Ranger

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Bannerranger.png
Ranger
Ranger.png
Job Base: Hunter
Job Type: 3-1
Changes At: Turtle Island
Number of Skills: 22
Total Skill Points: 100
Total Quest Skills: 0
Job Bonuses
STR AGI VIT INT DEX LUK
+2 +8 +5 +8 +6 +0


Contents

Overview

Ranger.jpg

A Ranger is the Hunter's 3rd job. Rangers are given a huge wolf-like mount called a Warg that they can also use to attack their enemies. They also have new and powerful traps at their disposal, from cluster bombs, electric shockers, to traps that can change an opponent's elemental property when triggered. While a hunter goes to hunt, a Ranger goes to war.

Job Change Guide

See Ranger Job Change Guide for detailed information.

Changing into an Ranger from a Hunter or Sniper requires the player to complete a number of tasks:

  • A Survival Test
  • An Accuracy Test
  • Test of you trapping skills
  • Detonate bombs with your wolf

After completing these tests, the player will be transformed into a Ranger.


Overview

Rangers have superior maneuverability and Trap skills compared to Hunters and Snipers. The use of camouflage and Warg riding allows Rangers to ambush and retreat before the enemy can counterattack. Rangers can also use Detonators to explode their traps to inflict maximum damage against their foes.


Legends
Current Development Status
Check.png Working 100%
Bug.png Bugged but Working
Xmark.png Not Implemented



Skills

R rangermain.png
Ranger Main
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  • Max LV: 10
  • Prerequisites: None
  • Type: Passive
  • Description: When fighting Brute, Plant, and Fish type monsters, increases your attack power and decreases received damage.
R camouflage.png
Camouflage
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  • Max LV: 5
  • Prerequisites: Ranger Main LV 1
  • Type: Active / Buff (Self)
  • Target: Self
  • Description: Hide yourself from view of monsters while standing near walls and obstacles. Your character will appear transparent. While in camouflage status your critical chance and attack power is increased, but your defense is decreased. When camouflage status ends your attack power, critical, and defense returns to normal. Until you re-use the skill to cancel its effect, it will continually drain SP. With a high enough level you can use the skill without being near an obstacle.
Additional Info
  • SP cost: 40
    • SP: 28 + 2 x Skill Level
  • Casting Time: Instant
  • Cooldown: None
  • After Cast: None
  • Duration: 10 seconds
  • Lower levels can be used next to obstacles if no wall is present.
  • Your character will appear transparent so they can still see you if they look closely.
  • Can't be attacked but skills can target you.
  • No ATK/Crit bonus or Def reduction.
  • Reveals after attacking/being hit/finished casting or end of duration.
  • Reusing will reset the timer not reveal you.
  • Skill name appears on your head.
  • Cast bar appears on your head while casting.
  • Boss/insect/demon monsters can attack you.
  • Can pick up items, talk to NPCs, and Deal People while camouflaged.
  • You Regenerate HP/SP.
  • Having 0 SP will not reveal you.
R aimedbolt.png
Aimed Bolt
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  • Max LV: 10
  • Prerequisites: Ankle Snare LV 5
  • Type: Active / Damage
  • Description: When used against an immobile status target (Ankle Snare, Electric Shocker, Warg Bite effect), deals a huge amount of damage. Deals additional damage based on the size of the target. The skill will fail if you do not have enough arrows. Using this skill cancels the immobile status.
Additional Info
  • SP: 28 + 2 x Skill Level
  • Casting Time: 5 seconds
  • Cooldown: None
  • After Cast: 1 second
  • Range: 10 + level of Vulture's Eye
  • Hits: 2 for small, 3 for medium, 4 for large monsters.
  • Only Ankle Snare, Electric Shocker, Warg Bite effect count as snared.
  • Removes all 3 at once if the target is affected by them.
R arrowstorm.png
Arrow Storm
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  • Max LV: 10
  • Prerequisites: Aimed Bolt LV 5
  • Type: Active / Damage
  • Description: Fires a storm of arrows on a designated target and a 5x5 area around them. Consumes 10 arrows.
Additional Info
  • SP: 28 + 2 x Skill Level
  • Cast Time: 3 seconds
  • Cooldown: 3 seconds
  • After Cast: None
  • Range: 10 + level of Vulture's Eye
  • Will do AoE damage even if the main target hides.
R fearbreeze.png
Fear Breeze
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  • Max LV: 5
  • Prerequisites: Arrow Storm 5
  • Type: Buff (Self)
  • Description: During the duration has a chance of increasing the number of attacks. When you deal additional hits, it consumes additional arrows.
Additional Info
  • Level Selectable /
  • SP: 32 + 4 x Skill Level
  • Cast Time: 2 seconds
  • Cooldown: None
  • After Cast: None
  • Buff is removed when Weapon is removed.
  • Requires 1+extra attacks of Arrows for it to activate so if you are using a bow you need 7 arrows for a chance to doing 5 attacks but only 6 if you are using Knife or Fists.
  • Unarmed or Dagger only requires 6 Arrows equipped.
  • Probability Distribution at lvl5: 35% +1, 35% +2, 20% +3, 10% +4.
  • Avarage damage increase at lvl5: 20.5%
  • Probability Distribution of other levels are almost evenly spread but still follows the pattern of lower extra damage having higher probability.
Status Icon: Fearbreeze.png

Warg Skills

R wargmastery.png
Warg Mastery
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  • Max LV: 1
  • Prerequisites: None
  • Type: Active / Special
  • Description: Allows you to summon a loyal 'Warg' wolf using a special wolf flute. In order to summon a warg you need to have the item [Wolf Flute]. Re-using the skill returns the Warg to the wild. Cannot be used while mounted.
Additional Info
  • SP: 5
  • Cast Time: 2 seconds
  • Cooldown: None
  • After Cast: 0.5 second
  • Using this skill while you have a Warg will send it away.
  • Can't have both Falcon and Warg.
R wargrider.png
Warg Rider
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  • Max LV: 3
  • Prerequisites: Warg Mastery LV 1
  • Type: Active / Special
  • Description: Allows a Ranger to mount their summoned Warg. Skill level increases your movement speed. While mounted on a Warg, you can't use any bow attacks or skills that are not Warg exclusive.
Additional Info
  • Sp: 20
  • Cast Time: Instant
  • Cooldown: None
  • After Cast: 0.5s
  • MS increase: 10% x Skill Level
  • Skill level increases your movement speed.
  • Can use/pick up items but cannot use Magic Scrolls.
  • Can use Hunter traps, Ranger damage traps and Detonate.
  • Cannot use Electric Shocker or Elemental Converter traps.
  • Using this skill while mounted will cause you to be unmounted.
  • MS increase stacks with other skills.
Status Icon: Wargrider.png
R wargdash.png
Warg Dash
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  • Max LV: 1
  • Prerequisites: Warg Rider LV 1
  • Type: Active / Special
  • Description: Usable only when mounted on your Warg. Your Warg runs in a straight line, and re-using the skill stops it. You will automatically stop when you hit a wall or enemy. If you learn Warg Strike, you'll deal damage when running into the enemy.
Additional Info
  • Sp: 40
  • Cast Time: Instant
  • Cooldown: None
  • After Cast: 2 seconds
  • Uses your MS to move.
  • Using Warg Dash will cancel Warg Dash.
  • Doesn't bounce you back unlike Sprint.
  • Requires 1 free Cell in front of you to start.
  • 3x3 AoE Melee Damage.
  • Damage is about 600% but the calculation and damage is buggy.
  • Deals damage when manually stopped or when you hit something.
  • If you are hit, immobilized, or blocked by High Priest's Basilica/Clown+Gypsy's Sheltering Bliss, you will stop moving but still be considered Dashing untill you use Dash again. This means you are still unable to do anything without casting Dash again first.
  • Does not require Warg Strike even if description says so.
R wargbite.png
Warg Bite
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  • Max LV: 5
  • Prerequisites: Warg Strike LV 1
  • Type: Active / Damage
  • Description: Can't be used while mounted on the Warg. The Warg leaps at a target, dealing damage and temporarially causing immobile status.
Additional Info
  • SP cost: 40 + 2 x Skill Level
  • Cast Time: Instant
  • Cooldown: 5 seconds
  • After Cast: 1 second
  • Range: 10 + lvl of Vulture's Eye
  • Tooth of Warg Bonus = 1s x level of Tooth of Warg
  • Duration is actually 20s + lvl of Tooth
  • Requires that there is only walkable cells between you and the target.
  • If there is even 1 unwalkable cell between you and the target the skill will fail including cliffs and rivers.
  • Cannot be used over WoE walls even if normal attacks can be.
  • Ranged attack.
  • Based on ATK.
  • Carries effects/element from weapon/arrows.
  • Carries effects of Arrows even when bow is not equipped similar to Grimtooth + status arrows.
  • Will cause monsters to teleport if no players are in their attack range.
  • Reduced by 1 second for every 10 agi on monsters.
  • Player formula unknown as the duration varies too much due to lag should be the same though.
  • Does not prevent Stealth or Haze Slasher but will prevent Cloaking Exceed, Cloak and Hide.
  • Min duration on players: 10s + lvl of tooth. No min duration on Bosses.
R toothofwarg.png
Tooth of Warg
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  • Max LV: 10
  • Prerequisites: Warg Mastery LV 1
  • Type: Passive
  • Description: Increases wolf damage and effect of wolf skills. Increased skill level increases damage.
Additional Info
  • Attack power is added AFTER the modifiers of other Warg skills like how masteries are calculated unlike Steel Crow which increases Falcon Assault by 1500 and blitzbeat by 300.
  • Affects damage of all Warg Skills.
  • Reduced by DEF.
R wargstrike.png
Warg Strike
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  • Max LV: 5
  • Prerequisites: Tooth of Warg LV 1
  • Type: Active / Damage
  • Description: Can't be used while mounted on the Warg. The Warg deals damage to a single target. Skill level increases the damage.
Additional Info
  • Sp: 28 + 2 x Skill Level
  • Cast Time: Instant
  • Cooldown: None
  • After Cast: None
  • Range: 10 cells
  • Requires that there is only walkable cells between you and the target.
  • If there is even 1 unwalkable cell between you and the target the skill will fail including cliffs and rivers. This applies to the auto casted version too.
  • Cannot be used over WoE walls even if normal attacks can be.
  • It actually can be used while mounted even if the description says it can't.
  • Ranged attack even when mounted.
  • If mounted, you will teleport next to the target like Flying Kick except during WoE.
  • Based on ATK.
  • Carries effects/element from weapon/arrows.
  • Carries effects of Arrows even when a Bow is not equipped similar to Grimtooth + status arrows.
  • Auto activates on normal attacks regardless of weapon.
    • Chance is similar to auto blitz.
R sensitivekeen.png
Sensitive Keen
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  • Max LV: 5
  • Prerequisites: Tooth of Warg LV 3
  • Type: Active / Detecting
  • Description: The wolf uses its sense of danger to reveal hidden traps and players in a 7x7 area around the caster and deals damage. There's a chance to cast Warg Bite on targets in range.
Additional Info
  • SP: 24
  • Cast Time: Instant
  • Cooldown: None
  • After Cast: 3 seconds
  • Melee damage.
  • Only hits hidden/cloaked enemies but not Stealth Stalkers/Chasers.
  • AoE Remove Trap, the trap will change back to the Alloy trap item on the floor.

Ranger Traps

  • All Ranger Traps is Instant Cast
  • All Ranger Traps have No After-Cast or Re-Use Delay, unless otherwise noted.
  • Trap placement range is 3(4) cells like Hunter traps and can be increased with Trap Research for some traps.
  • Life span isn't increased during WoE.
  • No Ranger trap can be removed by Remove Trap or Spring Trap.
  • Ranger traps can not be attacked.
  • Ranger Traps can not be placed on Magnetic Earth/Land Protector but can be pushed onto it.
  • Ranger traps can be placed right next to each other.
  • Ranger traps need to be placed 2 cells away from Hunter traps.
  • Hunter/Ranger traps need to be placed 2 cell away from Ranger traps except from Cluster Bomb.
  • Ranger traps affect all players except the player that placed it.
  • Most Ranger traps need to be placed 2 cells away from players and enemies except for Elemental Converters, Firing and Ice Bound traps.
  • Shield Reflect will reflect the Trap damage to the Hunter/Sniper/Ranger.
  • If the enemy has an Auto cast when hit like Ring of Resonance, they will target the Ranger when damaged by the trap.
  • Full Defense bypassing works don't know about partial ones from BG items.
  • SP drain from Zipper Bear and The Paper applies.
  • SP gain from Moonlight dagger works.
  • HP/SP gain from cards by killing with melee damage works if you are using a Dagger.
  • Hunter Class cannot remove the traps of the Rogue Class and vice-versa.
R detonator.png
Detonator
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  • Max LV: 1
  • Prerequisites: Cluster Bomb LV 3
  • Type: Active / Special
  • Description: Immediately activates a trap on the ground. The trap has an area of effect of 7x7 cells around the trap. It can be used with both Hunter and Ranger traps. However, you cannot detonate traps of another player.
Additional Info
  • SP: 15 SP
  • Range: 10 Cells (9 if you cast further than 10 cells away)
  • Works with Blast Min, Claymore Trap, Talkie Box, Sandman, Cluster Bomb, Firing Trap, Icebound Trap.
R clusterbomb.png
Cluster Bomb
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  • Max LV: 5
  • Prerequisites: Research Trap 3
  • Type: Active / Trap
  • Description: A maximum of 3 Cluster Bombs can can be placed at once. The trap detonates in an area 5 cells in front (away from the trap layer) and a width of 5 cells. The trap can be activated via Detonator. Cluster Bomb cannot be removed by the Hunter Skill [Remove Trap]. Placing a Cluster Bomb consumes 1 Special Aloy Trap.
Additional Info
  • SP: 35 SP
  • Life span: 15 seconds
  • Activation AoE: 1x1
  • Activation Delay: 1 second
  • Effect AoE: 7x7
  • Limit: 3
  • Element: Neutral
  • Can't be Arrow Showered.
  • The time it takes for Cluster Bombs to disappear after activation is ~1.0s unlike the other traps that disappear instantly.
  • Traps can be placed on top of Cluster Bomb meaning you can place 3 Cluster Bombs and 1 other trap on the same cell.
  • Formula: blvl*2 + ([blvl/50]+3)*dex + 300]*slvl + 5*int + (Physical damage formula with skill mod of 200% +100%*s.lvl) +Trap research.
  • Damage formula portion of the formula is affected by Banes, hit/flee, Defense and element.
  • Physical damage is Neutral so it will still miss Ghost monsters even if you use Elemental Weapon.
  • Cluster Bomb will do full damage to plants.
R firingtrap.png
Firing Trap
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  • Max LV: 5
  • Prerequisites: Detonator LV 1
  • Type: Active / Trap
  • Description: When the trap activates it deals damage in a 3x3 area and causes [Burning] status. Increased skill level increases the chance to status. To use the skill you need 1 Special Alloy Trap.
Additional Info
  • SP: 10
  • Life span: 15 seconds
  • Activation AoE: 3x3
  • Activation delay: 1s
  • Effect AoE: 5x5
  • Limit: 1
  • Element: Neutral
  • Can be Arrow Showered.
  • Can be placed at the target's feet and on top of other traps.
  • Formula: [blvl*2 + ([blvl/50]+3)*dex + 300]*slvl + 5*int + (Physical damage formula) + Trap research.
  • Physical damage formula portion of the formula is affected by Banes, HIT/FLEE, Defense and element.
  • Damage is Neutral so it will still miss Ghost monsters even if you use Elemental Weapon.
R iceboundtrap.png
Ice Bound Trap
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  • Max LV: 5
  • Prerequisites: Detonator LV 1
  • Type: Active / Trap
  • Description: When the trap activates it deals damage in a 3x3 area and causes [Freezing] status. Increased skill level increases the chance to Freeze. To use the skill you need 1 Special Alloy Trap.
Additional Info
  • SP: 10
  • Life span: 15
  • Activation AoE: 3x3
  • Activation delay: 1 second
  • Effect AoE: 5x5
  • Limit: 1
  • Element: Neutral
  • Can be Arrow Showered.
  • Can be placed at the target's feet and on top of other traps.
  • Formula: [blvl*2 + ([blvl/50]+3)*dex + 300]*slvl + 5*int + (Physical damage formula) + Trap research.
  • Physical damage formula portion of the formula is affected by Banes, hit/flee, Defense and element.
  • Damage is Neutral so it will still miss Ghost monsters even if you use Elemental Weapon.
R electricshocker.png
Electric Shocker
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  • Max LV: 5
  • Prerequisites: Shockwave Trap LV 5
  • Type: Active / Trap
  • Description: Like Ankle Snare, it causes immobile status while at the same time draining the target's SP. Electric Shocker cannot be removed with the hunter skill [Remove Trap]. To place you need 1 Special Alloy Trap.
Additional Info
  • SP: 35 SP
  • Life span: 15 seconds
  • Activation Area: 3x3
  • Activation delay: 1 seconds
  • Effect Area: 5x5
  • Limit: 3
  • Cannot be Arrow Showered.
  • Cannot be placed while riding Warg.
  • Placement range is not increased by Trap Research.
  • Duration actually ~18-19 seconds instead of 20.
  • Reduced by 1 second for every 10 agi on monsters.
  • Player formula unknown as the duration varies too much due to lag should be the same though.
  • Minimum duration on players: 5.5+0.5*floor[(1+s.lvl)/2].
  • Does not work on boss monsters.
R researchtrap.png
Research Trap
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  • Max LV: 5
  • Prerequisites: Claymore Trap LV 1, Remove Trap LV 1
  • Type: Passive
  • Description: Increases damage with Hunter and Ranger traps, and increases INT and Max SP.
Additional Info
  • Only adds to Final damage.
  • Bonus trap placement range does not affect traps that deal no damage.
  • Only affects Landmine, Freezing, Blast mine, Claymore, Cluster Bomb, Firing and Icebound.
  • Does no affect Skid, Ankle Snare, Flasher, Sleeper, Shockwave, Electric Shocker, and Elemental Converters.
    • This includes the bonus placement range not working too.

Elemental Trap Converters

  • SP: 10 SP
  • After Cast: 2s
  • Life span: 15 seconds
  • Activation Area: 3x3
  • Activation delay: 1 seconds
  • Effect Area: 5x5
  • Effect Duration: Same as Sage Quest Skill.
  • Limit: 1
  • Can be arrow showed.
  • Can be placed at target's feet and on top of other traps.
  • Does not regain elemental stone at the end of life span.
  • Cannot not regain elemental stone with Sensitive Keen.
R magentatrap.png
Magenta Trap
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  • Max LV: 1
  • Prerequisites: Research Trap LV 1
  • Type: Active / Trap
  • Description: A monster that steps on this trap has its attribute changed to fire property. Does not affect boss type monsters or players, and consumes 1 Red Blood and a Special Alloy Trap.
R cobalttrap.png
Cobalt Trap
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  • Max LV: 1
  • Prerequisites: Research Trap LV 1
  • Type: Active / Trap
  • Description: A monster that steps on this trap has its attribute changed to water property. Does not affect boss type monsters or players, and consumes 1 Crystal Blue and a Special Alloy Trap.
R maizetrap.png
Maize Trap
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  • Max LV: 1
  • Prerequisites: Research Trap LV 1
  • Type: Active / Trap
  • Description: A monster that steps on this trap has its attribute changed to earth property. Does not affect boss type monsters or players, and consumes 1 Green Live and a Special Alloy Trap.
R verduretrap.png
Verdure Trap
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  • Max LV: 1
  • Prerequisites: Research Trap LV 1
  • Type: Active / Trap
  • Description: A monster that steps on this trap has its attribute changed to wind property. Does not affect boss type monsters or players, and consumes 1 Wind of Vedure and a Special Alloy Trap.

Job Bonus

Jbr.png

Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8
STR 26 27
AGI 4 7 18 31 39 43 45 50
VIT 12 13 14 22 32
INT 2 3 9 21 36 37 38 49
DEX 1 8 17 23 30 44
LUK


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