Ranger: Difference between revisions

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*'''Notes:'''
*'''Notes:'''
**Herbal Infusion is a 35ish hp heal
**Mend Wounds is a 23ish hp heal
**Mend Wounds is a 23ish hp heal
**Herbal Infusion is a 35ish hp heal
**Regeneration is a 13 round 7-8hp heal (90-100hp total), with a cooldown period before re-use.
**Regeneration is a 13 round 7-8hp heal (90-100hp total), with a cooldown period before re-use.



Revision as of 08:48, 24 January 2026

About

  • Genre: Fighter
  • Races: Human, Elf, Dwarf, Halfling, Pixie, Half-Elf.
  • HP Gain: 15 - 19 per level
    • Prestige: 16 - 21
  • MN Gain: 2 - 7 per level
    • Prestige: 3 - 9

Stats

  • Primary: Strength
  • Secondary: Wisdom (Dexterity*)
  • Deficient: Charisma

(*Ranger skill 'mercuria' raises max dex to 22, acting as an additional secondary stat when applied.)

Max Warrior Stats
CLASS Str Int Wis Dex Con Cha Lck
Ranger 25 20 22 22 20 18 20

Note: Shown as if Rangers skill 'mercuria' is applied, granting dex max 22 (normally 20).

Fighting

  • Weapons:
    • Talonous Arms - "Clawing"
    • Missile Weapons - (Bows)

Rangers get "Two-Handed" and "Dual Wield" weapon skills

  • Tactics:
    • Gash
      • Your primary alpha attack. Costs Mana. Damage is based on Str+Wis. Requires a Talonous Arms weapon.
      • Causes mobs mobs to 'bleed' once they reach 50% health, doing additional damage per round.
      • Gash inflicts neither 'weapon type damage' (based on your weapon) nor 'magical damage' and therefore mobs do not have any immunity/resistance to it. It tends to hit things that are otherwise immune magic/non-magic weapons.
    • Two-Handed Weapons
      • Similar to Warriors, Rangers can wield the two-handed long sword "Nasr, Claymore of Sovereignty".
      • Nasr is a magic weapon that also casts a spell along with each melee hit, dealing high melee damage, affording the warrior time to focus on healing.
    • Missile Weapons
      • Rangers can use a bow to fire arrows at a mob from 1 or 2 rooms away (depending on bow). This can outright kill a specific subset of mobs, without any active combat at all. Limited application however.
    • Rescue
      • Similar to Warriors, Rangers can use the 'rescue' skill in combat, which makes the rescuer the tank (primary target of the mob). Two warriors rescuing each other can share tanking a difficult mob by simply healing to full, rescuing the other, and repeating back and forth. (Note that Rangers can also be used for this)

Skill & Gameplay

Combat Passives

Level Skill Name Adept MinPos
15 rescue 95 fighting (berserk)
23 2nd Attack 95 fighting (berserk)
23 Parry 90 fighting (aggressive)
24 Dodge 85 fighting (aggressive)
30 3rd Attack 90 fighting (berserk)
30 Enhanced Damage 75 fighting (berserk)
32 Grip 75 fighting (berserk)
40 4th Attack 70 fighting (berserk)


Combat Actives

Level Skill Name Adept MinPos
2 strike 95 fighting (aggressive)
3 kick 90 fighting (berserk)
12 swipe 80 fighting
15 cuff 95 fighting
20 elbow 80 fighting (aggressive)
20 punt 75 fighting
20 shoulder 80 fighting
23 disarm 90 fighting (aggressive)
30 roundhouse 65 fighting (aggressive)
42 punch 60 fighting (aggressive)
47 wasp talon 80 fighting (berserk)
49 optometrum 95 fighting
50 gash 95 fighting (berserk)

Utilities

Level Skill Name Adept MinPos
5 fashion torch 95 resting
6 track 90 standing
8 collect tinder 70 standing
8 gather wood 70 standing
10 kindle fire 70 standing
11 scan 95 standing
14 aid 90 fighting (aggressive)
18 cure poison 85 fighting (defensive)
18 herbal infusion 85 standing
20 fletch 95 fighting (evasive)
20 snare 90 standing
21 refresh 60 fighting
24 identify 75 fighting (evasive)
32 create spring 90 fighting
35 continual light 90 fighting (evasive)
35 pick lock 95 standing
36 mend wounds 85 fighting
41 detrap 90 sitting
44 call familiar 75 standing
45 word of recall 90 resting
48 regeneration 80 fighting
50 locate object 90 fighting (evasive)
  • Notes:
    • Herbal Infusion is a 35ish hp heal
    • Mend Wounds is a 23ish hp heal
    • Regeneration is a 13 round 7-8hp heal (90-100hp total), with a cooldown period before re-use.


Additional things that are either common to all classes, so not very interesting, or completely useless: cook, dig, climb, mount, swap, search, forage (find food), extract moisture (refill drinkcon)

Buffs & DeBuffs

Rangers get a small set of self-buffs and debuffs:


Buffs

Level Skill Name Affects Adept MinPos
16 Camoflage Hide & Sneak 90 resting
18 Forest Prayer -7 SaveVsRod, -7 SaveVsSpell, +7 HR 80 standing
29 Heighten Defense -18 AC 85 fighting
30 Ursine Brawn +1 Str, +1 DR 90 fighting (berserk)
31 Mercuria Increase Max Dex to 22 95 fighting (evasive)
38 Feline Grace +1 Dex 80 fighting (berserk)
39 Granite Skin -33 AC 80 fighting (evasive)
43 Falcon Sight Detect Hidden/Traps 90 standing
49 Optometrum Cure Blind 95 fighting
50 Lucidity Pass Door 80 fighting
  • Notes:
    • Feline Grace will replace 'slink' if applied. This is a downgrade as slink is +2 Dex, Feline only +1. Feline is only useful if you do NOT have slink and cannot get it.
    • Ursine Brawn will replace "ogre might" if applied. This replaces ogre's +2 Str into Ursine's +1Str +1DR.
    • Forest Prayer will replace 'bless' if applied. This is an upgrade, and adds an additional -7 Save vs. Rod on top of the usual bless affects (-7 Sv Spell, +7 HR).




DeBuffs

Level Skill Name Affects Adept MinPos
37 Impair Defense +?? AC 80 fighting
40 Blindness duh 65 fighting (berserk)
46 Woodland Harmony Suscept Sleep 70 standing
48 Sleep zzZzz 95 standing
  • Notes:
    • Impair Defense is an AC debuff (+ AC) but I'm not sure how much

Equipment & Align

Ranger's 'gash' is based on Str+Wis, so dress to max those first and foremost. Then, typically dressed for high HP and high Mana. Usual suspects DR/AC/Luck after that.

  • Devout: Easy to equip, the defacto standard alignment for Rangers.
  • Neut: No real 'need' to be neut with a Ranger that I know of.
  • Evil: More difficult to equip, but just as nice as devout if you can do it.

Equipment Info & Examples: Ranger EQ

Summary

Within the Fighter genre, Rangers function very similar to Warriors, and offer a bit more in terms of magical spells, buffs, and spelldowns. Overall, they kinda seem to just be warriors with 'more'. I am not exactly sure why someone would NEED a warrior over a ranger ever. Note that because of 'mercuria' Rangers can have 22 dex, exactly like warriors, and get their intrinsic 22 wis as well. So.... in my mind rangers > warriors, but maybe that's just me. You don't get 'stun' but otherwise, not much difference in terms of usage as a fighter genre character.

Rangers can tank as well as hit, and do just fine in both roles. Having rescue, they can rescue-tank just like warriors, and the fact that gash lands on almost everything is super useful. The prestige upgrade to Hunter shows a massive increase in Gash damage, plus gets some useful new skills. Overall, Rangers probably the most well-rounded Fighter genre character and are great for tanking, hitting, exploring, and get the missile-weapon gimmick which can drop a few mobs with very useful gear.

Full Skills List and other info: Rodpedia Page

Quests:

  • Rangers can do the Danger in the Woods quest.
    • This yields the defacto ear equipment for Rangers, which is a staple for stock ranger gear. Fun quest.

Prestige

  • Hunter:
    • Max Str raised to 26.
      • Max carry weight 1100.
      • Stronger 'Gash' (since it is Str+Wis based)
    • Gash is also faster, and less mana cost.
    • Can fletch arrows faster
    • New Skills:
      • Cascade: melee rounds hit EVERY mob in the fight. Nice for whacking lots of small stuff that gangs up on you.
      • Indomitable: immune to stun/bash
      • Pursue: Similar to hunt, auto-track-move-track-move... to mob.