|
PC GAMES
News
Reviews
Previews
Movies/Media
Downloads
Hints/Codes
GameGuides.com
Special Features
Beta Center
Release Calendar
Forums
Top Games
PC GENRES
Action
Adventure
Driving
Puzzle
Role-Playing
Simulation
Sports
Strategy
SWITCH TO:
VIDEO GAMES
GAMESPOT LIVE
GAMEBUYER
HARDWARE
SUBSCRIBE TO:
PC Newsletter
HW Newsletter
ELITE SERVICES
Join GameSpot
SEE ALSO
GameFAQs
Gamespy Arcade
Netflix
INFORMATION
Help
Contact Us
International
|
|

Character Creation
(cont.)
Ranger
The ranger is the true jack of all trades and master of none. This class
has a good range of physical attacks and spell use. The ranger can become
a grandmaster in the axe and also become a master in the bow, leather,
and chain. The ranger gets a good number of hit points and becomes a decent
close-range fighter, better than the archer and roughly on par with the
paladin. It is the second-best bowman in the game and can take the place
of the archer in a party that emphasizes more melee combat. The ranger,
unlike the paladin and archer, does not start out with spellcasting ability.
Spell use doesn't come until the ranger is promoted to the next rank of
hunter. However, to make up for this lack of immediate spell use, the
ranger can cast spells from both the self and elemental schools. Like
the druid, the ranger has the widest range of spells to choose from.
The ranger also provides the
party with some helpful skills and can take identify monster to grandmaster
level and perception to master level. If you do not have a thief in your
party and do not plan on cultivating a ninja, take the ranger for its
modest disarm trap skill. The ranger can be a primary fighter in a magic-heavy
party, but is never the equal of a knight. While it can be an axe grandmaster,
it cannot excel in armor, armsmaster, or body building. Rangers need good
might and accuracy scores as well as good endurance, speed, intellect,
and personality. Humans make good rangers, as do elves. The negative side
of a ranger is that its proficiency in so many skills makes it a master
in none.
Starting skills:
Axe, perception
Starting choices: Bow, dagger, sword, leather, armsmaster, body
building, disarm trap, dodging, identify monster
Disallowed skills: Mace, plate, dark, light
Normal-level skills: Staff, unarmed, alchemy, identify item, meditation,
merchant, repair item
Expert-level skills: Dagger, spear, sword, dodge, shield, air,
earth, fire, water, body, mind, spirit, armsmaster, disarm trap, body
building, learning, stealing
Master-level skills: Bow, chain, leather, perception
Grandmaster-level skills: Axe, identify monster
Starting hit points:
30
Starting spell points: 0
Additional hp per level: 4/5/6
Additional spell points per level: 0/2/3
Next: Ranger (cont.)
GameSpot is a CNET Networks Media Property. Copyright ©1995-2001 CNET Networks, Inc. All rights reserved. Privacy policy.
|
|
|