Ranger abilities (Deadfire)

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The following is a list of ranger abilities in Pillars of Eternity II: Deadfire.

Ability tree[edit | edit source]

Power level 1 is unlocked at level 1 / 1
 
Marked prey icon.png
Marked prey icon.png
Marked Prey
Cost: 1 Bond

Designates a single target as prey, giving the ranger and animal companion an Accuracy bonus against that target.
 
Wounding shot icon.png
Wounding shot icon.png
Wounding Shot
Cost: 1 Bond

The ranger aims for a spot that will leave a trail to track, inflicting Raw Damage over time to the target.
 
 
 
 
 
 
 
 
 
Power level 2 is unlocked at level 3 / 4
 
 
 
 
 
 
 
 
 
Heal companion icon.png
Heal companion icon.png
Heal Companion
Cost: 2 Bond

The ranger can heal their animal companion.
 
Takedown icon.png
Takedown icon.png
Takedown
Cost: 1 Bond

Instructs the ranger's animal companion to rush a target, knocking it Prone.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 3 is unlocked at level 5 / 7
 
Marked for the hunt icon.png
Marked for the hunt icon.png
Marked for the Hunt
Upgraded from Marked Prey
Cost: 1 Bond

Designates a single target as prey, giving the ranger and animal companion an Accuracy bonus against that target. (Marked for the Hunt) - If the prey is killed, the mark will jump to a nearby enemy.
 
Hobbling shot icon.png
Hobbling shot icon.png
Hobbling Shot
Upgraded from Wounding Shot
Cost: 1 Bond

The ranger aims for a spot that will leave a trail to track, inflicting Raw Damage over time to the target. (Hobbling Shot) - The ranger's shot now Hobbles the target.
 
Accurate wounding shot icon.png
Accurate wounding shot icon.png
Accurate Wounding Shot
Upgraded from Wounding Shot
Cost: 1 Bond

The ranger aims for a spot that will leave a trail to track, inflicting Raw Damage over time to the target. (Accurate Wounding Shot) - The ranger's aim becomes far more accurate.
 
 
 
 
 
 
 
 
 
Revive companion icon.png
Revive companion icon.png
Revive Companion
Cost: 2 Bond

The ranger can revive their animal companion and restore a small amount of health.
 
Evasive roll icon.png
Evasive roll icon.png
Evasive Roll
Cost: 1 Bond

The ranger quickly dives to a safe distance and gains the Quick Inspiration. This ability does not cause recovery.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 4 is unlocked at level 7 / 10
 
Hunters claw icon.png
Hunters claw icon.png
Hunter's Claw
Cost: 2 Bond

The ranger strikes in melee like an apex predator, studying their prey, and learning how best to defeat them. When first used, the ranger will gain additional Accuracy against the Race of their target. This bonus stacks with each successful hit with this ability against creatures of the same race (up to a limit). Once a Race has been chosen as prey, the Ranger cannot designate a new Race as prey until they Rest, at which point all stacks are cleared.
 
 
 
Concussive shot icon.png
Concussive shot icon.png
Concussive Shot
Cost: 1 Bond

The ranger targets the enemy's head, interrupting them.
 
Hardy companion icon.png
Hardy companion icon.png
Hardy Companion
Upgraded from Heal Companion
Cost: 2 Bond

The ranger can heal their animal companion. (Hardy Companion) - Also grants the Hardy Inspiration to the companion.
 
Takedown combo icon.png
Takedown combo icon.png
Takedown Combo
Upgraded from Takedown
Cost: 1 Bond

Instructs the ranger's animal companion to rush a target, knocking it Prone. (Takedown Combo) - The next attack on the target deals greatly increased damage.
 
Brutal takedown icon.png
Brutal takedown icon.png
Brutal Takedown
Upgraded from Takedown
Cost: 1 Bond

Instructs the ranger's animal companion to rush a target, knocking it Prone. (Brutal Takedown) - Grants a large Penetration bonus to the attack.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 5 is unlocked at level 9 / 13
 
 
 
 
 
 
 
 
 
Binding roots icon.png
Binding roots icon.png
Binding Roots
Keywords: Ground, Plant
Cost: 2 Bond

Conjures roots from the ground underneath a target, causing them to become Immobilized.
 
Masters call icon.png
Masters call icon.png
Master's Call
Cost: 1 Bond

Calls the ranger's animal companion to their side, granting the companion the Nimble Inspiration and causing them to move back to the ranger incredibly quickly.
 
 
 
Vengeful revival icon.png
Vengeful revival icon.png
Vengeful Revival
Upgraded from Revive Companion
Cost: 2 Bond

The ranger can revive their animal companion and restore a small amount of health. (Vengeful Revival) - The animal companion deals additional damage for a short time after being revived.
 
Evasive fire icon.png
Evasive fire icon.png
Evasive Fire
Upgraded from Evasive Roll
Cost: 1 Bond

The ranger quickly dives to a safe distance and gains the Quick Inspiration. This ability does not cause recovery. (Evasive Fire) - The ranger immediately attacks a random enemy in range. (Requires a ranged weapon)
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 6 is unlocked at level 11 / 16
 
Hunters fang icon.png
Hunters fang icon.png
Hunter's Fang
Upgraded from Hunter's Claw
Cost: 2 Bond

The ranger strikes in melee like an apex predator, studying their prey, and learning how best to defeat them. When first used, the ranger will gain additional Accuracy against the Race of their target. This bonus stacks with each successful hit with this ability against creatures of the same race (up to a limit). Once a Race has been chosen as prey, the Ranger cannot designate a new Race as prey until they Rest, at which point all stacks are cleared. (Hunter's Fang) - Each stack now also increases Damage against the chosen Race.
 
Beasts claw icon.png
Beasts claw icon.png
Beast's Claw
Upgraded from Hunter's Claw
Cost: 2 Bond

The ranger strikes in melee like an apex predator, studying their prey, and learning how best to defeat them. When first used, the ranger will gain additional Accuracy against the Race of their target. This bonus stacks with each successful hit with this ability against creatures of the same race (up to a limit). Once a Race has been chosen as prey, the Ranger cannot designate a new Race as prey until they Rest, at which point all stacks are cleared. (Beast's Claw) - Each stack now also increases Defenses against the chosen Race.
 
Concussive tranquilizer icon.png
Concussive tranquilizer icon.png
Concussive Tranquilizer
Upgraded from Concussive Shot
Cost: 1 Bond

The ranger targets the enemy's head, interrupting them. (Concussive Tranquilizer) - Shortens the duration of beneficial effects on the target.
 
 
 
 
 
 
 
Play dead icon.png
Play dead icon.png
Play Dead
Cost: 2 Bond

The ranger's animal companion falls over and appears to be dead for a limited time. When the companion stands back up, they regain health from the time spent resting.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Power level 7 is unlocked at level 13 / 19
 
 
 
 
 
 
 
Thorny roots icon.png
Thorny roots icon.png
Thorny Roots
Upgraded from Binding Roots
Keywords: Ground, Plant
Cost: 2 Bond

Conjures roots from the ground underneath a target, causing them to become Immobilized. (Thorny Roots) - Adds nasty thorns that deal Pierce/Slash damage.
 
Furious call icon.png
Furious call icon.png
Furious Call
Upgraded from Master's Call
Cost: 1 Bond

Calls the ranger's animal companion to their side, granting the companion the Nimble Inspiration and causing them to move back to the ranger incredibly quickly. (Furious Call) - Hits each enemy between the ranger and the animal companion dealing damage and knocking them Prone.
 
Deadly surprise icon.png
Deadly surprise icon.png
Deadly Surprise
Upgraded from Play Dead
Cost: 2 Bond

The ranger's animal companion falls over and appears to be dead for a limited time. When the companion stands back up, they regain health from the time spent resting. (Deadly Surprise) - Afterwards, the animal companion gains a large damage bonus on their next attack.
 
 
 
 
 
 
 
 
 
 
Power level 8 is unlocked at level 16 / cannot be learned as multiclass
 
Bonded fury icon.png
Bonded fury icon.png
Bonded Fury
Cost: 3 Bond

The ranger calls out to their Animal Companion, inspiring a primal rage within them and granting them several powerful Inspirations for an extended time.
 
Whirling dervish icon.png
Whirling dervish icon.png
Whirling Strikes
Cost: 3 Bond

The ranger performs a violent swirl of deadly attacks, dealing Full Attacks to each enemy within range and applying Raw damage over time. (Requires a melee weapon)
 
Twinned arrows icon.png
Twinned arrows icon.png
Twinned Shot
Cost: 2 Bond

The ranger performs a ranged primary attack that shoots two projectiles at once.
 
 
 
 
Power level 9 is unlocked at level 19 / cannot be learned as multiclass
 
Heart seeker icon.png
Heart seeker icon.png
Heart Seeker
Cost: 4 Bond

The ranger fires a powerful unerring shot with their ranged weapon, striking all characters in a line with increased Damage and Penetration as well as Enfeebling them.
 
Active camoflage icon.png
Active camoflage icon.png
Shadowed Hunters
Cost: 3 Bond

The ranger and their animal companion both actively conceal themselves, vanishing from sight until they attack. While invisible, both the ranger and their companion receive healing and reduce hostile effect durations.
 
 

Active abilities[edit | edit source]

Level Ability Activation Cost Effects Description
Core Ranger Abilities
Core Companion ghost antelope icon.png Antelope Companion
(Ghost Heart)
Active 1 Bond Summon:
  • Antelope Companion
Call to the spirit of your ghost companion, manifesting their presence in battle to aid your party.

Antelope companions have naturally superior defenses (Deflection, Fortitude, Reflex, and Will).

Companion ghost bear icon.png Bear Companion
(Ghost Heart)
Active 1 Bond Summon:
  • Bear Companion
Call to the spirit of your ghost companion, manifesting their presence in battle to aid your party.

Bear companions have an unusually high Armor Rating, giving them superior protection from most forms of damage.

Companion ghost boar icon.png Boar Companion
(Ghost Heart)
Active 1 Bond Summon:
  • Boar Companion
Call to the spirit of your ghost companion, manifesting their presence in battle to aid your party.

Boar companions slowly regenerate health, even during combat.

Companion ghost lion icon.png Lion Companion
(Ghost Heart)
Active 1 Bond Summon:
  • Lion Companion
Call to the spirit of your ghost companion, manifesting their presence in battle to aid your party.

Lion companions have a naturally faster Action Speed.

Companion ghost stag icon.png Stag Companion
(Ghost Heart)
Active 1 Bond Summon:
  • Stag Companion
Call to the spirit of your ghost companion, manifesting their presence in battle to aid your party.

Stags naturally damage all enemies around their target when they Critically Hit.

Companion ghost wolf icon.png Wolf Companion
(Ghost Heart)
Active 1 Bond Summon:
  • Wolf Companion
Call to the spirit of your ghost companion, manifesting their presence in battle to aid your party.

Wolf animal companions naturally deal more damage with their attacks.

1st Level Ranger Abilities
1 (I) Imbue missiles icon.png Imbue: Missiles
(Arcane Archer)
Active 2 Bond Target:
Briefly store a spell in the ammunition of your ranged weapon, then perform a Primary Attack, releasing the magic on impact.

(Imbue: Missiles) - Stores the spell Minoletta's Minor Missiles.

Marked prey icon.png Marked Prey Active 1 Bond Foe Target:
  • +10 Accuracy against Marked target (Marked)
Designates a single target as prey, giving the ranger and animal companion an Accuracy bonus against that target.
Wounding shot icon.png Wounding Shot Active 1 Bond Target:
  • Full Attack
Attackers:
  • Deals 20% Weapon Damage per 3.0 sec over 6.0 sec
The ranger aims for a spot that will leave a trail to track, inflicting Raw Damage over time to the target.
2nd Level Ranger Abilities
2 (II) Heal companion icon.png Heal Companion Active 2 Bond Animal Companion:
  • +20 Health Restored per 3.0 sec for 6.0 sec
The ranger can heal their animal companion.
Takedown icon.png Takedown Active 1 Bond Target:
Instructs the ranger's animal companion to rush a target, knocking it Prone.
3rd Level Ranger Abilities
3 (III) Accurate wounding shot icon.png Accurate Wounding Shot Active 1 Bond Target:
  • Full Attack
Attackers:
  • Deals 20% Weapon Damage per 3.0 sec over 6.0 sec
The ranger aims for a spot that will leave a trail to track, inflicting Raw Damage over time to the target.

(Accurate Wounding Shot) - The ranger's aim becomes far more accurate.

Evasive roll icon.png Evasive Roll Active 1 Bond Self:
  • Teleport to target location, Quick for 10.0 sec
The ranger quickly dives to a safe distance and gains the Quick Inspiration. This ability does not cause recovery.
Hobbling shot icon.png Hobbling Shot Active 1 Bond Target:
Attackers:
  • Deals 20% Weapon Damage per 3.0 sec over 6.0 sec
The ranger aims for a spot that will leave a trail to track, inflicting Raw Damage over time to the target.

(Hobbling Shot) - The ranger's shot now Hobbles the target.

Imbue web icon.png Imbue: Web
(Arcane Archer)
Active 2 Bond Target:
Briefly store a spell in the ammunition of your ranged weapon, then perform a Primary Attack, releasing the magic on impact.

(Imbue: Web) - Stores the spell Binding Web.

Marked for the hunt icon.png Marked for the Hunt Active 1 Bond Foe Target:
  • +10 Accuracy against Marked target, Transfers on Kill
Designates a single target as prey, giving the ranger and animal companion an Accuracy bonus against that target.

(Marked for the Hunt) - If the prey is killed, the mark will jump to a nearby enemy.

Revive companion icon.png Revive Companion Active 2 Bond Animal Companion:
The ranger can revive their animal companion and restore a small amount of health.
4th Level Ranger Abilities
4 (IV) Brutal takedown icon.png Brutal Takedown Active 1 Bond Target:
Instructs the ranger's animal companion to rush a target, knocking it Prone.

(Brutal Takedown) - Grants a large Penetration bonus to the attack.

Concussive shot icon.png Concussive Shot Active 1 Bond Target:
  • Primary Attack
The ranger targets the enemy's head, interrupting them.
Hardy companion icon.png Hardy Companion Active 2 Bond Animal Companion:
  • +20 Health Restored per 3.0 sec for 6.0 sec, Hardy for 6.0 sec
The ranger can heal their animal companion.

(Hardy Companion) - Also grants the Hardy Inspiration to the companion.

Hunters claw icon.png Hunter's Claw Active 2 Bond Target:
  • Full Attack
    +1 Accuracy against target Race (Stacks 20 times)
The ranger strikes in melee like an apex predator, studying their prey, and learning how best to defeat them. When first used, the ranger will gain additional Accuracy against the Race of their target. This bonus stacks with each successful hit with this ability against creatures of the same race (up to a limit). Once a Race has been chosen as prey, the Ranger cannot designate a new Race as prey until they Rest, at which point all stacks are cleared.
Takedown combo icon.png Takedown Combo Active 1 Bond Target:
Instructs the ranger's animal companion to rush a target, knocking it Prone.

(Takedown Combo) - The next attack on the target deals greatly increased damage.

5th Level Ranger Abilities
5 (V) Binding roots icon.png Binding Roots Active 2 Bond Foe AoE:
Conjures roots from the ground underneath a target, causing them to become Immobilized.
Evasive fire icon.png Evasive Fire Active 1 Bond Foe AoE:
Self:
  • Teleport to target location, Quick for 10.0 sec
The ranger quickly dives to a safe distance and gains the Quick Inspiration. This ability does not cause recovery.

(Evasive Fire) - The ranger immediately attacks a random enemy in range. (Requires a ranged weapon)

Imbue fireball icon.png Imbue: Fireball
(Arcane Archer)
Active 3 Bond Target:
Briefly store a spell in the ammunition of your ranged weapon, then perform a Primary Attack, releasing the magic on impact.

(Imbue: Fireball) - Stores the spell Fireball.

Masters call icon.png Master's Call Active 1 Bond Self (animal companion):
  • Teleport to Ranger, Nimble for 10.0 sec
Calls the ranger's animal companion to their side, granting the companion the Nimble Inspiration and causing them to move back to the ranger incredibly quickly.
Vengeful revival icon.png Vengeful Revival Active 2 Bond Animal Companion:
  • Revive with 50 Health, +20% Damage for 15.0 sec
The ranger can revive their animal companion and restore a small amount of health.

(Vengeful Revival) - The animal companion deals additional damage for a short time after being revived.

6th Level Ranger Abilities
6 (VI) Beasts claw icon.png Beast's Claw Active 2 Bond Target:
  • Full Attack
    +1 Accuracy and +1 Defense against target Race (Stacks 20 times)
The ranger strikes in melee like an apex predator, studying their prey, and learning how best to defeat them. When first used, the ranger will gain additional Accuracy against the Race of their target. This bonus stacks with each successful hit with this ability against creatures of the same race (up to a limit). Once a Race has been chosen as prey, the Ranger cannot designate a new Race as prey until they Rest, at which point all stacks are cleared.

(Beast's Claw) - Each stack now also increases Defenses against the chosen Race.

Concussive tranquilizer icon.png Concussive Tranquilizer Active 1 Bond Target:
  • Primary Attack, -30 sec Duration of Beneficial Effects
The ranger targets the enemy's head, interrupting them.

(Concussive Tranquilizer) - Shortens the duration of beneficial effects on the target.

Hunters fang icon.png Hunter's Fang Active 2 Bond Target:
  • Full Attack
    +1 Accuracy and 1% Damage against target Race (Stacks 20 times)
The ranger strikes in melee like an apex predator, studying their prey, and learning how best to defeat them. When first used, the ranger will gain additional Accuracy against the Race of their target. This bonus stacks with each successful hit with this ability against creatures of the same race (up to a limit). Once a Race has been chosen as prey, the Ranger cannot designate a new Race as prey until they Rest, at which point all stacks are cleared.

(Hunter's Fang) - Each stack now also increases Damage against the chosen Race.

Play dead icon.png Play Dead Active 2 Bond Self (animal companion):
  • Revive with 350 Health, Play dead
Target (ranger and animal companion):
The ranger's animal companion falls over and appears to be dead for a limited time. When the companion stands back up, they regain health from the time spent resting.
7th Level Ranger Abilities
7 (VII) Deadly surprise icon.png Deadly Surprise Active 2 Bond Self (animal companion):
  • Revive with 350 Health, +100% Damage on next attack, Play dead
Target (ranger and animal companion):
  • Immunity to Bonded Grief attacks for 10.0 sec
The ranger's animal companion falls over and appears to be dead for a limited time. When the companion stands back up, they regain health from the time spent resting.

(Deadly Surprise) - Afterwards, the animal companion gains a large damage bonus on their next attack.

Furious call icon.png Furious Call Active 1 Bond Foe Target (in path between ranger and animal companion):
Self (animal companion):
  • Teleport to Ranger, Nimble for 10.0 sec
Calls the ranger's animal companion to their side, granting the companion the Nimble Inspiration and causing them to move back to the ranger incredibly quickly.

(Furious Call) - Hits each enemy between the ranger and the animal companion dealing damage and knocking them Prone.

Imbue eora icon.png Imbue: Eora
(Arcane Archer)
Active 3 Bond Target:
Briefly store a spell in the ammunition of your ranged weapon, then perform a Primary Attack, releasing the magic on impact.

(Imbue: Eora) - Stores the spell Pull of Eora.

Thorny roots icon.png Thorny Roots Active 2 Bond Foe AoE:
Conjures roots from the ground underneath a target, causing them to become Immobilized.

(Thorny Roots) - Adds nasty thorns that deal Pierce/Slash damage.

8th Level Ranger Abilities
8 (VIII) Bonded fury icon.png Bonded Fury Active 3 Bond Animal Companion:
The ranger calls out to their Animal Companion, inspiring a primal rage within them and granting them several powerful Inspirations for an extended time.
Twinned arrows icon.png Twinned Shot Active 2 Bond Target:
  • Primary Attack
The ranger performs a ranged primary attack that shoots two projectiles at once.
Whirling dervish icon.png Whirling Strikes Active 3 Bond AoE:
  • Full Attack
Attack Targets (when scoring a hit with an attack):
The ranger performs a violent swirl of deadly attacks, dealing Full Attacks to each enemy within range and applying Raw damage over time. (Requires a melee weapon)
9th Level Ranger Abilities
9 (IX) Heart seeker icon.png Heart Seeker Active 4 Bond Target:
The ranger fires a powerful unerring shot with their ranged weapon, striking all characters in a line with increased Damage and Penetration as well as Enfeebling them.
Imbue death icon.png Imbue: Death
(Arcane Archer)
Active 3 Bond Target:
Briefly store a spell in the ammunition of your ranged weapon, then perform a Primary Attack, releasing the magic on impact.

(Imbue: Death) - Stores the spell Death Ring.

Active camoflage icon.png Shadowed Hunters Active 3 Bond Animal Companion + Self:
  • Invisible, Untargetable, +8 Health Restored per 3.0 sec, -50% Hostile effect duration for 30.0 sec
The ranger and their animal companion both actively conceal themselves, vanishing from sight until they attack. While invisible, both the ranger and their companion receive healing and reduce hostile effect durations.

Passive abilities[edit | edit source]

Note: Includes both class-compatible and class-exclusive passives.
Level Ability Activation Cost Effects Description
Core Ranger Passives
Core Companion antelope icon.png Antelope Companion Passive Summon:
  • Antelope Companion
Antelope companions have naturally superior defenses (Deflection, Fortitude, Reflex, and Will).

All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range.

Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the other can sense it and feel intense emotional pain. If a ranger or animal companion are knocked unconscious, the partner suffers from Bonded Grief, affecting Accuracy and other stats, until the downed ally is revived. If a ranger is ever killed, the animal companion immediately dies from grief.

Companion bear icon.png Bear Companion Passive Summon:
  • Bear Companion
Bear companions have an unusually high Armor Rating, giving them superior protection from most forms of damage.

All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range.

Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the other can sense it and feel intense emotional pain. If a ranger or animal companion are knocked unconscious, the partner suffers from Bonded Grief, affecting Accuracy and other stats, until the downed ally is revived. If a ranger is ever killed, the animal companion immediately dies from grief.

Companion bird icon.png Bird Companion
(Gunhawk)
Passive Summon:
  • Bird
The ability to fly grants birds a natural ability to avoid engagement entirely.

All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range.

Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the can sense it and feel intense emotional pain. If a ranger or animal companion are knocked unconscious, the partner suffers from Bonded Grief, affecting Accuracy and other stats, until the downed ally is revived. If a ranger is ever killed, the animal companion immediately dies from grief.

Companion boar icon.png Boar Companion Passive Summon:
  • Boar Companion
Boar companions slowly regenerate health, even during combat.

All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range.

Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the other can sense it and feel intense emotional pain. If a ranger or animal companion are knocked unconscious, the partner suffers from Bonded Grief, affecting Accuracy and other stats, until the downed ally is revived. If a ranger is ever killed, the animal companion immediately dies from grief.

Class ranger icon.png Companion Bond
(Stalker)
Passive Self:
Stalkers gain combat bonuses when their companion is near them.
Class ranger icon.png Ghost Heart
(Ghost Heart)
Passive Self:
  • Immunity to Bonded Grief attacks
Ghost Hearts are rangers whose animal companions have died but remained in the In-Between as spirits to serve their masters. Ghost Hearts can summon the spirit of their companion in combat for a limited duration.
Class ranger icon.png Ghostly Form
(Ghost Heart)
Passive Self:
  • Immune to Engagement
Ghost Heart animal companions are Immune to Engagement, due to their intangible form.
Class ranger icon.png Gunhawk
(Gunhawk)
Passive Self:
  • +20% Range with Arquebus / Blunderbuss / Hand Mortar / Pistol attacks, 20% chance to Interrupt target with Arquebus, Hand Mortar, and Pistol attacks, 5% chance to Interrupt target with Blunderbuss attacks
Gunhawks are a type of ranger unique to Rauatai who use hawk companions to complement their sharpshooting skills.
Companion cat icon.png Lion Companion Passive Summon:
  • Lion Companion
Lion companions have a naturally faster Action Speed.

All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range.

Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the other can sense it and feel intense emotional pain. If a ranger or animal companion are knocked unconscious, the partner suffers from Bonded Grief, affecting Accuracy and other stats, until the downed ally is revived. If a ranger is ever killed, the animal companion immediately dies from grief.

Class ranger icon.png Separation Anxiety
(Stalker)
Passive Self:
Stalkers receive Bonded Grief when their companion is too far.
Class ranger icon.png Sharpshooter
(Sharpshooter)
Passive Self:
Sharpshooters focus their attention entirely on ranged combat, relying on their animal companions to provide defense for them. Their Penetration and Accuracy with ranged weapons is superior, but they take more time to recover between attacks and have poor Deflection.
Companion stag icon.png Stag Companion Passive Summon:
  • Stag Companion
Stags naturally damage all enemies around their target when they Critically Hit.

All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range.

Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the other can sense it and feel intense emotional pain. If a ranger or animal companion are knocked unconscious, the partner suffers from Bonded Grief, affecting Accuracy and other stats, until the downed ally is revived. If a ranger is ever killed, the animal companion immediately dies from grief.

Companion wolf icon.png Wolf Companion Passive Summon:
  • Wolf Companion
Wolf animal companions naturally deal more damage with their attacks.

All rangers form a strong spiritual connection with a single creature, their animal companion. This connection allows rangers and their companions to coordinate attacks and efficiently take down prey. In most situations, the companion runs interference while the ranger attacks at range.

Despite these advantages, there are risks to the relationship. Rangers share a literal life bond with their animal companions. When one is wounded, the other can sense it and feel intense emotional pain. If a ranger or animal companion are knocked unconscious, the partner suffers from Bonded Grief, affecting Accuracy and other stats, until the downed ally is revived. If a ranger is ever killed, the animal companion immediately dies from grief.

1st Level Ranger Passives
1 (I) Ability passive utility icon.png Arms Bearer Passive Self:
  • +1 Weapon Sets
Gain an additional Weapon Set.
Ability passive companion icon.png Faithful Companion Passive Self (animal companion):
The ranger's animal companion gains resistance against Intellect and Perception Afflictions.
Ability passive reflex icon.png Fast Runner Passive Self:
  • +15% Stride, +5 Defense when Disengaging
The character becomes more fleet and nimble, increasing Stride and granting a defensive bonus against Disengagement Attacks.
Marked prey icon.png Marked Prey Passive Self:
  • +10 Accuracy against targets affected by Marked Prey effects
Designates a single target as prey, giving the ranger and animal companion an Accuracy bonus against that target.
Ability passive companion icon.png Merciless Companion Passive Self (animal companion):
  • +30% Damage against Sneak Attack vulnerable targets
Animal companions do small amounts of Sneak Attack damage against targets that qualify.
Ability passive fortitude icon.png Monastic Unarmed Training Passive Self:
  • +5% Damage with Unarmed attacks, +2 Accuracy with Unarmed attacks, +1 Penetration with Unarmed attacks
Gain scaling effectiveness in Unarmed attacks. Though, not as effective as a Monk's unarmed strikes, benefit from Increased Accuracy, Damage, and Penetration as you gain levels.
Ability passive companion icon.png Resilient Companion Passive Self (animal companion):
The ranger's animal companion gains improved Armor Rating against all damage types.
Ability passive companion icon.png Vicious Companion Passive Self (animal companion):
Trains the ranger's animal companion in vicious tactics, causing it to deal more damage and penetrate armor more effectively.
2nd Level Ranger Passives
2 (II) Ability passive attack speed icon.png Gunner Passive Self:
  • -20% Reload Time
Reload speeds are faster for crossbows, arbalests, and all firearms.
Ability passive accuracy icon.png Marksman Passive Self:
  • +5 Accuracy with Ranged weapons against > 4m distance targets
Increases the character's Accuracy with ranged weapons used on distant targets.
Ability passive accuracy icon.png One-Handed Style Passive Self:
While wielding a single one-handed weapon, some of the attacker's Hits are converted to Crits.
Ability passive companion icon.png Protective Companion Passive Self (animal companion):
Long experience fighting together enables the ranger and animal companion to fight as a highly efficient team. The Ranger's animal companion gains +1 Engagement.
Ability passive reflex icon.png Shot on the Run Passive Self:
The Recovery penalty while moving is reduced for ranged weapons.
Ability passive attack speed icon.png Two Weapon Style Passive Self:
  • -15% Weapon Recovery Time when dual-wielding
Specialized training increases the character's Action Speed while using a weapon in each hand.
Ability passive attack icon.png Two-Handed Style Passive Self:
  • +15% Damage with two-handed weapons
Grants a Damage bonus while wielding a two-handed weapon.
Ability passive defense icon.png Weapon and Shield Style Passive Self:
Equipped shields' Deflection bonuses are increased and grant an equal bonus to the character's Reflex.
3rd Level Ranger Passives
3 (III) Ability passive fortitude icon.png Bear's Fortitude Passive Self:
Increases the character's Fortitude defense.
Ability passive will icon.png Bull's Will Passive Self:
Increases the character's Will defense.
Ability passive will icon.png Combat Focus Passive Self:
Gain Concentration at the start of each combat.
Ability passive defense icon.png Defensive Bond Passive Self (both ranger and animal companion):
  • +10 All Defenses against Area-of-Effect attacks
The empathic bond between ranger and animal companion yields a preternatural awareness of incoming danger, giving both a significant bonus to Defense against area of effect attacks when the two are within 4m of each other.
Marked prey icon.png Marked for the Hunt Passive Self:
  • +10 Accuracy against targets affected by Marked Prey effects
(Marked for the Hunt) - If the prey is killed, the mark will jump to a nearby enemy.
Ability passive companion icon.png Predator's Sense Passive Self (animal companion):
Heightens the predatory instincts of the ranger's animal companion, giving them a damage bonus on any creature suffering a damage over time effect.
Ability passive reflex icon.png Snake's Reflexes Passive Self:
Increases the character's Reflex defense.
4th Level Ranger Passives
4 (IV) Ability passive accuracy icon.png Stalkers' Link Passive Self (against enemies engaged by animal companion):
Long experience fighting together enables the ranger and animal companion to fight as a highly efficient team. The Ranger's animal companion gains +1 Engagement.

(Stalker's Link) - The ranger now also gains an Accuracy bonus when fighting any enemy threatened by the animal companion.

Ability passive defense icon.png Strengthened Bond Passive Self:
  • +15 All Defenses against Area-of-Effect attacks
The empathic bond between ranger and animal companion yields a preternatural awareness of incoming danger, giving both a significant bonus to Defense against area of effect attacks when the two are within 4m of each other.

(Strengthened Bond) - Grants more bonus Defense.

Ability passive reflex icon.png Tumbling Passive Self:
  • +20 Defense when Disengaging
Gain additional defense against Disengagement attacks.
5th Level Ranger Passives
5 (V) Ability passive weapon icon.png Driving Flight Passive Self:
  • Ranged Attacks bounce +1 times with Ranged weapons
Each ranged attack loosed by the ranger contains such force to fly straight through the first target and hit another target behind it for less damage.
Ability passive health icon.png Practiced Healer Passive Self:
  • +15% Healing done
Increase the effectiveness of any healing you cause.
Ability passive heart icon.png Tough Passive Self:
Increases the base maximum health that you gain with each level.
Ability passive weapon icon.png Uncanny Luck Passive Self:
  • 5% resistance, 5% of Hits converted to Crits
Gain a small chance to completely avoid any attack and to convert some Hits to Critical Hits.
6th Level Ranger Passives
6 (VI) Ability passive attack icon.png Improved Critical Passive Self:
Increases the amount of damage dealt by Critical Hits.
Ability passive deflection icon.png Spell Resistance Passive Self:
  • 10% resistance against Spells
Grants a chance to completely resist the effects of a hostile spell.
Ability passive accuracy icon.png Survival of the Fittest Passive Self (animal companion):
  • +10 Accuracy against < 50% health targets
While Hurt or better, the ranger and their animal companion both gain an Accuracy bonus against any enemies that are Bloodied or worse.
7th Level Ranger Passives
7 (VII) Ability passive accuracy icon.png Accurate Empower Passive Self:
Empowered attacks gain increased Accuracy.
Ability passive attack speed icon.png Lasting Empower Passive Self:
  • +20% Affliction and Inspiration duration on Empowered attacks
Empowered attacks gain increased duration on Affliction and Inspiration effects.
Ability passive penetration icon.png Penetrating Empower Passive Self:
Empowered attacks gain increased Penetration.
Ability passive raw damage icon.png Potent Empower Passive Self:
  • +15% Damage with Empowered attacks
Empowered attacks gain increased Damage.
Ability passive deflection icon.png Superior Camouflage Passive Self (ranger and animal companion):
The ranger and their companion each gain a Deflection bonus against ranged attacks.
8th Level Ranger Passives
8 (VIII) Ability passive heart icon.png Great Soul Passive Self:
  • +1 max Empower points
Increases the maximum number of times Empower can be used before resting.
Ability passive damage icon.png Vengeful Grief Passive Animal Companion or Ranger:
When a ranger or their animal companion are knocked out, the partner suffers the normal effects of Bonded grief, but becomes filled with focused rage for a short duration. While affected, they gain the Nimble and Tenacious inspirations.
9th Level Ranger Passives
9 (IX) Ability passive companion icon.png Distraction Training Passive Attackers (when missed by an attack):
The ranger has trained their companion to use their mobility and quickness to outmaneuver enemies in combat. When an enemy misses the ranger's animal companion with a melee attack, that enemy receives a penalty to their Deflection.
Ability passive fortitude icon.png Prestige Passive Self:
Increases your Power Level, increasing the effectiveness of all abilities.
Ability passive weapon icon.png Stunning Shots Passive Self:
The ranger's weapon attacks interrupt on critical hits.