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Wiki Classes Ranger

Ranger

A bow specialist who scouts, marks and shoots at range, including at targets standing in other rooms.

The Ranger is the only class that reliably kills things it is not standing next to. Its bow can reach two rooms away provided the shot runs in a straight line, and the whole kit is built around that reach: scout the corridor ahead, pick a target out of what you find, and put an arrow into something that has not yet worked out where you are. When a marked enemy charges you, the tempo changes and you are racing to land what you can before it arrives. That tension between distance and closing time is the class.

The Ranger is a large class: sixty three skills across four trees. Marksmanship carries the bow line, Beast Mastery an animal companion, Trapping the trap kit and Wilderness a broad body of fieldcraft. Ranger is also a promoted class rather than a starting one. It needs a completed Warrior or a completed Rogue behind it, meaning one taken to level 100, and completions are recorded against your account rather than against a single character, so a Warrior finished on one character unlocks Ranger for another. On top of that you must be level 100 yourself when you join, and a guildmaster has to admit or induct you, since there is no ranger guild entrance to walk into. Joining resets you to level 1. Guild ranks run Tracker, Hunter, Warden, Beastmaster and Guildmaster.

Resources#

SP is one resource. Shooting itself is free: once a target is marked, attacking fires one arrow per two second round on its own. What costs SP are the skills that sharpen the shot, and by the standards of other classes they are cheap. Hunter's Mark is 10 SP at level 10 and Mark of Death 40 SP at level 60.

The other resource is a pouch of gathered materials: feathers, sinew, resin, wire, iron, herbs, mushrooms and powder, foraged out of the wild with gather or forage in the right terrain and spent on traps, on fletching and on restringing a broken bow. There is no command that prints the pouch; stock surfaces when a skill tells you it is short, and Survey tells you what a piece of ground will give up.

You must have a bow wielded to shoot at range. Without one the round simply passes and you wait for the enemy to close.

Rangers wear leather armour. Plate, mail and cloth are barred, and any gear with no category set is open to everyone.

The Path#

At level 20 a ranger commits permanently to one of two paths, Marksman or Beastmaster. Below that level the whole kit is open to everyone. From 20 on, the upper half of Marksmanship is reserved for the Marksman and the upper half of Beast Mastery for the Beastmaster, so every ranger keeps a working bow and a working companion forever and the path decides which of the two reaches its ceiling. Wilderness and Trapping are never path locked.

Talent Trees#

Marksmanship#

The bow line. Power Shot is your first real shot, Hunter's Mark and Mark of Death sharpen your damage on a chosen target, and the arrow preparations - Barbed, Ignite, Poison, and Choking Gas out of Trapping - coat your next several arrows with an effect. Higher up sit the aimed shots that interrupt, cripple, split armour and rake a whole room, and four passives that raise bow damage and critical chance outright.

Beast Mastery#

One animal companion, and only one. Taming, feeding, healing, naming and reviving it sit at the bottom of the tree, with orders and attack commands above.

Wilderness#

Fieldcraft and self preservation: dodging, tracking, weather, camping and cooking, climbing for a look at three rooms of country, camouflage, and two ways of breaking out of a melee you did not want.

Trapping#

Ground you prepare in advance. Snares hold, barbs cripple and bleed, flame and spikes and frostbite punish anything that walks in, and Detect Traps reads what someone else buried. The healing salve and the affliction extender live here too.

Skills#

Marksmanship#

Level Skill Type Cost Cooldown Effect
7 Power Shot Combat 10 SP 12s A drawn-through shot that hits harder than a snap loose.
8 Douse Utility - - Strip whatever coating is on your arrows and put the shafts back to bare.
10 Hunter's Mark Combat 10 SP 12s For 30 seconds your ranged attacks on the target hit a fifth harder and ignore cover.
16 Barbed Arrows Buff 10 SP 20s Your next ten arrows tear wounds that bleed.
22 Restring Bow Utility - - Put a new string on a bow whose old one has parted.
23 Ignite Arrows Buff 10 SP 20s Your next ten arrows carry fire and set foes burning.
30 Fletcher Passive - - Arrow preparations hold half again as many charges and trigger more often.
35 Poison Arrow Buff 20 SP 24s Your next ten arrows carry wyvern venom.
40 Concussion Shot Combat 20 SP 25s A blunt shot to the head that interrupts a caster.
45 Steady Hand Passive - - Every drawn bow attack readies one combat round faster.
46 Penetrating Shot Combat 25 SP 35s A bodkin point that splits armour at the seam and leaves the plates cracked open.
50 Pin Down Combat 35 SP 40s An arrow through the leg that cripples the target.
54 Volley Combat 35 SP 45s A falling volley across the whole room; every hostile is struck.
56 Punishing Shot Combat 40 SP 30s A killing shot into an opening, leaving a deep wound.
60 Mark of Death Combat 40 SP 60s Your next ranged attack on the target does double damage and spends the mark.
80 Broadhead Mastery Passive - - All bow damage a tenth higher.
90 Deadeye Passive - - Critical chance on aimed shots a tenth higher.

Beast Mastery#

Level Skill Type Cost Cooldown Effect
4 Charm Animal Utility 5 SP 30s Win a wild animal to your side. Taming a new one releases the old.
11 Feed Companion Utility - 30s Feed the beast out of your own hand, healing it.
12 Comfort Pet Healing 10 SP 15s Tend your companion's wounds and steady it.
14 Name Companion Utility - - Give the beast a name it will keep through death.
19 Call of Haste Buff 10 SP 25s A whistle that drives your companion into a faster rhythm.
21 Send to Hunt Utility 5 SP 2m Send the beast out into the country. It comes back with meat.
24 Set Guard Utility 5 SP 15s Set the beast to watch you.
28 Feral Lunge Combat 10 SP 16s Send your companion in to tear at a target.
36 Pounce Combat 10 SP 20s Your companion leaps for the throat and bears the target down.
42 Bestial Fury Buff 15 SP 40s Your companion goes berserk.
44 Revive Animal Healing 15 SP 5m Call your fallen companion back. It returns weak and must be rested.
48 Predator's Bond Buff 15 SP 45s A share of every wound your companion deals closes one of yours.
50 Packmate Passive - - Companion maximum health a quarter higher.
52 Enraged Lunge Combat 15 SP 25s Your companion savages a target.
56 Ferocious Strike Combat 15 SP 30s A timed strike from your companion that restores your focus.
60 Wolfheart Passive - - Your companion body-blocks more often and Comfort heals it for more.

Wilderness#

Level Skill Type Cost Cooldown Effect
2 Dodge Buff 15 SP 18s Drop into a light-footed stance.
5 Mark Target Utility 5 SP 5s Commit to a scouted target and hold it in your sights for your bow.
6 Track Utility 5 SP 6s Read the ground for what crossed it.
9 Throw Dirt Debuff 10 SP 20s A fistful of grit across the eyes.
15 Read the Sky Utility 5 SP 1m Read wind and light and say what the weather is about to do.
20 Bowyer's Hands Passive - - Restringing a bow takes two rounds instead of five.
26 Lightning Reflexes Buff 10 SP 5m Everything slows; blows meant for you have a real chance to find only air.
27 Make Camp Utility 5 SP 5m Lay a fire. Everyone around it mends as though resting.
30 Cook Utility 5 SP 10s Cook what the beast brought back. A hot meal is worth a bonus to one of your stats.
33 Climb Utility 5 SP 30s Go up a tree and look out: three rooms of country along every path leading away.
37 Survey Utility 5 SP 20s Work a piece of ground over and have it tell you what happened on it.
43 Escape Utility 5 SP 40s Break clean out of melee and open ground.
45 Rolling Retreat Utility 5 SP 1m Kick off your attacker and roll out of the room entirely.
49 Camouflage Utility 5 SP 30s Become part of the terrain. Holds only while you stay perfectly still.
53 Enfeebling Shot Debuff 25 SP 20s A shot to the shoulder that robs the strength from a swing.
57 Second Wind Utility - 2m Steady your breathing. Restores more the more afflictions you carry.
58 Rapid Fire Buff 30 SP 90s For 30 seconds each round has a chance of a second shot.
70 Skirmisher Passive - - Ranged damage a fifth higher against anything charging toward you.

Trapping#

Trap skills are set from the pouch as well as the SP bar, and their SP costs are held by the trap system rather than the powers list, so what you are charged to set one differs from the figures elsewhere in the class.

Level Skill Type Cost Cooldown Effect
13 Scout Utility 5 SP 15s Read adjacent rooms for creatures and items without entering.
17 Snare Trap Trap - 12s A running loop staked open across the path. Whatever steps in is held fast.
18 Barbed Trap Trap - 16s Barbed jaws under the leaf litter that cripple a leg and leave it bleeding.
25 Detect Traps Utility 5 SP 15s Find what has been buried in the ground here.
29 Flame Trap Trap - 20s Resin and powder banked against a spark; it sets the room alight when tripped.
38 Brambles Buff 20 SP 45s Thorned growth winds over you. Anyone who closes to melee tears themselves on it.
40 Snare Setter Passive - - Setting traps is twice as fast.
41 Choking Gas Buff 20 SP 30s Your next eight arrows burst into fumes that break concentration.
47 Troll Unguent Healing 20 SP 1m A salve that knits flesh as you watch. A heavy blow breaks the working.
51 Spike Trap Trap - 25s A covered pit of fire-hardened stakes, opening a wound that will not close.
55 Frostbite Trap - 25s Ground rimed hard as iron. It seizes the legs and makes armour brittle.
59 Nature's Renewal Utility 15 SP 2m Every affliction on your enemies lingers half again as long.

Playing a Ranger#

The sequence is scout, mark, then attack: your bow fires itself once a target is marked. Mark Target at 5 lets you commit to something by name or partial name, and Scout at 13 lists what is in the rooms around you with a number for each creature, which Mark also accepts. Once a target is marked it stays marked as it moves, so long as it remains in range, which means you can track something through adjacent rooms and keep shooting at it.

Range works in whole rooms. Your own room is always available, adjacent rooms are always available, and rooms two away only count if the path to them runs dead straight, because arrows do not turn corners. That single rule is the tactical heart of the class. A long corridor is a killing field. A room full of doglegs is nearly useless to you. Learn to fight in the former and to fall back into it when you find yourself in the latter.

Your named bow skills - the shots you take a moment to line up - can land a critical hit, and the chance rises both with your level and with every room of distance between you and the target, so the shot fired from two rooms out is the better one. Very rarely one of those aimed shots finds the heart and ends the fight outright, though never against a boss. Ordinary auto-fired arrows do not crit.

Any shot at all can part your bowstring, and until you use Restring Bow at 22 you cannot shoot. It is quick if you have sinew in the pouch and slow if you do not, and a worn bow parts its string more often than a sound one, so carry sinew and keep the bow repaired.

The opening levels give you Dodge at 2, your first animal companion at 4, Mark Target at 5 and Power Shot at 7, with Scout arriving at 13 to open up shooting into other rooms. Get a bow you are happy with early, because without one wielded there is nothing to shoot with.

From the tens on, Hunter's Mark is the skill that changes fights. A fifth more damage for thirty seconds costs 10 SP and twelve seconds of cooldown, which is cheap enough to open every serious fight with, and the fact that it ignores cover matters more than the damage on awkward ground. Remember it does not stack with Mark of Death at 60, which is a burst tool for a single decisive shot rather than something to keep running.

In a group, treat yourself as backline damage that also does the party's eyes. Nobody else can look two rooms ahead without walking into what is there, so scouting the route is your job and it is a genuinely valuable one. You have a self-heal in Troll Unguent and real crowd control in Throw Dirt and your traps, with Concussion Shot and Pin Down on top if you took the Marksman path, but no tanking tools of your own, so let a warrior or paladin take the front. If something closes on you the auto-fire loop stands down and the fight becomes an ordinary exchange with the bow still in your hands, which is a far worse trade than shooting it on the way in. Open early, and put distance back between you when you can.