Ranger
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.
- Gash
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) |
| Level | Skill Name | Adept | MinPos |
|---|---|---|---|
| 1 | Standard | 90 | |
| 12 | Evasive | 70 | |
| 20 | Aggressive | 90 | |
| 25 | Berserk | 55 | |
| 28 | Defensive | 60 |
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 |
| 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
| 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.
- Use the 'gather wood' skill in an outdoor room to obtain "a stack of wood"
- Purchase 'a piece of flint' from Fhalie in Wyvern's Tower (in the woods north of the area entrance)
- 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:
- Ranger Only Quest: Danger in the Woods
- Rewards:
- Quiet murmurs of the wood (ranger only ear equipment)
- Feral Rage (skill)
- Rewards:
- Fighter Genre Quest: The Dragonlord's Battle Armor
- Rewards on above link.
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.
- Max Str raised to 26.