemies.
+
 
|}
 
|}
  
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|+ style="border:1px solid darkgrey; background:#F2F2F2; text-align:center; font-size:120%; padding:10px" | Learned from Hunter Tree
 
|+ style="border:1px solid darkgrey; background:#F2F2F2; text-align:center; font-size:120%; padding:10px" | Learned from Hunter Tree
 
|-
 
|-
!Ability!!MP Cost!!Branch!!Description
+
!Ability!!MP Cost!!Description
|-
+
|[[Counter]] || 0 || Quickness || Counters all single-target attacks directed at the ranger. Occurs at the start of the round.
+
|-
+
|[[Sense]] || 0 || Awareness || Examines enemy stats in battle and lists nearby foes in the overworld.
+
 
|-
 
|-
|[[Soften]] || 6 || Daring Offense || Lowers the physical defense of a single target.
+
|[[Harden]] || 10 || Boosts the physical defense of a single ally.
 
|-
 
|-
|[[Harden]] || 10 || Solid Defense || Boosts the physical defense of a single ally.
+
|[[Soften]] || 6 || Lowers the physical defense of a single target.
 
|}
 
|}
 +
{{Classes}}
 +
[[Category:Classes]]

Latest revision as of 06:57, 19 August 2014

Ranger.png
Ranger stats.png
↵ Return to Classes

The Ranger combines physical strength with an impressive arsenal of healing and attack magic to make for a versatile, balanced fighter. “Jack of all trades, master of none”, the Ranger has no glaring weaknesses. Rangers are an excellent class for soloing, but can also be an asset to any party.

Equipment

Rangers can equip Swords, Daggers, Bows, and Staves. They can use a variety of armor ranging from heavy chain mail to cloth. In their offhand slot Rangers can equip Bracelets and Necklaces. In short, a ranger's equipment options mirrors their versatility in terms of skill choices and play style.

Skill Trees

Skill Trees are the basis of leveling and customizing your character in NEStalgia. The skill tree menu unlocks at level 5 and at that point the player will be able to customize their character with available skill points. There are two ways to gain additional points:

  • Gain an experience level, which grants one point.
  • Progress through the plot of the game, which grants one point after completing the main quest connected to Verity's lighthouse and an additional point after completing the main quest connected to the Arctic's ice palace.

As of v1.68 this allows for a maximum of 30 points to spend.

Nature Tree

Icon Node Level Required Nodes Max Points Description Image
Cleanse (node).png Cleanse - - 2 +5% chance for Healing spells to also dispel all status ailments. Nature Tree.png
Mighty Bolts (node).png Mighty Bolts - - 3 +5% chance for Shock and Electro to deal a Potent Hit.
DeTox Ability (node).png Ability: DeTox 5 Cleanse (2) 1 Dispels Poison.
Wisdom (node).png Wisdom 5 Cleanse (2) or Mighty Bolts (2) 3 +1 to Max MP for every 2 levels.
Turmoil Ability (node).png Turmoil 5 Mighty Bolts (2) 3 +5% chance for Storm abilities to inflict Confuse.
Staff Mastery (node).png Staff Mastery 10 Wisdom (1) 2 +1 to Plus Storm and Heal for every 4 levels when using Staves.
Storm Power (node).png Storm Power 10 Turmoil (1) 2 +1 to the Plus Storm Cap of all Storm spells for every 3 levels.
Sizzle Ability (node).png Ability: Sizzle 10 Turmoil (2) 1 Inflicts Storm damage over several rounds.
Life Giver (node).png Life Giver 15 Ability: DeTox (1) 3 +33% to the Plus Heal Cap of all Heal spells.
Regrowth (node).png Regrowth 15 Life Giver (2) 3 +3% to the Power of all Heal spells.
VoltCross Ability (node).png Ability: VoltCross 15 Storm Power (1) 1 A Storm spell trap that explodes when hit; lasts one round.
Cloud Burst (node).png Cloud Burst 15 Storm Power (1) 2 -5% to the damage spread penalty of Lightning vs. 4+ foes.
HealWave Ability (node).png Ability: HealWave 25 Life Giver (2) 1 Directly heals a small amount of HP.
Sagacious (node).png Sagacious 25 Regrowth (2) or Nature's Fury (2) 2 +1 to Intelligence for every 2 levels.
Nature's Fury (node).png Nature's Fury 25 Storm Power (2) 3 +5% to the Power of all Storm abilities.

Nature Tree Overview

Hunter Tree

Icon Node Level Required Nodes Max Points Description Image
Quickness (node).png Quickness - - 3 +1 to Agility for every 3 levels. Hunter Tree.png
Daring Offense (node).png Daring Offense - - 3 +1 to Attack for every 3 levels when using either Bows or Staves.
Solid Defense (node).png Solid Defense - - 3 +1 to Defense for every 3 levels when using either Blades or Staves.
Lucky (node).png Lucky 5 Quickness (2) 2 +1 to Luck for every 3 levels.
Harden Ability (node).png Ability: Harden 5 Lucky (2) 1 Bestows Harden.
Soften Ability (node).png Ability: Soften 5 Daring Offense (3) or Solid Defense (3) 1 Inflicts Soften.
Awareness (node).png Awareness 10 Lucky (1) or Dead Eye (1) 2 +25% to Repel's effect vs. stronger monsters.
Dead Eye (node).png Dead Eye 10 Daring Offense (2) 2 +2% to Bonus Crit.
Magic Burn (node).png Magic Burn 10 Ability: Soften (1) 2 +5% of all physical damage dealt to foes returned as MP.
Swift (node).png Swift 10 Solid Defense (2) 2 +2% to Bonus Dodge.
Stamina (node).png Stamina 15 Lucky (2) 3 +1 to Max HP for every 2 levels.
Guts (node).png Guts 25 Stamina (2) 2 +1 to Fire, Ice and Storm Resist for every 4 levels.
Cursed Arms (node).png Cursed Arms 25 Dead Eye (2) 3 +5% chance to inflict Curse when attacking with Bows or Staves.
Might (node).png Might 25 Cursed Arms (2) or Sharpened Arms (2) 2 +1 to Strength for every 2 levels.
Sharpened Arms (node).png Sharpened Arms 25 Swift (2) 3 +5% chance to inflict Bleed when attacking with Blades or Staves.

Hunter Tree Overview

Abilities

Abilities are skills that the player can use both inside and outside of battle. These abilities will either be bought on the skill tree using skill points or will be learned automatically once the player hits a certain level.

Learned Automatically
Ability MP Cost Level Description
Shock 4 1 Inflicts Storm damage on a single target.
Sense 0 3 Shows nearby foes in the overworld, and examines foes in battle.
Guard 0 4 When used on an ally or the ranger themselves, the ranger's physical defense is increased. If used on an ally, the ranger will also take all single-target attacks that were directed at that ally. Occurs at the start of the round.
Heal 5 5 Heals an ally for a small amount of HP.
Impale 2 7 Inflicts minor damage on a single target: chance to cause bleed.
Electro 9 10 Inflicts greater Storm damage on a single target.
Repel 5 13 Reduces the frequency of or outright prevents monster encounters in the overworld. Has a reduced effect if monsters are equal or higher in level compared to the leader of the group.
Lightning 15 14 Inflicts Storm damage on all enemies.
Outside 4 15 Used in caves and other dungeons; returns the party to the entrance.
Headshot 0 18 Inflicts minor damage on a single target: chance to cause confuse.
HealMore 12 20 Heals an ally for a moderate amount of HP.
Learned from Nature Tree
Ability MP Cost Description
Detox 7 Dispels Poison on an ally.
HealWave 20 Heals all allies for a small amount of HP.
Sizzle 5 Inflicts Storm damage over time to a single target.
VoltCross 10 Creates a shield around yourself which when hit inflicts massive Storm damage to the attacker.
Learned from Hunter Tree
Ability MP Cost Description
Harden 10 Boosts the physical defense of a single ally.
Soften 6 Lowers the physical defense of a single target.
Classes
RangerSoldierClericWizardMerchantConjurerNinjaWarlock