Ranger candidates of the elements

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Introduction

Rangers are woodsmen and hunters, but also weavers of moderately powerful nature-related spells, and they have been known to surprise their opponents with a combat trick or two. Those who are willing to dedicate their lives to the exploration and protection of the world may start their quest for understanding the nature by joining the ranks of Ranger Candidates of the Elements.

After training enough in the candidates one can join to subsequent guilds like scouts of Grahm who are a small group of seasoned ranger candidates who have rejected the magical side of being a ranger because spells might actually damage the elemental forces and nature, at least in their minds. And to use nature's powers to help yourself would be against all laws of natural harmony. So instead this group has decided to hone their physical abilites to compensate the loss of magical power. And they are not faring badly at all.

A ranger can also become a well-trained archer and hone his skills in the Royal Archers who are a group of professionals who travel around the continent to compete in all kinds of archery contests. Some of them even make their living this way, though the prizes of the contests are far from amazing.

One can also join the Nightstalkers. Members of this guild would be famous for their ability to sneak upon unsuspecting victims and hide in their surroundings. The origins of this guild are unknown, but some gossip of connections to different spy organisations have been going on for many years. Nowadays these dexterious rangers gladly teach their skills to other rangers, for they hate the disturbing sounds the untrained make when traveling through the woods and these skills are very valued when trying to shoot someone from a hiding place.

Rangers are also famous for their impressive handling of blades while whirling them in the air. It is also rumoured that very skilled rangers can even make their blades sing a tune while whirling them in the air and obliterating opponents.

The solitary rangers have established a center of training southwest of the city of Vaerlon, in a dense decidious forest next to a lake. They currently accept anyone into their ranks and teach herbal lore and combat skills alike.

Weloq says: //Well, you see, the ranger guild is a very branched guild, and we offer many different skills to specialize in. First you have to complete the basic training in the form of two guilds: the main guild, where you are right now, and the Scouts of Grahm. After reaching the 25th level, you have to complete at least two of the five ranger subguilds. You may pick any two 'subs' you wish, including the Royal Archers. If you are successful in doing so, the Ranger Lords will gladly accept you. And finally, after learning everything the Lords can teach you, The Protectors will complete your training.//

Guild structure

Ranger Candidates of the Elements

Rangers are woodsmen and hunters, but also weavers of moderately powerful nature-related spells, and they have been known to surprise their opponents with a combat trick or two. Those who are willing to dedicate their lives to the exploration and protection of the world may start their quest for understanding the nature by joining the ranks of Ranger Candidates of the Elements.

Maximum level: 15

Bonus Matrix
Bonus Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

regen: ep - 1 - - - - - - 2 - - - - - 1
stat: dexterity - - 1 - 1 - - - - - - 2 - - 1
stat: constitution 1 - - 1 1 - - 1 - - - - - 2 1
regen: sp - - - - - 2 - - - - - - - 2 -
regen: hp - 2 - - - - 1 1 - - - - 1 - -
stat: wisdom - - - - - 1 - - - - 1 - - - -
stat: strength 1 - 1 1 - - - - 1 1 - - - - -
stat: charisma - - - - - - 1 - - - - - - - -
Skill Matrix
Skill Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

slash - - - - - - - - - - - - - - 5
fletchery - - - - - - - - - 5 10 15 20 25 30
plant lore - - - - - 5 10 15 20 25 30 35 40 45 50
sharpshooting - - - - - - - - - - - - 5 10 10
spears - - - - - 5 10 15 20 25 30 35 40 45 50
aiming - - - - - - - - - - - - - 5 10
pathfinding - - - - - - - - - - - - - - 10
concentrated attack - - - - - - - - 5 10 15 18 20 23 25
staves - - - - - 5 10 15 20 25 30 35 40 45 50
mixing - - - 5 10 15 20 30 40 45 48 50 50 50 50
herbalism - - 5 15 20 25 30 35 40 43 45 48 50 50 50
throwing - - - - - - - - - 10 15 20 23 26 30
piercing weapons 5 10 15 20 25 30 33 36 40 43 46 50 53 56 60
orienteering - 10 15 20 25 30 35 40 45 48 50 53 55 58 60
impale - - - - - - - - - - - - - - 5
deft - - - - - - - - - - - - - 5 10
savage - - - - - - - - - - - - - 5 10
chop - - - - - - - - - - - - - - 5
kick - - - - 5 15 20 25 30 35 38 40 40 40 40
slashing weapons 5 10 15 20 25 30 33 36 40 43 46 50 53 56 60
melee 10 15 20 25 30 35 38 40 43 46 50 53 56 60 65
evasive combat methods - - - - - - - - - 5 5 10 10 15 15
flail - - - - - - - - - - - - - - 5
bowery - - - - - - - - - 5 10 15 20 25 30
swords - - - - - 5 10 15 20 25 30 35 40 45 50
crush - - - - - - - - - - - - - - 5
pierce - - - - - - - - - - - - - - 5
block - - - - - - - - - - 5 10 10 13 15
archery - - - - - - - - 5 10 15 18 20 23 25
swing - - - - - - - - - - - - - - 5
unarmed fighting 10 15 20 25 35 45 55 60 65 70 75 78 80 83 85
camping - - - 5 10 15 20 25 30 35 38 38 40 40 40
bludgeoning weapons 5 10 15 20 25 30 33 36 40 43 46 50 53 56 60
trapping - - - - - - - - - - - - - - 10
light armours - - - - - - 5 10 20 30 35 40 45 50 50
scouting - - - - - - - - - - 20 40 60 80 100
dodge - - - - - - 5 10 15 18 20 23 25 28 30
avoid hits - - - - 5 10 15 18 20 23 25 28 30 30 30
brawling - 5 10 20 30 40 50 55 60 65 70 73 75 78 80
axes - - - - - 5 10 15 20 25 30 35 40 45 50
Spell Matrix
Spell Name 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

barkskin - - - - - - - - - - - - 20 30 40
extended vision 20 35 45 50 55 60 65 70 70 70 70 70 70 70 70
guided aim - - - - - - - - 20 30 35 40 45 50 55
good berry - - - - - - - - - 15 20 25 30 35 40



Scouts of Grahm

The scouts of Grahm are a small group of seasoned ranger candidates who have rejected the magical side of being a ranger because spells might actually damage the elemental forces and nature, at least in their minds. And to use nature's powers to help yourself would be against all laws of natural harmony. So instead this group has decided to hone their physical abilites to compensate the loss of magical power. And they are not faring badly at all.

Maximum level: 10

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10

stat: constitution - - - 1 - - - - - 2
stat: wisdom - - - - - - - - 1 -
regen: hp - 1 - - - - - 2 - -
stat: strength - - 1 - - - 1 - - -
stat: dexterity 1 - - - 1 1 - - - -
regen: ep - 1 - - 1 - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10

slash 10 10 10 13 15 15 15 18 22 25
medium armours 10 15 15 20 20 25 30 35 35 35
sharpshooting 10 15 15 15 20 20 20 25 25 25
spears 55 55 58 60 63 66 70 70 73 75
aiming 10 13 15 15 15 18 21 24 27 30
pathfinding 15 18 21 24 27 30 33 36 40 40
concentrated attack 25 28 30 30 33 35 38 40 43 45
staves 55 55 58 60 63 66 70 70 73 75
concentrated defence - 5 10 10 15 20 23 25 25 25
throwing 30 33 36 40 40 40 40 40 40 40
piercing weapons 65 68 70 70 73 76 80 80 83 85
animal lore - - - - - 15 20 25 28 30
draw weapon - - 20 30 35 40 45 50 55 60
twin weapons - - - 10 15 20 23 26 30 30
orienteering 60 65 65 70 70 70 70 70 75 75
impale 10 10 10 13 15 15 15 18 22 25
deft 10 13 15 15 15 18 21 24 27 30
whirling blades - - 15 25 35 45 55 60 65 70
savage 10 13 15 15 15 18 21 24 27 30
resist exhaustion - - - - - - - - 10 10
continuous assault - - - - - - 10 20 25 30
chop 10 10 10 13 15 15 15 18 22 25
slashing weapons 65 68 70 70 73 76 80 80 83 85
melee 70 73 75 75 78 78 80 80 83 85
evasive combat methods 20 20 25 25 30 30 35 40 45 50
enhance criticals - - - - - - - 10 15 20
flail 10 10 10 13 15 15 15 18 22 25
marksmanship - - - - - - - - 15 15
swords 55 55 58 60 63 66 70 70 73 75
crush 10 10 10 13 15 15 15 18 22 25
rural combat - - - - - - 15 20 23 25
pierce 10 10 10 13 15 15 15 18 22 25
block 15 18 21 24 27 27 30 33 33 35
archery 30 30 30 30 35 35 35 40 40 40
swing 10 10 10 13 15 15 15 18 22 25
unarmed fighting 90 90 90 90 90 90 90 90 90 90
camping 40 42 44 44 46 46 48 48 50 50
bludgeoning weapons 65 68 70 70 73 76 80 80 83 85
find weakness - - - - 10 15 20 25 33 35
trapping 15 20 25 30 30 30 35 35 40 40
light armours 55 60 60 63 66 70 70 70 70 70
dodge 30 33 35 35 35 35 35 38 42 45
avoid hits 30 33 35 35 35 35 35 38 40 40
brawling 85 90 90 90 90 90 90 90 90 90
axes 55 55 58 60 63 66 70 70 73 75



Bladesingers

Bladesingers is a group of highly trained ranger swordmen, though axe wielding members have been known to train here every now and then. The name comes from the sound a weapon's blade makes when it cuts through the air at a high speed, and to a normal person the whistling sound might be annoying. But a true Bladesinger can move the blade at such speeds that the sound becomes almost musical, the weapon an instrument of deadly melodies. Some have claimed the sound to be a result of a minor magical spell, but the members of this guild refuse to admit anything but the speed of their strikes.

Maximum level: 5

Bonus Matrix

Bonus Name 1 2 3 4 5

stat: dexterity 1 - - - 1
stat: wisdom - - - 1 -
stat: strength - - 1 - -
regen: ep - 1 - - -
regen: hp - 1 - - -

Skill Matrix

Skill Name 1 2 3 4 5

twin weapons +10 +10 +10 +5 +5
bladesinging - - 20 40 60
defensive patterns 20 30 40 50 65
offensive patterns 20 30 40 50 65
continuous assault - - - - +5
assailing 10 15 25 35 40
cleave 10 15 25 35 40
whirling blades +5 +5 - +5 -
weapon parry - - - +5 -

Spell Matrix

Spell Name 1 2 3 4 5

barkskin - - - - -
extended vision 20 35 45 50 55
guided aim - - - - -
good berry - - - - -



Nightstalkers

Stealth is the easiest way to victory. The members of this guild would be famous for their ability to sneak upon unsuspecting victims and hide into their surroundings, if someone had witnessed such an event. The origins of this guild are unknown, but some gossip of connections to different spy organisations has been going on for many years. Nowadays these dexterious rangers gladly teach their skills to other rangers, for they hate the disturbing sounds the untrained make when traveling through the woods.

Maximum level: 5

Bonus Matrix

Bonus Name 1 2 3 4 5

stat: dexterity 1 - 1 - 1
stat: intelligence - - - - 1
stat: wisdom - - - 1 -
regen: ep - 1 - - -
regen: hp - 1 - - -

Skill Matrix

Skill Name 1 2 3 4 5

rural concealment - - - +30 +30
move silently +15 +15 +10 +10 +10
wipe tracks - - +20 +20 +20
tracking - +15 +15 +15 +15
hide in shadows +15 +15 +10 +10 +10
sniping - - +20 +20 +20



Champions of Nature

Nature presents many dangers to even the most experienced adventurers. The Champions is a group of survival extremists who have decided to form a training place of their own, because in their opinion the Scouts of Grahm are a bunch of softies. They train their physical and mental abilities, believing that enduring pain is the only way to gain. As the years have passed the ideals of rangerhood have all but vanished, even though the Champions swear by nature and the elements. But even today the rules set by ancient traditions apply, and rangers remain the only individuals allowed to join this guild.

Maximum level: 5

Bonus Matrix

Bonus Name 1 2 3 4 5

stat: strength - - - - 1
stat: constitution 1 - - 1 -
stat: dexterity - - 1 - -
regen: ep - 2 - - -
regen: hp - 1 - - -

Skill Matrix

Skill Name 1 2 3 4 5

resist exhaustion +15 +10 +15 +10 +5
essence of true ritual - - 10 20 30
pathfinding - - - - +5
determination - - +15 +20 +15
contact reflexes - - +20 +20 +20
animal lore +10 +10 +10 +10 +5
rural combat +10 +10 +10 +10 +10
concentrated defence - - - +5 -
avoid hits - - +5 - -


Royal Archers

The Royal Archers are a group of professionals who travel around the continent to compete in all kinds of archery contests. Some of them even make their living in this way, though the prizes of the contests are far from amazing. Most of them are hunters in royal courts, and sometimes they have been accused of assassinations, though these accusations have never been proved correct. This guild serves as a training place for honing one's skills and teaches all there is to archery, and some bowyer/fletcher skills too.

Maximum level: 5

Bonus Matrix

Bonus Name 1 2 3 4 5

stat: dexterity 1 - 1 1 1
regen: ep - 2 - - -

Skill Matrix

Skill Name 1 2 3 4 5

fletchery 30 50 70 90 100
archery 30 50 70 80 100
timing - - 30 60 80
bowery 30 50 70 90 100
marksmanship - - - 30 60
sharpshooting 30 50 70 80 100

Spell Matrix

Spell Name 1 2 3 4 5

enchant arrow 25 40 50 60 70


Ranger Lords of the Elements

A ranger is granted the title 'ranger lord' if he has passed the training of the basic guild and the subguild of his choice, and at least two of the small ranger subguilds scattered thoughout the world. After a ranger has these merits, he can automatically join this guild, where rangers of different races and beliefs join together to learn and teach. And because of this cultural blending the guild offers a very wide range of different skills, though many of them can only be totally mastered in smaller but more specialized guilds. This is also the last place where rangers of different kingdoms work together, since people tend to become grumpier and less tolerant with age. The oldest and most grumpy rangers have formed two guilds for those yearning for more knowledge: the Druidic Rangers and the Protectors.

Maximum level: 10

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10

stat: dexterity 1 - - - 1 1 - - - 1
stat: strength - - 1 - - - 4 - - 1
stat: constitution - - - 4 - - - - - 1
stat: wisdom - - - - - - - - 1 -
regen: hp - 1 - - - - - 1 - -
regen: ep - 2 - - 1 - - - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10

savage +5 - - +5 - - +5 - - 50
medium armours +10 +10 - +10 - +10 - +5 - 85
offensive battle strategy - - 10 20 25 30 35 - 40 40
melee +5 - - - - +5 - - - +5
evasive combat methods +5 +5 - +5 - +5 - +5 - +5
aiming +5 - - +5 - - +5 - - 50
enhance criticals - +10 - +5 - +5 - - - 45
marksmanship +5 +5 +5 +5 - +5 +5 +5 - +5
weapon parry +10 +5 - +5 +5 +5 - +5 - 45
block - - +5 - - - +5 - - 55
detect traps - +20 - +20 - +20 - +10 +10 +10
find weakness - +10 - +5 - - - - - 55
combat sense - - - - 20 25 30 - 36 40
timing +5 - - +5 - - +5 - - +5
deft +5 - - +5 - - +5 - - 50
avoid hits - - +5 - - +5 - - - 60
dodge - - +5 - - +5 - - - 60
bladesinging +10 - +10 - - +10 - - +5 -
defensive patterns +10 - +5 - - +5 - - +5 -
resist exhaustion +10 - +10 - - +10 - - +5 -
tracking +10 - +10 - - +10 - - +5 -
offensive patterns +10 - +5 - - +5 - - +5 -
rural concealment +10 - +10 - - +10 - - +5 -
hide in shadows +10 - +10 - - +10 - - +5 -
contact reflexes +10 - +10 - - +5 - - 90 -
trapping - +10 - +10 - +10 - - +10 -
sniping +10 - +10 - - +10 - - +5 -
move silently +10 - +10 - - +10 - - +5 -
wipe tracks +10 - +10 - - +10 - - +5 -
determination +10 - +10 - - +10 - - 90 -
slash - +10 - - +10 - - 50 - -
swing - +10 - - +10 - - 50 - -
continuous assault - +20 - - +10 - +5 75 - -
bludgeoning weapons - - +5 - +5 - - +5 - -
chop - +10 - - +10 - - 50 - -
piercing weapons - - +5 - +5 - - +5 - -
flail - +10 - - +10 - - 50 - -
impale - +10 - - +10 - - 50 - -
crush - +10 - - +10 - - 50 - -
pierce - +10 - - +10 - - 50 - -
camping - +5 - - +5 - +5 - - -
spears - - - +5 - - 85 - - -
concentrated attack - +5 - - - - 45 - - -
staves - - - +5 - - 85 - - -
swords - - - +5 - - 85 - - -
axes - - - +5 - - 85 - - -
pathfinding +10 - +10 +10 +10 +5 - - - -
rural combat +10 - +10 - - +5 - - - -
light armours - +10 - +5 - +5 - - - -
animal lore +10 - +10 - - +5 - - - -
twin weapons +10 - +10 - - +5 - - - -
plant lore - - - - +5 - - - - -
slashing weapons - - +5 - +5 - - - - -
mixing - - - - +5 - - - - -
herbalism - - - - +5 - - - - -
whirling blades - - +5 - - - - - - -
concentrated defence - - 40 - - - - - - -
orienteering +10 - - - - - - - - -

Spell Matrix

Spell Name 1 2 3 4 5 6 7 8 9 10

guided aim +5 +5 +5 +5 - +5 +5 +5 +5 50
enchant arrow +3 +3 +3 +3 +3 +3 +3 +3 +3 85
good berry - - +5 - - - +5 - - 40
barkskin - +5 - - - +5 - - - +5
[[]] +5
[[]] 50
[[]] 45
[[]] +5
[[]] 45
[[]] 55
[[]] +10
[[]] 55
[[]] 40
[[]] +5
[[]] 50
[[]] 60
[[]] 60
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Protectors of Grahm

The Protectors of Grahm are the keepers of the forest, safe-keepers of nature. Most of them patrol throughout the valley, hunting down enemies of wildlife and the forest. Some have selected a specific region in which they have established homes, watching over the area and guarding it. The guild continues from where the Scouts of Grahm and Ranger Lords left off in what comes to combat skills, allowing a ranger to hit faster than ever.

Maximum level: 5

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10

stat: dexterity 1 - - - 3 +5 +5 +5 +5 50
regen: ep - 2 - - 1 +3 +3 +3 +3 85
stat: constitution - - - 3 - - +5 - - 40
stat: strength - - 1 - - +5 - - - +5
regen: hp - 1 - - - +5
50
45
+5
45
55
+10
55
40
+5
50
60
60
-
-
-
-
-
-
-
-
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Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10

slash 80 80 80 85 95 +5 +5 +5 +5 50
medium armours - - - - 90 +3 +3 +3 +3 85
offensive battle strategy 60 60 70 80 90 - +5 - - 40
wilderness retreat 80 80 80 90 90 +5 - - - +5
assailing 80 80 80 90 100 +5
spears - - - - 95 50
aiming 80 80 80 85 95 45
pathfinding - - - - 100 +5
staves - - - - 95 45
concentrated attack 60 65 75 80 90 55
concentrated defence 40 50 60 70 80 +10
cold tolerance 80 80 80 90 90 55
combat sense 70 70 70 80 90 40
draw weapon 80 80 80 80 80 +5
cleave 80 80 80 85 95 50
orienteering - - - - 100 60
impale 80 80 80 85 95 60
deft 80 80 80 85 95 -
savage 80 80 80 85 95 -
concentrated casting 20 30 40 50 60 -
chop 80 80 80 85 95 -
evasive combat methods 75 75 75 85 100 -
enhance criticals 70 70 80 85 95 -
flail 80 80 80 85 95 -
swords - - - - 95 -
maces 30 50 70 85 95 -
crush 80 80 80 85 95 -
weapon parry 70 70 70 85 95 -
pierce 80 80 80 85 95 -
block 80 80 80 85 95 -
swing 80 80 80 85 95 -
unarmed fighting 100 100 100 100 100 -
find weakness 70 70 80 85 95 -
light armours - - - - 100 -
avoid hits 70 70 70 85 95 -
melee massacre 75 75 75 85 95 -
dodge 80 80 80 85 95 -
brawling 100 100 100 100 100 -
axes - - - - 95 -
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Reivers of Grahm

The Reivers of Grahm.

Maximum level: 5

Requirements

One of the following masteries at least '25' unity of separate motions projectile guidance


Bonus Matrix

Bonus Name 1 2 3 4 5

regen: hp - - - - 3
stat: constitution - - - 3 -
stat: strength - - 3 - -
regen: ep - 3 - - -
stat: dexterity 3 - - - -

Skill Matrix

Skill Name 1 2 3 4 5

bladesinging - - - - 100
slash - - 100 100 100
defensive patterns - - - - 100
plant lore +5 +5 +5 +5 +5
pinpoint precision 100 100 100 100 100
offensive battle strategy - - - 100 100
wilderness retreat - - - - 100
assailing - - 100 100 100
focus of a marksman 40 40 45 45 50
spears 100 100 100 100 100
giant killer - 100 100 100 100
aiming - - 100 100 100
staves 100 100 100 100 100
concentrated attack - 100 100 100 100
mixing +5 +5 +5 +5 +5
herbalism +5 +5 +5 +5 +5
cold tolerance - - - - 100
combat sense - - - - 100
cleave - - 100 100 100
twin weapons - - - - 100
impale - - 100 100 100
deft - - 100 100 100
whirling blades - - - - 100
savage - - 100 100 100
continuous assault 100 100 100 100 100
velocity - - - - 100
chop - - 100 100 100
offensive patterns - - - - 100
enhance criticals - - - 100 100
flail - - 100 100 100
swords 100 100 100 100 100
crush - - 100 100 100
maces 100 100 100 100 100
weapon parry - - - - 100
pierce - - 100 100 100
block - - - 100 100
swing - - 100 100 100
find weakness - - - 100 100
improvised combinations 40 40 45 45 50
avoid hits - - - 100 100
dodge - - - 100 100
axes 100 100 100 100 100

Spell Matrix

Spell Name 1 2 3 4 5

barkskin - - - - 100
extended vision - - - - 100
good berry - - - - 100


Secondary guild

Clandestine archers

Clandestine archers are a by-product of the policy the rangers have assumed; don't let outsiders in on the higher secrets and tools of clandestine archery, concentrating mainly on hiding and discrecy in general. While Royal Archers are able to provide training good enough for most individuals, Clandestine archers pick up from there and teach an aspiring archer how to perfect his trade.

Maximum level: 10

Bonus Matrix

Bonus Name 1 2 3 4 5 6 7 8 9 10

regen: hp - 1 - - - - - - - 1
stat: dexterity 1 - - - 1 - - - 1 -
regen: ep - - - 1 - 1 - 1 - -
stat: strength - - 1 - - - 1 - - -

Skill Matrix

Skill Name 1 2 3 4 5 6 7 8 9 10

move silently - - - - 15 +10 +10 +10 +10 +10
offensive - - - - - - - - 20 +30
timing +3 +3 +3 +3 +3 +3 +3 +3 +3 +3
hide in shadows - - - - - - - 20 +15 +15
marksmanship +4 +4 +4 +4 +4 +4 +4 +4 +4 +4
sniping - - - - 10 +5 +5 +10 +10 +20

Spell Matrix

Spell Name 1 2 3 4 5 6 7 8 9 10

faerie fire - - - - - - - 20 +20 +40
enchant arrow - - - - - - - - - +20

Requirements

  • At least at level 50.
  • Not member of guild:
* Ranger Candidates of the Elements
  • Must have 5 levels in Royal Archers.