Ranger¶
"The road is your shop. The wilderness is your pantry."
Role: Mobile striker + survivalist. Bow, tracking, foraging. Where a Warrior brings a sword to a fight, a Ranger brings a quiver and the high ground.
At a glance¶
| Stat bonuses | Dexterity +3, Perception +3, Wits +2 |
| Allowed weapons | Sword, Dagger, Bow, Staff |
| Starting skills | Bows (6), Bow Shoot (5), Tracking (3), Outdoors (3), Herbalism (3) |
| Starting kit | Hunting Bow, Studded Leather, Hooded Cloak, Quiver, 5× Crude Arrow, Skinning Knife, Rope, 2× Herb |
| Best faction | Rangers Lodge (the wilderness corps) |
| Best merc team | Wrecking Crew - half-orcs flank, you snipe |
First 30 minutes¶
You're the only class that's more useful outside town than in it.
-
Walk to the city gate. The wilderness south of Ghelmyon - Greenweald - is where you make money.
walk to gate walk to greenweald -
Track something small. Rabbits and pheasants are starter game. Bow + Skinning Knife = food + pelts to sell.
track /find rabbit -
Forage as you walk. Herbs sell well at the herbalist; some cure your own wounds.
forage -
Get more arrows fast. Five crude arrows is barely two fights. The fletcher in Ghelmyon sells in bulk.
Skills to focus first¶
- Bow Aimed Shot (3 → 5) - slower draw, more damage. Your one-shot tool for tough targets.
- Tracking (3 → 5) - finds prey, finds people. Unlocks the investigation surface too.
- Outdoors (3 → 5) - wilderness survival; resists weather, lets you camp safely.
After Bow rank 5, branch into Marksman (precision/crit) or Hunter (traps/beast-bond/companion animal).
Suggested merc team¶
Wrecking Crew - both brothers run aggro; you stay back and snipe. Their melee+ranged mix complements your single-target precision.
Skip Old Guard - they're slow, the wilderness is fast.
Quest or grind?¶
Both, equally. The Rangers Lodge questline ramps you through forest → mountains → border patrol. Between contracts, harvest:
- Pelts (skinning) → fletcher and tanner buyers
- Herbs (forage) → herbalist + apothecary
- Tracks (perception) → bounty info, leads on quest chains
The Ranger's loop is quest gives you a region, the region gives you materials, materials fund the next quest.
Mid-game arc¶
- Reach Rangers Lodge friendly rep. Unlocks the longbow, the wilderness-camp shortcut, and the trapper trainer.
- Pick Marksman or Hunter at Bow rank 5.
- Get a companion animal. Hunters can bond with a wolf, hawk, or
hound. See
/petonce Beast Bond is unlocked.
Training & Practice¶
Where the work happens between adventures.
Head to the Greenweald Hunt-Camp (greenweald_hunt_camp, deep
inside the Greenweald woods south of Ghelmyon). Talk to Kerrik
Ardenwood - he runs the camp, keeps the trapline ledger, and
decides which range you're ready to work.
This is a zone-run, not a counter-shift. Unlike the indoor venues the other classes use, the Hunt-Camp shift is the trip itself - you walk out, you work the woods, you walk back. The forest rolls per phase for what you meet; the zone depletes after heavy use and needs fallow days before it pays well again.
How it works:
/shift startat the camp to take a hunt-run shift. Kerrik assigns you a range and a quota scaled to your rank.- Resolve encounters with the woods' verbs:
track <quarry>to read sign and close on game (credits Track),spot <distance>to pick threats out of the canopy before they pick you (Outdoors),harvest <kill>to skin, dress, and pack what you put down (Survival). Bow work credits when you actually loose on game. Each resolution credits SP plus a stipend in pelts, meat, and tally marks against the trapline ledger. - Mid-encounter choices. When the per-phase roll lands a hostile
encounter you can
engage,evade, orwait out- each has a different cost in time, supplies, and risk. The wrong call gets you mauled. /shift endto close early (or let the run play out).
Tier ladder (Kerrik decides which you're ready for based on rank): easy → standard → challenging → esoteric. Higher tiers send you to deeper, hungrier ranges with bigger payouts and bigger teeth. New hunters start the shallow trapline and earn the deep-range work by coming back alive from the easy runs.
Why bother:
- Real field SP across all four of the Ranger's headline skills in one venue (Outdoors, Track, Survival, Bow).
- Pelt-and-meat stipend scales with what you bring back, not a flat desk rate.
- Twenty clean runs typically earn a referral letter that the other forest camps honor - opens doors at sibling hunt-camps elsewhere.
- Kerrik teaches up to rank 70 in Outdoors, Track, Survival, and Bow.
Capstone - Eagle Eye¶
Unlocked at rank 30 in bows. Your next ranged attack auto-hits and auto-crits at any range. Cover, distance, and partial obstruction are ignored.
You draw, sight, and breathe out. The world narrows to a single line.
Once per long rest. Specifically for the called-shot at 100+ feet on a boss's vulnerable region. The verb suite for this is aim high <target> after activation.
See also¶
- Survival essentials
- Utility & tools - rope, skinning knife
- Recommended kits by class
- Rangers Lodge faction
- Grigg's three teams
- Rare and unique items - Foundry pieces from the deep digs surface on the long trade routes; the Rangers know which ones the Collegium will quietly pay extra for