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Ranger ![]() Master woodsmen, and often solitary wanderers, the rangers of the realm are a quiet and mysterious lot. They harness the powers of nature through their innate affinity with the forests, and have access to a small sphere of nature spells. Rangers are limited to warriors and thieves, but have no clan limitations. Only humans, elves, and hill dwarves may become rangers. Rangers share some skills with assassins, including the ability to remain unseen. Rangers have good hit points, and an average THAC0. They get warrior-level mana gains, but are more skilled than the average warrior. Rangers may use the 'dual wield' skill with any combination of weapons, even those with the same weight, though they must pay for this skill with creation points. Who can be a Ranger?
ArmorRangers can wear cloth, leather and studded leather armor, and can use shields.
Experience by RaceHow much experience a ranger of each race needs per level compared to normal (100%); higher means slower leveling. Which races may actually become a ranger is listed under Becoming a Ranger below.
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Skills & Spells Free at CreationEvery ranger starts with these, at no creation point cost.
Ranger Default Package (40 creation points)Taking the default package at creation gives you all of the following:
Spell groups: Nature (see Spell Groups below) SkillsSkills a ranger can learn individually. Cost is in creation points at creation; after creation, skills are gained from your guildmaster for twice that many trains.
Spell GroupsRangers cannot buy spells one at a time; spells come in groups. Each group lists the level at which a ranger can cast each spell.
Racial SkillsOnly rangers of the listed race receive these.
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Becoming a Ranger Base class: Warrior only. Requirements:
A character may reclass only once, starting at level 10 (level 51 gives the most benefit). See help reclass in the game for full details. |
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