Ranger

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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*)
    • Ranger skill 'mercuria' raises max dex to 22, effectively serving as an additional secondary stat when applied.
  • Deficient: Charisma


CLASS Str Int Wis Dex Con Cha Lck
Ranger 25 20 22 22 20 18 20
Hunter 26 20 22 22 20 18 20

Note: Shown as if 'mercuria' is applied

Fighting

  • Weapons: (95% Adept)
    • 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 magic nor non-magic 'weapon type damage' (based on your weapon) 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
      • Rangers can wear two-handed swords, such as the long sword "Nasr, Claymore of Sovereignty".
    • Missile Weapons
      • Rangers can use a bow to fire arrows at a mob. This can outright kill a specific subset of mobs, without any active combat at all. Limited application however.
    • Rescue
      • In combat, rescue makes the rescuer the tank (primary target of the mob). Two characters rescuing each other can share tanking a difficult mob by simply healing to full, rescuing the other, and repeating back and forth.

Combat Passives

Level Skill Name Adept MinPos
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 Styles
Level Skill Name Adept MinPos
1 Standard 90
12 Evasive 70
20 Aggressive 90
25 Berserk 55
28 Defensive 60

Combat Actives

Alpha Attacks
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
30 roundhouse 65 fighting (aggressive)
42 punch 60 fighting (aggressive)
47 wasp talon 80 fighting (berserk)
50 gash 95 fighting (berserk)
  • Note: Wasp Talon also poisons the mob
Combat Skills
Level Skill Name Adept MinPos
15 rescue 95 fighting (berserk)
18 cure poison 85 fighting (defensive)
23 disarm 90 fighting (aggressive)
37 impair defense +?? AC fighting
49 optometrum 95 fighting
  • Note: Opto is 'cure blind'

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
    • Wasp Talon could technically go onto this list, as it also induces poison on the mob.

Skills

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:
    • Gather Wood & Collect Tinder are the prerequisite for doing Kindle Fire
    • Herbal Infusion & Mend Wounds:
      • Herbal is a 28hp heal, Mend is a 23hp heal. I have no idea why, and you'll never use them so it doesn't matter.
    • 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)


Archers: Fletching & Missile Weapons

Rangers are the only class to get Missile Weapons proficiency. Missile Weapons are bows.

Fletching

To fire a bow, you need arrows.

  • How to fletch arrows: You'll need wood and flint in order to craft an arrow.
  1. Use the 'gather wood' skill in an outdoor room to obtain "a stack of wood"
  2. Purchase 'a piece of flint' from Fhalie in Wyvern's Tower (in the woods north of the area entrance)
  3. With both required items in your inventory do 'fletch' to create an arrow.

One piece of wood will be used to craft several arrows. One flint equals one arrow.

  • How many arrows do I need?

A lot. Usually somewhere between 300-600 for the AV mobs you can drop with arrows.

So, you'll need to spend a bit of time crafting a bulk of arrows.

  • How can I automate fletching?

Here's just about the dumbest method:

Go to Fhalie in Wyvern's Tower. Buy like 400 flints. Go outside his shop and empty the shop bags onto the ground so you have 400 flints on the ground.

Stand there and spam 20x 'gather wood'. Once complete, drop all the wood you got on the ground. Repeat until you have like 50-80 wood on the ground.

Create these triggers in your client:

#TRIGGER {You fashion an arrow from a crude piece of flint.} {put arrow CONTAINER; get flint; fletch};
#TRIGGER {You attempt to make an arrow, but fail miserably.} (get flint; fletch}
#TRIGGER {A stack of wood glows briefly, then disappears in a puff of smoke from your hands!}{get wood}

Get wood. Get Flint. Fletch.

That's it, that'll run till you run out of flints or arrows or your container is full.

Firing

If you are using a standard item container, then you will need to get arrows out from the container into your inventory in order to fire them.

To fire, 'fire DIRECTION TARGET'

Example:

#19 get arrow CONTAINER
#19 fire north yeti

Quivers

If you have a quiver item, then you do not need to remove arrows from the quiver and hold them in your inventory to fire, you can just directly use the 'fire' command and will automatically use an arrow from your quiver.

There are several quivers around the game, but most are very small. The useful one is from Glimwinkle's Windmill, and is a pop from the Bishop on the Chessboard, and holds 400 arrows.

Example:

#19 fire north yeti


Bows

Different bows have different distances they can fire, some can only fire 1 room away, some can fire 2.

Bows eventually break.

The bow from Midway is the best bow in the game. (Midway is a carnival area only opened by Immortals occasionally). When its open, go load up on bows.


Tactics

Firing an arrow does the damage of the arrow itself, plus your DamRoll.

After hitting a mob with an arrow it will begin moving towards you. When it enters your room it will attack you.

However, mobs cannot chase you beyond their programmed area boundaries, or through rooms flagged 'nomob', or into rooms with a tunnel limit which are filled to that tunnel limit.

Note that mobs can detect you in such rooms, they just cannot ENTER those rooms.

Therefore, the strategy with missile weapons is to fire at a mob and immediately move your character to some room the mob cannot enter. At that point, the mob is still locked onto you and basically clawing at your doorstep, will not wander off, but also cannot enter your room. So he is effectively locked up, and you can fire arrows straight into his face.

Example: The Yeti wanders the Northern Plains. Ping him with an arrow and high tail it down to the southern border with Barren Peaks. Do a lot of scanning along the way to keep an eye on the Yeti chasing you a few rooms behind you! Once he's close to you, step 1 room out of Northern Plains into Barren Peaks. Scry/Scan to make sure the Yeti is there on the border still pursuing you. He cannot cross that boundary. Fire Away.


Note that some mobs can be outright killed with arrows, others should be ALMOST killed with arrows but then KB'd with another character, others can only be somewhat hurt with arrows before they heal. So, archer tactics do vary by mob and range from full kills to just doing an initial phase of injury to the mob.

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

Gameplay

Quests:


Runs:

Rangers (especially Hunters) are able to run most typical mobs, since gash lands on almost anything. There's a wide variety of stuff you can run with a Ranger.

Rangers (along with Druids) are the required class to kill the Timbermaw Magnoth in The Wilds, which yields some very nice gear.

Archer tactics can be used on mobs like the Yeti, Jaeric, Rez, Longinus, and most notably are crucial for Yamata-No-Orochi in Edo, all of which drop useful items.

Summary

Within the Fighter genre, Rangers function very similar to Warriors, and offer a bit more in terms of magical spells, buffs, and spelldowns. 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 - counter-points: You don't get 'fifth attack', your 'fourth attack' is less adept, and you don't get 'stun', so warriors are technically better at melee-damage and would be more fit for a mob where you rely on melee to do the damage. The gimmicks 'stun' and 'missile weapons' both work on about the same number of mobs, so those kinda outweigh each other. Ultimately you'll need both.

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 gives 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

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.