TorilMUD Ranger Guide

By: Sylvos

Ranger Guide

Probably stuff I've forgotten for now, feedback and I'll add in! P.S. Many many thanks to Cherzra. He started the player-written guides with the Newbie Document, and I have used a copy/pasted version of his Warrior Guide to compose this guide. There are several places where I didn't even change the wording, and I would like to right now, offer full credit to Cherzra for his hard work.


Contents

  1. Starting Out
  2. Class Abilities
  3. Zoning
  4. Tips & Tricks

1 - Starting Out

First off, you should probably check out the Newbie Guide.

1.1 - Choosing a Race

Only three races are able to choose the life of a ranger. Humans, Half-elves and Elves are these lucky few.

Humans

Humans are the race to which all others are compared. Attribute wise, they have neither extreme strengths nor extreme weaknesses but their Max_stat notches are easy to obtain. Humans also do not get infravision, which can be of tremendous use throughout one's career. Humans start in Waterdeep, the city of splendor, which is an advantage as this is where all good races converge.

Half-Elves

Half-Elves enjoy the fruits of both their elven and human heritage. They have easy to reach stat notches, the best of which is a low 90's for constitution. They enjoy the same hit points as their human counterparts, although the ability to reach a Maximum_stat notch is crippled. Half-elves receive many of the elven advantages, notably the infravision innate and the ability to use elf-race restricted items. Some of those items are less effective in the hands of a half-elf, but still quite usable. Half-elves gain the option to start in Waterdeep or in Leuthilspar, and those starting in Leuthilspar must abide by the same level limitation full elves do (Level 20 before you can leave the island).

Grey Elves

Grey Elves are a reclusive race which live in the city of Leuthilspar on the island of Evermeet. They make fine rangers because of their agility and dexterity, but their strength and constitution are no match for that of their human or half-elven counterparts. Their high agility makes them more difficult to hit, but it does not make up for their fewer hitpoints. Although they occasionally get an extra attack because of their dexterity, their lower strength means that they cannot (dual) wield some of the heavier weapons.

The only way to leave Leuthilspar to the mainland is through the Elf Gate. Not all elves can take this, as the strain requires them to be at least level 20. Because of this, they have to level up on Evermeet, often alone, which can sometimes be frustrating as most adventurers are near Waterdeep. Grey Elves get innate infravision. Grey Elves obtain the most benefit from some of the elf-race restricted gear, most notably the ranger scimitar known as Windsong, or a glittering elven scimitar.

1.2 - Rolling a Ranger

As one of Toril's many 'hybrid' classes, rangers gain the ability to use many skills but excel at few. What stats you should definitely aim to have high are: con and dex. Ultimately the important stats for a ranger are: Con/Dex/Str/Agi/Wis. Here are the purposes a ranger has for the stats.

2 - Class Abilities

All rangers must maintain a good alignment or lose access to their spells and abilities.

2.1 - Innates

Rangers gain several innate abilities. Here is the list.

2.2 - Skills
1st Level
5th Level
10th Level
12th Level
14th Level
15th Level
20th Level
30th Level

Remember to practice your skills often, both by using them and training at your guildmaster. Some things such as bandage, mount and swimming are not worth practicing at your guild - notch them by using them.

2.3 - Spells

Rangers are clerical, or divine, spellcasters and as such pray for their spells. They need no spellbook, and never have to practice their spells. Many of the ranger spells are more effective, or can only be cast in, a nature or outdoors room. Use the speak with plants innate to determine if a room would be suitable for spells.

1st Circle
2nd Circle
3rd Circle
4th Circle
5th Circle
6th Circle
7th Circle
8th Circle
9th Circle
10th Circle
3 - Zoning

The purpose of a Ranger is myriad: cause damage to the enemy, lure a tracking mob, track a mob within a zone, rescue and tank a mob in a pinch. Sometimes even serve as a backup, or on occasion, primary basher. Rangers have a limited assortment of spells to aid the group as well, although virtually nothing is unique.

In order to be a good Ranger, there are many things you need to remember:

Your most important skills are Luring, Arching, and Backup Tanking.

3.1 - Luring

Sometimes the group leader will ask you to lure a mob. This generally means shoot at it from outside of the room. If you are worried about misfires, have a quiver that only has a single arrow in it. Use this quiver whenever you lure. The syntax to lure a mob is: fire <target> <direction>

3.2 - Arching

As mentioned previously, archery is one of the primary skills of a ranger. It can do tremendous damage, and can carry some risk as well. Arrows that miss can hit other mobs in the room, and sometimes fly out of the room and hit other mobs there.

The best way to become good at archery is, naturally, to practice the skill. Expect to, at low levels, have arrows flying willy-nilly all about you. Be prepared to deal with a mob that has been shot by you on accident. They will remember that you shot them, and try to attack you if they see you. Arrows can often travel up to three rooms away.

In order to use archery, there are two commands available. Fire and Afire. Fire will shoot a single volley of arrows at the target. A volley can consist of 1 to 3 arrows at a time. Fire is also used to target mobs in adjacent rooms. Afire is autofire. It is used to target a single mob and shoot arrows repeatedly until the mob is dead, you run out of arrows, or are engaged in melee. You can choose to afire to autofire at the mob that another player is currently fighting. It is a form of assisting. In the autofire mode, you can have a combat display show tank and enemy conditions; this feature is not available if you use the fire command.

If you hit a mob with an arrow, the arrow is placed into that mob's inventory. This holds true with misfires that hit player pets, such as elementals and horses. If a misfire hits a player, the arrow will land on the ground. It is not possible to cause damage to a player this way. If an arrow misfires and flies out of the room, it will fly as far as it can, until it hits a wall, a target (mob or player) and travels for 3 rooms. Provided it doesn't hit a mob, the arrow will be on the ground where its flight stops.

Missile shield is the bane of rangers who use archery. It is a spell that blocks arrows from striking the person it protects. In addition, hitting a missile shield is akin to shooting your arrows at a wall, so there is a higher chance they will break. Any arrow that does not pierce a missile shield lands on the ground. You can tell if a mob has missile shield active if you see "An opaque magical shield surrounds ..." Missile shield will completely block arrows with no hitroll bonus, and slow down/reduce the damage of arrows that have a hitroll bonus. A +3 arrow is slowed by 25%, for instance. There are a few ways to deal with an enemy missile shield spell:

  1. Wait for it to drop. Not always a feasible plan, but you can switch to melee and fight. Glance at the mob regularly and when the spell is gone, disengage and commence archery.
  2. Dispel it. This usually does not work, as most mobs with missile shield active are higher level casters than you, which makes dispelling difficult. Often you'll only dispel friendly spells that are active, and make the group grouchy. :P
  3. Have an elementalist thunderblast it. Only feasible if the mob doesn't have globe active I've been told.
  4. Use +3 to hit or greater arrows. Arrows of this magnitude have an actual chance to sunder an enemy missile shield while still passing through it and causing some damage.

To loot your arrows at the end of a fight, type collect. It will gather up all of your arrows in the room - ones on corpses, in inventory, and on the floor, and place them back into your quiver, or fill the quiver and then fill your inventory if there is insufficient room. Collect will only gather your arrows, so you don't need to sort out between rangers who's arrows belong to whom. Most quivers have enough room to hold 100 arrows. Collect will not gather broken arrows. I suggest, if you see misfires hitting pets, that you request all pet owners to order their followers to drop all. Then you can collect the wayward arrows.

Broken arrows can be repaired if you wish. Unless you begin using very expensive arrows (mine cost 50 platinum each), repairing is not a feasible option.

Archery cannot be used at the same time as melee. If a mob hits you in any way, you will be knocked out of the archery mode and into melee. This means you will proceed to try to bean your enemy with your bow. You cannot re-enter archery mode without disengaging/fleeing from combat and then recommencing autofire. I have had my archery interrupted by a mob's kick or bash, although occasionally when switched to a warrior rescues me before the MUD realizes I'm in melee. Thanks guys :).

3.3 - Backup Tanking

An often overlooked ability of a Ranger is to serve as a backup tank. We receive the rescue, parry, dodge and riposte skills to help in that regard. Our dual-wielding allows us to do some decent damage, often landing 6 hits in a round, 7 if you are a grey elf. Rather than detail the nuances of tanking well, I will offer just three pieces of advice.

4 - Tips & Tricks

Practice your skills, and then practice them again! Rescue, bash and defensive skills are pivotal to both you and your group's survival. There are places where you can fight lots of low level mobs for a long time, which helps greatly in advancing your skills - ask around when you are level 40ish, as this is the level around which you will start zoning and your skills need to be good.

Hitpoint gear is good, but secondary to hit and damage for us. We are brought to do damage, and with a vit spell and nature's blessing we generally don't have to worry as much about hit points. That said, it is often a very good idea to obtain some gear that has +hitpoints to give you a boost for hard fights, for a dead ranger does no damage at all! If you like micromanagement, it is even possible to wear the hitpoint gear until just before a fight, and then remove it in favor of your hit/dam equipment. The hitpoint bonus will stay with you mostly, although it does slowly bleed off. But it does provide a buffer amount of damage you can absorb.

Keep Nature's Blessing active at all times. I have said this several times before, and it cannot be stressed enough. This spell will save your life.

Remove your weapon if you are tanking a fire/ice shielded mob and do not have the globe of invulnerability spell. You only need to remove your primary weapon to stop using a weapon. Fire/cold shield does damage back to you in proportion to the damage you caused to the mob. Since mobs often have much much more hitpoints than any player, it is easy to quickly kill yourself by hitting a shield. I recommend using a trigger to remove the weapon just to be safe.

Carry around armor potions, as they help when soloing, especially at lower levels. Remember that armor stacks with your barkskin, for a benefit of around -50 to your AC!

Remove weapons that don't float when fighting over water. If in doubt, drop a copper coin to check. If you can obtain a weapon that is no-drop (cursed) you don't need to worry about this. If you have a weapon cursed, the damage it causes will be reduced. Removing the curse does not reverse this effect!

Have a heavy shield for bashing, it generally will do the work if you are asked to backup bash in a zone.

Wimpy is good when soloing, but always turn it off in zones unless ordered otherwise.

Kick is an underrated skill. It can do a good amount of damage, and I use it often. When soloing, it can be used to possibly briefly lag a mob. And hell, it's not like we've got anything else to do in a fight, unless you feel you need to be ready to rescue somebody.

It is smart to have different weapons that do different things. As a newbie, you will only have one or two, but as you get higher level you will obtain other proccing weapons. For example, I use a sword that blinds the enemy but has low damage dice. When it has procced blind (and served its purpose), I remove it and wield another one that has better damage dice, and a more impressive proc.

Wear spellsave when fighting casting mobs, and breathsave when fighting dragons. Do not fight dragons without all prots on, either from a spell or from equipment! You need an active detect magic spell to determine what prots are active.

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