Beginner's guide to playing a ranger: Difference between revisions
m (→Statistics: excessive comma) |
m (→Threshold Skills: Added headings, notes, rephrased.) |
||
Line 169: | Line 169: | ||
|} |
|} |
||
'''Armor Use''' |
|||
⚫ | |||
⚫ | All rangers wear some kind of armor, so training in this skill is definitely necessary. While many rangers find that brigandine armor provides sufficient protection, others choose to wear heavier armors if they want additional protection and spell hindrance doesn't bother them. So training armor use up to 70 ranks for minimal spell hindrance on augmented chain or up to 110 ranks for chain hauberk is also possible. The spell casting penalty beyond chain armor cannot be fully reduced, however. It is also generally a good idea to train this skill only when a ranger wishes to move to their next armor sub group (AsG) goal. |
||
⚫ | |||
'''Climbing and Swimming''' |
|||
These skills are necessary to enter certain hunting grounds that involve climbing or swimming checks. If a ranger can get into her current hunting grounds, she does not need to continue training these skills. However, when she moves into a new hunting ground, she may need to train in one or both of these skills more and might also be advised to set aside a few extra TPs in the event that she does not train enough. Also note that climbing or swimming while [[Encumbrance|encumbered]] will require higher skill than doing so in an unencumbered state. |
|||
'''Spirit Mana Control''' |
|||
⚫ | While the rest of these skills are immediately useful and should be trained by all rangers at low levels, many rangers avoid studying more than about 10 ranks spiritual mana control until they are very high level. However, if a ranger has a regular hunting partner who also uses spiritual magic (e.g. a [[Sorcerer|sorcerer]], [[Empath|empath]], [[Cleric|cleric]] or [[Paladin|paladin]]), he may find it useful to train in this skill more seriously earlier on in his career. |
||
===Additional Training=== |
===Additional Training=== |
Revision as of 18:45, 20 February 2015
The purpose of this guide is to assist inexperienced players understand and easily surmount the challenges of rolling up a new ranger from the ground up. It focuses on the entire process of character creation and slightly beyond into the beginning of a ranger's life, including character development, choosing initial stat placement, designing a skill training plan, and basic hunting strategies to bring those skill sets to life.
That said, the character building strategies described within this guide are meant to be only that – a simple guide – and are not to be taken as the only viable methods for doing so. The player is encouraged to take these generalities and build their character into the living, breathing person they envision. Gemstone IV provides an extremely vibrant and expansive world in which nearly anything a player can think up may be done.
What is a Ranger?
A ranger is someone who appreciates and respects the beauty and simplicity of nature. Someone who may value the company of delightful forest creatures over that of other people. Someone who is happy to sleep in the nook of a tree under a starry sky. Due to a deep appreciation and understanding of nature, rangers can call on nature to aid in their defence or summon nature to assist in attacking unfriendly creatures through knowledge of their unique spell circle.
A ranger may eventually form an everlasting bond with a companion animal. This companion will provide the ranger valuable assistance in hunting as well a friendship that will play a significant role in both their lives.
More generally speaking, rangers are one of the three semi professions in Elanthia. Rangers typically hunt using a combination of physical attacks and spells (with spells from the Ranger Base and Minor Spiritual spell circles). Popular hunting tactics for rangers are diverse. Rangers can succeed using any tactic from ranged sniping using some spells to help conceal themselves; wielding a sword and shield while summing nature to help smite their foes; hunting armed only by a runestaff and their own spells or anything in-between.
Roleplaying and Character Development
The fundamentals of character development are all about the shaping and defining of one's character. To begin the process of character building, it is highly recommended that new players take some time familiarizing themselves with some of the game's lore found on the main website and within this wiki. Basic knowledge of the game's lore is invaluable in helping a player decide what they want their character to become, or at least start them on the path to discovery. Will he be a contemptuous half-elven pariah, exiled from some remote city in the Turamzzyrian Empire, or will she be an obedient giantman from the Grishknel Wolf Clan, a scout for her nomadic village? Getting to know even the littlest bits about the world of Elanthia will put a player leaps and bounds ahead into deciding who they want their character to be.
One of the best places to start the investigation are races and their respective subcultures as this will be one of the first things that players will be required to choose for a character before playing (technically, a subculture may be chosen later at leisure using the title verb, but a race must be selected when starting a new character). Cities and the political powers that govern them are another excellent option for starting character development (e.g. the cities of the Elven Nations and the Human – that is, Turamzzyrrian – Empire). Even looking at skill descriptions and game mechanics can help a player understand what’s possible within the world. However, looking into one subject can lead down the rabbit hole into a seemingly unending series of articles and subjects, so it is suggested that players pace themselves and remember while researching that they don’t have to figure out absolutely everything right away. The purpose of initial research should just be to get them started. Characters can and should continue to develop throughout their entire existence as they continue to gather experiences, make friends and enemies, and travel the world.
Of course, a player may decide to eschew this process initially and get right into playing. Many decide after character creation who they want their characters to be.
After character creation, one of the best tools to progress a character’s development is for the player to interact with others: watch people, talk to people, and ask questions. Watch the calendars for upcoming events and get involved (e.g. by joining a house). Make sure to explore and see the things there are to see – there are hints about the world everywhere. Finally, have fun and live the character’s story.
Character Creation
This module of the guide follows every step of the character creation process in the exact order they appear when a player creates a new character through the game's main website.
Gender
Gender is entirely up to personal preference, as it provides no mechanical advantage in any way during gameplay.
Profession
Because this is a ranger guide, it is recommended that “Ranger” is chosen here.
Race
There are quite a number of driving factors players rate and choose by when deciding to play a particular race. This section explores some of those reasons in order to help new players make a more informed decision when choosing a race themselves. It is recommended that the reader refer to both this section and the section on stats before making any final decisions, as both subjects are entwined.
Perhaps the most obvious reason for choosing one particular race is simply due to creative or personal preference. To borrow a couple stereotypes, a player may want their character to be a high born elf or a drunken dwarf. Roleplaying choices such as these are extremely common and encouraged.
Racial modifiers to stats are another example (the effects of these modifiers will be conceptualized here, while their mechanical effects will be detailed in the stats section). Halflings, for example, are physically weaker due to their size than other larger races. This trait manifests itself mechanically when determining how much weight the halfling can carry around, or in how fast he can swing a weapon/draw his bow. Next, take a giantman for example: while they are physically powerful, they are not known for being the most dexterous race. This time, the trait can manifests itself in the giant's stunted ability to fire a bow well. It is primarily in these ways (through stat modifiers) that each race brings to life their particular strengths and weaknesses.
Other racial modifiers not linked to stats are yet another reason players prefer a particular race. Each race, for example, has a differing maximum health point limit. Some races (halflings and dwarves) have natural bonuses to their magic defenses, while others (elves) are very resistant to poisons and diseases.
As one last note on the subject of choosing a race: players should take care to understand that the aforementioned modifiers or any combination thereof of any particular race do not make that race unplayable. It is possible for a ranger of any race to be highly successful and enjoy their adventure.
Culture
This setting allows players to choose between their selected race’s cultures. Culture, like gender, proffers no mechanical advantages beyond opening up the ability to speak in the language associated with that culture, if applicable. Otherwise, this is completely up to personal preference. Culture is also one of the only options (the other being certain appearance options, discussed below) players are not required to select when creating a new character. If a player is not ready to choose a culture at the time prompted, they may select the option labeled “None” and later access the options again via the TITLE verb in game.
Appearance
Appearance is one of the first things other players see when looking at a character. These options are entirely cosmetic (appropriately) and up to the player’s creative preferences. Beyond the basics (hair style and color, eye color, and skin color), all other options here may be set later, if at all. Once in game, players have the opportunity to change these traits as they please in the “New Look” pavilions located in every major city. Occasionally, feature alteration services may be offered by special merchants so that players may further customize their appearance.
Statistics
New players should definitely refer to the statistics section in the New Players' Guide for a very broad overview of all the statistics available to them as well as general advice for setting their statistics if they have not already done so.
The primary statistics for rangers are dexterity and intuition while the mana statistic for rangers is wisdom. This means that when setting statistics, rangers will receive a free +10 points to each of dexterity and intuition and these statistics will have twice the effect on the number of training points a ranger receives at each level compared to the other statistics. Meanwhile, the ranger's wisdom bonus will affect how many mana points they have.
When deciding how to set statistics, the extreme cases are to set them for growth or to set them for maximum TPs and enjoyment at early level. How to set statistics for growth or maximum training points depends mostly on profession, but race is also a factor. Often, players will select stats that are somewhere in between or that are maximized for mid-level play (e.g. somewhere around level 50-60).
The most important factors for setting statistics to best enjoy play at early levels are the character's race and target hunting style. For example, Strength is very important for those who hunt with either ranged or melee weapons. It benefits those who use ranged weapons by reducing the roundtime (RT) associated with firing of a bow and melee weapon users by adding to their total attack strength (AS). Dexterity helps with ambushing, increases ranged AS and, together with agility, decreases RT for melee weapons users. So some players choose to set some of these statistics relatively high at the outset.
Other statistics which can be useful to set high early on include discipline and logic, which together help determine the size of one's experience pool and the latter also determines a character's rate of experience absorption. Additionally, Aura determines a character's total spirit points, which can be important for rangers who choose Council of Light as their society.
Setting statistics strictly for growth or strictly training points and early-level enjoyment each have their drawbacks. However, since it is possible to reset statistics up to five times during the first 30 days, new rangers have the opportunity to try different ways of setting their statistics before settling on more permanent settings (though they should be sure to remember have their final statistics settled before their first 30 days are up and are still advised to consult others for assistance in this matter).
Skills
A ranger's skill selection will vary somewhat depending on the path they have chosen. This is intended to be a very general training guide for any ranger. For further details on training in particular hunting styles, please refer to The Archer Ranger for a more specific guide on training a ranged ranger and (links to other specific hunting guides go here).
Core skills
These are the very basic things that every ranger should train in each level. Here, Cost refers to the training point (TP) cost expressed as (PTP/MTP) for a full single train at each level. A second training at each level costs double the TPs of the first one (so double training a skill will cost three times the listed value). Note that since level zero exists, it is possible to train at one's level plus two for the single training costs. This is referred to as being fully single trained. The skills listed here should be fully single or double trained unless indicated.
# | Cost | Skill | Reasoning |
1x | 4/0 | Physical Fitness | Necessary for full hitpoints, good as a cheap defense for maneuvers and for redux. |
2x | Weapon Skill | Whatever the weapon choice, the training should be maxed out. | |
1x | 7/5 | Dodge | Dodge helps you avoid incoming attacks entirely. |
1x | 0/17 | Spell Research | Learning new spells, improving the effectiveness and duration of others. |
1x | 0/5 | Harness Power | Should be exactly at the character's level (not fully 1x) for 3 mana at each level. |
1x | 0/2 | Perception | It's cheap, provides maneuver defense, helps rangers be even more amazing at foraging. |
Total | 9/29 |
Weapon Skill
The total cost of this training does not include weapon training since it is meant to be very generalized. Weapon training costs for a single weapon can vary from 9/3 for edged and ranged to 21/6 for polearms (if there are actually any rangers who hunt with polearms).
Depending on weapon choice and hunting style, a ranger will want to train in different skills each level as well. For example, an edged weapons user may wish to double train in Shield Use for an additional (15/0) training points. Meanwhile, archers will typically want to double train in perception (+0/4) and either single or double train in ambush (3/3 or 9/9) as well as double training in stalking and hiding (6/3) if they plan on sniping.
If a ranger finds it difficult to fit all these skills at low level, they may choose to skip training in dodge, especially if they choose to hunt from the shadows. Since mobility provides rangers with 20 ranks of dodge (plus an additional rank for each subsequent ranger spell learned), rangers can be effectively more than single trained in dodge after level 18 without ever actually training in the dodge skill as long as they continue to train in the ranger base. Thus, it is often advised to save the TPs for other skills, though dodge should be trained if desired and if the training points allow.
Spell Research
Although spell research can be fully singled, it is not possible to use a spell with a spell number higher than one's level. Fortunately, rangers have access to two spell circles, so they can pick up the first rank or two in the Minor Spiritual spell circle while still learning a new Ranger Base spell each level. Since this provides the ranger with an additional buff spell, it is often a good idea to do this, though not strictly necessary since many other professions know this spell and others may offer assistance.
A common way to train in spells is to obtain one rank in minor spirituals, and study in the ranger base each level up to level 40, learning Wall of Thorns. At this point, rangers will often focus on the minor spiritual spell circle at least until they learn Lesser Shroud before switching back to the ranger base for Assume Aspect. However, some rangers continue in the minor spirituals until they learn Spirit Guide, especially if they are interested in rescuing and are not a member of the Order of Voln before resuming study of the ranger base spells while others may skip the rest of the minor spiritual spells entirely until they have finished leveling.
Some rangers also stop training in spell research after learning all the spells they wish to learn, but many continue to study ranger base spells due to the additional benefits to ranger spells achieved in this manner. Rangers who choose to fully single train in spell research at each level typically end up learning 40 ranks in minor spirituals and 62 in ranger base (possibly 30/72 or 20/82, depending which minor spiritual spell they decide will be their last).
Threshold Skills
These are skills you can train and then forget about. Once again, the costs listed here are the costs for a skill that is fully single trained at most.
# | Cost | Skill | Reasoning |
30+ | 5/0 | Armor Use | 30 ranks is required to use brigandine with minimal spell and maneuver hindrance. |
10+ | 2/0 | Climbing | For low- to mid-level hunting grounds, somewhere around 10-15 should be enough to get around. You can add more ranks as necessary. |
5+ | 2/0 | Swimming | For low to mid-level hunting grounds, somewhere around 5-10 should be enough to get around. You can add more ranks as necessary. |
25 | 0/5 | Spirit Mana Control | 24 ranks for perfect sharing and an additional one for double incanting ability. |
Armor Use
All rangers wear some kind of armor, so training in this skill is definitely necessary. While many rangers find that brigandine armor provides sufficient protection, others choose to wear heavier armors if they want additional protection and spell hindrance doesn't bother them. So training armor use up to 70 ranks for minimal spell hindrance on augmented chain or up to 110 ranks for chain hauberk is also possible. The spell casting penalty beyond chain armor cannot be fully reduced, however. It is also generally a good idea to train this skill only when a ranger wishes to move to their next armor sub group (AsG) goal.
Climbing and Swimming
These skills are necessary to enter certain hunting grounds that involve climbing or swimming checks. If a ranger can get into her current hunting grounds, she does not need to continue training these skills. However, when she moves into a new hunting ground, she may need to train in one or both of these skills more and might also be advised to set aside a few extra TPs in the event that she does not train enough. Also note that climbing or swimming while encumbered will require higher skill than doing so in an unencumbered state.
Spirit Mana Control
While the rest of these skills are immediately useful and should be trained by all rangers at low levels, many rangers avoid studying more than about 10 ranks spiritual mana control until they are very high level. However, if a ranger has a regular hunting partner who also uses spiritual magic (e.g. a sorcerer, empath, cleric or paladin), he may find it useful to train in this skill more seriously earlier on in his career.
Additional Training
Finally, here are some additional skills you should train when you can spare the training points after your core training is complete. Don't worry if you cannot afford to train all of these skills early on.
# | Cost | Skill | Reasoning |
6/4 | Combat Maneuvers | Adds attack, defense or other special abilities. | |
0/5 | Magic Item Use | This skill increases the odds of successfully activating a magic item as well as increasing the duration of the spells contained in these items. It can be especially useful for rangers, who have the ability to create magical items. | |
0/10 | Spiritual Lore, Blessings | Increases the benefits and abilities for spells. | |
0/10 | Spiritual Lore, Summoning | ibid | |
1-2x | 1/1 | Survival | It's cheap, helps skinning, helps foraging, helps move around in tricky places. |
1-2x | 2/1 | First Aid | It's cheap, helps skinning and allows more effective wound tending. |
Combat Maneuvers
Depending on a ranger's chosen hunting style, combat maneuvers can be very beneficial. Melee weapons users (e.g. edged, two handed) may want to fully single train in this skill from the outset because every two ranks in this skill will add one to their attack strength (+1 AS). Ranged weapons users may choose to avoid studying combat maneuvers until later in their career since they miss out on this bonus, although they can benefit from the abilities unlocked by specific combat maneuvers as well as obtaining additional defense against combat maneuvers.
Lore Training
Rangers will typically avoid studying lores very early on in their careers as they are often too busy using their TPs on threshold skills. Due to the many benefits of lores on a number of spells, most rangers end up training in some lores at some point in their careers and some rangers choose to single train in lores eventually. However, since rangers are limited to single training in Spiritual Lores, each ranger must choose how they balance their lores since these each offer different benefits to different spells, which are outlined in great detail in the lore chart.
More generally, a ranger who hunts in a more magical style may choose to learn more summoning lore to increase the effectiveness of their vine, spike thorn and nature's fury attacks (in addition to others) as well as for creating better imbued items. A ranger who hunts in a more physical style may prefer to learn more blessing lore since this will increase the defensive benefits of natural colours, resist elements, self control and their ability to give their armor better resistance to nature. Eventually, all rangers typically train up to some threshold in each to achieve some sort of balance.
Name
A character’s name. Choose wisely. This is one of the few settings players will never be able to change within the lifespan of their character.
See Also
- Ranger (main article)
- New Players' Guide (a comprehensive beginner's guide for new players of any profession)
- The Art of the Bow (guide)
- Aurach's Two Weapon Combat Guide: A Ranger's Perspective
- The Archer Ranger
- The Art of Roleplaying in GemStone IV (guide)
- Player Guide Contest
References
This article is a Stub. You can help GSWiki by expanding it. |