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Wanderer

RangerEdit

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 ChangesEdit

  • Adventurer
    • Wind Walker
  • Scout
    • Sniper


Take note that these names are not finalized and are subject to change in the NA version.

SkillsEdit

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.

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