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Ranger

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The Ranger is a hybrid mix between a Warrior and a Druid, sharing the skills of both. He's most at home in the great outdoors.
- EverQuest manual

Description

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File:C ranger.gif

Part Warrior and Druid, the Ranger is a hybrid class combining some of the combat skills and the magical abilities of both.

Rangers are a lightly armored 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 a hybrid class 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 lower in a number of defensive skill areas. They have a lower skill cap on taunt, riposte, disarm, dodge and parry compared to Warriors, and slightly below the Paladin and Shadow Knight class on some of these. As light tanks, with some of the best aggro inducing abilities in the game, they can but should not be left to tank for significant periods. They have no skill to reduce the monsters hate for them until the Kunark expansion in the form of the spell Jolt.

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 starting at level 12. However, this skill is only useful in limited circumstances before the Velious expansion by way of the Trueshot Discipline. In the Luclin expansion archery becomes significantly more viable for the class due to Alternative Advancement abilities.

In terms of magic Rangers get a range of nice utility spells. They receive both Spirit of Wolf and later take the form of a wolf benefiting from both run speed and a significant ATK bonus. 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 (the latter of which inflicts 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. Despite their magical power they do not have the ability to bind or gate. You can view the full ranger spell list here.

A challenge playing the ranger class can often be aggro management and staying alive. Rangers can draw monster aggro easily through their damage output in combination with their fire damage over time spells, which generate a lot of aggro. This makes them shine having high "snap aggro" when the situation calls for it. But when it does not their lower armor class, hit points and defense capabilities compared to tank classes can get them into trouble.

If you are looking for a class with decent damage output, the best tracking in the game, and a little bit of magic to spice things up this class could be the one for you. You will be able to deal damage, spot heal, and act as a light tank in group content. Just be warned that your road to 60 could be challenging, as rangers often have lower priority on group invites for the damage role, and struggle to tank effectively in post level fifty content. This class is not for the faint of heart, but still versatile and fun nonetheless bringing value by adapting and utilizing all it's abilities.

Class Titles

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Level 1-50 Level 51-54 Level 55-59 Level 60
Ranger Pathfinder Outrider Warder

Creation Guide

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Picking the Right Race

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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. 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 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.

Race Str Sta Agi Dex Wis Int Cha Bonus
Half-Elf 75 80 100 85 65 75 75 20
Human 80 85 85 75 80 75 75 20
Wood Elf 70 75 105 80 85 75 75 20

Spending Your Bonus Points

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Rangers have a number of stats that they benefit from. Because they can receive benefits from a lot of stats, the recommended bonus points can vary a lot from person to person. End game buffs from Shaman allow a Ranger to receive roughly +120 STR/DEX without Avatar (+100 STR/DEX/AGI) and +50 STA if you want to plan your starting stats based on this.

  • Strength - Affects maximum and average melee damage, both from auto attacks and from special attacks like kick.
  • Stamina - Affects your maximum Hit Points. Gives a small hp boost(roughly 1-2% of base hp for 25 point investment).
  • Dexterity - Affects the speed at which you learn weapon skills and the rate at which your magic weapon effects proc.
  • Agility - Affects how often you are struck by enemies, and lowers the average damage you take from enemy hits. The impact is generally agreed to be small. It is something though.
  • Wisdom - Affects how quickly you raise general and craft skills if higher than Intelligence. Effects maximum mana and the speed at which you raise spell skills.
  • Intelligence - Affects how quickly you raise general and craft skills if higher than Wisdom.
  • Charisma - Affects the prices you pay for vendor goods, and the prices they pay for your goods, a little. Your reputation with a particular vendor factors into this somewhat and there is a cap.
Allocation Recommendations
DPS: 20 Strength
Raid Min/Max: 20 Stamina

Experience Statistics

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No race that can play as a Ranger has an innate experience modifier. The 40% penalty for hybrid classes was removed from the green server on 8/6/2021 with the implementation of the January 2001 Velious Patch.

As of 9/21/15, hybrid class experience penalties are no longer in effect on blue or red servers.

Religion

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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, although only followers of Tunare can equip the

Helm of the Tracker
Helm of the Tracker

MAGIC ITEM LORE ITEM NO DROP
Slot: HEAD
AC: 20
STR: +12 STA: +12
SV FIRE: +15 SV COLD: +15
Effect: Truesight (Worn)
WT: 3.7 Size: MEDIUM
Class: RNG
Race: HUM ELF HEF
Deity: Tunare

. Choose whichever appeals to you more.

Ranger Spells

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Alternative Spell List
Classic Kunark Velious


Level 9

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Name Type Target Mana Max Effect Description School Location Era
Endure Fire Buff Single 20 20 FR Fire Resist Buff Abjuration Vendor Cla
Flame Lick DoT/Debuff Single 10 3dmg per tick for 9 ticks / -3 AC Fire DoT with AC Debuff Evocation Vendor Cla
Glimpse Buff Self 5 55% Self Only Vision Magnification Divination Vendor Cla
Lull Animal Beneficial Single 10 2 minute reaction/frenzy radius reduction Aggression Range Debuff vs Animals Alteration Vendor Cla
Minor Healing Heal Single 10 Heal 9 HP Healing Spell Alteration Vendor Cla
Skin Like Wood Buff Single 10 4 AC/20HP AC and Max HP Buff Abjuration Vendor Cla
Snare Detrimental Single 15 55% Movement Slow Movement Speed Debuff Alteration Vendor Cla

Level 15

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Name Type Target Mana Max Effect Description School Location Era
Burst of Fire Damage Single 15 15dmg (1 DPM) Fire based Direct Damage Evocation Vendor Cla
Camouflage Beneficial Single 15 20 Minutes Castable outdoors only - invisibility Divination Vendor Cla
Cure Poison Cure Single 20 1 poison Counter Cures the target of poison effects Alteration Vendor Cla
Dance of the Fireflies Summon Self 10 Summons a globe of light Conjuration Vendor Cla
Feet like Cat Beneficial Single 40 +15 Agility Agility Buff Alteration Vendor Cla
Grasping Roots Detrimental Single 35 8 ticks (0.29 DPM) Direct Damage with Root Alteration Vendor Cla
Invoke Lightning Damage Targeted AE 32 25dmg (0.78 DPM/Target) Area Effect Direct Damage Evocation Vendor Cla
Thistlecoat Beneficial Self 25 +6 AC / +1 Damage Shield Self-only damage shield and AC buff Abjuration Vendor Cla

Level 22

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Name Type Target Mana Max Effect Description School Location Era
Bind Sight Beneficial Single 15 See through the targets eyes Divination Vendor Cla
Endure Cold Buff Single 20 +20 CR Adds to cold resistance Abjuration Vendor Cla
Enduring Breath Beneficial Single 35 Allows breathing underwater Alteration Vendor Cla
Firefist Beneficial Self 30 +14 ATK Increases caster's ATK Evocation Vendor Cla
Harmony Beneficial Targeted AE 25 3ticks @ L5 to 2 minutes @L34 Unresistable Area effect Calm Abjuration Vendor Cla
Ignite Damage Single 30 37dmg (1.23 DPM) Fire based Direct Damage Evocation Vendor Cla
Light Healing Heal Single 25 33 HP (1.32 HPM) Single Target Heal Alteration Vendor Cla
Panic Animal Fear Single 10 Forces an animal to run away in terror Alteration Vendor Cla
Skin Like Rock Beneficial Single 60 AC 7 / HP 54@L14 to 105@L65 Increases target's hitpoints and AC Abjuration Vendor Cla
Ward Summoned Damage Single 30 41dmg (1.37DPM) Direct Damage vs Summoned Evocation Vendor Cla

Level 30

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Name Type Target Mana Max Effect Description School Location Era
Barbcoat Beneficial Self 50 12 AC / +2 Damage Shield Self Only AC and Damage shield Abjuration Vendor Cla
Cancel Magic Beneficial Single 30   Removes a Single Magical Effect Abjuration Vendor Cla
Eyes of the Cat Beneficial Self 35 Infravision Buff Divination Vendor Cla
Invigor Beneficial Single 20 35 stamina, 3 ticks Restores endurance Alteration Vendor Cla
Shield of Thistles Beneficial Single 40 6dmg / 9 ticks @L9 to 6.5 minutes @L65 Damage Shield Abjuration Vendor Cla
Spirit of Wolf Beneficial Single 40 34% @ L9 to 55% @ L50 Increases movement rate of the target. Alteration Vendor Cla
Stinging Swarm DoT Single 65 13dmg/tick (117dmg 1.8 DPM) Magic-based Damage over Time Conjuration Vendor Cla
Strength of Earth Beneficial Single 40 +15 Str Increase strength of the target Alteration Vendor Cla

Level 39

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Name Type Target Mana Max Effect Description School Location Era
Bramblecoat Beneficial Self 75 18 AC / +3 Damage Shield Self Only AC and Damage shield Abjuration Vendor Cla
Call of Sky Beneficial Self 50 35 dmg / 1.0 Stun Enchant Weapon with Stun and Damage proc (self only) Alteration Vendor Vel
Calm Animal Beneficial Single 45 7 ticks Decreases an animal's aggro range Alteration Vendor Cla
Careless Lightning Damage Single 70 99dmg (1.4 DPM) Magic based Direct Damage Evocation Vendor Cla
Dismiss Summoned Damage Summoned 90 162dmg (1.8 DPM) Direct Damage vs Summoned (Max: 162) Evocation Vendor Cla
Healing Heal Single 60 100 HP (1.66 HPM) Restores HP Alteration Vendor Cla
Levitate Beneficial Single 30   Causes Target to Levitate. Consumes Bat Wing. Alteration Vendor Cla
See Invisible Beneficial Single 25 Allows the Target to See Invisible Creatures Divination Vendor Cla
Skin Like Steel Beneficial Single 100 10 AC / 74HP (L24) to 100HP (L50) Increase targets hitpoints and AC Abjuration Vendor Cla

Level 49

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Name Type Target Mana Max Effect Description School Location Era
Call of Flame Damage Single 125 206dmg (1.65 DPM) Fire Based DD Spell Evocation Quest Cla
Ensnaring Roots Detrimental Single 60 60dmg (1 DPM) / 1.6m Direct Damage with Root Alteration Vendor Cla
Immolate DoT Single 120 264dmg (2.2 DPM) / -18 AC Damage over Time with Debuff Evocation Vendor Cla
Resist Fire Beneficial Single 50 +40 FR Increases resistance to Fire Abjuration Vendor Cla
Shield of Brambles Beneficial Single 80 +12 Damage Shield Gives the target a damage shield Abjuration Vendor Cla
Spikecoat Beneficial Self 110 25 AC / +4 Damage Shield Self Only AC and Damage shield Abjuration Butcher Cla
Superior Camouflage Beneficial Self 75 Random duration invisibility Divination Vendor Vel
Wolf Form Beneficial Self 60 Increased Movement Speed 55% / 30 ATK Outside only transform into a wolf increasing movement rate and ATK Alteration Vendor Cla

Level 50

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Name Type Target Mana Max Effect Description School Location Era
Call of Earth Beneficial Single 50 25 AC / +4 Damage Shield Long Duration AC and Damage Shield Buff Alteration NPC Drop Vel

Level 51

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Name Type Target Mana Max Effect Description School Location Era
Ensnare Detrimental Single 35 decrease movement speed by 56% Reduces movement rate of the target by 56% Alteration Vendor Cla
Jolt Detrimental Single 60 -500 Hate Magic Based Hate Reducer Alteration Firiona Vie Kun
Strength of Nature Beneficial Single 125 25 ATK / 75 HP ATK and Max HP Buff Abjuration Kelethin Vel

Level 52

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Name Type Target Mana Max Effect Description School Location Era
Extinguish Fatigue Beneficial Single 35 90 Stamina Stamina restoration Alteration Vendor Cla
Firestrike Damage Single 155 302dmg (1.95 DPM) Fire based Direct Damage Evocation Vendor Cla

Level 53

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Name Type Target Mana Max Effect Description School Location Era
Storm Strength Beneficial Single 85 +35 Strength Increases strength of the target Alteration Vendor Cla

Level 54

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Name Type Target Mana Max Effect Description School Location Era
Drones of Doom DoT Single 141 340 (2.41 DPM) Magic based Damage over Time Conjuration Steamfont Cla
Skin Like Diamond Beneficial Single 200 13 AC / 200 HP Increases targets hitpoints and AC Abjuration Vendor Cla

Level 55

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Name Type Target Mana Max Effect Description School Location Era
Call of Fire Beneficial Self 50 65dmg / 1.0 Stun Enchant Weapon with Stun and Damage proc Alteration NPC Drop Vel
Chloroplast Heal Single 200 +10 HP Regen Increase target's HP Regen Alteration Vendor Cla
Cinder Jolt Detrimental Single 60 -500 Hate Fire Based Hate Reducer Alteration E. Commonlands Vel
Resist Cold Beneficial Single 50 +40 CR Increase resistance to Cold Abjuration Vendor Cla

Level 56

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Name Type Target Mana Max Effect Description School Location Era
Chill Sight Buff Self 75   Grants Ultravision Divination Vendor Cla
Greater Wolf Form Beneficial Self 90 +60% Movement Speed / +40 ATK Turns the caster into a wolf increasing movement rate and ATK Alteration Vendor Cla

Level 57

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Name Type Target Mana Max Effect Description School Location Era
Greater Healing Heal Single 150 270 HP (1.8 HPM) Restores HP to target Alteration Vendor Cla

Level 58

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Name Type Target Mana Max Effect Description School Location Era
Nullify Magic Detrimental Single 50 Cancel Magic(4) Single Target Magic Effect Debuffer Abjuration Vendor Cla
Shield of Spikes Beneficial Single 100 +17 Damage Shield Gives the target a damage shield Abjuration Vendor Cla

Level 59

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Name Type Target Mana Max Effect Description School Location Era
Calefaction Damage Single 250 450dmg (1.8 DPM) Fire Based Direct Damage Evocation Vendor Kun
Skin Like Nature Beneficial Single 300 16 AC / 250 HP / +2 HP Regen Increases targets hitpoints, AC and Regen Abjuration Lavastorm Cla

Level 60

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Name Type Target Mana Max Effect Description School Location Era
Call of the Predator Beneficial Group 200 +40 ATK Group Attack Buff Abjuration NPC Drop Vel
Enveloping Roots Detrimental Single 80 110dmg (1.38 DPM), 1 Minute Direct Damage with Root Alteration Vendor Cla
Thorncoat Beneficial Self 175 31 AC / +5 Damage Shield Self only Damage shield and AC Abjuration Lavastorm Cla

Skills

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Combat Skills

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Level Trained Skill Cap Until 50 Cap Above 50 Aug 26, 1999 Feb 21, 2001 Oct 8, 2001
1 No 1 Hand Blunt 200 240 250
1 No 1 Hand Slashing 200 240 250
1 No 2 Hand Blunt 200 240 250
1 No 2 Hand Slashing 200 240 250
1 No Archery 210 240
1 No Bind Wound 100 200
1 No Defense 200 200 220
1 No Hand to Hand 100 100
1 No Offense 210 240 252
1 No Piercing 200 240
1 Yes Taunt 150 150
1 No Throwing 113 113
5 Yes Kick 149 205
8 Yes Dodge 137 170 170 [1]
17 Yes Dual Wield 210 240
18 Yes Parry 185 220 220 [2]
20 Yes Double Attack 200 200? 245
35 Yes Disarm 55 55
35 Yes Riposte 150 150? 185

[[:Category:{{#ifeq: Hole|Epics|Epic Quests|{{#ifeq: Hole|Chardok|Chardok Revamp| Hole}}}} Era| Hole {{#ifeq: Hole|Chardok|2.0|}}]] (July 19, 2000) - Rangers above level 50 will now do double damage with Archery against non-moving, non-rooted targets.

[[:Category:{{#ifeq: Chardok|Epics|Epic Quests|{{#ifeq: Chardok|Chardok|Chardok Revamp| Chardok}}}} Era| Chardok {{#ifeq: Chardok|Chardok|2.0|}}]] (Oct 8, 2001) -Rangers gain an innate offensive bonus that starts at level 55 and increases until level 60.

Casting Skills

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Level Trained Skill Cap Until 50 Cap Above 50
9 No Abjuration 235 235
9 No Alteration 235 235
9 No Channelling 200 215
9 No Conjuration 235 235
9 No Divination 235 235
9 No Evocation 235 235
12 Yes Meditate 185 226

Miscellaneous Skills

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Level Trained Skill Cap Until 50 Cap Above 50
1 No Alcohol Tolerance 255 255
1 No Beg 200 200
1 No Fishing 200 200
1 Yes Sense Heading 200 200
1 No Swimming 200 200
1 No Track 200 200
3 Yes Forage 200 200
10 Yes Sneak 75 75
25 Yes Hide 75 75

Disciplines

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  • Ranger disciplines were introduced with the Velious expansion; they offer short term advantages with a long re-use: These are most useful in dragon/boss encounters.
  • (Alt-C to access)

{{#lsth:Disciplines|Ranger}}

Hybrid Casting

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Hybrids that cast spells in combat were taking double penalties at higher levels. The casting times of their spells went up, and the amount of melee damage they did per second went up. This results is having to take longer to cast spells, and losing more damage/second for each second taken in casting. To help offset this, Rangers, Paladins and Shadowknights casting non-beneficial spells that have casting times greater than or equal to 3 seconds, now get a 3 % reduction in casting time for each level over 50. 3% at 51, 6% at 52, etc., to 30% at 60. Again, this applies only to non-beneficial spells. This will speed up the casting of your nukes, dots and dispels. It will not speed up pet summoning, buffs and heals (lifetaps are considered nukes). This is live on Blue but will not be on Green until February 21, 2001's patch.

Ranger-Specific Quests

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Velious:

Ranger-Relevant Quests

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Gearing

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Class specific gear suggestions are cross listed on the Gear Reference page.

Check Ranger Equipment for the full list of gear usable by rangers. See also Equipping a Ranger

Pre-Planar

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{{#lsth:Players:Pre Planar Gear|Ranger}}

Planar

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{{#lsth:Players:Planar Gear|Ranger}}

Kunark

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{{#lsth:Players:Kunark Gear|Ranger}}

Velious Pre-Raid/Group

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{{#lsth:Players:Velious Pre-Raid Gear|Ranger}}

Velious Raiding

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{{#lsth:Players:Velious Raiding Gear|Ranger}}

FAQ

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Q: Does a ranger ever get to critical hit? I am able to critcal with the bow occasionally, but never with my 1hs/2hs.

A: Rangers can only get critical hits with a bow. A higher DEX will increase the chance of getting a critical hit but does not increase the base damage dealt with a ranged attack. That STR and not DEX increases base damage is believed to be a bug.


Q: What level do you suggest doing the ivy etched armor quest? And how difficult is it?

A: There are different Ivy Etched armor quests, each with different level NPC's you have to fight in order to obtain the items needed. The easiest and lowest level Ivy quest being the bracers, (which you can be complete easily in your 20's in a group), and hardest being the tunic/leggings, (which can be done solo in your 40's).


Q: I cant scribe low level Velious spells! Halp!

A: A lot of spells were added later on in Velious during live such as Panic Animal and Firefist, and as such might be unlocked later in Velious in p99


Q: Do Rangers get the ability to summon animals?

A: Unless you have an item that has the effect of summoning an animal, nope.


Q: What does increasing your level in tracking do?

A: It increases the range of your tracking.


Q: I forgot what is needed for the trueshot longbow quest, I thought it was a spiderling eye, something from a robot spider, and I had to talk to 2 other people for something. Could you please tell me who/what to get what items from?

A:

  1. Spiderling silk from Spiderlings.
  2. A Micro Servo, which can be obtained from rogue Clockworks in Steamfont.
  3. Dwarven wire from Tratnor Everhot, who gives you a quest to get some Tumpy Tonics.
  4. Treant wood. Jyle Windshot in west freeport in the bar gives it out in exchange for small lanterns, which can be bought in east freeport.

Combine the items in the container Maesyn gave you and return it to him. In return, he will give a Treantwood Bowstave. Ask him how to assemble the bow. You'll need a high Fletching skill to make the Trueshot.


Q: Do rangers ever learn to track their corpse or the corpse of other player characters?

A: You can track other character corpses only if they are in your group, and they have died while your in the same zone. Their corpse will stay on your tracking until they zone back in.


Q: What cities are the ranger guilds located? Are the guilds the only place a ranger can go to practice and buy spells?

A: Surefall Glade, Kelethin and FV are the only cities a ranger can practice with their guilds. A single trainer named Morin Shadowbane is also available in Kithicor Woods. A large portion of ranger spells are also druid spells, which are available throughout Norrath at druid guilds and rings.


Q: How does a ranger make arrows and at what level are they effective?

A: You first need a fletching kit, a point, shaft, nock, and fletch. Fletching uses... the fletching skill. Put one of each component into the fletching kit and hit combine and hope that it works. It's good to practice your archery skill so you can pull effectively with it.


Q: Would a Ranger get less experience if they are in Wolf Form?

A: Nope, experience stays the same.