Difference between revisions of "Ranger"

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| rowspan="2" |The Ranger combines physical strength with an impressive arsenal of healing and attack magic to make for a versatile, balanced fighter. “Jack of all trades, master of none”, the Ranger has no glaring weaknesses. Rangers are an excellent class for soloing, but can also be an asset to any party.  
 
| rowspan="2" |The Ranger combines physical strength with an impressive arsenal of healing and attack magic to make for a versatile, balanced fighter. “Jack of all trades, master of none”, the Ranger has no glaring weaknesses. Rangers are an excellent class for soloing, but can also be an asset to any party.  
 
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===Nature Tree===
 
===Nature Tree===
 
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| '''Regrowth:''' Increases the base power of all healing spells per point, up to a maximum of +8 to spell power. This branch includes the spells [[Heal]], [[HealMore]], and [[Detox]]. Accessible when skill trees open up.
 
| '''Regrowth:''' Increases the base power of all healing spells per point, up to a maximum of +8 to spell power. This branch includes the spells [[Heal]], [[HealMore]], and [[Detox]]. Accessible when skill trees open up.
 
| rowspan="7" align="right" |[[Image:Ranger1.png|404x318px]]
 
| rowspan="7" align="right" |[[Image:Ranger1.png|404x318px]]
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===Hunter Tree===
 
===Hunter Tree===
 
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|'''Quickness:''' +3 to Agility per point, up to a maximum of +18. This branch includes the skill [[Counter]]. Accessible when skill trees open up.
 
|'''Quickness:''' +3 to Agility per point, up to a maximum of +18. This branch includes the skill [[Counter]]. Accessible when skill trees open up.
 
| rowspan="9" align="right" | [[Image:Ranger2.png|404x318px]]
 
| rowspan="9" align="right" | [[Image:Ranger2.png|404x318px]]
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===Foundation Tree===
 
===Foundation Tree===
 
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|Note: Stamina, Wisdom and Luck are available for point investment when skill trees open up. Fire/Ice/Storm Enchant are available at level 12.
 
|Note: Stamina, Wisdom and Luck are available for point investment when skill trees open up. Fire/Ice/Storm Enchant are available at level 12.
 
| rowspan="5" align="right" | [[Image:Ranger3.png|404x318px]]
 
| rowspan="5" align="right" | [[Image:Ranger3.png|404x318px]]

Revision as of 01:54, 11 June 2012

The Ranger combines physical strength with an impressive arsenal of healing and attack magic to make for a versatile, balanced fighter. “Jack of all trades, master of none”, the Ranger has no glaring weaknesses. Rangers are an excellent class for soloing, but can also be an asset to any party. Ranger.png
Ranger stats.png

Equipment

Rangers can equip Swords, Daggers, Bows, and Staves. They can use a variety of armor ranging from heavy chain mail to cloth. In their offhand slot Rangers can equip Bracelets and Necklaces. In short, a ranger's equipment options mirrors their versatility in terms of skill choices and play style.

Skill Trees

Skill trees are the basis of leveling and customizing your character in NEStalgia. The skill tree menu unlocks at level 5 and at that point the player will be able to customize their character with the five points available. There are three ways to gain additional points:

- Gain an experience level, which grants one point.
- Progress through the plot of the game, which grants one point after completing the main quest connected to Verity's lighthouse and an additional point after completing the main quest connected to the Arctic's ice palace.
- Spend 100,000 gold on a Greater Moon Blessing, which grants four points all at once.

As of v1.62 this allows for a maximum of 38 points to spend.

Nature Tree


Regrowth: Increases the base power of all healing spells per point, up to a maximum of +8 to spell power. This branch includes the spells Heal, HealMore, and Detox. Accessible when skill trees open up. Nature Tree.png
Holy Power: -8% MP cost of all healing spells, up to a maximum of -32%. This branch includes the spell HealWave. Accessible at level 20.
Nature's Fury: Increases the base power of all storm spells, up to a maximum of +6 to spell power. Accessible when skill trees open up.
Tempest: -5% MP cost of all storm spells, up to a maximum of -20%. This branch includes the spells Electro and Sizzle. Accessible at level 8.
Cloud Burst: +5% to storm spell multi-target damage, up to a maximum of +20%. This branch includes the spell Lightning. Accessible at level 15.
Sagacious: +2 to Intelligence per point, up to maximum of +12. Accessible when skill trees open up.
Staff Mastery: +2% to both Plus Storm and Plus Healing when using a staff, up to a maximum of +8% to both. Accessible at level 5.

Hunter Tree


Quickness: +3 to Agility per point, up to a maximum of +18. This branch includes the skill Counter. Accessible when skill trees open up. Hunter Tree.png
Awareness: +20% to Repel's effect vs. stronger monsters, up to a maximum of +40%. This branch inludes the spell Sense. Accessible at level 8.
Guts: +3% to Fire, Ice and Storm resist per point, up to a maximum of +9% to each. Accessible at level 10.
Daring Offense +2% physical damage per point when using either a bow or a staff, up to a maximum of +14%. This branch includes the spell Soften. Accessible when skill trees open up.
Steady Aim: +1% to bonus crit. Accessible at level 5.
Dead Eye: +1% to bonus crit. Accessible at level 15.
Solid Defense: +2% to physical defense per point when using either a sword or a staff, up to a maximum of +14%. This branch includes the spell Harden. Accessible when skill trees open up.
Moving Target: +1% to bonus dodge. Accessible at level 5.

Foundation Tree


Note: Stamina, Wisdom and Luck are available for point investment when skill trees open up. Fire/Ice/Storm Enchant are available at level 12. 404x318px
Stamina: +2% to max HP per point, up to a maximum of +10%.
Wisdom: +2% to max MP per point, up to a maximum of +10%.
Luck: +3% chance to resist all attacks that have a randomized success rate per point, up to a maximum of +15%.
Fire/Ice/Storm Enchant: (Can only choose one branch to go into) +4% Fire/Ice/Storm damage added to physical attacks and 4% converted to Fire/Ice/Storm per point, up to a maximum of +20% to each.

Abilities

Abilities are skills that the player can use both inside and outside of battle. These abilities will either be bought on the skill tree using skill points or will be learned automatically once the player hits a certain level.

Note: Listed MP costs are the default. Points in the Holy Power branch of the Nature tree will reduce the MP cost of Heal, HealMore and HealWave. Similarly, points in the Tempest branch of the Nature tree will reduce the MP cost of Shock, Electro, Sizzle and Lightning.

Learned Automatically:

Repel - 5 MP: Reduces the frequency of or outright prevents monster encounters in the overworld. Has no effect if monsters are equal or higher in level compared to the leader of the group.
Outside - 4 MP: Used in caves and other dungeons; returns the party to the entrance.
Shock - 4 MP: Inflicts Storm damage on a single target.
Guard - 0 MP: When used on an ally or the ranger themselves, the ranger's physical defense is increased. If used on an ally, the ranger will also take all single-target attacks that were directed at that ally. Occurs at the start of the round.
Impale - 2 MP: Inflicts minor damage on a single target: chance to cause bleed.
Headshot - 0 MP: Inflicts minor damage on a single target: chance to cause confuse.

Learned from Nature Tree:

Heal - 5 MP: Heals an ally for a small amount of HP. Learned from the Regrowth branch.
HealMore - 13 MP: Heals an ally for a moderate amount of HP. Learned from the Regrowth branch.
HealWave - 25 MP: Heals all allies for a small amount of HP. Learned from the Regrowth branch.
Electro - 8 MP: Inflicts Storm damage on an enemy group. Learned from the Tempest branch.
Sizzle - 9 MP: Inflicts Storm damage over time to a single target. Learned from the Tempest branch.
Lightning - 13 MP: Inflicts Storm damage on all enemies. Learned from the Cloud Burst branch.

Learned from Hunter Tree:

Counter - 0 MP: Counters all single-target attacks directed at the ranger. Occurs at the start of the round. Learned from the Quickness branch.
Sense - 0 MP: Examines enemy stats in battle and lists nearby foes in the overworld. Learned from the Awareness branch.
Soften - 6 MP: Lowers the physical defense of a single target. Learned from the Daring Offense branch.
Harden - 10 MP: Boosts the physical defense of a single ally. Learned from the Solid Defense branch.