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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.

  1. Walk to the city gate. The wilderness south of Ghelmyon - Greenweald - is where you make money.

    walk to gate
    walk to greenweald
    
  2. Track something small. Rabbits and pheasants are starter game. Bow + Skinning Knife = food + pelts to sell.

    track
    /find rabbit
    
  3. Forage as you walk. Herbs sell well at the herbalist; some cure your own wounds.

    forage
    
  4. Get more arrows fast. Five crude arrows is barely two fights. The fletcher in Ghelmyon sells in bulk.


Skills to focus first

  1. Bow Aimed Shot (3 → 5) - slower draw, more damage. Your one-shot tool for tough targets.
  2. Tracking (3 → 5) - finds prey, finds people. Unlocks the investigation surface too.
  3. 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 /pet once 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:

  1. /shift start at the camp to take a hunt-run shift. Kerrik assigns you a range and a quota scaled to your rank.
  2. 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.
  3. Mid-encounter choices. When the per-phase roll lands a hostile encounter you can engage, evade, or wait out - each has a different cost in time, supplies, and risk. The wrong call gets you mauled.
  4. /shift end to 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