Do you love fighting with big axes, like having animal aid you in battle, and like the outdoors? Well if you do, the Ranger Guild is just the perfect place for you! Rangers can do an assortment of things, ranging from fighter-level melee combat to learning about the surrounding to doing massive damage with ranged combat. Below is a help file for all of the newbie Rangers who need a little help in figuring out what's important, what's not, and when to train them. --------------- |Up to Level 7| --------------- Before training ANY skills or spells, the first thing a newbie ranger does is explore. . .a lot. Explore the guild, the town the guild is connected to via the 'adv-guild' exit, and possibly get courageous and venture out into the rest of the world and explore some areas. You get experience for exploring towns and areas, but not the outerworld maps. If you have any questions about any of this, your guide that you can summon by typing 'guide' should be able to answer your questions, or, ask on the mentor channel. To learn more about the mentor channel, read [help mentor], and to learn about your guide, read [help guide]. If you have any questions about the ranger guild specifically, type 'ranger say' and then what you would like to say. ATTACK - This is a MUST TRAIN skill for any ranger. It lets a ranger hit more, but does NOT increase the damage done with that hit. (Level 1) CONSIDER NATURAL - This skill allows you to compare the abilities of an animal to yours. It's highly inaccurate, so don't take it very seriously. (Level 1) :BOW: - This is a MUST TRAIN skill for any ranger using ranged combat. Check out [help ranged combat] for more info on ranged combat. (Level 1) AXE - Also a MUST TRAIN skill for any ranger planning to do melee combat. It allows a ranger to do damage with a successful attack with an axe, but does NOT increase the chance to hit with an axe. (Level 1) :ARCHERY: - The other very important must train skill for a bow-using ranger. Check out [help ranged combat] for more info. (Level 1) :TARGETTING: - This skill allows a ranger to change the target for ranged combat. It also is required if the ranger plans on using ranged combat of any kind. Read [help ranged combat] for more info. (Level 2) NAVIGATION - This is the first skill that makes a ranger a, well, ranger. It allows the ranger to find out how far the ranger is away from a memorized room on the same planet. This is a very very great skill for newbies to explore with, and also remember where areas are. (Level 2) FIRST AID - This skill is a VERY useful skill to have at both low and high levels. At low levels, it can be used as a skill to heal a small amount of damage. At higher levels, it can be very effective in parties to revive an unconscious party member. Many high level players have been saved by this small yet useful skill. (Level 2) FORESTRY - This skill gives a ranger the advantage of using less endurance points while walking through forests. While this is not used as a newbie due to a newbie advantage, at later levels it can prove very helpful. (Level 3) FORAGING - This allows a ranger to rummage around bushes and trees to find all variety of items. It's a fun skill to have, and can be useful for providing things like food or weapons in a pinch. (Level 3) MEMORIZE - This is the second skill that makes a ranger a real ranger. It allows the ranger to memorize a room as a name he/she/it chooses, and then the ranger can use navigation at that name to see how far away he/she/it is from it. This is a very good skill for newbies who like to explore and learn about the Retroverse. (Level 3) SWIM - This skill allows a ranger to swim and not drown while in water. This is a good thing. (Level 4) GROUND SURVEY - This skill allows a ranger to figure out what kind of terrain they are currently in. This can be useful for later skills like Stalker, which depends on the kind of terrain you are in. (Level 4) *HEAR NOISES* - If a ranger's race has the 'enhanced hearing' advantage, then this skill should be trained. It allows the ranger to hear what type of living objects are in the surrounding rooms. If the ranger don't have enhanced hearing, he/she/it can still train this skill for its secondary use: It allows the ranger to have a chance to overhear people whispering in the room he/she/it's in. (Level 4) PACKING - This is a very good skill to train for any ranger. It allows the ranger to carry more items. The higher packing is trained, the more the ranger can carry. (Level 5) COOKING - A very useful skill for meat eaters, using this skill a ranger can take raw meat and cook it over a campfire, providing a fine meal. Remember that some races cannot eat raw meat. (Level 5) SKINNING - This is a MUST TRAIN for all rangers. By skinning animals and then donating them in the ranger advancement room, the ranger can gain guild dues. [Help guild dues] for more information on guild dues. (Level 5) SLASH - With this skill, a ranger can do a special attack with an axe to do some damage to an opponent. (Level 6) DESERT SURVIVAL - This skill is just like the "FORESTRY" skill, only it reduces endurance point usage while walking through deserts. (Level 6) SCOUTING - When a ranger uses this skill at a direction, it will tell the ranger what is in the next room in that direction. Another skill that makes a ranger a true ranger, since it's always good to know what you're getting into. (Level 6) TRAVELLING - Depending on a ranger's percentage trained in this skill, the ranger get to view more of the map (if available). The higher it's trained, the bigger the map. (Level 7) CLEAVE - This allows a ranger to break open some boxes and doors. It doesn't always work, but is nice when it does. (Level 7) ASSIST - Another lifesaving skill, assist will allow a ranger to drag an unconscious player into another room, out of harm's way. Be aware that this will cause you to be more vulnerable to attacks whilst in the process of moving the injured player. (Level 7) -------------- |From 8 to 10| -------------- These levels are where a ranger ventures further out in the world, and maybe travel to other worlds. This is also the time when a ranger can hold his own in a battle or two with some small monsters. The skills trained in these levels will be useful at all levels. :FLETCHING: - This lets a ranger make arrows. Self-made arrows are much more effective than store-bought ones. (Level 8) CALL SMALL ANIMAL - This is a ranger's first skill that allows him/her to summon an animal to aid in the ranger's current duty. The animal is practically worthless without the animal training skill. (Level 8) FIRE BUILDING - A VERY nice skill to have, with a tinderbox a ranger can build a campfire that aids in regenerating health/spell/endurance points. While newbies cannot get the fumble effects of fire building due to a newbie advantage, it is highly advised to train this up to max before attempting to use it past level 20. (Level 8) CAMPING - Train this skill only if a ranger can sleep. The higher this skill is trained, the more endurance point regeneration the ranger will get while sleeping. It's very very nice for a newbie ranger to have who uses skills a lot. (Level 9) TAILORING - A useful skill to help rangers be self-sufficient, this skill will allow a ranger to make repairs to cloth and leather armors that they have. (Level 9) SNOW SURVIVAL - This is another movement skill. It reduces endurance point cost while walking through snowy terrain. (Level 9) ANIMAL TRAINING - This skill only works on animals a ranger has summoned with the call animal skills. It allows the ranger to give the animal a command. Animals can do a lot of things, and some of the commands that are useful are listed in [help skill animal training]. (Level 9) ANIMAL STRIKE - This skill also only works on animals a ranger has summoned with the call animal skills. Animal strike allows a ranger to tell a called animal to start combat with a powerful charge attack at an enemy. The larger the animal, the more chance of knockdown and possibly stun. (Level 9) TAXIDERMY - This is the second skill a ranger can use to gain dues. It allows the ranger to stuff an animal corpse which can then be donated in the ranger advancement room. A ranger generally will get more dues from taxidermied corpses than skinned hides. This skill can also preserve items that can be crafted. This skill requires a tinning kit. (Level 10) DOUBLE HIT - A MUST TRAIN skill for a melee combative ranger. It allows the ranger to get a second attack with a weapon. (Level 10) HUNTING - A great food-finding skill, this requires a ranger to be wielding a ranged weapon, with which they can hunt down a nearby beast. Remember that this will provide raw meat, and may need to be cooked before consumption. (Level 10) --------------- |From 11 to 15| --------------- By now a ranger should be fairly accustomed to combat, and the next 5 levels will probably be the longest levels ever for a newbie. These are the levels where the real important skills start to become trainable, and also where a ranger learns to lead a party as well as used ranged combat a bit. Finally, this stretch of levels will be where dues are a requirement to obtain, because after level 16 it costs dues to advance. CONCEAL DRAW - A very nice skill to have if a ranger forgets to wield a weapon before attacking. It allows a ranger to wield a weapon in front of a non-aggressive enemy and not have it attack. (Level 11) HIKING - Another movement skill. Hiking reduces the endurance point cost for movement through hills. (Level 11) TENT PITCHING - This skill is used with the camping skill. With a tent in a ranger's inventory, his/her/its endurance point regeneration will increase even more while sleeping. The higher tent pitching is trained, the more endurance point regeneration is will give while sleeping. (Level 11) AXE GRINDING - Similar to the Tailoring skill, this allows a ranger to make repairs to their axe if it becomes damaged during battle. (Level 12) TANNING - This is the third and final way for a ranger to gain dues. It allows the ranger to tan the hide of an animal and make it into almost any type of armor (bulk 2 only). It can be worn or donated in the ranger advancement room. Tanning gives the most dues out of the 3 dues-giving skills. [Help skill tanning] for which armor slots tanning can make. (Level 12) AMBIDEXTERITY - A MUST TRAIN for rangers who like to use 2 weapons. With this skill trained, a ranger can get attacks with the left limb as long as it's either empty or wielding a 1-handed weapon. (level 12) :DEADEYE: - This is a skill to be trained only if a ranger wants to use ranged combat. It allows the ranger to target an enemy and get 1 round of great shots. (Level 13) CALL MEDIUM ANIMAL - This is just like the "call small animal" skill, only the ranger summons larger animals. (Level 13) BEFRIEND ANIMAL - With this skill trained, a ranger can walk into rooms with normally aggressive animals, and not be attacked. If the animal was attacked by the ranger or the party the ranger is in, this skill is ineffective. (Level 13) *CRAFTING* - NOTE: ONLY USE THIS SKILL IF IT IS TRAINED TO A VERY HIGH PERCENTAGE. With this skill, a ranger can craft any item that is craftable and has been preserved or taxidermied. A fumble of this skill really angers people, as it destroys the craftable item. (Level 14) MEAT STRIPPING - Another food providing skill, this allows a ranger to cut steaks from the corpse of a dead animal. (Level 14) REMEDY - This is a VERY nice skill to use on anybody. Remedy allows a ranger to heal anyone up to 300 hit points. (Level 14) MOUNTAINEERING - The last of the movement skills for a ranger, mountaineering reduces endurance point cost for travelling through mountains. (Level 14) :ENHANCE TARGETTING: - This is a MUST TRAIN for the ranger who wants to use ranged combat. It allows the ranger to do more damage with a ranged combat weapon. Read [help ranged combat] for more information. (Level 14) LEADING - An extremely useful skill for rangers leading parties, this will provide their party members with the same ep reduction that the ranger gets from the various travelling skills. (Level 15) WEAPON PARRY - This is a defense type to use in melee combat. Read [help defense] for more information on it and other defense types. (Level 15) PERFECT TIMING - This is a nice skill to have if a ranger likes to be informed. It allows the ranger to know when skills are going to go off. (Level 15) --------------- |16 and Beyond| --------------- The following is a list of skills from levels 16 to 20. Skills surrounded by :: are for ranged combat, words surrounded by <> are skills that are only useable by a few races, and () are skills that aren't really necessary, but good to train if nothing else is available. For more information on these skills, just type [help skill skillname]. DODGE (16), WEATHERIZE (16), STUN (16), TUMBLING ATTACK (17), PASS WITHOUT TRACE (17), CURE POISON (17), RIPOSTE (18), LANIARD MAKING (18), :MARKSMANSHIP: (18), ENHANCE CRITICALS (19), :SNIPING: (19), HACK (19), BLINDFIGHTING (20), (COMBAT RIDING) (20), STALKER (20), CALL LARGE ANIMAL (20), HUNTER (20) Remember, rangers work best in parties, so seek out others across the worlds and make some friends. If leading a party, it is your responsibility to look after the welfare of your party, and the best way to learn is to practice. The following is a list of areas that have animals in them for a ranger to gain dues from: Valley (Welstar) Toolpark (Welstar) Drandiss Monestary (Perdow) Bat Caves (Perdow) Drum-Filled Jungle (Sosel) Mysterious Stair (Raji) Selkie Caves (Wysoom) NOTE: This area is mostly or all underwater. Kobold Caves (Crypt) Utopia (Crypt) NOTE: Most of these areas can be accessed easily by using a newbie guide. [Help guide] for more information. I hope you enjoy playing the Ranger Guild, and most importantly, have fun! --by Tecwulf, updated by Tempestus |