Ranger

## Available Races

Elf

Halfling

 Human

 Skar

**Ranger** is a class available to the Elf, Halfling,Human and Skar races. The Ranger's primary group role is Damage, making it their priority to take down foes as swiftly as possible. Among the damage dealers, Rangers have the unique ability to fight equally at a range or in melee, or blend the two together in a style known as “skirmishing”.

## Description

The wilds of Terminus call to Rangers, drawing them deeper into its mysteries. It is in these untamed regions of the world that Rangers are forged into versatile and ferocious warriors, united with the land and animals they commune with.

The Ranger excels at both melee and ranged combat, able to weave between the two with elegant ease. In close combat, Rangers prefer the use of one-hand weapons over two-handed, able to deliver devastating damage with swift precision. When the Ranger chooses to withdraw from close quarters combat, they can masterfully employ bows and crossbows to inflict lethal ranged damage, restrain enemies, illuminate their environment, set traps or flee from danger.

## Gameplay Information

Notice
Due to outstanding dependencies, deployment of the Ranger, Summoner and Druid classes remain on hold until the integration of the new Networking stack is complete.
### Group Role

The Ranger's official role is  **damage** . Rangers are unique among the damage classes as they can fight equally at a range, in melee or by mixing both together in a style known as skirmishing by utilizing their  Withdraw and  Engage abilities.

Rangers have some of the best scouting tools, such as Lay of the Land: Hawk Scout which allows them to scout through the eyes of a hawk and Tracking which lets Rangers find specific targets within a large area by tracking their position.

### Combat Resource

Momentum
In combat, Rangers will constantly generate Momentum as a percentage of the damage they deal. In addition, certain melee and range abilities will increase a Ranger's Momentum by a certain amount when used. Other abilities will have a Momentum cost in order to be performed. The more Momentum a Ranger has, the faster their melee and ranged attack speed becomes, up to a 20% increase when Momentum is full. When a Ranger chooses to spend Momentum, their melee and ranged attack speed will slow in proportion until the Ranger builds their momentum up again.

### Weapons & Techniques

Rangers are capable of equipping one-handed and two-handed Blunt, Bow, Edged and Piercing.

### Race

Ranger can choose between three races: Elf, Halfling, Human and Skar.

## Player Guides

* For an in-depth look at the Ranger, please see the Ranger Guide.

## FAQ / Q&A

Will Rangers be viable DPS if they stick to Ranged or Melee combat and don’t weave between the two?
Chris
I’ve given this one quite a bit of thought over the past many months, I can say that as of now, the answer to this is yes. Moving forward, the design of the Ranger class will focus on keeping them viable and competitive in DPS both at range and in melee combat, while leveraging their ability to weave between short and long range combat to create situational advantages that they can exploit while maintaining incredibly high mobility. We’re also reworking the Momentum resource quite a bit to support this playstyle and can’t wait to show it in action!

## Trivia

* The Ranger's original website reveal was in May of 2018.
* During the June 9th, 2022 “Monk Combat Updates and Gameplay” stream it was announced that, as part of updates to the class-race matrix, Skar would now be able to pick the Ranger class.

## Gallery

* Image of the Ranger class page following the website update in 2020. [Click for Larger Preview]
* Image of the Ranger class page following the class reveal in May, 2018 (Archival Purposes Only) [Click for Larger Preview]

## References

1. ↑ Official Website
2. ↑ 2019 Newsletter (Archived. Retrieved 4/22)

Cleric
Druid
Dire Lord
Enchanter
Monk
Paladin
**Ranger**
Rogue
Shaman
Summoner
Warrior
Wizard

Bard (In Development)
Necromancer (In Development)