Ranger

== Overview ==
A Ranger is the third job class of a Sniper. Ranger 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 Bomb Cluster, Electric Shock, 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 Sniper requires the player to complete a number of tasks:
* A Survival Test
* An Accuracy Test
* Test of your trapping skills
* Detonate bombs with your wolf
 After passing the Test
You get redirected to the Ranger Master to change your job. He will check whether you have consumed all of skill points and ask you to remove your falcon. You will be awarded with x1 , x1 , and x1 .
== Class Data ==
=== Skills ===
See Hunter Skills or Sniper Skills for 2nd class Skills.
Skill	Description 	Levels	Type
 	Increases attack power and resistance against Brute, Insect, and Fish monsters. 	10 	Passive
 	Deal high damage to an immobile target, releasing the immobilization. Damage depends on size. 	10 	Offensive
 	Deal up to 2,000% (2,700% with Fear Breeze activated) damage to all targets in a wide area. 	10 	Offensive
 	Puts the user in a semi-cloaked status, while increasing ATK and CRIT, while reducing DEF. 	5 	Active
 	A self-buff to increase ranged attacks by 150-350% for 150 seconds. 	5 	Active
 	Gives the user a chance to shoot several arrows rapidly by chance when attacking. 	5 	Active
 	Allows the user to call a warg with his warg flute. Cannot be used with a falcon. 	1 	Active
 	Mounts the user on his warg, increasing movement speed but limiting attacks and skills. 	3 	Active
 	While mounted, makes your warg run fast in a single direction. 	1 	Active
 	Increases damage and effect of warg skills. 	10 	Passive
 	The warg's "Blitz Beat" ability, including auto-strike. 	5 	Offensive
 	Deal damage, making the target immobile and unable to use some cloaking skills. 	5 	Offensive
 	Reveal hidden targets around you, casting Warg Bite by chance. 	5 	Active
 	Immobilizes a target and drains his SP over time. 	5 	Active
 	Increases INT, Max SP, as well as trap damage and placement range. 	10 	Passive
 	Changes monsters' elemental attribute in a 5x5 area to fire property. 	1 	Active
 	Changes monsters' elemental attribute in a 5x5 area to water property. 	1 	Active
 	Changes monsters' elemental attribute in a 5x5 area to earth property. 	1 	Active
 	Changes monsters' elemental attribute in a 5x5 area to wind property. 	1 	Active
 	Place up to three that can be detonated. 	5 	Active
 	Detonates certain traps, as well as those in the 7x7 area of that trap. 	1 	Active
 	Deals 5x5 area damage and causes the burning status. 	5 	Active
 	Deals 5x5 area damage and causes the freezing status. 	5 	Active
 	Fully restores HP when cast and increases movement speed increases for the skill's duration. All stats +20%.	5 	Supportive
=== Job Bonuses ===
Stat\Amount	+1	+2	+3	+4	+5	+6	+7	+8	+9	+10
STR 	26	27	 	 	 	 	 	 	 	
AGI 	4 	7 	18	31	39	43	45	50	55	60
VIT 	12	13	14	22	32	57	 	 	 	
INT 	2 	3 	9 	21	36	37	38	49	54	
DEX 	1 	8 	17	23	30	44	52	59	 	
LUK 	51	58	 	 	 	 	 	 	 	
=== ASPD ===
{| class="wikitablec"	Equip	Attack Speed	From 2nd Class
Bare Handed	156 	0 	
Shield 	-8 	+1 	
Dagger 	-10 	+3 	
Bow 	-9 	−1 	
== Builds ==
=== Bow Department ===
====Auto Warg Strike====
Build suggestion by @CloudSeeker
Stat	Level 99	Level 125	Level 150	Level 175	Level 250	
STR 	1 	1 	25 	40 	15/50 	
AGI 	90 	100 	100 	100 	100/120 	
VIT 	40 	50 	60 	100 	100/120 	
INT 	1 	10 	30 	50 	70/120 	
DEX 	90 	100 	100 	120 	120/130 	
LUK 	30 	60 	90 	120 	120/126 	
AGI provides ASPD, FLEE, and other bonuses such as bleed immunity. Flee is mostly only useful in one-on-one situations, or if another player is the primary tank for mobs of monsters. This build is more oriented for MVPing rather than leveling and is optimized with ASPD and CRIT gear. The idea of this build is to maintain a safe distance (preferably beyond atk/skill range) from the enemy and hitlock them. Therefore, high ASPD and LUK (for Crit and Warg Strike proc rate) are the main points to focus on. It is generally recommended to increase LUK in multiples of 30, to fully benefit from it (since LUK bonus comes in multiples of 3, 5 and 10). Having high ASPD and Critical Rate will usually enable rangers to hitlock the target, thus preventing the enemy from reaching within melee/casting range to attack back.
With a proper enchanted and upgraded White Wing Set and other gear, this build is still capable of performing well for AoE / leveling purposes. Camouflage will allow the player to avoid damage from monsters that are not Demon, Insect, or Boss Protocol. But, keep in mind that Camouflage was changed (nerfed) and has to be recast after any attack.
The addition of temporal from the Old_Glast_Heim#temporal_boots.26_Enchants, Old_Glast_Heim_instance and bifrost monster cards have made auto-warg builds (and auto-attack builds in general) stronger due to the ability to equip critical damage and attack speed equipment and cards. with 120 AGI or with 120 LUK are the two matching pairs that this build will usually go with. Typically, 
may be preferred if player can obtain 193 ASPD from other sources, as it can increase critical damage by 30%. Otherwise, are usually selected to increase Atk Speed to 193 ASPD. Cenere and Petal cards are usually used to complement the 120 stats build, or to strengthen the secondary stats.
====Arrow Storm====
Build suggestion
Stat	Level 99	Level 125	Level 150	Level 175
STR 	1 	1 	21 	33
AGI 	1 	1 	1 	1
VIT 	90 	90 	105 	120
INT 	47 	57 	70 	100
DEX 	90 	120 	120 	120
LUK 	30 	30 	77 	80
This is the primary build for leveling and / or AoE damage output with Arrow Storm. This build is optimized for both soloing and partying due to its high AoE damage, survivability, lower cast time, and better SP pool and regeneration. Lvl 10 Arrow Storm has an 11x11 AoE but lvl 6 Arrow Storm may be adequate to one-shot monsters at the lower levels, and is also the first level of Arrow Storm that gets an increased 9x9 sized AOE. The player may choose to get other skills like Camouflage first before maxing Arrow Storm. One downside to this build is the lack of ability to quickly autoattack single targets, and may have to resort to using Arrow Storm even for single targets, or alternatively using Warg Bite or Double Strafe. Combined with Camouflage, this is a very effective leveling build and also a great source of AoE DPS for parties.
====Hybrid (Autowarg and Arrow Storm) [Leveling/End-Game build]====
Build suggestion
Stat	Level 99	Level 125	Level 150	Level 175
STR 	1 	1 	1 	1
AGI 	80 	90 	100+ 	100+
VIT 	40 	50 	60 	60
INT 	40 	60 	80 	90
DEX 	90 	100 	100+ 	110+
LUK 	30 	60 	90 	120
This is a balance between pure autowarg and arrow storm builds. It benefits from having decent SP pool for Arrow Storm (AoE), while having high Flee, ASPD and Warg Strike Proc rate for single-target killing when required as well. The 30 STR may come useful to increase weight limit and to certain extent, ATK. 
Leveling
At the early stage, emphasis is given towards Arrow Storm, as it is the best AoE skill for leveling. Given the right gears (such as full white wing set and hunter/elven bows), a lv 100 ranger's Arrow Storm damage will be sufficiently multiplied to enable 1-hit kill of monsters with a HP range of 10K (Arrow Storm 1) - 21K (Arrow Storm 10). Refining the white wing suit and bow, and applying the right elemental converter will further boost the damage.
Due to the low VIT and INT nature of this build, SP leeching gears are highly recommended to make up for the low SP pool/regeneration rate (please refer to the gear section for more details). Healing items will also have low efficiency, so investing in a healing gear such as Witch Pumpkin Hat + Alarm Mask or Rudolf Hat will be financially cheaper in the long run. These equipments, however, can be expensive to new players. Therefore, partying at the early level is highly advised to improve survivability and continuity.
End-Game
At the later stage (lv150+), the focus begins to shift from leveling towards effective MVP-ing and soloing instances. Therefore, high ASPD and LUK (for Crit and Warg Strike proc rate) are the main points to focus on. It is generally recommended to increase LUK in multiples of 30, to fully benefit from it. Having high ASPD and Critical Rate will usually enable rangers to hitlock the target, thus preventing the enemy from reaching within melee/casting range to attack back.
Recommended skill progression:
# Aimed Bolt 5 (pre-requisite for Arrow Storm)
# Arrow Storm 6 (for 9x9 Area of Effect)
# Trap Research 1 (to increase Max SP by 220 and INT +1, for SP pool)
# Arrow Storm 10
# Camouflage 5 and No Limits 5 if oriented towards Arrow Storm, or
# Warg Mastery, Tooth of Warg 10, and Warg Strike 5 if oriented towards Warg.
Pros:
* Easier transition from sniper where AGI and LUK is required for Blitz Beat leveling method.
* Benefits from having decent Flee and Perfect Dodge at early stage to dodge a few monsters.
* Eliminates the necessity of stat reset at the late stage of leveling.
* Easily achieve 120 AGI by lv 150 while having decent SP pool for Arrow Storm.
* A flexible build which is really useful in solo-ing instances such as Old Glast Heim Memorial and Hazy Forest where there are mobs and MVPs to clear.
Cons:
* Compromised on VIT at the early stage in favour of AGI. Soloing at early stage may not be viable unless proper SP leeching and healing gears are available.
* SP Leeching gears (such as Rideword Hat, Vanagrand Helm, Incubus Pet) are expensive and may not be viable to new players. Pirate Folly, however, is a good low-end SP leeching gear.
* Gears can be very expensive as multiple sets have to be acquired (some for AS purpose, while some for auto-warg).
=== Dagger Department ===
====Trapper====
Build suggestion
Stat	Level 99	Level 125	Level 150	Level 175
STR 	1 	50 	50 	50
AGI 	1 	1 	1 	1
VIT 	60 	90 	110 	120
INT 	90 	90 	90 	94
DEX 	90 	90 	100 	120
LUK 	1 	44 	77 	77
Trapper is a build of ranger which is completely different with the common ranger builds. This build uses dagger and shield to provide more defense. Since the majority of your trap damage comes from your stats (DEX, INT, and little STR), not gears, a trapper can choose many defensive gears without having to worry about significant changes in trap damage due to the gears. This build also relies heavily on VIT and LUK as defensive stats (not AGI), since a trap ranger will be forced to engage the mobs within melee range most of the time. Hence, maximizing HP, soft DEF, and perfect dodge (optional) are your main goals in choosing your gears.
Stats breakdown: 
Dex – raises trap damage, and lowers the chance of being stripped.
Int – raises your trap damage (huge damage increase for hunter trap skills, and adequate damage for ranger trap skills), gives more SP pool and regeneration, and resistance from being silenced. 
Vit – Mainly for HP pool that increases your chances to survive mobs of monsters, HP regeneration and effectiveness of healing items, soft defense and resistance from being stunned, poisoned, or blinded. 
Luk – For extra ATK, perfect dodge, auto-warg strike chance and resistance against being cursed. 
Agi – for evasion-based defense when fighting monsters (note that your AGI won't be effective when you're fighting more than 3 monsters), and resistance against bleeding. take note that high agi wont let you spam fire trap faster, it is capped to 2 fire traps per second no matter how high your agi is. 
Str – Mainly for weight limit and damage when you're forced to poke your dagger on the enemy.
Pros and Cons of Trapper 
PROS 
- Through specialized traps, you can inflict status ailments to enemies (such as sleep, frozen, freezing, burning, etc.). 
- Through another set of specialized traps, you can change a monster's element. 
- Can get very defensive due to ability to use shield and not dependent on White Wing set 
CONS 
- Damage-dealing traps have a low area coverage (from single-target up to a 5-by-5 cell area). 
- Expect yourself to kill enemies slowly. 
- This build is very gear-dependent and thus, it is significantly costlier than conventional ranger builds. 
Essential gears:
Top: Rideword Hat, Vanargand Helm, Autumn Leaves, UFO poring hat. Carded with archangeling, dolomedes, status immunity cards, darklord essence concentration / vitality
Mid: Black Devil Mask, 3D glasses
Low: 99 Love Balloon, Octopus Balloon, Chewing Gum
Body: Ebone Armor, Improved Tights, Slotted Elemental Armor, Bakonawa Armor Bayani. Carded with elemental cards
Weapon: Valkyrie knife, Main Gauche, Fortune Sword, Thanatos Dagger. Carded with hunter fly
Shield: Valkyrie Shield, Round Buckler, Immune Shield, Kalasag Bayani, Thorny Buckler. Carded with racial reduction cards, size reduction cards, alice card
Garment: Heroic Backpack, Nidhoggur Garb, Valkyrian Manteau. Carded with Deviling, Raydric, Flamel, Choco, Element reduction cards.
Shoes: Temporal Dex Boots, Temporal Vit Boots, Variant Shoes, Enhanced Variant Shoes. Carded with Firelock Soldier, Green Ferus, Matyr, Rudo, Darklord Essence Concentration. Enchanted with Hawkeye, Lucky Day, Speed of Light.
Accessory: Emerald Earrings, Silversmith Bracelet, Linen Glove, Glorious Ring, Black Rosary, Bison Horn. Carded with yoyo, kafra blossom, zerom, darklord essence concentration / vitality.
Costume and shadow gears:
Top: Tarnished Lamp, EXP costumes, any costumes enchanted with 1 dex / vit / int stone
Mid: Any costume enchanted with 1% Max HP / SP stone
Low: Any costume enchanted with recovery or magic stone
Garment: Any
Shadow Gears: Basic Shadow Gears, Dextertity Set, Intelligent Set, Racial Reduction Set
====Melee Warger====
Build suggestion
Stat	Level 99	Level 125	Level 150	Level 175
STR 	1 	30 	50 	100
AGI 	90 	90 	120 	120
VIT 	90 	90 	110 	90
INT 	1 	1 	1 	11
DEX 	60 	90 	100 	90
LUK 	1 	60 	60 	90
The aim of this build is for single target killing. Since dagger is utilized as weapon, you need to pump STR to increase your warg strike damage. The use of lucky day enchant on temporal boots is really essential, aim for 300 total luk when lucky day activated for 100% warg strike chance. at 193 aspd, your warg strike appears 7 times per second. You need to stack autocast gears/cards also to maintain lucky day to appear to sustain your 100% warg chance.
Pros and Cons of Dagger Warger 
PROS 
- Compared to bow warger, you are more tanky since you are using a shield 
- You are also immortal since you can use 4x Hunter Fly carded dagger to leech HP from warg strike 
- Compared to trapper, this build offers very high single target damage output 
- Can be conjunctioned with trapper for aoe killing 
CONS 
- Damage is somewhat lower than bow warger 
- Warg strike can miss, so it will be hard to deal with high flee enemies. 
- Needs good capital to invest in ASPD gears as well as defensive gears 
Essential gears:
Top: Rideword Hat, Vanargand Helm, Isabella Red Ear, King Poring Hat, Mild Wind Hats. Carded with archangeling, dolomedes, status immunity cards, darklord essence speed / luck
Mid: Pegasus Ear Wing, Filir Pinion, Black Devil Mask, 3D glasses
Low: CD in mouth, 99 Love Balloon
Body: Ebone Armor, Improved Tights, Slotted Elemental Armor, Bakonawa Armor Bayani, Hero Target Suit. Carded with elemental cards. 
Weapon: Valkyrie Knife, Main Gauche, Fortune Sword, Thanatos Dagger, Combat Knife, Faceworm Queen Leg, Ice Pick. Carded with hunter fly, soheon 
Shield: Valkyrie Shield, Round Buckler, Immune Shield, Kalasag Bayani, Thorny Buckler. Carded with racial reduction cards, size reduction cards, alice card
Garment: Heroic Backpack, Fallen Angel Wing (aspd enchanted). Carded with Deviling, Raydric, Flamel, Cenere, Element reduction cards.
Shoes: Temporal Agi Boots. Enchanted with Lucky Day or Speed of Light.
Accessory: Bakonawa Agimat Tattoo, Ring of Flame Lord, Ring of Resonance, Glorious Ring, Bison Horn. Carded with kafra blossom, gazeti, wind ghost, darklord essence speed / luck.
Costume and shadow gears:
Top: Tarnished Lamp, EXP costumes, any costumes enchanted with 1 luk / agi stone
Mid: Any costume enchanted with 1% Max HP / SP stone
Low: Any costume enchanted with recovery or magic stone
Garment: Any costume enchanted with ASPD stone
Shadow Gears: Basic Shadow Gears, Agility Set, Luk set, Rapid Pendant, Racial Reduction Set
====Trapper-Melee Warger Hybrid (Endgame build)====
Build suggestion
Stat	Level 150	Level 175
STR 	30 	51
AGI 	110 	120
VIT 	90 	90
INT 	90 	90
DEX 	90 	90
LUK 	33 	83
The aim of this build is to combine the function of trapper and melee warger. Trap skills will be used for mobbing and melee warg will be used for single target killing. Resulting an effective tanky killing machine. However, gear switching is needed to switch between two roles (trapping and warging) effectively.
== Equipment ==
==== Headgear Suggestions ====
Equipment	Location 	Additional Notes
 	Upper 	HP/SP leeching gear. It has a higher HP leech proc rate than Vanargand Helm, which makes it suitable for trapper build. At +9, HP/SP absorption amount is doubled.
 	Upper 	HP/SP leeching gear. At +9, it has a higher SP leech proc rate than a +9 Rideword Hat.
 	Upper, Mid	General purpose variable cast time reduction gear. Quite useful in reducing Arrow Storm cast time.
 	Upper 	for +7% attack, +5% ranged damage, if upgraded to +9.
 	Lower 	Autocast various bolts while physically attacking. Good gear to increase DPS. Note however, that autocasts from CD in mouth is not counted towards hitting Emperium in WoE. The magical autocast help in proccing Lucky Day enchant.
 	Upper 	Grants +2 ATK for each 5 points of base DEX, reduces the variable cast time of Arrow Storm by 100% and restores 4% of the damage dealt as SP with a 1% chance with each attack. At +9, Increases the damage of Arrow Storm by 1% for every 5 base levels.
 	Upper 	STR+2, DEX+2, 10% additional damage on Brute monsters. Chance to transform into Eddga, giving additional (25 * refine level) ATK. An excellent headgear for Auto-Warg ranger to increase arrow damage.
 	Upper 	Def+6, Atk+30, 10% additional damage on Brute monsters. If worn with , has a chance to transform into Atroce, giving additional +30ATK. An excellent headgear for Auto-Warg ranger to increase arrow damage.
 	Upper 	STR+5, MHP+5%, -10% damage from Fire monsters. Gives +1 ASPD at +9, and additional +1 ASPD for every 2 refine levels after +9. An excellent headgear for Auto-Warg ranger to increase ASPD.
 	Upper 	Dex+1, luk+1, additional 1 dex and luk for every refine above 5. +10% ASPD.
 	Mid 	Atk + 5 for every 8 base Int. Additional Atk + 50, if the users base Int is 108 or higher. Additional Atk + 125, if the users base Int is 120 or higher.
* Slots are hidden. However, the headgear can be carded as normal.
==== Weapon Suggestions ====
Weapon	Purpose 	Additional Notes
 	Arrow Storm, Auto-Warg	Ranged attacks +50% when used with . Best bow to increase arrow damage (mind, that Warg Strike ATK does not take into calculation any ranged damage bonus).
 	Arrow Storm, Auto-Warg	Ranged attacks +50% when used with . A cheaper version of Elven Bow, and also the best bow to use as a Hunter/Sniper.
 	Arrow Storm, Auto-Warg	Ranged attacks +50% when used with . An inferior bow when compared to Elven and Hunter bows, as it has a lower base ATK and slotless. This is usually the preferred bow for Arrow-Storm Shadow Chaser.
 	Arrow Storm, Auto-Warg	At high refine, it is the best bow to increase Arrow Storm damage. Biolab Enchants can be done on the bow as well.
 	Auto-Warg 	A good bow for hit-locking an enemy as it autocasts Fiber Lock when attacking. WARNING: Attacking an MVP that is trapped will be registered as a "Rude Attack" and cause the MVP to teleport. Biolab Enchants can be done on the bow as well.
 	Trapper, Warger 	Best trapper knife since it adds dex and int per refine. Enables up to four cards to be slotted into the weapon for a highly flexible playing style.
 	Trapper, Warger 	Enables up to four cards to be slotted into the weapon for a highly flexible playing style.
 	Trapper, Warger 	high ATK for autowarg, the earthquake helps proc Lucky Day.
 	Warger 	good for autowarg against high DEF target. can be slotted or malangdo enchanted (can't be both).
 	Trapper, Warger 	Perfect Dodge +20. A good weapon for pull/tanking purposes. Malangdo Enchants can be done on the dagger.
 	Warger, WoE 	A good weapon for WoE, PVP or tanking demi-human monsters.
† Socket Enchant can be done on the gear to add card slot(s).
=== Arrow Storm Ranger ===
White Wing Set:
Must wear the full set for maximum Arrow Storm damage. Some players that are able to one-shot monsters within a map without the set may opt for a Raydric Carded garment for more protection however. These gears can also be enchanted in the Mora Village with additional enchant options when the gears are refined to +9 and above.
Equipment	Location
 	Armor
 	Garment
 	Footwear
 	Accessory
Weapon:
* with x2
When upgraded to a high refine, this bow is the strongest for Arrow Storm and can be very expensive. However, the SP cost of Arrow Storm can be doubled or more when using this, depending on refine rate. Big Crossbow (BXB) can also be enchanted, albeit with considerable chance to destroy said weapon, through the Biolab Enchants. Each Archer Skeleton Card will increase ranged damage by 10%.
Other options that do not have increased SP cost:
* + 
* + (Unslotted Hunter Bow is given for free at the Hunter job change. It can also be NPC bought.)
Using Elven Bow with Elven Arrows or Hunter Bow with Hunter Arrows adds a 50% ranged damage bonus. These are good options to use, especially if they can one-shot the monsters already. Both arrows can be purchased in Mora (level 100+ to enter, or find a warp there)
Accessory Options:
* 
Medal of Honor is a powerful accessory that adds 5% more damage, +300 HP, +60 SP, +1% chance of casting blind on ranged attack, and boosts healing items by 5%. This accessory and other KVM / Valor equipment is usually acquired by saving up Eden Merit Badges and converting into Valor badges. It is also an account bound accessory. For more information, please see Battlegrounds.
* 
A Sound Amplifier has a very large boost to a performer skill (Metallic Sound), but can actually be equipped by Rangers as well. The 50% variable cast reduction is very helpful, especially for builds that are not purely Arrow Storm or builds with low INT. Do note that without a , casting skills such as Arrow Storm can be interrupted. If the party has a dedicated tank, and the player is experienced at avoiding monsters, a Phen may not always need to be equipped (hotkeying a Phen accessory is necessary though in case the player does get mobbed with monsters). Another option is to put a Phen Card into the Sound Amplifier accessory of course.
Other Phen Options:
* with 
* with 
=== Auto-Warg Ranger ===
The objective of this build is to ensure 100% critical rate and max aspd (193 ASPD) to hitlock an enemy (that is, to flinch an enemy by attacking at quick and regular intervals so that it can not move towards the attacker). Therefore, equipments that increase ASPD, CRIT and LUK are very important for this build.
There is a very large selection of ASPD gear available in the game. And with the addition of new cards and gears, White Wing Set is no longer a necessity for auto warg builds as it will proc double strafe skill which may break the hitlock on an enemy. Some of the gears that may prove useful for this build are as follows:
Garments
* 
An all rounder garment to increase ASPD, Ranged Damage, Neutral Resistance, Critical Damage when used with 90 AGI/DEX/VIT/LUK respectively.
* 
A garment that can be enchanted to greatly raise certain stats. The list of enchants is further explained in Fallen Angel Wing Enchants
Footgears
* 
A footgear that is very effective at increasing attack speed. Can also be enchanted with various Old Glast Heim Enchantment.
* 
A footgear that is selected to maximize critical damage. Excellent when used with 120 base LUK for +30% critical damage. Can also be enchanted with various Old Glast Heim Enchantment.
Accessories
* 
An accessory that greatly increase your critical damage for a total of 32%.
* 
An accessory that is very effective at increasing attack speed and damage, with +10% ASPD and +7% damage. Does not have a slot however.
* 
Works like Bakonawa Tattoo, with 10% ASPD, 5% damage to all elements and Perfect Hit +20%. Has slot
* 
A good all-rounder purpose to increase +5% ASPD and 10% elemental resist from Fire, Earth, Wind and Water element attacks. Obtainable from KVM Battlegrounds for 1200 KVM points.
* 
Another option for ASPD and also has a slot. This item can be obtained for free by completing the Doha's Secret Orders quest. This quest only requires level 90 to begin the prerequisites but it is strongly recommended to reach a higher level (125+) first, or get help from a high level friend, as the monsters in this quest are level 130-135.
Cards
* 
* 
* 
* 
=== Trap Ranger ===
Headgears
:Headgear (Top):
:* 
:* : These helps with SP recovery and a small amount of HP recovery.
:* : This gives +5 perfect dodge and other additional various stats.
:* Good helm to help tanking against demi human and boss monsters.
:* Good helm to help tanking.
:
:Headgear (Middle):
:* : This gives 5% neutral resist to help tanking.
:* : This gives good +3 perfect dodge.
:* : Good +2 increase to all stats.
:* : Extra 10 vit, good for tanking.
:
:Headgear (Lower):
:* : Good for farming since this the item drop increase procs a lot when mobbing.
:* : extra 2 dex for trap damage.
:* : Good +1 increase to all stats.
:* : Good +3% demi human resistance for PVP and WOE purpose.
:
:Headgear Cards:
:* Any status resistance card especially to counter bleeding, stun and silence. Incubus Card. Arcangeling card.
Weapon
:* + x 4: Four cards add up to a total of 12% chance to restore 60% damage as HP. This eliminates the use of Healing Items when leveling. Note that these stack additively with the Rideword Hat and Vanargand Helm.
:* + x 4: Better version of main gauche with similar utility.
:* : Good +20 perfect dodge for tanking.
:* : Good for PVP, WOE or tanking demi human monsters.
Armor
:* : Pretty good armor that gives total 8 perfect dodge if paired with * .
:* : Good defense, but very heavy.
:* : Good defense and unbreakable.
:* : This gives +2 increase to all stats and +1% boss damage resist every 2 upgrades.
:* : Slotted holy armor for elemental tanking purpose.
:* : To be combined with Etran's Undershirt for tanking purpose.
:
:Armor Cards:
:* Any elemental armor card. Marc card. Pecopeco card.
Shield
:* : Best shield with extra 20% resistance to fire, water, holy and dark element.
:* : Good shield with good defense.
:* : Good shield with good defense and extra 500 HP. Quite heavy.
:* : Good shield to resist neutral attacks.
:* : Reflect is nice to help proc autocast, also cast time uninterruption is good. The unslotted version has +3 ASPD addition.
:* : Good shield to resist ranged attacks.
:
:Shield Cards:
:* or or every racial resist card available
Garment
:* : Good perfect dodge, make sure to upgrade it.
:* : Very versatile garment. Make sure you pump stats to 90 and to upgrade to +7 and +9 to get the benefit, and a nice addition of [[Greed}}
:* : Nice garment to provide extra SP, element resistance and small SP leeching.
:* : Nice garment to combined with temporal boots for extra HP and SP, aim for dex, int or vit enchant.
:* : Nice garment to combine with Pantie and Deviling card for tanking purpose.
:
:Garment Cards:
:* : 'default' card to for all purpose since it provides 20% neutral resist.
:* : More superior than raydric card since it provides 50% neutral resist, but with drawback of extra 50% damage increase from other element.
:* : Nice +5 perfect dodge card.
Footwear
:* 
:* : Nice shoes with added HP and SP for survivability.
:* : Pretty nice 3 dex addition for every 3 upgrades.
:* : Nice 300 HP addition ever 3 upgrades and extra 8% HP at 120 vit for survivability.
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:Footwear Hidden Slot Enchants:
:* : +200 dex fo 5 seconds is a huge increase in trap damage (doubling trap damage if you have 100 dex and int). But 250 SP cost is quite a lot. Make sure to bring SP healing items and SP leech gears.
:* : +200 luk for 5 seconds with no drawback is very nice.
:* : +1000 DEF boots for 5 seconds is a huge assistance when tanking. Note that even though it reduces weapon atk and matk by 50%, it barely affects trap damage since trap damage mostly coming from int and dex.
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:Footwear Cards:
:* Any cards that increase max HP to help mobbing.
Accesories
:* : good if paired with for total 8 perfect dodge.
:* : perfect accessory granting +1 to all stats and spell breaker skill.
:* : nice accessory to reduce fire, water, earth and wind element by 10%.
:* : extra +5 int, dex and agi.
:* : extra +5 int, dex and luk.
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:Accessory Cards:
:* : nice +5 perfect dodge
:* : nice card to reduce fire, water, earth and wind element by 10% (and another 10% by chance)