Beginner Guide: Ranger
The Tracker
This guide is based in part on Quivo’s video guide for Rangers.
Why play a Ranger?
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 forengaging at range in Marksman Stance and switching to the melee-focused Warden Stance to finish a fight, then getting into the fight with basic Druid spells, flavoured as Healing Poultices. They can even enter Survivor Stance to act as temporary off-tanks.
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.Longstrider Stance increases your group’s movement speed outdoors.
When exploring the great outdoors, 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. Sneak allows them to creep behind any enemy unseen and making use of Shroud will allow you to easily access hard to reach areas. Rangers are also capable of placing Hearths of the Ranger, unique upgraded versions of the basic campfire.
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.
The full official deep dive on Rangers can be found [here].
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]?”
A full list of beginner tips can be found [here].
Open your inventory and memorize any spells you might’ve started with, then read the Notice of Recruitment.
Directions to: Fedamius Steele III
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:
Directions to: Foss Dunestrider (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:
Directions to: Foss Dunestrider (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
- Fire Beetle Eye
- Bat Wing
- Multhele root
Location of: Snakes, Fire Beetles, Bats & Multhele Root
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
- Diseased Rat Blood
- Diseased Snake Blood
- Diseased Jackal Blood
Location of: Diseased Animals
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.
Directions to: Quartermaster Obaid
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.
Starter Quest: Ail’vorith
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]?”
A full list of beginner tips can be found [here].
Open your inventory and memorize any spells you might’ve started with, then read the Imbued Parchment.
Location of: Head Toilmaster
Toilmaster Verrith can be found right behind you.
Hand him the note and he will ask you to find a working pickaxe.
Location of: Slave Pickaxe
They can be found in the crate just behind him. Write “/take pickaxe” to acquire one.
Hand the pickaxe to Verrith and he will tell you to go mine a stock of 20 rocks in the old quarry across the pond.
Directions to: Old Quarry
Turn left from Verrith and swim across the water towards the fire in the distance. Equip your pickaxe and mine 20 Fragile Quarry Rocks from the veins in the small cave.
Return to Verrith and hand him the rocks and the pickaxe. He will then ask you to bring the Pack of Stone to Supplier Jul within the foreign quarter. The weight of the pack will slow you down.
Directions to: Supplier Jul (from Head Toilmaster Verrith)
Head up the ramp next to Verrith and head across the bridge, into the foreign quarter. Once you enter, turn left and enter the first building on your left to find Supplier Jul.
Hand him the Pack of Stone and he will ask you to forge the sharpening stones that Verrith wants.
Interaction with: Supplier Jul
“I will do it.”
Directions to: Smithing House (from Supplier Jul)
Learn the recipe he gave you, use the command “/take stones” twice to take ten rocks, just so that you have spares, and head towards the smithing house. Exit Jul’s shop and turn right. Continue forwards through the gate and turn left before crossing the bridge. Follow along the edge and head down the small ramp, continue along and enter the last house on the left and take the first right to find the smithing house.
Right-click the grinding stone and make five Fragile Sharpening Stones. Place all five sharpening stones within the Sharpening Stone Satchel and press combine, then return to Jul and hand him the Full Sharpening Stone Satchel.
After talking to Jul, return to Verrith and hand him the Sharpening Stone Delivery Satchel.
Interaction with: Toilmaster Verrith
“Yes, I did.” / “No, I did not.”
“I am prepared.”
Verrith will then ask you to acquire six items:
- 2x bone chips
- 2x myconid caps
- 2x deep beetle legs
Locations of: Skeletons, Myconids & Beetles
Skeletons, myconids and deep beetles can all be found nearby to where Verrith is, as well as across the bridge past the beginner enemies. Small beetles can also drop the legs required,
Place all six items within the Leather Hunting Satchel that Verrith gave you and press combine. Return to Verrith and hand him the Filled Leather Hunting Satchel. He will give you a Satchel of Questionable Spoils and ask you to bring it to Vashuk, the cook at the inn, in the foreign quarter.
Direction to: Foreign Quarter Inn's Kitchen (from Head Toilmaster Verrith)
Cross the bridge and enter the foreign quarter, then turn right and enter the house after the fountain on the right. Cross the dining hall and enter the hallway slightly to the right. Head down the stairs until you enter the downstairs dining area, then turn right and enter the kitchen.
Hand Cook Vashuk the Sacthel of Questionable Spoils then return to Verrith.
Interaction with: Toilmaster Verrith
“Yes, I wish to rejoin the Houses.”
Verrith will send you to see Provost Xan’shorn within the Obsidian Academy to deliver his recommendation.
Directions to: Provost Xan'shorn (from Head Toilmaster Verrith)
Enter the foreign quarter and Provost Xan’shorn will be right next to the academy entrance to slightly to the left, as he wanders a bit.
Hand Xan’shorn the Toilmaster’s Recommendation and he will ask you to speak to the representatives of the seven houses within Ail’vorith.
- Vael’xirith
House Vael'xirith accepted classes & directions
Recruits Archers and Rangers.
Laren Drin’dar can be found in the training quarter building opposite Supplier Jul’s shop, against the wall opposite the entrance. Hail him and tell him “I am skilled with the bow” and then “I will prove myself.”
- Varros
House Varros accepted classes & directions
Recruits Elementalist and Necromancers.
Vaslir Naiyth can be found in the back right corner of the academy’s entrance hall. Hail her and say “I can find a patch.”
- Xal’tharn
House Xal'tharn accepted classes & directions
Recruits Inquisitors and Monks.
Klavel Sul can be found in the training quarter building opposite Supplier Jul’s shop, on the left once inside. Hail him and tell him you would serve “The Queen” and that “I wish to become a Cenobite.” Then ask him “Do you have a task for me?”
- Hal’kareth
House Hal'kareth accepted classes & directions
Recruits Spellblades and Wizards.
Myal Vehear can be found on the second floor of the academy. Take the ramp up from the entrance hall and turn either left or right up another ramp, then turn around. Hail her and say “I would like to assist.”
- Ith’vayen
House Ith'vayen accepted classes & directions
Recruits Enchanters and Rogues.
Amarah Ith’vayen can be found just inside the academy and to the left. Hail her and ask her “What task?” Then say “I am ready to go.”
- Drezzorith
House Drezzorith accepted classes & directions
Recruits Clerics and Paladins.
Zalethra Drezzorith can be found on the second floor of the academy. Take the ramp up from the entrance hall and turn either left or right up another ramp, then turn around. Hail her and ask “What problem?”
- Velgarrith
House Velgarrith accepted classes & directions
Recruits Fighters and Shadow Knights.
Xilonen Velgarrith can be found on the second floor the training quarter building opposite Supplier Jul’s shop. Head inside and enter the door on the left, then head up the ramp and enter the first room on the left. Hail him and tell him “I wish to prove myself.” and when he asks if you are ready, tell him “I am ready.”
The Obsidian Academy area contains all seven representatives and can be found directly opposite the entrance to the foreign quarter. Find the house representative that recruits your class and continue the quest-line.
Starter Quest: Faelindral
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]?”
A full list of beginner tips can be found [here].
Open your inventory and memorize any spells you might’ve started with, then read the Request for Aid.
Directions to: Captain Relgen Greenblade
From where you spawned in, you will see a ramp, possibly leading up to a round hut. This is the “noob lift.” It is an elevator that will take you into the city proper. Walk inside and left-click the small bell hanging from a branch near the door. This is the “noob lift.” It is an elevator that will take you into the city proper. Walk inside and left-click the small bell hanging from a branch near the door.
At the top of the lift, take an immediate left and wrap around across the rope bridge. Once across, turn right and head up the curved ramp, then head straight to the Well of Order. From there turn right and cross another rope bridge, turn left up a large curved ramp. Once upstairs, take the right path and cross the large open space to the rope bridge on the other side. Cross the rope bridge and walk inside the large tree on your left through the tall, thin opening.
Hand the Request for Aid to Captain Relgen Greenblade.
Interaction with: Captain Relgen Greenblade
“Yes, I am prepared.”
Captain Greenblade will hand you a Ranger’s Logbook and ask you to investigate three locations:
- Whispering Pools
- Sporehaven Karst
- Ruined archway that spans the border to Keeper’s Bight
Interaction with: Captain Relgen Greenblade
“Where are the Whispering Pools?”
“Where is Sporehaven Karst?”
“Where is the ruined archway?”
TIP: There will be hostile enemies along the way, so make sure to keep your eyes open and Consider (default key: C) any enemies you come across.
Ruined Archway
Directions to: Ruined Archway
Retrace your steps all the way back down to the forest floor. Turn right as you exit the “noob lift” and follow the stone path until you reach fork in the road. Turn left and stick to the road until you pass a wagon and reach another fork where you will turn right. Continue along the road until you reach the ruined archway.
Interaction with: Ruined Archway
“/look”
“/inspect footprints”
Turn around and head to the large elderspire tree behind you.
“/look”
“/inspect footprints”
You will receive Evidence of Orcs. Put it in the Ranger’s Logbook.
Whispering Pools
Directions to: Whispering Pools (from Ruined Archway)
Make your way back along the road until you reach the fork near the wagon again. Turn right and continue along until you reach the bridge across the river. Turn right and head towards the waterfall, then make your way into the cave behind.
Interaction with: Whispering Pools
“/look”
“/inspect footprints”
You will receive Evidence of Nymphs. Put it in the Ranger’s Logbook.
Sporehaven Karst
Directions to: Sporehaven Karst (from Whispering Pools)
Turn around and exit the cave, then follow the river past the bridge until you reach the myconid cave.
Interaction with: Sporehaven Karst
“/look”
“/inspect foam”
“/rub sample”
You will receive Evidence of Sporehaven and a Scintillating Page. Put them in the Ranger’s Logbook and press combine.
Return to Captain Greenblade and ham him the Full Ranger’s Logbook.
Interaction with: Captain Relgen Greenblade
“I am ready.”
Starter Quest: Underdocks
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]?”
A full list of beginner tips can be found [here].
Open your inventory and memorize any spells you might’ve started with, then read the Recruitment Notice.
Directions to: Marshal Hardin
Ride either lift down to the Citadel and turn left once you exit. Continue down to the docks and catch a raft from the Citadel to the Eastern District. Disembark the raft and head onto the upper path in front of you, then turn right and then left at the brazier, into the narrow alley. Turn left at the crossroads and find Marshal Harding in the archer corral.
Hand him the Recruitment Notice.
Interaction with: Marshal Harding
“I have.”
“I can fight.”
He will then give you a Beetle Shell Collection Bag and ask you to fill it with six beetle shells.
Location of: Deep Beetles
Head back to the shore of the underground lake and turn right. Continue onwards, passing through a narrow passage in the rock and following the shoreline until you reach an arch of the large bridge. Beetles can be found on the other side of the arch.
Kill Deep Beetles until you have six shells, then place them within the collection bag and press combine to create the Full Beetle Shell Collection Bag.
Return to Marshal Harding and hand him the bag, he will then tell you to speak with Simrut the Green and give you a Note.
Directions to: Simrut the Green (from Marshal Harding)
Simrut the Green can be found behind Marshal Harding and to the right, standing against a large stone pillar, next to a torch.
Hand Simrut the Note and you will receive the Hammered Iron Ring.
