The ranger is a jack-of-all-trades and a master of them all as well, relying on his keen eye, steady hand, or the power of nature itself. A master of ranged combat, the ranger is capable of striking unwitting foes from a distance with his bow. With a stable of pets at his command, a ranger can adapt to his opponents’ strengths and weaknesses.
A ranger is accompanied by his pet, a loyal animal companion. Rangers charm pets and then bond with them. A ranger can have up to three pets at his call, but generally speaking, only one pet can be active at any time. Pets’ base health, armor, and damage are based on the level of the player that owns them.
Pets are charmed by interacting with juvenile versions of the species you want to charm. There are a variety of Tyrian species that can be charmed, including bears, moas, devourers, and sharks. As you adventure with a pet, it evolves to become more unique and eventually allows you to give it abilities that compliment your tactics.
Rather than manage a unique resource in combat, a ranger will manage his pet, assigning them a behavior from aggressive to passive. A ranger can also manage his pet by giving commands such as “attack,” “heel,” and “stay.”
Rangers have a number of special skill types:
Traps–Traps are utility skills that can be placed at a ranger’s current location. When an enemy enters a trap, it is triggered. For example, Spike Trap will cripple and bleed enemies that pass through it. A trap can remain active as long as the ranger chooses to remain close to it. A ranger can only have one of each trap type out at any given time.
Spirits–A spirit skill summons a nature spirit that influences the area around it. For example, Sun Spirit applies additional fire damage to allied attacks inside its influence. A spirit stays out for a short period of time and goes away if the ranger wanders too far away from it. Spirits can be attacked by enemies and removed from the battle. A ranger can only have one of each type of spirit out at any given time.