Ranger
The Wanderers of the Storm
Guardians of the roads, heirs of the Wanderers who guarded Auren's roads of runestone.
A bow and the wind at their back: the Volley falling on the pack, Tarun's Gale that sweeps it off the road, the Road Snare that holds it in place.
- Resonates with
- Tarun, the Thunder
- In the party
- Damage at range
- Fights with
- Energy
The abilities
Choose an ability and watch the class use it, recorded in the game itself. They come in the order they are learned.

Tailwind
Tarun's wind at your back: you move faster and loose the string before the others, an arrow every 1.6 seconds.

Tarun's Charge
Each arrow at the same target charges Tarun's lightning, and the fifth discharges it: 30% more damage, slows the target by 30% for 2 seconds, and heals you over 4 seconds. Changing target empties the charge.

Volley
Arrows loosed high into the sky, which fall on the target and those around it.
Details
- Opens at level 1
- On an enemy
- In an area
- Range of 5 tiles
- Radius of 3 tiles
- Costs 20 energy
- Cooldown of 4.5 s
On the blow
- Physical damage of 130% of attack

Twin Arrows
For ten seconds, each arrow from your bow leaves with one more, or two: the draw of one who guards a road against a pack looses an arrow at each of those who come. With only one creature near, the bow looses the arrow it always did.
Details
- Opens at level 5
- On you
- One target
- Costs 30 energy
- Cooldown of 15 s
On the blow
- For 10 s, each arrow flies with one more, and 30% of the time with two more

Tarun's Gale
The god's own breath in a band: it sweeps the road from your body to the side you point, in a band three steps wide and six long, and pushes whoever it catches two steps away. Point it wherever you want, in any direction; if they hit something on the way, it hurts more.
Details
- Opens at level 7
- On an enemy
- In a line
- Range of 6 tiles
- Costs 20 energy
- Cooldown of 8 s
On the blow
- Physical damage of 50% of attack
- Pushes 2 tiles

Road Snare
The snare the Walkers set for those who robbed travellers: thrown over the pack, it wounds and holds them to the ground for two seconds.
Details
- Opens at level 10
- On an enemy
- In an area
- Range of 5 tiles
- Radius of 3 tiles
- Costs 25 energy
- Cooldown of 12 s
On the blow
- Physical damage of 80% of attack
- Roots in place for 2 s

Windstep
The wind at your back for six seconds: you move, strike and shoot a little faster, and blows take less hold.
Details
- Opens at level 13
- On you
- One target
- Costs 20 energy
- Cooldown of 15 s
On the blow
- Speed +10% for 6 s
- Dodge +10% for 6 s

Arrowstorm
Three arrows loosed high come back as a storm: arrows and Tarun's lightning fall over a wide field around the target for six seconds, and whoever stands in it walks slower.
Details
- Opens at level 16
- On an enemy
- In an area
- Range of 5 tiles
- Radius of 3.2 tiles
- Costs 40 energy
- Cooldown of 12 s
On the blow
- Burns as lightning: 50% of attack every 1 s, 6 times
- Speed −30% for 3 s

Thunder Arrow
An arrow charged with Tarun's lightning, up to six steps away: it wounds, and the target stands frozen with fright for a moment.
Details
- Opens at level 20
- On an enemy
- One target
- Range of 6 tiles
- Costs 30 energy
- Cooldown of 12 s
On the blow
- Damage of 180% of attack, as lightning
- Stuns for 1 s

Falcon's Eye
The eye of one who watches the whole road: for eight seconds, you loose the string faster and land more critical blows.
Details
- Opens at level 23
- On you
- One target
- Costs 25 energy
- Cooldown of 30 s
On the blow
- Attack speed +20% for 8 s
- Critical chance +15% for 8 s

Eye of the Storm
The wind turns in favour of the party around you: for ten seconds, everyone walks like the Storm Walkers, quicker of step and of blow and harder to hit.
Details
- Opens at ascension 1
- On your party
- Around you
- Radius of 4 tiles
- Costs 30 energy
- Cooldown of 60 s
On the blow
- Speed +20% for 10 s
- Dodge +10% for 10 s
The numbers follow the character: attack is its blow, and healing power is its healing.
