RAmar: Difference between revisions

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===Face===
===Face===
<gallery mode=nolines>
<gallery mode=nolines>
RAmar_Face_01.png
RAmar_Face_01.png|Face 1
RAmar_Face_02.png
RAmar_Face_02.png|Face 2
RAmar_Face_03.png
RAmar_Face_03.png|Face 3
RAmar_Face_04_02.png|(Skin 1)
RAmar_Face_04_02.png|Face 4 (Skin 1)
RAmar_Face_04.png|(Skin 2)
RAmar_Face_04.png|Face 4 (Skin 2)
RAmar_Face_04_03.png|(Skin 3)
RAmar_Face_04_03.png|Face 4 (Skin 3)
RAmar_Face_04_04.png|(Skin 4)
RAmar_Face_04_04.png|Face 4 (Skin 4)
RAmar_Face_05.png
RAmar_Face_05.png|Face 5
</gallery>
</gallery>
===Hair===
===Hair===
<gallery mode=nolines>
<gallery mode=nolines>
RAmar_Hair_01.png
RAmar_Hair_01.png|Hair 1
RAmar_Hair_02.png
RAmar_Hair_02.png|Hair 2
RAmar_Hair_03.png
RAmar_Hair_03.png|Hair 3
RAmar_Hair_04.png
RAmar_Hair_04.png|Hair 4
RAmar_Hair_05.png
RAmar_Hair_05.png|Hair 5
RAmar_Hair_06.png
RAmar_Hair_06.png|Hair 6
RAmar_Hair_07.png
RAmar_Hair_07.png|Hair 7
RAmar_Hair_08.png
RAmar_Hair_08.png|Hair 8
RAmar_Hair_09.png
RAmar_Hair_09.png|Hair 9
RAmar_Hair_10.png
RAmar_Hair_10.png|Hair 10
</gallery>
</gallery>


===Costume===
===Costume===
<gallery mode=nolines perrow=9>
<gallery mode=nolines perrow=9>
RAmar_Costume_01-01.png
RAmar_Costume_01-01.png|Costume 1-1
RAmar_Costume_01-02.png
RAmar_Costume_01-02.png|Costume 1-2
RAmar_Costume_01-03.png
RAmar_Costume_01-03.png|Costume 1-3
RAmar_Costume_01-04.png
RAmar_Costume_01-04.png|Costume 1-4
RAmar_Costume_01-05.png
RAmar_Costume_01-05.png|Costume 1-5
RAmar_Costume_01-06.png
RAmar_Costume_01-06.png|Costume 1-6
RAmar_Costume_01-07.png
RAmar_Costume_01-07.png|Costume 1-7
RAmar_Costume_01-08.png
RAmar_Costume_01-08.png|Costume 1-8
RAmar_Costume_01-09.png
RAmar_Costume_01-09.png|Costume 1-9
RAmar_Costume_02-01.png
RAmar_Costume_02-01.png|Costume 2-1
RAmar_Costume_02-02.png
RAmar_Costume_02-02.png|Costume 2-2
RAmar_Costume_02-03.png
RAmar_Costume_02-03.png|Costume 2-3
RAmar_Costume_02-04.png
RAmar_Costume_02-04.png|Costume 2-4
RAmar_Costume_02-05.png
RAmar_Costume_02-05.png|Costume 2-5
RAmar_Costume_02-06.png
RAmar_Costume_02-06.png|Costume 2-6
RAmar_Costume_02-07.png
RAmar_Costume_02-07.png|Costume 2-7
RAmar_Costume_02-08.png
RAmar_Costume_02-08.png|Costume 2-8
RAmar_Costume_02-09.png
RAmar_Costume_02-09.png|Costume 2-9
</gallery>
</gallery>


===Skin===
===Skin===
<gallery mode=nolines>
<gallery mode=nolines>
RAmar_Skin_01.png
RAmar_Skin_01.png|Skin 1
RAmar_Skin_02.png
RAmar_Skin_02.png|Skin 2
RAmar_Skin_03.png
RAmar_Skin_03.png|Skin 3
RAmar_Skin_04.png
RAmar_Skin_04.png|Skin 4
</gallery>
</gallery>


{{Classes}}
{{Classes}}
[[Category:Classes]]
[[Category:Classes]]

Latest revision as of 00:23, 9 October 2024

HUcast icon.png This article has a strategy guide.
Material plans, equipment progression and other information can be found on this page.
Gun icon.png RAmar
RAmar.png
Excels in ranged combat. Has the most balanced set of abilities, and the highest accuracy potential. Has some recovery and attack techniques.
Class: Ranger
Race: Human
Gender: Male
RAmar stats.png
Techniques:
Foie.pngGibarta.pngRazonde.png
Attack
Grants.pngGrants
Megid.pngMegid
15-
Resta.pngRestaAnti.pngAntiReverser.pngReverser
155-
Shifta.pngShifta
Deband.pngDeband
Jellen.pngJellen
Zalure.pngZalure
15-

RAmar is one of the four ranger classes. He has the highest ATA in the game, making special attacks extremely potent. He gains access to level 15 techniques and Shifta, giving him a balanced kit.

RAmar is recommended for players who wish to play a powerful ranger in either solo or multiplayer.

Stats[edit | edit source]

See also: Stats Comparison
Level 1 Level 20 Level 40 Level 80 Level 150 Level 200 Maximum
HP 29 131 242 471 1073 1520 1770
TP 20 102 185 358 604 704 1114
ATP 23 100 180 340 638 806 1260
DFP 13 26 43 96 254 359 515
MST 20 83 146 279 455 505 665
ATA 80 96.5 113.5 147.5 200.3 230.3 249
EVP 36 119 191 307 513 639 715
  • Has access to Techniques (see sidebar)
  • Can use up to 250 materials (Power, Def, Mind, Evade, Luck)

Customization[edit | edit source]

Face[edit | edit source]

Hair[edit | edit source]

Costume[edit | edit source]

Skin[edit | edit source]