Beginner Guide: Ranger
The Tracker
Ranger
This guide is based in part on Quivo’s video guide for Rangers.
Why play a Ranger?
Note that there is currently a rework of the Ranger in progress, which as of the time of writing this guide, the full notes of which has not been publicised. Everything within is based on the currently playable version of Ranger and therefore subject to change.
Do I even need to say it? Fair warning though, you won’t be able to summon a black panther, so you’ll have to settle for cosplaying as the OTHER famous Ranger in fantasy fiction.
Rangers are a hybrid class, combining equal parts Fighter, Archer and Druid into one class, becoming a jack-of-all-trades.
They are perfect for engaging at range and switching to melee to finish a fight, then getting into the fight with basic Druid spells, including healing.
Rangers can perform well solo due to the variety of their kit, including a Root spell to temporarily immobilize enemies.
In groups, Rangers are expected to primarily provide physical damage, whether it is at range or in melee will be your choice to make. At range they will be able to draw aggro with Whistling Shot, whereas in melee they can use Kick to interrupt enemies.
Spells like Truestrike Aura which increases physical damage capabilities, Shroud and its targeted equivalent Camouflage renders a group member invisible, and Fire, Cold and Poison Protection all add utility to the Ranger.
When exploring, Rangers do live up to the class fantasy of playing a tracker. They gain access to the Tracking non-combat skill at level four, which allows them to identify and locate nearby NPCs. Making use of Shroud will allow you to easily access hard to reach areas.
In closing, choose Ranger if you like playing a hybrid class with access to interesting skills that allow for deeper immersion and role-play, a dynamic combat style and a variety of utility.
Starter Quest: Night Harbor
Before we begin: You can always reference what NPCs have told you by accessing your journal (default key: J) and you can always ask follow up questions to them by simply targeting them and writing in Say chat, as if they were players. For instance: “Where can I find [key word]?”
Read the Notice of Recruitment in your inventory. Fedamius Steele III can be found inside the Steel Talons Garrison. From where you start, do a complete turn around and enter the garrison behind the portcullis and gate. Click on the portcullis to open it and head inside, turn right and go up the stairs. Swing around the left once you’re up and Fedamius will be right there on the rampart, overlooking the courtyard. Hand him your Notice of Recruitment and he will ask you to speak with Foss Dunestrider. There are two ways to reach him.
From Fedamius Steele III:
Turn about and face the direction you came from. Continue along the wall through the first watchtower until you reach the second watchtower interior, then turn left and continue along the wall towards the West Gate. Once you reach the last watchtower, take the ramp up to the roof.
From West Gate:
At the West Gate and turn right as soon as your enter or left as you are about to exit, then take another right as you enter the alley to enter the open doorway into the watchtower. Take the ramp the to the top of the watch.
Hand Foss the Notice of Recruitment and he will ask you to collect three items:
- Immature Snake Venom Sac (from snakes)
- Fire Beetle Eye (from fire beetles)
- Bat Wing (from bats)
- Multhele root (from the docks near the garrison)
The first three items can be found just outside both the West or North Gate of Night Harbor. For the multhele root, return to the garrison and turn left once you enter the courtyard. Head through the large gate and you should see the docks, under which the multhele root can be found (they will look like bags on the ground).
Once you have all four items, return to Foss at the top of the watchtower and he will give you a Small Test Kit and ask you to collect four samples of diseased blood.
- Diseased Bat Blood (from diseased bats)
- Diseased Rat Blood (from diseased rats)
- Diseased Snake Blood (from diseased snakes)
- Diseased Jackal Blood (from diseased jackals)
All of these can be found outside the entrance to the Tomb of the Last Wyrmsbane dungeon. The Tomb of the Last Wyrmsbane can be found by exiting the West Gate and turning right, then crossing the ruins diagonally until you reach a small camp with several burning torches outside. The dungeon is within the narrow passage in the cliff, however you will want to stay outside in order to find the diseased animals, all of which will have a green tint to them.
Collect all four samples of diseased blood and place them within the Small Test Kit and press combine, then return to Foss and hand in the Sealed Test Kit. He will then hand you a note and tell you to see the quartermaster in the garrison.
Once you enter the garrison, turn left immediately and follow along the wall until you reach the melee fighters’ training corral. The quartermaster will be through the door on the left side. Hand Quartermaster Obaid the Sealed Test Kit and Foss’ Note.
Congratulations! You are now done with the Ranger starter quest-line for now.
