Ranger is an Advanced Vocation in Dragon's Dogma. It costs 1,000 Discipline Points to switch to this vocation.
"A strider whose exceptional bow skills make them a deadly threat from afar."
Ranger is a long range attacking class, utilising the
Longbow, able to also defend itself in melee with Daggers - all of a Ranger's offensive power comes from Strength -it does not use magick.
For armor Ranger's generally
Light Armor Sets, or similar non-set components - A trade off between defense and mobility is required. Custom arm armor leaves one hand unrestricted for dextrous use of the bow. A ranger's armor requirements may be slightly less than the strider due to them fighting more at range, and less in melee.
Rangers have the very high
stamina and strength growth to the disadvantage of Defense and all magick values - this matches their skill set which is focused on long range attacks, including 'sniping' shots - damage from the longbow is optimal at much greater distances than that of the Strider's shortbow. Their set of Dagger Skills are inferior to that of a Strider, though they can still make an effective climbing attacker, and need not fear close melee.
Skills and Augments
Skills in bold are unique to the Ranger.
Skills in italics can only be obtained via Skill Rings and Bands found in .
Continuous attacks with a dagger.
A two-level stabbing strike straight forward.
Executes a jump to a higher location.
An advanced form of Two-Step that appends a whirling slash to victims.
An advanced form of a Carve that includes kicks after a flurry of dagger blows to strike at a broader range.
An advanced form of Vault that kicks at the air to propel the user in a second leap.
Curls forward into a tumble effective as an evasive maneuver.
Fires equipped bow. Can execute while moving.
An advanced form of Loose that requires less time to nock the next arrow.
Concentrates a flurry of slashes on a single point, easily shredding foes with meager endurance.
Dashes past the target with blades extended, delivering slashes that can be followed with further attacks on contacs.
Toss and Trigger
Steps in with blade strike that sends the target aloft. Additional button presses throw and detonate a store of powder.
An advanced form of Biting Wind. Slashes past the target, appending more strikes to the onslaught upon connecting with foe.
Casts a firework explosive into the fray that stuns nearby foes.
Returns the user to a neutral stance, eliminating openings caused by other actions.
An advanced form of Toss and Trigger that both strengthens the upward slash and broadens the subsequent blast.
An advanced form of Dazzle Hold that tosses an explosive crafted to stun foes within a broader radius.
An advanced form of Scarlet Kisses that focuses a quick flurry of slashes on a single point, allowing for more strikes.
An advanced form of Reset employable even while under attack that returns the user to a neutral stance, eliminating openings caused by other actions.
Shearing Wind Requires Daggerist's Ring/ Band
An advanced form of Cutting Wind that increase the attack range, the amount of strikes, and the speed of dash.
Thousand Kisses Requires Daggerist's Band
An advanced form of Hundred Kisses that heightens the speed and number of slashes in the flurry.
Dire Arrow Already Learned
Focuses the user's gathered strength into a single, devastating shot that grows in power as it is charged.
Heptad Shot 1
Looses seven arrows along a broad sweep.
Deathly Arrow 3
An advanced form of a Dire Arrow that increases the attack power with the amount of time spent preparing.
Foot Binder 3
Pins the target to the nearest wall for a time with a well-placed arrow. Quite effective in cramped quarters.
Sixfold Arrow 3
Fires six arrows in rapid succession.
Meteor Shot 4
Looses an exceptionally fast arrow, so that one may strike before foes notice. Requires considerable Stamina.
Endecad Shot 4
An advanced form of Heptad Shot that fires eleven arrows instead of seven.
Body Binder 5
An advanced form of Foot Binder that binds the target for a longer period of time.
Flying Din 5
Fires an arrow that produces a deafening blare on impact, stunning the target, through it deals nearly no damage.
Tenfold Flurry 5
An advanced form of Sixfold Arrow that fires ten arrows instead of six.
Whirling Arrow 6
Looses a spinning arrow that delivers a barrage of hits to an area. Especially effective with Poison or Oil Arrows.
Comet Shot 7
An advanced form of Meteor Shot that lets the user adjust the arrow's range, making it easier to strike faraway foes.
Fearful Din 7
An advanced form of Flying Din that produces an even louder noise.
Invasive Arrow 7
Looses an arrow that deals paltry damage, but delivers a toxin to weaken the Defenses of whatever body part it hits.
Spiral Arrow 8
An advanced form of Whirling Arrow that appends still more strikes to the barrage.
Crippling Arrow 9
An advanced form of Invasive Arrow that weakens the target area for a longer period of time.
Gamble Draw 9
Exhausts the entirety of the user's Stamina to fire a seeking shot which the user may steer for a time.
Great Gamble 9
An advanced form of Gamble Draw that boasts still greater power and can be steered for a greater length of time.
Reaper's Arrow Requires Ranger's Ring/ Band
An advanced form of Deathly Arrow that can be charged an additional level to loose an even mightier arrow.
Secure Binder Requires Ranger's Ring/ Band
An advanced form of Body Binder that knocks its target farther back and pins the target for a longer period of time.
Corkscrew Arrow Requires Ranger's Ring/ Band
An advanced form of Spiral Arrow that shortens the charging time and adds still more strikes to the barrage.
Increases maximum Health by 100.
Increases a lantern's illumination radius by 20%.
The effect of Health and Stamina restoration items on the user is increased by 20%.
Increases cumulative damage to foes debilitated with non- Archmagick attacks by 30%.
Causes arrows to fly 30% further.
Keeps arrows from flying off mark when fired whilst moving.
Prevents mighty winds from hampering mobility.
Relative Damage *
* Figures are approximate
To get maximum damage output from the Longbow, shoot mid-range from the target. Unlike the shortbows of the Strider and Assassin vocations, the Ranger's longbow diminishes in strength at close range.
When facing enemies with good defence the choice of optimum range may magnify the differences in damage, with only arrows at the most optimum doing significant damage.
Most offensive longbow skills have a distance-damage relationship.
Giving a Great Gamble pawn Mushroom Potage will make that Ranger a stamina battery for the entire party since the pawn will instantly use a curative to refresh its stamina once the shot is made.
Dire Arrow and Deathly Arrow require timed release at the moment of readiness for the full effects of the skill to be got.
The Equipment of the Ranger in the Change Vocation Menu is:
Great Gamble is useful when taking Screenshots of large areas at distance.