Explore the Ranger and Sapper classes in Dark and Darker Part 22. Discover their stats, skills, starting gear, and unique abilities to optimize your gameplay.
This section details two distinct character classes in Dark and Darker: the Ranger and the Sapper. It outlines their core attributes, skills, and starting equipment.
Ranger Class Overview:
The Ranger excels with the bow and arrow, preferring the wilderness over settlements. They possess high Dexterity and Agility, with strong talents in Perception, Survival, and Traps.
- Attributes: Courage 10, Cleverness 12, Intuition 14, Charisma 13, Dexterity 13, Agility 13, Constitution 11, Strength 12
- Derived Stats: Vitality 23, Astral Energy 31, Endurance 29, Resist Magic 5
- Talents: Nature Talents Bonus, Social Talents Penalty
- Skills: Sneak 6, Willpower 2, Perception 8, Animal Lore 8, Plant Lore 8, Survival 8, Traps 10, Treat Poisons 0, Treat Wounds 2, Human Nature -2, Fast Talk -2, Bowyer 1, Disarm Traps 4
- Combat Skills: Daggers 5, Fencing Weapons 0, Axes and Maces 0, Sabers 0, Brawling 2, Bow 8, Throwing Weapon 0
- Special Abilities: Aimed Shot, Dodge I, Eye of Eagle, Ear of Lynx 4, Attributio Courage 6, Hawkeye Marksmanship 4, Light in the Darkness 6, Balm of Healing 4, Meek You Be 6
- Instructions: Instructions for Hunting Arrows
- Starting Gear: Short Bow, 20 x Arrow, Knife, 5 x Whirlweed, 2 x Noose snare, Elm wood, Wood glue, Arrow heads, Goose feathers, Ranger's Tunic, Ranger's Pants, Buckskin Boots
Sapper Class Overview:
The Sapper is a versatile mercenary proficient with axes and maces, and skilled in crafting. They typically wear a leather apron over chain mail.
- Attributes: Courage 13, Cleverness 10, Intuition 12, Charisma 9, Dexterity 13, Agility 11, Constitution 16, Strength 16
- Derived Stats: Vitality 36, Astral Energy 0, Endurance 40, Resist Magic 4
- Talents: Blacksmith Bonus, Ranged Combat Penalty
- Skills: Sneak -1, Willpower 4, Perception 4, Dwarfnose 6, Traps 6, Streetwise 0, Treat Wounds 0, Human Nature -2, Fast Talk 0, Blacksmith 11, Pick Locks 4, Disarm Traps 6
- Combat Skills: Daggers 3, Axes and Maces 4, Sabers 2, Two-handed Axes/Maces 6, Brawling 5, Throwing Weapon 1
- Special Abilities: Mighty Blow, Armor Use I
- Instructions: Instructions for Throwing Knives, Instructions for Spear, Instructions for Whetstone, Instructions for Bear Trap
- Starting Gear: Sledgehammer, Knife, Bear trap, 4 x Sandstone, 3 x Leather strips, 2 x Steel, Charcoal, Iron Cap, Blacksmith's Apron, Laborer's Gloves, Work Pants, Work Boots, 5 x Simple bandages
Companion Overview:
The guide also briefly touches upon companions in Drakensang, noting that their initial fixed level can be a drawback. It suggests that allowing for level redistribution would create more optimal companions.
- Rhulana the Amazon: Close combat fighter, skilled with bow, expert in plant and animal lore.
- Dranor the Handsome: Skilled with locks and traps, prefers charming/talking, proficient with rapier.
- Forgrimm, son of Ferolax: Tough Dwarven warrior, prefers axes, good tank.
- Gladys Shladromir: Charlatan, useful for social skills and some magic early on.
- Gwendala: Elf spellweaver, capable of offensive magic and summoning a pet.
- Alchemist Auralia: Alchemist and maker of magic ingredients, available after a specific quest.
- Jost: Battlemage, good for summoning and magical damage, weak in melee.
- Nasreddin: Thief, offers good armor for spellcasters and a poisoned dagger.
- Thaldar: Knight of Grimtooth Castle.
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