The following is a list of ranger abilities in Pillars of Eternity II: Deadfire.
Ability tree[]
Active abilities[]
Level | Ability | Activation | Cost | Effects | Description | |||
---|---|---|---|---|---|---|---|---|
Core Ranger Abilities | ||||||||
Core | ![]() |
Antelope Companion (Ghost Heart) |
Active | 1 Bond |
Summon:
|
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). | ||
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Bear Companion (Ghost Heart) |
Active | 1 Bond |
Summon:
|
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. | |||
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Boar Companion (Ghost Heart) |
Active | 1 Bond |
Summon:
|
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. | |||
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Lion Companion (Ghost Heart) |
Active | 1 Bond |
Summon:
|
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. | |||
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Stag Companion (Ghost Heart) |
Active | 1 Bond |
Summon:
|
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. | |||
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Wolf Companion (Ghost Heart) |
Active | 1 Bond |
Summon:
|
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 (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. | ||
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Marked Prey | Active | 1 Bond |
Foe Target:
|
Designates a single target as prey, giving the ranger and animal companion an Accuracy bonus against that target. | |||
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Wounding Shot | Active | 1 Bond |
Target:
|
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 | Active | 2 Bond |
Animal Companion:
|
The ranger can heal their animal companion. | ||
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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 | Active | 1 Bond |
Target:
|
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. | ||
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Evasive Roll | Active | 1 Bond |
Self:
|
The ranger quickly dives to a safe distance and gains the Quick Inspiration. This ability does not cause recovery. | |||
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Hobbling Shot | Active | 1 Bond |
Target: Attackers:
|
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. | |||
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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. | |||
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Marked for the Hunt | Active | 1 Bond |
Foe Target:
|
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. | |||
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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 | 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. | ||
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Concussive Shot | Active | 1 Bond |
Target:
|
The ranger targets the enemy's head, interrupting them. | |||
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Hardy Companion | Active | 2 Bond |
Animal Companion: |
The ranger can heal their animal companion.
(Hardy Companion) - Also grants the Hardy Inspiration to the companion. | |||
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Hunter's Claw | Active | 2 Bond |
Target:
|
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. | |||
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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 | Active | 2 Bond |
Foe AoE:
|
Conjures roots from the ground underneath a target, causing them to become Immobilized. | ||
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Evasive Fire | Active | 1 Bond |
Foe AoE:
|
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) | |||
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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. | |||
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Master's Call | Active | 1 Bond |
Self (animal companion):
|
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. | |||
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Vengeful Revival | Active | 2 Bond |
Animal Companion:
|
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) | ![]() |
Beast's Claw | Active | 2 Bond |
Target:
|
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. | ||
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Concussive Tranquilizer | Active | 1 Bond |
Target:
|
The ranger targets the enemy's head, interrupting them.
(Concussive Tranquilizer) - Shortens the duration of beneficial effects on the target. | |||
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Hunter's Fang | Active | 2 Bond |
Target:
|
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. | |||
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Play Dead | Active | 2 Bond |
Self (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 | Active | 2 Bond |
Self (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.
(Deadly Surprise) - Afterwards, the animal companion gains a large damage bonus on their next attack. | ||
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Furious Call | Active | 1 Bond |
Foe Target (in path between ranger and animal companion): Self (animal companion):
|
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. | |||
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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. | |||
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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 | 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. | ||
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Twinned Shot | Active | 2 Bond |
Target:
|
The ranger performs a ranged primary attack that shoots two projectiles at once. | |||
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Whirling Strikes | Active | 3 Bond |
AoE:
|
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 | 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. | ||
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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. | |||
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Shadowed Hunters | Active | 3 Bond |
Animal Companion + Self:
|
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[]
Level | Ability | Activation | Cost | Effects | Description | |||
---|---|---|---|---|---|---|---|---|
Core Ranger Passives | ||||||||
Core | ![]() |
Antelope Companion | Passive |
Summon:
|
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. | |||
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Arcane Archer (Arcane Archer) |
Passive |
Self: |
A rare few find themselves gifted in both physical ability and the more cerebral, arcane talents. Arcane Archers are among those few, and apply their innate aptitude with magic by temporarily infusing spells into their projectiles. More commonly seen among traveling performers or during archery contests, these skilled individuals are both admired and reviled for their abilities.
Bonus Gain Imbue: Missiles at Power Level 1. Gain Imbue: Web at Power Level 3. Gain Imbue: Fireball at Power Level 5. Gain Imbue: Eora at Power Level 7. Gain Imbue: Death at Power Level 9. Penalty Max health is reduced. | ||||
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Bear Companion | Passive |
Summon:
|
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. | ||||
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Bird Companion (Gunhawk) |
Passive |
Summon:
|
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. | ||||
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Boar Companion | Passive |
Summon:
|
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. | ||||
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Companion Bond (Stalker) |
Passive |
Self:
|
Stalkers gain combat bonuses when their companion is near them. | ||||
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Ghost Heart (Ghost Heart) |
Passive |
Self:
|
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. | ||||
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Ghostly Form (Ghost Heart) |
Passive |
Self:
|
Ghost Heart animal companions are Immune to Engagement, due to their intangible form. | ||||
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Gunhawk (Gunhawk) |
Passive |
Self:
|
Gunhawks are a type of ranger unique to Rauatai who use hawk companions to complement their sharpshooting skills. | ||||
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Lion Companion | Passive |
Summon:
|
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. | ||||
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Separation Anxiety (Stalker) |
Passive |
Self: |
Stalkers receive Bonded Grief when their companion is too far. | ||||
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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. | ||||
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Stag Companion | Passive |
Summon:
|
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. | ||||
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Wolf Companion | Passive |
Summon:
|
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) | ![]() |
Arms Bearer | Passive |
Self:
|
Gain an additional Weapon Set. | |||
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Faithful Companion | Passive |
Self (animal companion): |
The ranger's animal companion gains resistance against Intellect and Perception Afflictions. | ||||
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Fast Runner | Passive |
Self:
|
The character becomes more fleet and nimble, increasing Stride and granting a defensive bonus against Disengagement Attacks. | ||||
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Marked Prey | Passive |
Self:
|
Designates a single target as prey, giving the ranger and animal companion an Accuracy bonus against that target. | ||||
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Merciless Companion | Passive |
Self (animal companion):
|
Animal companions do small amounts of Sneak Attack damage against targets that qualify. | ||||
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Monastic Unarmed Training | Passive |
Self:
|
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. | ||||
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Resilient Companion | Passive |
Self (animal companion):
|
The ranger's animal companion gains improved Armor Rating against all damage types. | ||||
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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) | ![]() |
Gunner | Passive |
Self:
|
Reload speeds are faster for crossbows, arbalests, and all firearms. | |||
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Marksman | Passive |
Self:
|
Increases the character's Accuracy with ranged weapons used on distant targets. | ||||
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One-Handed Style | Passive |
Self: |
While wielding a single one-handed weapon, some of the attacker's Hits are converted to Crits. | ||||
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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. | ||||
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Shot on the Run | Passive |
Self:
|
The Recovery penalty while moving is reduced for ranged weapons. | ||||
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Two Weapon Style | Passive |
Self:
|
Specialized training increases the character's Action Speed while using a weapon in each hand. | ||||
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Two-Handed Style | Passive |
Self:
|
Grants a Damage bonus while wielding a two-handed weapon. | ||||
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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) | ![]() |
Bear's Fortitude | Passive |
Self:
|
Increases the character's Fortitude defense. | |||
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Bull's Will | Passive |
Self:
|
Increases the character's Will defense. | ||||
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Combat Focus | Passive |
Self: |
Gain Concentration at the start of each combat. | ||||
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Defensive Bond | Passive |
Self (both ranger and animal companion):
|
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. | ||||
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Marked for the Hunt | Passive |
Self:
|
(Marked for the Hunt) - If the prey is killed, the mark will jump to a nearby enemy. | ||||
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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. | ||||
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Snake's Reflexes | Passive |
Self:
|
Increases the character's Reflex defense. | ||||
4th Level Ranger Passives | ||||||||
4 (IV) | ![]() |
Stalkers' Link | Passive |
Self:
|
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. | |||
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Strengthened Bond | Passive |
Self:
|
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. | ||||
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Tumbling | Passive |
Self:
|
Gain additional defense against Disengagement attacks. | ||||
5th Level Ranger Passives | ||||||||
5 (V) | ![]() |
Driving Flight | Passive |
Self:
|
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. | |||
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Practiced Healer | Passive |
Self:
|
Increase the effectiveness of any healing you cause. | ||||
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Tough | Passive |
Self:
|
Increases the base maximum health that you gain with each level. | ||||
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Uncanny Luck | Passive |
Self: |
Gain a small chance to completely avoid any attack and to convert some Hits to Critical Hits. | ||||
6th Level Ranger Passives | ||||||||
6 (VI) | ![]() |
Improved Critical | Passive |
Self:
|
Increases the amount of damage dealt by Critical Hits. | |||
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Spell Resistance | Passive |
Self:
|
Grants a chance to completely resist the effects of a hostile spell. | ||||
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Survival of the Fittest | Passive |
Self + Animal Companion:
|
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) | ![]() |
Accurate Empower | Passive |
Self:
|
Empowered attacks gain increased Accuracy. | |||
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Lasting Empower | Passive |
Self:
|
Empowered attacks gain increased duration on Affliction and Inspiration effects. | ||||
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Penetrating Empower | Passive |
Self:
|
Empowered attacks gain increased Penetration. | ||||
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Potent Empower | Passive |
Self:
|
Empowered attacks gain increased Damage. | ||||
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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) | ![]() |
Great Soul | Passive |
Self:
|
Increases the maximum number of times Empower can be used before resting. | |||
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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) | ![]() |
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. | |||
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Prestige | Passive |
Self:
|
Increases your Power Level, increasing the effectiveness of all abilities. | ||||
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Stunning Shots | Passive |
Self: |
The ranger's weapon attacks interrupt on critical hits. |