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Ranger - Masters of Nature
Available races:
human gnome half-elf werebeast halfling elf

Human Attributes

Physical
Racial Legacies
Innate Abilities
Imm/Res/Vuln
Strength
21
None.
None.
None.
Intelligence
20
Wisdom
20
Dexterity
20
Constitution
20

Ranger Abilities

Level 1: Axe Dagger
Flail Bow
Spear Sword
Whip Parry
Staves Staff
Level 3: Volley
Level 4: Camouflage
Level 5: Dirt Kicking Keen Sight
Level 6: Fast Healing
Level 7: Scout
Level 8: Kick Second Attack
Level 9: Shield Block Butcher
Level 10: Herb Ambush
Level 11: Disarm
Level 12: Blind Fighting Quiet Movement
Level 13: Enhanced Damage
Level 14: Hand To Hand
Level 15: Haggle Barkskin
Campfire Shield Disarm
Level 16: Meditation Pathfinding
Level 17: Dodge Concentration
  Tame
Level 18: Lore Dual Wield
Level 19: Point Blank
Level 20: Warcry
Level 23: Beast Call
Level 24: Aerial Shot
Level 25: Third Attack
Level 27: Wounding Shot
Level 28: Dual Parry
Level 30: Ranger Bow
Level 31: Called Shot
Level 32: Quick Volley
Level 35: Snap Shot
Level 36: Double Disarm
Level 40: Parting Shot
Level 44: Leading Shot

Background Information



Born within the horror of war, the guild of rangers was formed during the time of the Great War, a sect of fighters that took an oath to defend the natural world. It was developed as a countermeasure to help even the odds against the marauding orcs, as they pillaged the city of Greginsham. The elven warriors, highly specialized but doomed by numbers, sent a plea to the wild animals of the forest they lived in, and in return protected from the defilement of advancing civilization. Their request was heard, for their call was answered by the most famed fighting animals of the forest. At first, the falcons arrived by their side. Shortly after, wild boars showed up, ready to serve, followed quickly by panthers. Finally, the kings of the forest, the grizzly bears, joined their cause. With the help of the forests animals, the elven warriors forced back the orcs for quite a while. Henceforth, they abandoned the name of their warrior guildhall, and were known as the rangers. Sworn to protect nature, rangers have stood the test of time, and remain in Thera to the present day.

Tips:

  • Rangers are exceptional with bows, so keep one handy at all times.
  • Carry shields with javelins, and daggers to dual wield, to switch for combat style advantage, then follow up with "double disarm", for those situations where bows don't work.
  • Save some trains for constitution, to keep the ranger's shield block effective.
  • Be sure to keep clear potions nearby to make up for lack of detects.
  • Focus on improving HITROLL and DAMROLL, because rangers depend upon physical force.
  • Fight in the wild so that the beasts will come to your aid.
  • Rangers are excellent skirmishers (flee/murder/repeat) with their javelins, and with the parting shots they make with bows.
  • Skirmish often (flee/murder) to punish spellcasters who have just used spells.
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