-
WELCOME
,
Don't
forget to sign my guestbook and i also include the powerleveling
guide (in GUIDE section),in LOOT section i have mobs list with
best loots and making platinum guide from padrino (I'M NOT SURE
HOW TRUE HIS GUIDE IS LET ME KNOW IF U GET MOST OUT OF IT )and
Ranger character making guide plus there is whole alot more for
other characters too check out my download section .I included
maps, quests, powerleveling, top 150 quest as i had them in my
early web site , everquest utility softwares ,trainer ,experience
software and there is bunch of stuff you will find i'm still looking
for good domains where i can put more softwares .(UPDATED)
YOU WILL NEED PDF PLUGIN TO OPEN SOME OF GUIDES ,IF YOU ARE HAVING
PROBLEM OPENING IT PLEASE DOWNLOAD FROM ADOBE SITE "ACROBAT
READER".
Rangers
are one of the most fun classes to play in EverQuest. Or so I've
been told; I started my first character as a Ranger, and I've
never felt bored enough with being a Ranger to play any other
class past level 3. My Ranger is currently level 40. I have written
this guide in a roughly chronological order, starting with the
things you need to know right off the bat, and introducing topics
as they become relevant. This guide is intended to teach you a
little bit about everything, especially for those people who are
new to the world of Norrath. If you're an experienced Ranger,
most of these things will be pretty obvious. If you've played
another class, most of these things will be pretty obvious. But
if you're entirely new to the game, hopefully this will help.
A
Quick Overview
Rangers
are a hybrid class, a mix of the Warrior and Druid classes. Make
no mistake though, we are fighters first, casters second. A distant
second. Most of your spellcasting will be done before and after
combat, with only a few spells being cast during the fighting.
Rangers cannot wear platemail, you will be limited to chainmail/banded
armor.
Character
Creation
You
can choose from three races if you want to be a Ranger: Humans,
Half-Elves, and Wood Elves. Before I begin, I want to stress that
any of these three races can make an excellent Ranger. Pick whichever
race you want to play, especially if you have a role-playing concept
in mind for your character. Don't pick your race based on which
you think will give you a statistical advantage. Pick the one
you'll have fun with.
Statistics
Which race you pick will determine your starting statistics, but
you get 20 extra points to distribute as you see fit. So we better
talk about stats first. The primary stats for Rangers are Strength,
Agility, and Dexterity. Don't believe whatever the character generation
screen tells you, listen to me. Strength determines your carrying
capacity. Since the armor you wear is counted against your carrying
capacity, you'll need high Strength if you plan on wearing armor
and still being able to carry some loot back to town after your
exploits abroad. Strength also has a very small affect on your
damage output. As counter-intuitive as this may seem, it's true.
Don't expect your damage output to skyrocket if you load up on
equipment that enhances your Strength. Agility affects your armor
class, or AC. The effect is small. Very small. But it's there.
Barely. Agility is nice, but it's not all that important. I only
included it because everyone else in the world will tell you how
important it is. Dexterity affects two important effects for Rangers:
how much damage you can do with your bow (You get a bow!), and
how often your weapons will "proc." Some weapons have
spells imbued in them that have a small chance of going off, or
"proc'ing", every time you hit with them. High Dexterity
makes this more likely to happen. Proc is generally known as shorthand
for "process", but some people think it's an abbreviation
for something else. No one really knows or cares, just say proc
and everyone will know what you mean. The other stats can be important,
but not as important as these three. Stamina has an affect on
your number of hitpoints. The affect is small, almost negligible
at high levels. Wisdom determines the amount of mana that you
will have. Sounds pretty important, why didn't I list it as a
primary stat? A few reasons. First, we don't cast very often in
combat. We mostly cast between fights, to heal and prepare for
the next fight. How much mana you have isn't all that important
when your routine is meditate, cast, repeat. Save enough mana
to cast a few times in combat, and you'll be fine. Secondly, since
we're hybrids, we see less return for our extra Wis, as compared
to our Druid brethren. Intelligence will affect how quickly you
can learn a trade skill, which probably means Fletching if you're
a Ranger. Not important enough to spend any of your precious points
on. Charisma affects how much vendors will pay you for things
you sell them, and how much they charge you for their items. Also
not important enough to spend points on.
Human
A Human Ranger has base statistics of Strength: 80, Stamina: 85,
Agility: 85, Dexterity: 75, Wisdom: 80, Intelligence: 75, and
Charisma: 75. As you can see, Humans are pretty well balanced.
You might want to bump the Str up to 90 and then put the other
points in Agi or Dex, or you could go all out on Str and get it
to 100. Humans have the bothersome disadvantage of not having
enhanced vision, which means you're not going to be able to see
in the dark like Half-Elves and Wood Elves can. Take heart though,
we do get the spell Eyes of the Cat at level 30, which grants
Infravision. Humans also have the advantage over the other races
in that they level more quickly (or should I say less slowly).
The other races pay an experience penalty for their advantages.
Humans Rangers are definitely the most rare of the three choices
available, but there's no good reason why.
Half-Elf
A Half-Elf Ranger has base Strength: 75, Stamina: 80, Agility:
100, Dexterity: 85, Wisdom: 65, Intelligence: 75, and Charisma:
75. The most striking thing about Half-Elf Rangers is their low
Wis score. Now, I know I told you that Wis wasn't a primary stat
for Rangers. And I was telling the truth. But there's something
I didn't tell you: your spells have a greater chance of fizzling
if your Wis is low. Especially if it's below 75, which is the
benchmark. Fizzles mean wasted mana, so you don't want that to
happen too often. So for a Half-Elf Ranger, I would recommend
getting the Wis up to 75, and the Str up to 85.
Wood-Elf
A Wood-Elf Ranger has base Strength: 70, Stamina: 75, Agility:
105, Dexterity: 80, Wisdom: 80, Intelligence: 75, Charisma: 75.
You guessed it, beef up on Str. A little extra Sta might be tempting,
but get your Str to at least 85. Wood Elves are the most popular
race choice for Rangers. Again, there's no good reason why, considering
that all the skills that Wood Elves get as racial abilities, Rangers
get sooner or later. So you're paying that experience penalty
just becase you're impatient. Wood Elves do have a slight advantage
though, in that they can wear both small and medium sized armor.
Humans and Half-Elves must wear medium.
Don't forget to pick a name while you're at it.
Deity Selection
Depending on your race, you can worship Tunare, the Mother or
All, or Karana, the Rainkeeper. From a gameplay standpoint, it
doesn't make much difference. Pick whichever one you would rather
roleplay. Just keep in mind that no matter which one you choose,
evil NPC's aren't going to like you very much, so be careful.
Also, players in EQ generally don't like it when it rains. It
limits visibility. So if you roleplay, be prepared to take some
flak from your fellow players if you really, really like it when
it rains. It's all in good fun though.
Starting City
Now you get to pick your home town. Humans start in Surefall Glade,
just outside Qeynos. Wood Elves start in Kelhetin, in the forest
of Greater Faydark. Half-Elves can start in either town. For the
inexperienced player, I would recommnd starting in the Surefall
Glade / Qeynos area, if you can. Kelethin is EQ's bustling metropolis.
Greater Faydark is always crammed with people, and your text window
will never stop scrolling as people try to buy and sell things
and generally have idiotic conversations. In contrast, you can
at least get a little peace and quiet in Qeynos Hills, while still
having other players in the zone who can answer any question you
might have if you need help. Also, I don't know if things are
any better in Qeynos Hills, but the guards in Greater Faydark
are morons. It takes them far too long to figure out that they
should probably do something about that orc pawn who's beating
you to death. On top of all that, Kelethin is a tree city. It's
a bunch of platforms built onto tree trunks. You ride big lifts
to get up to the city. There are all sorts of ramps and bridges
between platforms. So the city's layout is confusing, and you
always have to be very, very careful not to fall. Falling hurts.
Pretty much every newbie who starts in Kelethin falls to their
death at least once. I know I did. The Qeynos area is much more
straightforward. [TOP]
Getting Started
Okay, so you're finally ready to get started. Open up your inventory,
equip your newbie sword, find your guild leader, turn in your
guild note, and get your starting tunic. You also have five training
points to spend in your guild. You should probably spend them
on 1 Hand Slashing, so you'll have a leg-up in early battles.
You get five points to spend every level. You should save these
points so that when you get a new skill, you can dump those saved
up training points into it, so that it doesn't start out pitifully
low. You'll also have some food and water. These will automatically
be eaten. You also have a Tome of Discord. If you wanted to become
pvp, you would give this to the Priest of Discord (PoD). You don't
want to do that. Destroy that book immediately. You'll also need
to set up some hotkeys. You have six banks of hotkeys in the lower
righthand corner. Setting up these hotkeys is extremely important.
I could probably write a whole seperate guide on hotkeys. But
for now, just do your best with it. Hotkeys are easy to learn,
tough to master.
There is one thing that you must do as soon as possible. Go to
the options menu and reconfigure your keyboard. I don't care what
else you change, but you must change the auto-attack key. By default,
it is set to "a". The problem with this is when you
try to talk to an NPC, but you accidently forget to hit the "Enter"
key first. So instead of saying "What pixie tricksters?",
or whatever you're trying to say, you get as far as typing Wha.
When you hit that "a" key, you've turned on auto-attack.
And the NPC is going to fight back, and you're going to lose.
I learned this lesson when the Kelethin town drunkard beat me
into submission, when I was just trying to talk to him. More embarrassingly,
this was right after someone had led me to him so I could talk
to him. I burned with newbie shame as the person watched the drunkard
pummel me. Don't let this happen to you. Remap auto-attack to
something you would never type by accident, like "=".
Once you get good with the hotkeys, you'll probably just want
to hotkey the "Melee Attack" button, which will do the
same thing as hitting the auto-attack button. But for now, just
remapping it to "=" should do fine.
Levels 1-5: Hard Lessons Made
Easy
This is where you earn your degree in rat slaying. Kill rats.
Kill decaying skeletons. Kill gnoll pups. Kill orc pawns. Kill
wasp drones. Just be sure that you /con everything. This is done
by targeting the creature you want to kill and hitting "c."
You will get a message showing the monster's relative power. You
can probably kill anything that cons even or blue. Killing green
creature gives you little to no experience, don't bother. Killing
yellow and red mobs is difficult, be sure you know where the guards
are if you attempt this. Killing things is easy, just target it,
and then walk up and hit the auto-attack button. (You remembered
to change the auto-attack button, right?!) Combat ensues, and
hopefully you kill the creature. Then loot the body by right-clicking
on the corpse. Be careful of hunting monsters that will help each
other out. Some monsters will attack you if they see you attacking
their friends. Some monsters don't care. Some will just plain
attack you. Know which ones are which. After a fight, go back
to the guard area and sit down to recover your hitpoints. Then
go do it again.
If you die, and you probably will, you will respawn at your bind
point. Bind Affinity is a spell that pure casters get, which binds
a person to wherever they are standing. If you go traveling, be
sure to get a bind in the nearest cities. We non-pure-casters
can only be bound in cities. If you die while you are levels 1-4,
you will have a brand new newbie sword and more food and water
just waiting for you in your inventory. You body remains where
you died, go find it and recover any armor or coins you might
have had. If you die at level 5 or later, you respawn with nothing.
Recovering your corpse is essential. Also, if you die while you
are levels 1-5, your body will only stick around for haf an hour.
Then it goes poof, and you lose everything that was on it. This
is a Bad Thing (tm). Don't let this happen. Don't wander too far
from your bind point until you are level 6. After that, your body
will last 24 hours if you are in-game, or one week if you log
out in frustration.
A note on corpse recovery: there is a very important command in
EQ called /corpse. Typing /corpse in the chat window will cause
your corpse to come to you, if you are with 50 feet of your corpse.
/corpse is something you want to hotkey, so you don't have to
keep typing it. Quite often, it's a bad idea to try to loot your
corpse where you died. You probably died there for a reason. So
instead, use the /corpse command repeatedly while running to "drag"
your corpse somewhere safe, and then loot it there.
Acquiring armor is important. This requires money. Allow me to
share with you the most important money-making scheme for newbies:
bone chips. When you kill skeletons, they drop bone chips. Collect
bone chips. Lots of them. Do not sell them to vendors. Other players
will pay anywhere from 1 to 5 platinum pieces for every 20 bonechips.
Necromancers need bonechips to summon their pets. Everyone else
needs bone chips, usually to do quests raise their faction standing
with certain NPC's. No one wants to run around killing skeletons
all day, so they just buy the bone chips from newbies like you.
If you're a roleplayer, you probably won't want to sell bone chips
to Necromancers. I don't blame you. In fact, I encourage you.
Lots of non-Necros will be around to buy the bone chips though,
so don't miss out on this exciting business opportunity. Don't
try to haggle though. If there's someone offering 2 plat for twenty
bonechips, don't try to extort them to pay 4. Just take the 2
plat and smile.
Now that you've got a little money, I would recommend that you
find the nearest NPC who sells leather armor and buy some. Just
make sure to inspect it to make sure that it's the right size
for you before you buy it. Don't buy any armor better than leather
before level 6. It's too likely to decay if you lose your corpse.
Save your money to buy a new sword, too. Try to find another player
selling a Minotaur Axe, or a Fine Steel Longsword, or a Dwarven
Axe. These are all great weapons for your early days, and will
serve you well. Mino Axes go for 4pp, FS Long Swords for about
8pp, and Dwarven Axes for maybe 10pp. Yeah, it sounds like a lot,
but it'll be well worth it. You may even get lucky and find someone
who will take pity on you, with your patchwork armor and newbie
sword, and just give you one of those fine weapons. Thank these
people profusely, but don't expect this to happen.
This leads us to an important aspect of newbiehood. You're going
to see a lot of people running around with very cool looking armor
and weapons. You're going to be curious. Feel free to ask someone
about those cool claws or neat staff they've got, but be polite.
Be polite, and for the love of god, be grammatically correct.
If you come off like a moron, the person will just ignore you.
If you are polite and unobtrusive, the person will probably be
nice and talk to you and give you advice. Listen carefully to
any advice they have to give you, they've got all that cool stuff
for a reason. You may also be very tempted to ask if the person
has any weapons or armor they don't need, and if they would give
them to you. Do not do this. EverQuest is already overrun with
beggars. Beggars are horrible people. No one likes them. Do not
become a beggar. If you read this entire guide and only remember
one thing, don't be a beggar.
On a related note, you may find yourself fighting alongside someone
who is the same level as you, but has MUCH better equipment. That
person is called a "twink". Twinks are characters played
by a a player who already has another, high level character. They
use that character to collect good equipment, and give it to their
twink to help them level faster. You may resent twinks, but whatever
you do, don't fall into despair and resort to becoming a beggar
so that you can become like them. If you are grouped with a twink,
just stand behind them and let them take all the hits. They're
better equipped to do so, obviously. So just use it to your own
advantage. Be aware, however, that equipment isn't everything,
especially at low levels. Just because they've got full platemail
and an Uber-Sword of Smiting, doesn't mean that they can't get
taken down in short order by four or five orcs.
There are a few other things you should be doing during these
levels. One of them is building your skills, like Sense Heading
and Taunt. Sense Heading tells you what direction you are facing.
At low skill levels, this skill almost never works. Just keep
hitting the Sense Heading button though, and eventually it will
get better. It's a pain to build up this skill, but it's really
quite important that you know which way you're going later.
Taunt is a skill that mystifies many newbies, so allow me to explain.
When you taunt a monster, it makes the monster want to attack
you more. This skill is crucial at higher levels, when you will
be fighting in groups. It is a Bad Thing if the monster is beating
the crap out of the group's Wizard or Cleric. You're a fighter,
it's your job to get hit. So it will be your job to Taunt the
monster off of the non-fighters, so that it will attack you while
the casters do their casting. You shouldn't really be fighting
in groups before level 6 or so, you'll do just fine on your own.
But when you start grouping later, you'll need to have your Taunt
skill up to snuff. So even when you're not grouped, just keep
hitting Taunt so that your skill will go up.
Tracking is also another skill you'll want to practice, and practice
a lot. Using Tracking, you can locate and kill specific monsters.
Once you pick a specific monster to track down, you will be given
constant information on which level the monster is, relative to
you. As your skill improves, your tracking radius increases. If
you are not moving while tracking, the monsters that spawned most
recently will be at the top of the list. The problem with tracking
is that at high levels, it gives you too much information. I can
walk into the Oasis of Marr and hit Track, and I end up looking
at a long list of snakes while a sand giant sneaks up behind me.
Additionally, if you are grouped, your group members will always
be at the top of the list. But if you try to track your group
members, you will end up going in the completely wrong direction.
This is a bug. Verant has said that they are looking into ways
to enhance Tracking for Rangers, we'll see what develops.
Archery is a good skill to have a lower levels. Buy a rough hickory
bow from another player who knows how to fletch, or you can try
to make one yourself. Fletching is a good skill to learn, so that
you can make your own arrows. Player-made bows and arrows are
superior to the ones you can buy off of vendors. If you want to
get really good at fletching, there are a number of fletching
guides to be found. Read one, and grow wise. Once you've got your
bow, put it to good use. It's a great way to soften up your enemy,
by shooting an arrow at them while they're a distace away. Then
they come running right at you, and you kill them the old fashioned
way.
At level 3 you get the Forage skill. Go back to the guild hall
and train in it. Make a hotkey for it, and then hit it every time
it pops up. Foraging lets you pull food and water out of thin
air. At lower levels you probably won't be good enough to keep
up with your food and water needs with the forage skill alone.
That's fine, just buy it from vendors when you have to. But keep
practicing, and once you get good, you'll never have to waste
money on food and water again. In fact, I usually have more of
it then I know what to do with, and just offer it to the people
I group with. But that won't happen until much later.
At level 5 you get Kick. Go back to the guild hall and train in
it. (See a pattern here?) Kick lets you get in an extra attack.
You have to make a hotkey for it though, and hit it manually every
time it pops up during combat. Kick is good. Get it as soon as
you hit 5.
That's about everything you need to know to survive as a newbie.
But what about life beyond?
Levels 6-12: Expanding Horizons
Once you hit 6, you start to get some freedom. Namely, freedom
from the fear of losing your body if you die. You'll probably
want to start grouping more regularly once you get to this point,
but you certaintly don't have to. Get out and about, explore a
little. Make friends.
Also, try to buy some banded armor. Players who are skilled in
Blacksmithing can make banded armor, which is better than leather
or chainmail. Banded pieces usually sells for about 1pp per point
of AC, if I remember correctly.
At level 8 you get Dodge. Just train one point in dodge. Dodge
works automatically in combat. Every time a monster tries to hit
you, there is a chance you will dodge. The skill will go up quickly
on its own, after you train in it. Besides, you want to save your
guild training points, because...
At level 9, you get to start casting spells. Go to your guild
hall and buy your spells. Scribe them into your spellbook by selecting
the spell scroll and clicking on an open spell space in the book.
Then memorize them by clicking on the spell in the spellbook and
clicking on one of the 8 spell slots in the upper lefthand of
your screen. Put some traing points into the 6 spell skills: Alteration,
Abjuration, Evocation, Divination, Conjuration, and Channeling.
Be sure that every skill gets at least one point. Channeling is
the skill that determines whether or not you can recover from
an interrupted spell casting, and the other five skills are used
by the different spells. Now you have spells, but the problem
is that all these spell casting skills are way behind. The only
way to raise these skills is to cast the corresponding spells,
though Channeling can be raised by casting any of the spells.
Just keep casting these spells. As a rule, you should never have
full mana (the blue bar in the upper right hand). Keep practicing,
you're going to need those skills. Some of the more important
spells you get at level 9:
Flame Lick does a small amount of Damage over Time (DoT), and
it lowers the target's AC by a bit. It's good, but it's not awesome.
Use it at the beginning of a fight. Minor Heal restores 10 hitpoints.
You'll be casting this one a lot in-between fights. It's great
for reducing downtime.
Skin Like Wood adds a small amount to your maximum hitpoints and
AC. You should always have this on, and if you're grouped, cast
it on the other people in the group.
Snare. There are just too many good things to say about Snare.
When you cast Snare on a target, it reduces the target's running
speed by about half. The implications are astounding. Is that
monster a little too strong for you to kill? Snare it and then
run backwards shooting arrows at it, then finish it off with melee
when it's weakened. Is a monster badly wounded and trying to run
away? Snare it, and they're immobilized while you finish the job.
Are you getting beaten up and you need to run to the guards? Snare
the monster before you try to run. It won't be able to keep up,
you'll get away scott-free. Or you can just put some distance
between you and the mob, heal yourself, and try again. Snare is
also a powerful taunt, so if the monster is beating up someone
else in your group pretty badly, cast Snare on them right before
you taunt them. It's almost guaranteed to get their attention.
Snare lasts a good long while, too. Snare is awesome. Snare is
your friend.
Remember, now and for the course of your career as a Ranger, every
spell you've got, a Druid has had longer. The Druid probably has
an even better version of the spell. If you're grouped with a
Druid, always talk to them to determine which spells each of you
is casting, so that you don't waste mana.
Be aware that you can hotkey those 8 spell slots. Do so. It's
much better then manually clicking on the spell slots with the
mouse. Your spellbook must be open to hotkey spells, to save you
some confusion.
At level 10 you get Sneak. Sneak is only rarely useful, but it
doesn't hurt. When you activate it, your movement speed if reduced.
If you sneak successfully, you can get much closer to monsters
before they notice you. It's not a bad idea to keep this skill
maxed, but you won't use it very often.
At level 12 you get Meditate. To meditate, you open up your spellbook
and hit the meditate button, and you recover your mana much more
quickly. The downside is they you don't really know what's going
on around you, so find a safe place to meditate. If you still
haven't worked those casting spells up to snuff like I told you
to, get it done now. [TOP]
Levels 13-20: Coming Into Your
Own.
By now, you should be grouping pretty regularly, and probably
have a group of friends you fight with often. This is good, this
is what EQ is really all about.
You're going to need to look into getting some magical weapons
about this time. Certain monsters, such as ghouls and willowisps,
are magical, and can't be hit with normal weapons. The Barbed
Leather Whip, Polished Granite Tomahawk, Dargoon Dirk, and Silvery
War Axe are all worth looking into at this level range. If you
can get some friends to help you, you can try to do the Short
Sword of Morin quest as well. You'll also need to get some magic
boots in order to kick magical monster successfully; Kobold-hide
Boots get my seal of approval.
You may also be thinking about buying some jewelry from other
players. This includes things like necklaces, rings, and bracelets
to boost your various stats. Let me tell you though, don't succumb
to this temptation. Stats are, for the most part, broken. Well,
they're not really broken, it's just that their effect is almost
non-existent. Try to find things to wear that boost your AC as
much as possible, this is much more important than being able
to brag about how high your stats are. The only possible exception
would be Dex, which you might want to boost if you're using a
weapon that procs. Even then though, don't sacrifice too much
of your AC. AC is your most important stat.
You get some new spells at 15. Most of them are pretty useful,
especially:
Burst of Fire, a Direct Damage (DD) spell, good for 15 points
of damage. Camouflage is a lifesaver. It's an invisibility spell,
but beware that it only works outdoors, and it doesn't work against
the undead. Camouflage can make corpse recovery much easier, and
it's great for passing through dangerous areas when you don't
want to get caught up in combat. But be careful, this spell's
duration is random. It can last ten minutes, it can last ten seconds.
You'll get a text message right before it wears off, so stay on
your toes. Your invisibility will break if you are attacked, cast
another spell, turn on auto-attack, fire your bow, or loot a body.
Some monsters can see through invisibility. If you are invisible
and you con a monster, and it is still ready to attack you, then
you know that it can see you. If it can't, it will con indifferent.
You can zone and still be invisible when you come out on the other
side, so you may want to do this if you don't know what's waiting
for you on the other side. If you go into an underground zone
with Camouflage on, you will still be invisible, but you won't
be able to recast it when it wears off. Dance of the Fireflies
summons a globe of fireflies, a light source. This is a good spell
for Human Rangers. Even if you've got Infravision though, I would
encourage you to use this spell, because it also has the side
effect of making you that much more visible. If you're pulling
monsters for your group, they need to be able to see you coming.
It's also nice because it's the first spell you get that uses
the Conjuration skill. Practice this skill every once in awhile,
you'll need to get Conjuration up to snuff when you get another
Conjuration spell later.
Feet Like Cat is an Agility buff. It raises the target's Agi by
18 points. Always have it on yourself, and cast it on your groupmates,
too.
Invoke Lightning is an Area of Effect (AoE) spell. All monsters
around the target will suffer up to 25 points of damage. The effect
radius is small though, and it can only be cast outdoors. Be wary,
it's possible to hurt yourself with this spell.
Thistlecoat is a self-only buff that adds to your AC, and it also
makes monsters take one point of damage every time they hit you.
Not a whole lot, but it can add up. This is anther spell that
you should always have on.
You also get the Grasping Roots spell at this level. Grasping
Roots is not as good as Snare. It will not last as long, and is
not as reliable. Do not use Grasping Roots in Snare's place.
At level 17 you get Dual Wield, probably a skill you've been wanting
for some time now. This lets you use another weapon in your offhand,
instead of a shield. Obviously, both weapons need to be one-handed.
You won't swing the weapon in your off-hand very often until this
skill gets up, but be patient.
Speaking of weapons, this is a good time to bring up one-handers
vs. two-handers. At lower levels, you may be tempted to use a
two-handed weapon instead of a shield and a one-hander. You may
even be tempted to continue doing so after you get Dual Wield.
That's fine if you want to, but let me warn you: There are no
good two-handed weapons for Rangers at high levels. There are
lots of great one-handers, but all of the really good two-handers
can't be equipped by Rangers. So use a two-hander if you want
to at lower levels, but be sure to have some one-handed weapons
that you can use to keep your 1H Slashing and Dual Wield skills
maxed out. You're going to need them later. Any Ranger with a
two-hander is gonna get funny looks, no matter what level they
are.
At level 18 you get the Parry skill. It works just like Dodge,
just put one point into it and it will automatically go off and
improve in skill during combat.
At level 20 you get Double Attack. This is another highly important
skill. With Double Attack, there is a chance you will hit twice
when you swing your weapon. So, yes, with Dual Wield, there is
a chance you will hit the monster four times in one round. Don't
expect it to happen very often though, until your skills reach
higher levels.
You also get to pick a last name at level 20. Congratulations,
you've earned it. Just type /surname [insert last name here].
Without the brackets, genius. Once it's approved, it'll appear
right over your head, right after your first name, kinda like
you'd expect.
Beyond level 20
Things start to slow down at this point. You've got most of your
skills now, though you've still got some more cool spells to look
forward to.
If you're still in banded armor at this point, you're no doubt
feeling the pain of not being able to wear plate. Not to worry
though, there's a line of Ranger-only quest armor, called Ivy
Etched. The quests originate in the Ranger guild in the Kithicor
forest. Kithicor is a very dangerous place at night, when all
sorts of very high level undead cretures walk the woods. Wait
until morning, when these monsters despawn, before attempting
to reach the guild. The guild itself is just southeast of Rivervale,
the easiest way to find it is to Track the guild leader Morin
Shadowbane. I highly recommend that you buy or quest for as much
of the Ivy armor as soon as you can. You need that extra AC. It's
also worth pointing out that you can come here to train in new
skills instead of running all the way to Surefall Glade or Kelethin.
I don't believe they sell spells here though.
Here's the cream of the crop
of the level 22 spells:
Enduring Breath lets you breathe underwater. It takes one fish
scale to cast Enduring Breath. You can get fish scales by fishing,
or you can buy them from a few vendors. Probably the most convenient
vendor who sells these is the Erudite woman in the inns on the
west side of the East Commons zone.
Harmony is a great spell, but it takes a little getting used to.
It's an AoE lull spell, outdoors only. Let's say there's a group
of bandits that you want to kill, but you can't kill them all
at the same time. Cast Harmony on the bandit in the middle of
the group. This will Harmonize all the bandits around it. Then
you can pull one of the bandits from the group, and the other
bandits won't attack. Just be sure to pull the bandit far enough
away that you won't be within agro-range when Harmony wears off
on the others. Harmony can also be resisted, but you won't know
if it was or not until you try to pull. So be ready to deal with
it if you try to pull one bandit, and one or two of the others
resisted the spell and they come after you. This doesn't happen
very often though, Harmony is pretty reliable.
Ignite is another DD spell, does up to 37 damage. Pretty straightforward.
A note on DD spells in general for Rangers: You generally don't
want to chain-cast them throughout combat at higher levels. This
is because in the time it takes you to cast the spell, you probably
could have inflicted more damage just by melee'ing. This is especially
true if the monster is attacking you, since your casting will
probably get interrupted, and you'll have wasted all that time
to inflict 0 damage. In general, just save your mana for between-combat
heals.
Light Healing is your much-needed replacement for Minor Healing.
Now you can heal a whopping 30hp at once. If you haven't figured
this out yet. Rangers can't really heal very well. That's the
job for Clerics and Paladins. Ranger heals are pretty much just
for reducing downtime.
Skin like Rock is an upgrade to Skin like Wood, obviously. Always
have it on.
You get the Hide skill at 25. This is a sort of stationary-invisibility.
If you move, it breaks. You also won't know if you've hidden successfully,
but the easiest way to find out is con a mob that would normally
attack you. If that dry bone skeleton is looking at you indifferently,
instead of scowling, ready to attack, you know you've hidden successfully.
This skill isn't very useful when you could just cast Camouflage,
but it doesn't hurt to have. Both Sneak and Hide have low skill
caps for Rangers, so be cautious. I usually hit my hide hotkey
before I go afk for any amount of time, just on principle.
New spells again at 30. The
standouts:
Barbcoat is an improved self-only AC buff and damage shield. Always
have it on. Cancel Magic will remove your target's magical buffs.
This is nice to have against monsters that have their own damage
shields, which are hurting you every time you hit them. Also handy
in duels, to de-buff the other person.
Eyes of the Cat is the long-awaited self-only Infravision spell.
Human Rangers, rejoice. Invigor will restore your yellow stamina
bar. Nice to have in long fights, or if you're visiting the underwater
dungeon of Kedge Keep, where you will always be out of stamina
because you will always be swimming. Shield of Thistles is a damage
shield that you can cast on yourself and others, doing 6 damage
to the monster every time it hits the person. It only lasts a
minute or two, so you'll need to re-cast it before each fight.
Stinging Swarm is a wonderful spell. It's a DoT that does about
120 damage to the target over one minute. It uses the Conjuration
skill, so I hope you used Dance of the Fireflies to keep your
skill up like I told you to. Cast this at the beginning of a fight.
You'll get a yellow text message if it wears off, cast it again
if the monster still has a good amount of hitpoints. Otherwise,
save your mana.
Strength of Earth is a nice Strength buff, adding 15 points. Once
again, always have it on, and always cast it on your friends.
Unfortunately, this spell doesn't last as long as you might like,
so you'll have to refresh it periodically.
At 35 you get both Riposte and Disarm. Riposte works like Dodge
and Parry, just train one point and it will automatically go up.
When Riposte goes off, you get a free swing at your enemy. Disarm
is something you have to hotkey. Disarm doesn't work very well
agaist monsters. It doesn't seem to have much affect on their
damage output. Most monsters hit just as hard with their bare
hands as they do with a sword. It's great in duels though. Also
at 35, you automatically meditate when you sit down. This means
you don't have to stare at the spellbook anymore.
Not much left I can tell you, other than give you a rundown of
the nice spells at 39:
Careless Lightning is a nice DD spell, 99 points of damage.
Healing is a nice spell, good for 90hp or so. The real advantage
is that it's more mana-efficient that your previous two healing
spells.
Levitate causes you to hover a few feet off the ground. It takes
one batwing to cast this spell. The same Erudite woman who sold
you those fish scales can sell you these, too. Levitate is great
for running over lava or shark-infested waters.
Skin like Steel. Always have it on you and on your friends. You
should know that at this point.
Spirit of Wolf is a spell you've probably wanted for a long time.
It lets you run faster. Much faster. Only works outdoors though.
That pretty much brings you up to level 40. I've tried to cover
as much information as I think pertains to Rangers in particular.
I would highly encourage you to read the Warrior and Druid guides
as well, just to give you a more complete understanding. If you
have any suggestions for improvements that I can make to my site
please feel free to leave comments my guestbook is a good chioce
for that .
|