EQL class reference
Ranger Class Guide
Ranger EverQuest Legends class guide with role ratings, stat focus, suggested races, spells, and build planner links. Rangers are a lightly armored.
Role and Stats
Rangers are a lightly armored offensive class which focuses more on delivering damage than tanking. In terms of combat skills they can use all types of weapons and get dual wield, double attack, triple attack, and kick. They have higher offensive skill caps than any other hybrid class. This, combined with innate attack spells means that rangers will have better and more consistent damage output for comparable equipment. Additionally, rangers are one of only two classes that can do critical blows with archery as a default. All rangers deal double damage with archery to standing targets that are not rooted. Additionally, ranged stance allows for use of archery in short range. Finally, rangers also have fast casting, cooldown controlled nukes that are great for fast-paced play. In terms of defenses, rangers also get a number of defensive skills including dodge, parry, riposte, block, and disarm. However, they are lower in a number of defensive skill areas. They have a lower skill cap compared to Warriors, and slightly below the Paladin and Shadow Knight class as well. As light tanks with some of the best aggro inducing abilities in the game, they can but should not be left to tank for significant periods. They have no skill to reduce the monsters hate for them until the level 50 in the form of the spell Jolt. Indeed, until you have Jolt rangers will need to use snares, roots, or evasive to get out of sticky situations. Rangers get the highest tracking skill in the game, which helps to find people or enemies within the area. This is particularly useful in the large outdoor zones, and can be used to track corpses of members of your group. Additionally, rangers have a high cap on forage which will all but guarantee you always have food and water to survive on. In terms of magic Rangers get a range of nice utility spells. They receive both Spirit of Wolf and later take the form of a wolf benefiting from both run speed and a significant ATK bonus. They also get spells to reduce monster frenzy ranges, and this enables them to single pull out of a group. They have both healing spells and damage shields (the latter of which inflicts unresistable damage). This is coupled with a solid series of HP and AC increasing buffs, as well as some minor stat buffs. Damage wise they receive both direct damage and damage over time spells. They can also snare and root mobs. Despite their magical power they do not have the ability to bind or gate. You can view the full ranger spell list on the chart below. If you are looking for a class pick with decent damage output, the best tracking in the game, and a little bit of magic to spice things up this class could be the one for you. You will be able to deal damage, spot heal, and act as a light tank in group content.
- STR +5
- STA +10
- AGI +10
- DEX +0
- WIS +5
- INT +0
- CHA +0
Primary stat: DEX
Suggested races: Half Elf, Halfling, Human, Wood Elf
Early and Notable Spells
- Minor Healing - level 1 Mends minor wounds, healing 12 to 20 hit points.
- Glimpse - level 2 Grants your eyes magical acuteness, allowing you to see clearly over long distances.
- Flame Lick - level 3 Surrounds your target in flickering flames, lowering their armor class, and damaging them. Must have a equipped, in.
- Lull Animal - level 4 Lulls the ferocity of many animals, making them less likely to attack. This spell works on creatures up to level @1.
- Tangling Weeds - level 5 Entangles your target's feet with magical roots, slowing their movement speed for up to 18 seconds.
- Snare - level 6 Entangles your target's feet with magical roots, slowing their movement speed. This spell, and spells like it which.
- Skin Like Wood - level 7 Hardens the skin of your target, increasing their hit points and armor class. Effectively a heal; see Healing Spell.
- Skin Like Wood - level 7 Hardens the skin of your target, increasing their hit points and armor class. Effectively a heal; see Healing Spell.
- Endure Fire - level 9 Surrounds your target with an aura of protection, warding away fire for 27 min.
- Dance of the Fireflies - level 10 Summons a swarm of mystic fireflies to your hands, providing light in dark areas. Summoned: Firefly Globe, a light.
- Hawk Eye - level 11 Focuses your vision, considerably improving your aim with a bow.
- Feet like Cat - level 12 Infuses your target with a feline spirit, increasing their agility for 36 min.
- Cure Poison - level 13 Removes toxin from your target's system, curing them of minor poisons.
- Thistlecoat - level 13 Surrounds your body in a coat of thistles that increases your armor class, as well as harming those that strike you.
- Burst of Fire - level 14 Creates a ball of fire that burns your target.
- Camouflage - level 14 Covers your body in a mystic shield, allowing you to blend in with your outdoor surroundings. This spell only works.
- Grasping Roots - level 15 Commands roots to take hold of your target, doing damage and preventing their movement.
- Invoke Lightning - level 15 Calls down lightning from the sky, causing damage to your target and up to 3 others nearby (outdoor only spell).