Wanderer

==Ranger==
Ranger is one of the starter classes that can be chosen for the Elf race. A ranged & melee class specializing in speed and quickly eliminating their foes. Possessing the ability to kill and immobilize enemies from a distance, while also holding the ability to quickly discharge any foe with their daggers. Upon moving up to their secondary class players are given a choice to main as a ranged character or a melee dagger user.
==Class Changes==
*Adventurer
** Wind Walker
*Scout
**Sniper
Take note that these names are not finalized and are subject to change in the NA version.
==Skills==
	 	 	
	Fast Attack II 	[Physical attack] to increase the target to attack. A chance to own [the attack rate] increases the effect is issued. 	Active - Attack
	Underbelly Sting II 	[Physical attack] and [physical critical value] by increasing the target to attack. A chance to own [the attack rate] increases the effect is issued. 	Active - Attack
	Wind Sting 	[Physical attack] to increase the target to attack. A chance to own [the attack rate] increases the effect is issued. 	Active - Attack
	Blood Strike II 	Himself hanging off the target, and instantly move to the target [Physical attack] is applied to the increased attacks. 	Active - The buff / debuff
	Blood Strike II-Attack 	Himself hanging off the target, and instantly move to the target [Physical attack] is applied to the increased attacks. 	Active - Attack
	The trail winds 	[Physical attack] to increase the target to attack. A chance to own [physical avoidance figures] and [magical resistance figures] increases the effect is issued. 	Active - Attack
	Wolf Fang 	[Not go] can be great is the enemy of the state. [Physical attack] to increase the attack ignores the target's physical defense and lay down. 	Active - Attack
	Scorpion sting II 	[Speed] to be great enemy of the state may use reduced.[Physical attack] and putting the increased attacks, [not go] to create state. 	Active - Attack
	Raptorial claw II 	[Physical attack] to increase the target to attack, [all the defense] reduces. 	Active - Attack
	Ankle paralysis 	[Physical attack] and [physical critical value] by increasing the target to attack, and [not go] to create state. 	Active - Attack
	Poisonous infiltration 	[Physical attack] to increase the target to attack, and continuous [HP] reduction will be given. 	Active - Attack
	Serpent Sting II 	[Physical attack] to increase the target to attack, [the speed] reduced. 	Active - Attack
	Escape the crisis 	Character as a certain distance in the direction of looking at [Teleport] plays. 	Active - The buff / debuff
	Loophole exposed 	Period of time the target of the [physical protection levels] and [magic protective levels] are reduced. 	Active - The buff / debuff
	First Aid II 	Their [HP] instantly to restore, and continuous [HP] recovery will be given effect. Whether the United States brings the effect disappears. 	Active - Hill
	Hide arrive, 	Assigned to them [eogeuro] levels are reduced. 	Active - The buff / debuff
	Cry wolf 	Period of time their [attack rate] increases. 	Active - The buff / debuff
	Guardian of the Wind II	Period of time of his [physical avoidance figures] increases. 	Active - The buff / debuff
	The shape of a wolf 	In their own party, including the range of [attack rate] increases. This effect re-skill or to come to the same series lasts until you activate. MP is continuously consumed.	Active - The buff / debuff
	Sharp movements II 	Period of time of his [physical critical value] increases. 	Active - The buff / debuff
	Racing instincts II 	Period of time their [the speed] [physical avoidance figures] and [magical resistance figures] increases. 	Active - The buff / debuff
	A blue tent in the wind	Entering a period of time to myself [Magic Damage] to absorb some of the effects is given. 	Active - The buff / debuff
	Breath of the storm 	Period of time their [attack rate] increases. 	Active - The buff / debuff
	Strike and death 	United States for some time been coated with target as a percentage of their [HP] makes a recovery. 	Active - The buff / debuff
	Elemental Affinity II 	Their [Magic Defense] to increase the fixed value, further increases the overall value of a certain amount. 	Passive
	Flexibility II 	Their [agile] stats and [intelligence] stat increases. 	Passive
	Sword polishing II 	Dagger Binds, [physical critical value] increases. 	Passive
	Dagger Learning II 	Dagger Binds, [the attack rate] increases. 	Passive
	Dagger skill 	Dagger Binds, [physical hit number] increases. 	Passive
	Increase in patient II 	Greaves Binds, [Max HP] and [HP natural recovery] increases. 	Passive
	Greaves polishing II 	Greaves Binds, [physical avoidance figures] and [magical resistance figures] increases. 	Passive
Take note that these names are not finalized and are subject to change in the NA version.