Ranger is an advanced vocational class in the .
Dragon Quest game series
Ranger differs from game to game. In
VI, the Ranger has good Speed and Wisdom. In VII, the Ranger is more leveled off in all stats. In each incarnation, the Ranger learns an assortment of battle skills.
A character requires skills from the
Merchant, Thief and Monster Master sets to become a Ranger.
Battles to Master
Repels weaker enemies
Poisons and damages all enemies
Protects against damaging floors
Attacks multiple enemies
Reflects breath attacks
A character must master the
Warrior and Mage classes to become a ranger.
Battles to Master
+20 Bonus to MP
Causes all spells to reflect back to the caster for a couple of turns
Attack will cause fire damage
Attack will cause electric damage
Physical damage is doubled for a couple of turns
Attack will cause ice damage
Removes one enemy from battle (Works like Expel)
Causes ~100HP in flame damage
Causes ~190 in fire damage
Hero/Heroine must finish the quest Ranger Changer to unlock this vocation. by talking to a person at the base of the Heights of Lonelieness, the player can accept a quest which involves poisoning Hocus Chimeras and then letting them die by poison, nothing else. After doing this 3 times, the ranger vocation is unlocked.
The Ranger vocation is late in the game after completing Quest 112. Rangers have the unique skillset "Ruggedness", and can also use skill points to learn
Axe, Bow, Boomerang, and Fisticuffs skills. Their Coup-de-Grace is "Brownie Boost," which increases attack, defense, and applies Insulate.
4 Soothe Sayer Calms an enraged enemy
10 Natural Deftness +10 Permanently adds 10 to deftness
16 Mercy Gives a weakened enemy a chance to escape
22 Natural Agility +20 Permanently adds 20 to agility
32 Vanish Hides party on field; reduces user's chance of being attacked
42 Natural Resilience +20 Permanently adds 20 to resilience
55 Mist Me Summons fog that thwarts enemy attacks
68 Natural Deftness +30 Permanently adds 30 to deftness
82 Wolf Whistle Summons two wolves to attack enemies
100 Natural Deftness +60 Permanently adds 60 to deftness
Safe Passage 3 2 Travel with impunity across harmful terrain.
Squelch 4 2 Cures a single ally of the effects of poison.
Evac 7 3 Exit instantly from dungeons, caves, and towers.
Heal 10 2 Restores at least 30 HP to a single ally.
Insulate 12 4 Protects a party member from breath-based attacks.
Tingle 16 2 Cures all party members of the effects of paralysis.
Cock-a-doodle-doo 18 2 Awakens any sleeping party members.
Midheal 22 4 Restores at least 75 HP to a single ally.
Zing 24 8 Resurrects a fallen ally, but sometimes fails.
Insulatle 26 8 Protects the whole party from breath-based attacks.
Moreheal 34 8 Restores at least 165 HP to a single ally.
The eighth tier name in VII comes from the literary character Faust, who sells his soul for magic and power.
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