Ranger

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Description

PC ranger.gif

Rangers are well known as the “great outdoorsmen” of Norrath. Being 3/4 Warrior and 1/4 Druid, they possess the ability to cast spells and fight head-to-head with whoever crosses their path. Rangers come with a wide variety of skills and spells that make them a very self- sufficient class. They Forage their own food and water, they use their Tracking to find or avoid danger (whichever is more appropriate at the time), and once they hit level 9 their Druidic side comes forth and they are granted spells. Their spells include many utility spells, which make them even more self- sufficient. They can heal and buff themselves during downtime, and use their offensive and defensive magic to aid in defeating their opponents.

A Ranger’s mind, body and soul are in tune with Mother Nature, and they may choose either to become a child of Tunare or a follower of the Rainkeeper, Karana. It is their sole duty to preserve and protect the wilderness. Animals of peace will not attack Rangers (except for the occasional frenzied lion that wonders by). Rangers can spend extended amounts of time in the wilderness, and are only briefly seen in towns. They know the lands of Norrath like the back of their hands, and travelers can always rely on a Ranger to know which way to head if they get lost.

Although many melee classes can use a bow, Rangers truly stands out as the most talented in archery. Although their judgement and accuracy with a bow are unsurpassed, they usually prefer to take on their foes up close and personal. Hand to Hand is a Ranger’s primary form of combat, followed by her trusty bow, which she uses to distract, pull and take down escaping foes. Most Rangers take on the trade skill of Blacksmithing, to craft their own armor, but their most popular and useful trade is Fletching, which enables them to carve their own bows and arrows, crafting items more powerful and accurate then anything they could buy at a market.

Rangers make excellent pullers for groups. With the combination of Tracking, Harmony, Snare and their bow, they can pull exactly what they intend to. They can find the mobs that will give their group the best experience or loot, and maybe even that rare spawn that holds a unique item ... if it’s out there, a Ranger will know before anyone else. When the group is resting, Rangers use their keen senses to scout for any danger that might compromise the safety of their party. Rangers make good tanks in groups, especially by the time they’ve accumulated a slew of useful skills and spells — Dual Wield and Double Attack, along with a combination of stat and armor buffs (especially their damage shields).

Being a hybrid class, Rangers are limited on both ends when it comes to fighting and spellcasting. Although they make good tanks, Rangers will not have as much armor class and hit points as a Warrior, and are also limited in what armor and weapons they can use. At lower levels most Rangers will use a sword and shield or a two-handed slash weapon, whichever they prefer. Rangers can also wear hand-made banded armor, which will last them until they can obtain better equipment at higher levels. Rangers get spells much later than Druids, and also have a smaller mana pool, so they can’t rely too much on spells. They will run dry of mana far before a Druid ever would.

by Nathan Smith

Creation Guide

It is important to make good decisions on Race, Starting Stats, and Religion. These things combined will allow you to create the Ranger that makes you most happy.

Choosing Race

Choosing a race for any class can be a difficult decision--do not choose a race based on abilities alone. Choose the Race that provides you with the right mix of racial benefits, religion, cultural armor sets, and statistics that benefit your class. Here are some considerations for your Cleric:

Race Benefit Detractor
Half-Elf Good DEX, two starting cities available. Low WIS requires points added.
Human High STA, Common Tongue Poor night vision, low DEX
Wood Elf High AGI and WIS, start in Kelethin lower STR
Human Poor night vision, lower starting stats
Halfling Small size is handy in dungeons, hide/sneak, faster leveling, highest DEX You look like a halfling

Starting Statistics

It is important to note that each race has slightly different starting statistics. As melee fighters, Strength and Dexterity are the stats that most will concentrate on raising first, followed by Agility, Wisdom, Intelligence and Charisma (however, racial choice can alter these priorities).

Race STR STA AGI DEX WIS INT CHA Total
Half-Elf 75 80 100 85 65 75 75 555
Human 80 85 85 75 80 75 75 555
Wood Elf 70 75 105 80 85 75 75 565
Halfling 75 85 105 90 85 67 50 557

Each race gets 20 bonus points to apply to the base stats of their choosing.

Religion

Religion does not have 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, so choose whichever appeals to you more.

Skills

Casting Skills

Level Trained Skill Cap
9 Yes Abjuration 235
9 Yes Alteration 235
9 Yes Channeling 200
9 Yes Conjuration 235
9 Yes Divination 235
9 Yes Evocation 235
11 Yes Meditate 185
30 Yes Specialization

Combat Skills

Level Trained Skill Cap Until 50
1 No 1 Hand Blunt 200
1 No 1 Hand Slashing 200
1 No 2 Hand Blunt 200
1 No 2 Hand Slashing 200
1 No Archery 210
1 No Bind Wound 100
1 No Defense 200
1 No Hand to Hand 100
1 No Offense 210
1 No Piercing 200
1 Yes Taunt 150
1 No Throwing 113
5 Yes Kick 149
8 Yes Dodge 137
17 Yes Dual Wield 210
18 Yes Parry 185
20 Yes Double Attack 200
35 Yes Disarm 55
35 Yes Riposte 150

Miscellaneous Skills

Like many classes, Rangers can raise the following skills:

Level Trained Skill Cap
1 No Alcohol Tolerance 255
1 No Beg 200
1 No Fishing 200
1 No Sense Heading 200
1 Yes Swimming 200
1 No Track 200
1 Yes Forage 200
1 Yes Sneak 75
1 Yes Hide 75

Spells

Level 9

Spell Name Mana Cast Time Recast Time Skill Duration Target Range Description
Endure Fire 20 2.5 2.25 Abj 27m Single 100 Increase Fire Resist by 11 (L1) to 20 (L10)
Flame Lick 10 1.5 2.25 Evo 48s Single 200 Decrease Hitpoints by 1 (L1) to 3 (L4) per tick, Decrease AC by 3, Focus: Fire Beetle Eye
Glimpse 5 1.5 12 Div 18s Self 0 Increase Magnification by 55%
Lull Animal 10 1.5 3 Alt 2m Anim 200 Frenzy Radius(15/30), Reaction Radius(25/30), Pacify
Minor Healing 10 1 2.25 Alt 0 Single 100 Increase Hitpoints by 10
Skin like Wood 10 3 6 Abj 27m Single 100 Increase AC by 3 (L1) to 4 (L10), Increase Max Hitpoints by 11 (L1) to 20 (L10)
Snare 15 2 4 Alt 3:54 Single 200 Decrease Movement by 41% (L1) to 55% (L15)

Level 15

Spell Name Mana Cast Time Recast Time Skill Duration Target Range Description
Burst of Fire 15 1.75 2.5 Evo 0 Single 200 Decrease Hitpoints by 12 (L5) to 15 (L10)
Camouflage 15 5 2.25 Div 20m Single 100 Invisibility
Cure Poison 20 2 3 Alt 0 Single 100 Decrease Poison Counter by 1 (L1) to 4 (L12)
Dance of the Fireflies 10 3 6 Con 0 Self 0 Summon Item: Summoned: Firefly Globe
Feet like Cat 40 5 2.25 Alt 36m Single 100 Increase AGI by 14 (L5) to 18 (L9)
Grasping Roots 35 2 2.25 Alt 48s Single 200 Decrease HP when cast by 10, Root
Invoke Lightning 32 2.5 6 Evo 5ms AoE 200 Decrease Hitpoints by 21 (L5) to 25 (L9), (Area 10)
Thistlecoat 25 2 2.25 Abj 195m Self 0 Increase AC by 4 (L9) to 6 (L14), Increase Damage Shield by 1

Level 22

Spell Name Mana Cast Time Recast Time Skill Duration Target Range Description
Bind Sight 15 4 10 Div 14m Single 10000 Bind Sight
Enduring Breath 35 4 2.25 Alt 27m Single 100 Water Breathing(1), Uses: Fish Scales x 1
Harmony 25 3 12 Abj 2m AoE 200 Frenzy Radius(15/40), Reaction Radius(15/40), (Area 40)
Ignite 30 2.1 2.5 Evo 0 Single 200 Decrease Hitpoints by 32 (L9) to 37 (L14)
Light Healing 25 2 2.25 Alt 0 Single 100 Increase Hitpoints by 26 (L5) to 33 (L18)
Skin like Rock 60 5 8 Abj 27m Single 100 Increase AC by 6 (L14) to 7 (L18), Increase Max Hitpoints by 54 (L14) to 110 (L70), Increase HP when cast by 54 (L14) to 110 (L70)
Ward Summoned 30 2.1 2.25 Evo 0 Sum 200 Decrease Hitpoints by 35 (L5) to 41 (L11)

Level 30

Spell Name Mana Cast Time Recast Time Skill Duration Target Range Description
Barbcoat 50 2 2.25 Abj 195m Self 0 Increase AC by 11 (L19) to 12 (L24), Increase Damage Shield by 2
Cancel Magic 30 3.5 5 Abj 0 Single 200 Cancel Magic(1)
Eyes of the Cat 35 3 6 Div 27m Self 0 Infravision
Invigor 20 3.5 3.5 Alt 18s Single 100 Decrease Stamina Loss by 35
Shield of Thistles 40 2.5 2.25 Abj 15m Single 100 Increase Damage Shield by 5 (L9) to 6 (L12)
Stinging Swarm 65 2.45 2.25 Con 54s Single 250 Decrease Hitpoints by 13 per tick
Strength of Earth 40 5 2.5 Alt 27m Single 100 Increase STR by 9 (L9) to 15 (L20)

Level 39

Spell Name Mana Cast Time Recast Time Skill Duration Target Range Description
Calm Animal 45 2.5 5 Alt 42s Anim 200 Frenzy Radius(5/50), Reaction Radius(10/50), Pacify
Careless Lightning 70 2.75 2.5 Evo 0 Single 200 Decrease Hitpoints by 94 (L19) to 99 (L24)
Dismiss Summoned 90 3.3 2.25 Evo 0 Sum 200 Decrease Hitpoints by 140 (L24) to 162 (L35)
Healing 60 3 2.25 Alt 0 Single 100 Increase Hitpoints by 84 (L14) to 100 (L30)
Levitate 30 3 5 Alt 20:30 Single 100 Levitate(1), Uses: Bat Wing x 1
Skin like Steel 100 6 9 Abj 36m Single 100 Increase AC by 9 (L24) to 10 (L30), Increase Max Hitpoints by 74 (L24) to 100 (L50), Increase HP when cast by 74 (L24) to 100 (L50)
Spirit of Wolf 40 4.5 3.5 Alt 36m Single 100 Increase Movement by 34% (L9) to 55% (L50)

Level 49

Spell Name Mana Cast Time Recast Time Skill Duration Target Range Description
Bramblecoat 75 2 2.25 Abj 195m Self 0 Increase AC by 17 (L29) to 18 (L34), Increase Damage Shield by 3
Call of Flame 125 2 18 Evo 0 Single 200 Decrease Hitpoints by 206
Ensnaring Roots 60 2.5 2.25 Alt 1:36 Single 200 Decrease HP when cast by 34 (L24) to 60 (L50), Root
Immolate 120 3.5 2.25 Evo 1m Single 200 Decrease Hitpoints by 24 per tick, Decrease AC by 11 (L29) to 18 (L50), Focus: Fire Beetle Eye
Resist Fire 50 4.5 2.25 Abj 36m Single 100 Increase Fire Resist by 34 (L24) to 40 (L30)
Shield of Brambles 80 2.5 2.25 Abj 15m Single 100 Increase Damage Shield by 11 (L29) to 12 (L32)
Spikecoat 110 2 2.25 Abj 195m Self 0 Increase AC by 23 (L39) to 25 (L44), Increase Damage Shield by 4
Superior Camouflage 40 5 2.25 Div 24m Single 100 Invisibility
Wolf Form 60 4 8 Alt 72m Self 0 Illusion: Black Wolf, Increase Movement by 42% (L24) to 55% (L50), Increase ATK by 25 (L24) to 30 (L29)

Ranger-Specific Quests

Description Needed.

Gearing

Description Needed.

Classes

Bard :: Cleric :: Druid :: Enchanter :: Magician :: Monk :: Necromancer :: Paladin :: Ranger :: Rogue :: Shadowknight :: Shaman :: Warrior :: Wizard