Ranger
Archery specialist - every level makes your bow hit harder, faster and more accurately, and the forks bolt on poison, fire, bleed and pins.
Overview
The Ranger is the shard's archer. Its whole passive kit points one way - more archery damage, more archery hit chance, faster archery swings - and the forks turn each arrow into a status effect: poison, fire, bleed, a stun, an armor-ignoring shot. It is the class for players who want to fight from range and kite anything that closes.
It is built around Archery and Tactics. If you like standing back, reading the fight, and putting shots exactly where they need to go, this is your class.
Passive Bonuses
Always on against monsters, scaling with your Ranger level. Maxed at level 14:
| Bonus | Per level | At level 14 |
|---|---|---|
| Archery damage | +1% | +14% |
| Archery hit chance | +1% | +14% |
| Archery swing speed | +1% | +14% |
| Damage taken | -1% | -14% |
Signature Procs
Two procs fire off your own attacks against monsters. The weaker triggers at 0.2% per level (2.8% at 14); the stronger at 0.1% per level (1.4% at 14). PvM only.
- Snare Trap (weaker): slows the target's attack speed by 5% per level for 2 seconds per level, and gives a 20% chance to double the corpse's skinning yield when it dies.
- Air Strike (stronger): arrows rain across an 8x8 area, hitting every monster there for 1x plus 0.5x per level of the triggering hit's damage and stunning them for 1 second per level.
Fork Abilities
At levels 2, 4, 6, 8, 10, 12 and 14 you pick one of two, permanent for the build. Each costs Hunter's Marks (10 / 20 / 30 / 40 / 50 / 60 / 70). Poisoned, Fire, Bleeding and Pinning arrows roll at 2% per level; Rapid Fire and Broadhead are a flat 10%.
| Level | Option A | Option B |
|---|---|---|
| 2 | Poisoned Arrows - 2% per level for a hit to poison the target. You need poison potions in your pack, and the arrow carries the weaker of what your Poisoning skill allows and the best potion you carry: Deadly takes Deadly potions and 90+ Poisoning. At 120 Poisoning a Deadly arrow has a one-in-four chance to be Lethal. One hit in ten uses up a potion | Fire Arrows - 2% per level for the hit to burst into flame for bonus fire damage worth 5% of the hit per level |
| 4 | Bleeding Arrows - 2% per level to bleed 1% of current HP per second for 5 seconds, never more than 50 a tick | Pinning Shot - 2% per level to stun the target for 2 seconds |
| 6 | Steel Tipped Arrows - 3% per level for the hit to ignore the target's armor | Eagle Eye - +2% archery damage per level |
| 8 | Crossbow Mastery - +3% crossbow swing speed per level | Bow Mastery - +1.5% bow swing speed per level |
| 4 / 10 | Long Range (level 4) - +1 tile of archery range per 2 levels (max +5) | Deadeye (level 10) - +2% damage per tile of distance to the target (capped at 20 tiles) |
| 12 | Broadhead Arrows - 10% chance to stun what you hit for 2 seconds | Exploit Weakness - your shots strip 5% defense for 10 seconds, stacking five times |
| 14 | Rain of Arrows - [RainofArrows: a 5x5 volley lands two seconds later for 150% weapon damage and stuns everything under it for 3 seconds, 60s cooldown | Rapid Fire - 10% chance to loose three arrows back to back |
Pick your weapon before your L8 fork. Crossbow Mastery (+3%/level) beats Bow Mastery (+1.5%/level) on paper, but it only touches crossbows - a bow user gets nothing from it. And Deadeye rewards fighting at max range, so it pairs naturally with Long Range's extra tiles. The level-14 Rain of Arrows is a command you fire on demand; the Air Strike proc still rolls on its own.
How It Plays
PvM. Kite and stack. Your passives already make you the best archer on the shard; the forks decide your flavor - a poison-and-bleed damage-over-time build, an armor-shredding Steel Tipped setup, or a long-range Deadeye that hits hardest from across the screen. Rain of Arrows clears packs, and Snare Trap both slows dangerous mobs and doubles your skinning income, which ties the Ranger neatly into the skinning economy.
PvP. Every archery bonus, proc and arrow effect is PvM only, so against players you shoot at your base numbers with no procs. The Ranger is a hunting class - superb at clearing and farming, ordinary in a straight duel.
Coins & Leveling
The Ranger spends Hunter's Marks. Earn class XP worth 10% of the gold your kills drop (active class only), fill the bar, then pay the Ranger Guildmaster the target level times ten in Hunter's Marks per level (about 1,050 for the full climb to 14). Fork abilities cost extra coins. Coins drop for everyone off tough monsters, and Prism Coins cover any class coin you are short.
Not Locked In
Your first class is free and instant. Changing later takes a 2-minute channel (hold still, take no damage) plus a cooldown between swaps. Each class keeps its own level and forks, so leaving and returning does not reset your Ranger.
One character can also hold multiple skill builds through the Personality system - two slots to start, up to five for gold or Ether Charged Powder, swapped with a 2-minute channel (a fresh slot starts your skills at zero to retrain). An archer build and a caster or crafting build can live on the same character.
Crafted Class Item
Ranger Arrows and Ranger Bolts. Class ammunition. They fire only from a Ranger's Quiver (Fletching, no skill requirement: twenty leather and five boards), which spends them before any ordinary ammo it holds. Every shot that fires a ranger arrow or bolt deals +25% damage to monsters. Arrows are for bows and bolts for crossbows; the quiver holds one stack of each, up to five hundred. Ammo recovered after a shot comes back as ordinary arrows or bolts.
How to make them: Fletching, no skill requirement: two hundred and fifty arrows (or bolts) and one Hunter's Mark (a Prism Coin can stand in for it). One craft turns them into two hundred and fifty Ranger Arrows (or Bolts).