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Ranger
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Description
The ranger is a hybrid class combining the combat skills of the Warrior, with the magical abilities of a Druid.
Like a Rogue, Rangers are a lightly armoured offensive class which focuses more on delivering damage than tanking. In terms of combat skills they can use all types of weapons and get dual wield, double attack, and kick. They also get a number of defensive skills including dodge, parry, riposte and disarm. However, because they are Hybrids Rangers learn most of these combat skills a few levels later than pure melee classes.
Rangers have higher offensive skill caps than any other hybrid class. However, they are significantly lower in a number of defensive skill areas. They have a much lower taunt, riposte, disarm, dodge and parry. Because of this Rangers get hit a lot more, and should not be left to tank for significant periods. Unlike the Rogue they have no skill to reduce the monsters hate for them and must rely on their magical abilities or their party to reduce the damage inflicted on them.
Rangers get the highest tracking skill in the game, which helps to find people or enemies within the area. This is particularly useful in the large outdoor zones of Kunark.
Rangers are one of only two classes that can do critical blows with archery. However, this skill is only useful in very limited circumstances, and by no means the primary damage dealer for the class.
In terms of magic Rangers get a range of nice utility spells. They receive both Spirit of Wolf and later Wolf Form itself. They also get spells to reduce monster frenzy ranges, and this enables them to single pull out of a group. They have both healing spells, and damage shields which inflict unresistable damage. This is coupled with a solid series of HP and AC increasing buffs, as well as some minor stat buffs. Damage wise they receive both direct damage and damage over time spells. They can also snare and root mobs. You can view the full ranger spell list here.
The major challenge in the ranger class is staying alive. Rangers can die very easily because of their high damage output and low armour class, hitpoints and defense capabilities. They are slower to level because of their hybrid nature, and the limited variety in armour can also be frustrating. Also, despite their magical power they do not have the ability to bind or gate. This means that Rangers, like any other melee, may have long runs back to their corpses if they die.
If you are looking for a class with strong damage output, and a little bit of magic to spice things up this class could be the one for you. Just be warned that you will need a lot of patience before you reach Level 60.
Creation Guide
Statistics
Strength
Strength determines how much you can carry. It influences maximum and average damage and how quickly you learn many offensive skills. As an offensive melee you really want to have a good amount of points in this stat. Over the course of a long battle a higher strength can make a huge difference to the total damage done.
Stamina
Stamina affects how many hit points you have, and how long you can hold your breath. Unfortunately the amount of hitpoints gained from putting in bonus points at creation is very small. Whilst Rangers need all the hitpoints they can get - this is better done with items in the game. We do not recommend putting bonus points into this area.
Agility
Agility affects how quickly you can learn some defensive skills, how difficult it is to hit you as well as how much damage you take when you are hit. The true effect of Agility is often debated. Since Rangers have a lower defense cap than other hybrids, and a lower armour class from their chain based equipment, there is a solid argument for putting points into this statistic. The AC difference is very minimal however, and generally a higher strength will reap more rewards.
Dexterity
Dexterity affects how quickly you learn weapon skills, and how often weapons will do their special. Most of the powerful ranger weaponry have magical powers, and a solid score in this stat is important. Rangers already start with a high dexterity in most cases though, and it can be raised very easily in game through items. Like Agility, a higher Strength is more crucial to the class in most situations.
Wisdom
Wisdom affects the amount of mana the priest classes have, also rangers and paladins. It also affects how quickly you can learn many skills if your wisdom is higher than your Intelligence. For rangers this is the core statistic for their mana pool. However, most ranger spells lie in the area of buffs, and are used in downtime. Finding items which give direct Mana is more useful than a high Wisdom in most circumstances, and your bonus points should really focus on improving your combat ability during creation.
Intelligence
Intelligence directly affects how quickly you can learn most skills. It affects the amount of mana for bards and all pure casters, as well as shadow knights. This statistic has no real relevance except for increasing the speed you learn trade skills if it is higher than your wisdom. You should not assign any bonus points to it.
Charisma
This affects amount you will be paid for goods by NPC merchants, and how much they will pay you. This is not something to be concerned with when making your character.
Picking the Right Race
The first thing you have to pick then is your race. Which race you pick will determine the foundation of you character for the rest of your life in Norrath so it is kind of important you pick one you like.
Wood Elves are quite a good race for rangers. They have naturally high agility, and can wear both small and medium armour. They also start with the ability to forage, which can help save a lot of funds at low levels, although all rangers get this skill later in life. Wood Elves also have natural infravision, and start in the tree city of Kelethin.
Half-Elves are limited to medium sized armour. They are very well balanced, and have slightly better starting stats than the wood elf, though they lack some of the natural abilities. They have the highest natural dexterity of any ranger race, and also have infravision. However, the druid part of a ranger is let down with a low natural wisdom. Half Elves start in Surefall Glade near Qeynos.
Human rangers have very balanced stats, across the board. They have the highest natural strength of any ranger race, and all other stats are certainly in an acceptable range. However their natural agility is quite low compared to the other classes. Humans have no night vision, which is perhaps the largest reason that many people decide against playing a Human Ranger. Rangers do however receive an infravision spell at level 30, and an ultravision spell at level 56. Human rangers start in Surefall Glade near Qeynos.
All of the ranger races level at the same rate, and faction wise are all well received in any town with a neutral or good alignment.
Spending Your Bonus Points
Rangers have to keep in mind that even though Stamina gives more hitpoints it is not a huge amount. It is certainly not going to be enough to make any significant difference between life and death. Also, whilst Agility increases their armour class, once again the amount is very minimal. Rangers are very different to the Shadowknight and Paladin hybrids. Like a Rogue, they are a lightly armoured offensive class, and in our opinion should focus on this offensive side rather than attempting to buffer a defensive ability they will never match the other hybrids in. With this in mind here are our suggested bonus point spendings:
* Half Elf: Add 20 Strength. * Human: Add 15 Strength, 5 Dexterity * Wood Elf: Add 20 Strength.
Religion
Religion does not play a large impact upon the Ranger class. The two choices are Karana or Tunare (except for Wood Elves who must choose Tunare). Picking one will not alienate you from another, and there are no known items or quests which are restiricted to either of these at this time. Choose whichever appeals to you more.
Spells
Level 9
Spell Name | Spell Description | Era | Class | Location | Mana |
Endure Fire | Increase Fire Resistance | Abj. | Vendor. | 20 | |
Flame Lick | Damage over Time with Armor Class Debuff | Evo. | Vendor. | 10 | |
Glimpse | Zoom Vision | Div. | Vendor. | 5 | |
Lull Animal | Decreases an animal's aggro range | Alt. | Vendor. | 10 | |
Minor Healing | Heals damage done to the target | Alt. | Vendor. | 10 | |
Skin Like Wood | Increase targets hitpoints and AC | Abj. | Vendor. | 10 | |
Snare | Slows the movement rate of target | Alt. | Vendor. | 15 |
Level 15
Spell Name | Spell Description | Era | Class | Location | Mana |
Burst of Fire | Fire Based Direct Damage Spell | Evo. | Vendor. | 15 | |
Camoflage | Turns target player invisible | Div. | Vendor. | 15 | |
Cure Poison | Cures poison | Alt. | Vendor. | 20 | |
Dance of the Fireflies | Summons a globe of light | Con. | Vendor. | 10 | |
Feet like Cat | Increase Agility | Alt. | Vendor. | 40 | |
Grasping Roots | Direct Damage with Root | Alt. | Vendor. | 35 | |
Invoke Lightning | Area Effect Direct Damage | Evo. | Vendor. | 32 | |
Thistlecoat | Self only Damage shield and AC | Abj. | Vendor. | 25 |
Level 22
Spell Name | Spell Description | Era | Class | Location | Mana |
Bind Sight | Bind Vision With Target | Div. | Vendor. | 15 | |
Endure Cold | Increase Resistance to Cold | Abj. | Vendor. | 20 | |
Enduring Breath | Allows breathing underwater | Alt. | Vendor. | 35 | |
Firefist | Self Only ATK Buff | Evo. | Vendor. | 30 | |
Harmony | Area effect Calm spell | Alt. | Vendor. | 25 | |
Ignite | Fire based Direct Damage | Evo. | Vendor. | 30 | |
Light Healing | Heals damage done to the target | Alt. | Vendor. | 25 | |
Panic Animal | Forces an animal to run away in terror | Alt. | Vendor. | 10 | |
Skin Like Rock | Increases targets hitpoints and AC | Abj. | Vendor. | 60 | |
Ward Summoned | Direct Damage vs Summoned | Evo. | Vendor. | 30 |
Level 30
Spell Name | Spell Description | Era | Class | Location | Mana |
Barbcoat | Self Only AC and Damage shield | Abj. | Vendor. | 50 | |
Cancel Magic | Attempts to remove a buff or effect | Abj. | Vendor. | 30 | |
Eyes of the Cat | Self Only Infravision | Div. | Vendor. | 35 | |
Invigor | Increase Stamina of the target | Alt. | Vendor. | 20 | |
Shield of Thistles | Gives the target a damage shield | Abj. | Vendor. | 40 | |
Spirit of Wolf | Increase movement rate of the target | Alt. | Vendor. | 40 | |
Stinging Swarm | Magic Based Damage Over Time | Con. | Vendor. | 65 | |
Strength of Earth | Increase strength of the target | Alt. | Vendor. | 40 |
Level 39
Spell Name | Spell Description | Era | Class | Location | Mana |
Bramblecoat | Self Only AC and Damage shield | Abj. | Vendor. | 75 | |
Call of Sky | Self: Enchant Weapon with Stun and Damage proc | Vel. | Alt. | Vendor. | 50 |
Calm Animal | Decreases an animal's aggro range. | Alt. | Vendor. | 45 | |
Careless Lightning | Magic Based Direct Damage | Evo. | Vendor. | 70 | |
Dismiss Summoned | Direct Damage Against Summoned. | Evo. | Vendor. | 90 | |
Healing | Heals damage done to the target | Alt. | Vendor. | 60 | |
Levitate | Levitates target above the ground | Alt. | Vendor. | 30 | |
See Invisible | Allows the target to see invisible | Div. | Vendor. | 25 | |
Skin Like Steel | Increase targets hitpoints and AC | Abj. | Vendor. | 100 |
Level 49
Spell Name | Spell Description | Era | Class | Location | Mana |
Call of Flame | Single Target Fire Based Driect Damage | Evo. | Quest. | 125 | |
Ensnaring Roots | Direct Damage with Root | Alt. | Vendor. | 60 | |
Immolate | Damage over Time with Debuff | Evo. | Vendor. | 120 | |
Resist Fire | Increases resistance to Fire | Abj. | Vendor. | 50 | |
Shield of Brambles | Gives the target a damage shield | Abj. | Vendor. | 80 | |
Spikecoat | Self Only AC and Damage shield | Abj. | Vendor. | 110 | |
Superior Camoflage | Removes the target from visible sight | Div. | Vendor. | 40 | |
Wolf Form | Turns the caster into a wolf | Alt. | Vendor. | 60 |
Level 50
Spell Name | Spell Description | Era | Class | Location | Mana |
Call of Earth | Single Target Long Duration Damage Shield & AC Buff | Vel. | Alt. | NPC Drop. | 50 |
Level 51
Spell Name | Spell Description | Era | Class | Location | Mana |
Ensnare | Reduces movement rate of the target | Kun. | Alt. | Vendor. | 35 |
Jolt | Single Target Aggro Reducer | Kun. | Alt. | Firiona Vie. | 60 |
Strength of Nature | Single Target ATK and HP Buff | Kun. | Abj. | Kelethin. | 125 |
Level 52
Spell Name | Spell Description | Era | Class | Location | Mana |
Extinguish Fatigue | Full stamina restoration | Kun. | Alt. | Vendor. | 35 |
Firestrike | Fire based Direct Damage | Kun. | Evo. | NPC Drop. | 155 |
Level 53
Spell Name | Spell Description | Era | Class | Location | Mana |
Storm Strength | Increases strength of the target | Kun. | Alt. | Vendor. | 85 |
Level 54
Spell Name | Spell Description | Era | Class | Location | Mana |
Drones of Doom | Magic Based Damage Over Time | Kun. | Con. | Vendor. | 141 |
Skin Like Diamond | Increases targets hitpoints and AC | Kun. | Abj. | Vendor. | 200 |
Level 55
Spell Name | Spell Description | Era | Class | Location | Mana |
Call of Fire | Self: Enchant Weapon with Fire Proc | Vel. | Alt. | NPC Drop. | 50 |
Chloroplast | Gives target a Regeneration effect | Kun. | Alt. | Vendor. | 200 |
Cinder Jolt | Single Target Aggro Reducer | Vel. | Alt. | E. Com. | 60 |
Resist Cold | Increase Resistance to Cold | Kun. | Abj. | Vendor. | 50 |
Level 56
Spell Name | Spell Description | Era | Class | Location | Mana |
Chill Sight | Self Only Ultravision | Kun. | Div. | Vendor. | 75 |
Greater Wolf Form | Turns the caster into a wolf | Kun. | Alt. | Vendor. | 90 |
Level 57
Spell Name | Spell Description | Era | Class | Location | Mana |
Greater Healing | Heals damage to the target | Kun. | Alt. | Vendor. | 150 |
Level 58
Spell Name | Spell Description | Era | Class | Location | Mana |
Nullify Magic | Single Target Magic Effect Debuffer | Kun. | Abj. | Vendor. | 50 |
Shield of Spikes | Gives the target a damage shield | Kun. | Abj. | Vendor. | 100 |
Level 59
Spell Name | Spell Description | Era | Class | Location | Mana |
Calefaction | Fire Based Direct Damage | Kun. | Evo. | Firiona Vie. | 250 |
Skin Like Nature | Increases targets hitpoints, AC and Regen | Kun. | Evo. | Lavastorm. | 300 |
Level 60
Spell Name | Spell Description | Era | Class | Location | Mana |
Call of the Predator | Group ATK Buff (Max: 40 ATK) | Vel. | Alt. | NPC Drop. | 200 |
Enveloping Roots | Direct Damage with Root | Kun. | Alt. | Vendor. | 80 |
Thorncoat | Self only Damage shield and AC | Kun. | Abj. | Vendor. | 175 |
Skills
Combat Skills
Level | Trained | Skill | Cap Until 50 | Cap Above 50 |
1 | No | 1 Hand Blunt | 200 | 250 |
1 | No | 1 Hand Slashing | 200 | 250 |
1 | No | 2 Hand Blunt | 200 | 250 |
1 | No | 2 Hand Slashing | 200 | 250 |
1 | No | Archery | 240 | 240 |
1 | No | Bind Wound | 150 | 200 |
1 | No | Defense | 200 | 200 |
1 | No | Hand to Hand | 100 | 100 |
1 | No | Offense | 210 | 252 |
1 | No | Piercing | 200 | 240 |
1 | Yes | Taunt | 150 | 150 |
1 | No | Throwing | 113 | 113 |
5 | Yes | Kick | 149 | 205 |
8 | Yes | Dodge | 137 | 170 |
17 | Yes | Dual Wield | 210 | 245 |
18 | Yes | Parry | 185 | 220 |
20 | Yes | Double Attack | 200 | 245 |
35 | Yes | Disarm | 55 | 55 |
35 | Yes | Riposte | 150 | 150 |
Casting Skills
Level | Trained | Skill | Cap Until 50 | Cap Above 50 |
9 | Yes | Abjuration | 235 | 235 |
9 | Yes | Alteration | 235 | 235 |
9 | No | Channelling | 200 | 215 |
9 | Yes | Conjuration | 235 | 235 |
9 | Yes | Divination | 235 | 235 |
9 | Yes | Evocation | 235 | 235 |
12 | Yes | Meditate | 185 | 226 |
Miscellaneous Skills
Level | Trained | Skill | Cap Until 50 | Cap Above 50 |
1 | No | Alcohol Tolerance | 200 | 200 |
1 | No | Beg | 200 | 200 |
1 | No | Fishing | 200 | 200 |
1 | No | Sense Heading | 200 | 200 |
1 | Yes | Swimming | 75 | 75 |
1 | No | Track | 200 | 200 |
3 | Yes | Forage | 200 | 200 |
10 | Yes | Sneak | 75 | 75 |
25 | Yes | Hide | 75 | 75 |