Ranger
The Ranger is a recurring, nature-themed vocation in the Dragon Quest series. Stylistically, their designs draw inspiration from Mongolians and Native American plains tribes.
Description
The Ranger's statistics vary from game to game. In Dragon Quest VI, the Ranger increases Agility and Wisdom and gives the party an increased chance to flee from battle at higher ranks, though it decreases several other attributes as well. In Dragon Quest IX, the Ranger is most Deft of all vocations, and serves as a physically oriented jack-of-all-trades vocation by providing buffs, healing, and above-average damage output even from the back row.
Requirements
Dragon Quest VI
A character requires mastery of the Merchant, Thief and Monster Master vocations to become a Ranger.
Dragon Quest VII
The Ranger vocation does not appear at all in the PSX version of Dragon Quest VII; due to a localization error, the Armamentalist vocation was dubbed the Ranger.
Dragon Quest IX
The Hero 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.
Dragon Quest VI
Stat Changes
Statistics | Change |
Battles to Master | 199 |
Strength | -10% |
Agility | +20% |
Defence | -20% |
Wisdom | +10% |
Max HP | -10% |
Max MP | +20% |
Trait | Increased chance of fleeing the enemy |
Mastery Bonus | +20 Agility |
- In the SFC and DS versions of 'VI', the Ranger's MP is reduced by 30%
- Formula for fleeing battle, dependent on rank: 1 = 0/8, 2 = 0/8, 3 = 0/8, 4 = 2/8 (1/4), 5 = 2/8 (1/4), 6 = 4/8 (1/2), 7 = 4/8 (1/2), 8 = 4/8 (1/2), 9 = 7/8, 10 = 8/8 (100%)
Abilities
Level | Title | Learns | Battles Needed | Target | Info | MP |
1 | Woodcutter | Holy Protection | 1 | Party | Generates a holy aura that keeps weaker monsters away. | 4 |
2 | Trailblazer | Venom Mist | 20 | One group | Envenomates a group of enemies. | 0 |
3 | Gatherer | Safe Passage | 50 | Party | Travel with impunity across terrain that would otherwise cause harm. | 2 |
4 | Trapper | Stomp | 80 | All enemies | Creates a violent vibration that shakes up enemies. | 0 |
5 | Tracker | Dazzleflash | 110 | Enemy group | Blinds the enemy with a bright flash of light. | 0 |
6 | Stalker | Defending Champion | 140 | Self | Greatly reduces the damage inflicted by physical attacks. | 0 |
7 | Predator | Pyre o' Fire | 170 | One enemy | A pillar of flame that singes the enemy. | 0 |
8 | King of the Hunt | Backdraft | 200 | Self | Whips up a tailwind that reflects an enemy breath attack. | 0 |
Dragon Quest IX
The Ranger vocation is unlocked late in the game after completing Quest 114. 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.
Stats
Attribute | Starting Stats | Maximum Stats |
Level | 1 | 99 |
HP | 31 | 510 |
MP | 14 | 229 |
Strength | 18 | 305 |
Agility | 16 | 264 |
Resilience | 14 | 241 |
Magical Might | 0 | 0 |
Magical Mending | 12 | 200 |
Deftness | 30 | 500 |
Charm | 4 | 61 |
Ruggedness
Accolade | Required points | Name | Effects |
---|---|---|---|
Backpacker | 4 | Soothe Sayer | Calms an enraged enemy |
Happy Camper | 10 | Natural Deftness +10 | Permanently adds 10 to deftness |
Outdoorsman/woman | 16 | Mercy | Gives a weakened enemy a chance to escape |
Forest Dweller | 22 | Natural Agility +20 | Permanently adds 20 to agility |
Wild Child | 32 | Vanish | Hides party on field; reduces user's chance of being attacked |
Survivalist | 42 | Natural Resilience +20 | Permanently adds 20 to resilience |
Bushcraftsman/woman | 55 | Mist Me | Summons fog that thwarts enemy attacks |
Talented tracker | 68 | Natural Deftness +30 | Permanently adds 30 to deftness |
Pathfinder | 82 | Wolf Whistle | Summons two wolves to attack enemy |
King/Queen of the Jungle | 100 | Natural Deftness +60 | Permanently adds 60 to deftness |
Spells
Name | Level | MP | Description |
---|---|---|---|
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. |
Revocation Award
Trivia
Due to their natural deftness and the alterations done to stealing mechanics, a Ranger will typically be better at robbing monsters than a Thief if no stat boosting items are equipped.