Ranger Skills

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Active Skills

Archery

Caps at Level X
Requires Level 1

The most basic skill you can learn, but also one of the most important.

Improves your ability to wield and do damage with bows.
3 seconds re-use time

Kick

Caps at Level IV
Requires Level 3

Kicking an enemy is a basic combat technique that causes light damage to the target and can knock them off balance. Heavier boot armor types help inflict more damage but reduce the chance of causing a stumble.

Damage increased by skill, agility, and the type of boot armor worn.
Kick damage ignores half of the target's absorb rating.
+4% Kick tohit chance per point.
6% chance per point to interrupt spell cast, or delay next attack by 3 seconds.
10 seconds re-use time.

+2% chance per point, to interupt spells & next attack.
8 second re-use time.

Forage

Caps at Level X
Requires Level 10

Restorative fruits and berries can often be found and foraged for later use.

Chance to forage A Magical Fruit with each use.
Chance to find Fruit increases with more points.
Fruits heal 80 life per point.
35 seconds re-use time.

Stealth

Caps at Level VIII
Requires Level 20

Allows you to go into hiding, blending into the shadows so that your enemies do not see you.

25 seconds re-use time.
+1% dodge bonus per point.

Tracking

Caps at Level X
Requires Level 35

Even the lightest feet or smallest scrape leaves a mark, which can be followed by those trained to see such things.

Receive updates on the general location of any player in the same area as you.
Additional points reduce the amount of time between updates, for faster Tracking.
A player can always be tracked even if stealthed.
Passive effect of +1% accuracy per point when using a bow.

Perfect Aim

Caps at Level VI
Requires Level 60
Requires Archery 10
Requires Critical Shot 4

"Even the most perfect arrow flies only as straight as the mind that fired it." - Hunter Brethren Proverb

While active:
Fully aimed shots will never miss.
Chance for a Critical Shot is doubled.
1 perfect shot can be made per point.

4 minute re-use time.

Evade

Caps at Level IV
Requires Level 65
Requires Dodge 5

Only the most agile of fighters are capable of pushing themselves even harder for a short period of time. Although it cannot be kept up for long, the benefits in their evasiveness cannot be denied.

While active:
+6% Dodge rating per point.
Multiple attacker Dodge penalty is eliminated.

Lasts for 20 seconds.
2 minute re-use time.

Decoy

Caps at Level X
Requires Level 66
Requires Deception 1

By quickly setting up a decoy of themselves, a crafty Ranger can confuse pursuers into attacking the decoy.

Creates a decoy with the same current HP.
All agro is transfered to the decoy.
All targets on you are switched to the decoy.
Lasts 30 seconds.
15 minute re-use time, reduced by 1 minute per point.

Quick Draw

Caps at Level X
Requires Level 70
Requires Mastery of the Bow 5

In times of desperation, Rangers fire their arrows with unbelievable speed.

Aiming speed is increased by 15% + 3% per point.
Lasts 10 seconds, +2 seconds per point.
3 minute re-use time.
Passive bonus decreases Archery re-use timer by 0.05 seconds per point.

Multi Shot

Caps at Level X
Requires Level 82
Requires Mastery of the Bow 5
Requires Perfect Aim 4

At a festival, a ranger was down to his last shot with four targets remaining. Drawing four arrows, he shot all four targets to win a sizeable bag of gold.

Instant shot, which hits all mobs and pets (only if PvP safety is off) in the room.
Does NOT work on Players.
8 second delay before Archery can be used.
1 minute re-use time.

Head Shot

Caps at Level I
Requires Level 100
Requires Critical Shot 10
Requires Stealth 8
Requires Perfect Aim 6

In the Brethren of Hunters, the ability to fire an arrow through the eye and into the head is revered above all other archery skills.

Requires a Mastercrafted Flight Arrow. (bought from the Epiach junk store)
Must be Stealthed with Perfect Aim active before using.
3x normal damage.
5 minute re-use time.
Does NOT work on Players.

Passive Skills

Swords

Caps at Level X
Requires Level 1

The most basic skill you can learn, but also one of the most important.

Improves your ability to wield and do damage with swords.

Dodge

Caps at Level VIII
Requires Level 6

A strong attacker is by nature a strong defender. A masterful tactic is to side step an attack at the very last second to cause an enemy's melee attack to miss you completely.

+4% Dodge rating per point.
Agility provides a bonus of (player level/2.5) per 1%.
Agility provides a greater bonus per point with increased skill points in Dodge.

Dual Wield

Caps at Level VII
Requires Level 15

Dual Wield allows a weapon to be wielded in the offhand with a damage penalty.

+5% offhand damage bonus per point.

True Sight

Caps at Level IV
Requires Level 20
Requires Archery 4

While hunting in the dark, a Ranger quickly develops keen eyesight to distinguish between the shadows and their actual prey.

+2% accuracy bonus to Bows per point.
Reduces the chance of a fumble while aiming.

Parry

Caps at Level V
Requires Level 22

One of the very first defensive weapon techniques, Parry uses your weapon to deflect an enemy's melee attack.

+3% Parry rating per point.
The average of Strength and Agility grants bonus of (player level/5) per 1%.
Stats provide a greater bonus with increased skill points in Parry.
Cannot Parry while wielding a bow without knowledge of the Deflection skill.

Critical Shot

Caps at Level X
Requires Level 25
Requires Archery 5
Requires True Sight 2

Improves the usually very rare chance that your arrow will pierce your enemy's heart.

2% chance per point to do 2x Archery damage.
Chance is increased with higher Focus.

Camouflage

Caps at Level X
Requires Level 32
Requires Archery 6
Requires Stealth 4

Knowing how to disguise yourself in your surroundings can be just as important as finding a shadow to hide in.

Reduces the chance for you to be revealed while shooting stealthed.

Double Attack

Caps at Level VI
Requires Level 40

Skilled Weapon masters can often strike their opponent twice from a single blow.

+4% chance per point to hit twice in melee combat.
Works on a separate timer from Triple Attack.
Roughly 4-5 seconds interval between consecutive Double Attacks.
Any Double or Triple attack will not trigger another such attack.

Rapid Attack

Caps at Level III
Requires Level 45

"The key to ending a contest rapidly, is to attack twice as fast." - Swordmaster Vandalera

+3% haste bonus per point.
-0.1 second attack speed cap per point.

Deception

Caps at Level IV
Requires Level 50
Requires Stealth 4

The most infamous attackers are known for being able to inflict wounds in the victim several seconds before the victim even realizes they are there.

Reduces amount of agro from your attacks by 6% per point.
Ignores 10 Armor per point.

Mastery of the Bow

Caps at Level V
Requires Level 50
Requires Archery 8

Rangers who call themselves Masters of the Bow can often have their arrow aimed before the bowstring is fully drawn.

+3% haste bonus for Archery.

Battle Mastery

Caps at Level VI
Requires Level 55

This advanced combat knowledge improves the timing and placement of your attacks which strategically reduce the value of your enemy's armor.

2% penalty to enemy's absorb per point.
Does not reduce Armor, only absorb.

Mastery of Pain

Caps at Level V
Requires Level 70

Through constant exposure, one's threshold for pain and suffering can be increased.

+2% absorb bonus per point.

Triple Attack

Caps at Level IV
Requires Level 72
Requires Double Attack 5

Some swordmasters are so fast with a blade, they can strike their target three times within the time it takes others to hit just once.

+4% chance to hit an additional time in melee combat.
Works on a seperate timer from Double Attack.
Roughly 4-5 seconds interval between consecutive Trible Attacks.
Any Double or Triple attack will not trigger another such attack.

Acrobatics

Caps at Level III
Requires Level 75
Requires Dodge 8

The concentration of a few rangers is so great, it allows them to move quickly to avoid attacks without ever losing sight of their target.

+5% dodge penalty reduction per point while aiming a bow.
+5% chance per point to reduce the stun duration of a bash and avoid aiming interruption.

Combat Precision

Caps at Level V
Requires Level 75

"Hitting the target with one attack is more effective than missing with two." - Swordmaster Vandalera

+3% accuracy bonus per point.

Rampage

Caps at Level VI
Requires Level 80
Requires Battle Mastery 5

The fiercest warriors know how to use their rage to inflict the most damage possible.

+3% damage bonus per point.
Works with both swords (melee) and bows (archery).

Critical Hit

Caps at Level III
Requires Level 85
Requires Battle Mastery 6

Extremely savage attacks tear through armor almost as easily as through flesh.

+1.5% chance per point to do 2x damage (in melee only).

Deflection

Caps at Level V
Requires Level 90
Requires Mastery of the Bow 5
Requires Parry 4

One problem that confronted archers and rangers on the battlefield was lack of defense while drawing their arrows. Making use of metal plated parts of their bow, they can fend off attacks much like a parry.

+5% parry penalty reduction per point while aiming a bow.

Fatal Wound

Caps at Level III
Requires Level 100
Requires AALevel 20

Even young Rangers are trained to aim for critical shots with their archery. A true master can refine their criticals to maximize the wound and suffering of their victim.

Next arrow shot after a Critical Hit has a 24% chance per point to deal extra damage.