Ranger spell review

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  • Selkie
    Swordsman
    • Aug 2020
    • 434

    Ranger spell review

    Ranger spells review (4.2.1)

    Book one: Lesser Charms

    Remove Hunger - a utility spell that conveniently frees up a slot in your inventory and means you never have to worry about your next meal. I use this all the way through the game. Very useful

    Detect Life - another useful spell that's not quite as good as the rogue's detection spell but is about on par with a blackguard's ability to read minds. It can find ant pits (which a blackguard can't) but it has a big blackhole for scary undead pits. I can usually guess where they are by using a level feeling, sense surroundings and the big empty hole in a room. I use this all the way through to the end game.

    Cure Poison - not bad, but probably the weakest spell in the book. It quickly gets superceded by Resist Posion. And by the mid game I've usually found armour with resist poison so it becomes redundant.

    Resist Poison - even with poison resistance armour this spell still serves a useful purpose against the really scary poison breathers in the mid to late game - it makes drolems and great swamp wyrms foes to kill rather than flee. A strong spell.

    Stone to Mud - I use this all the time. In the early game to access treasure in veins, so I don't have to carry a pick. Then in the mid to late game to break into vaults, or to create winding antisummoning corridors. Also good to break LoS on long tunnels with a time vortex zapping at you from the other end. A very good spell.

    Sense Surroundings - So I typically play as either a ranger or a rogue because I like treasure hunting and diving. The rogue can detect treasure, and the ranger knows where he is going. It's an interesting trade off. Rods of detect treasure are more common than rods of magic mapping and recharge more quickly, so in the mid game Sense surroundings is easy to get a quick feel for a level. Where the rogue equivalent spell is much stronger (and it's a bit scummy) is running up and down the stairs on the hunt for stat potions and potions of healing. A quick detect and you can nick it before any monsters even know you were on their level. You can upgrade your stats this way faster than any other race. If you don't find an artifact light that maps the entire level, then this spell is useful all the way up to the end game. Overall though, I'd have to say detect treasure is a stronger spell and saves me lugging potions of enlightenment around.


    Book Two: Naturecraft

    Cover Tracks - first time I played as a ranger I didn't even touch this spell. Then I started playing around with it and it's actually very strong. If I accidentally walk by a pit and hydras start popping their heads out of the door then I'll cast this and haste self and leg it. You probably need speed of around +15 to really make the most of it but it can certainly get you out of a tight spot.

    I really want to know the mechanics of it. How does it work in the code? The monsters can still see the character, right? It's not like it boosts stealth, because they're already aware so that wouldn't make a difference.

    Anyway, I'll give it a solid 6/10

    Create arrows - I have mixed results with this trying to create decent branded ammo. It says it depends on the quality of the stave, but it's not always the case. I've had staves of speed and *destruction* and staves of power that have only given me very vanilla ammo. Then a detect evil stave gives me arrows of slay evil. The only thing I've found is the more charges on the stave, the better the chance the ammo will be a keeper. Fortunately staves are so plentiful that it means quickly you'll be carrying a decent quiver of arrows that can deal damage to any enemy.

    Haste Self - Very, very useful spell and it's almost on permanent cast for me at high levels. HS and sense surroundings are my two favourite ranger spells.

    Decoy - Another spell that I never used the first time I played ranger in the latest version. I tried it, didn't really understand it and then just forgot about it. Then somebody on here mentioned how imba it was and I started experimenting. I still only ever use it on boss fights, but it's a really powerful trick that is sometimes just broken. I've fought a couple of uniques who seem to get transfixed by it and just stop moving for about 15 turns, and by then the damage is done. It happened in the end fight with Morgorth and I sort of felt bad showering him in arrows. But then suddenly the decoy was destroyed and he turned his attention back to me (albeit considerably weaker than he was). I think of it like the paladin's single combat. A really strong spell for fighting uniques that is perhaps a little bit broken.

    Herbal Curing - this is the highest level spell available to the class and it is almost useless. Cures poison (which I could already do at level 4), cures stunning which is a very common bonus on a lot of armour and rings, and cures black breath. It comes at level 40, it costs 20 mana and its failure rate is unfairly high... even higher if you're actually stunned! I just don't get it. It should at least heal 200hp as a bare minimum. The only time I ever use it is to cure blackbreath (but a mushroom of vigour and a potion of RLL could do the same job. I'm going to have to give this a D minus and suggest it repeats the year.

    Compared to the old days the 4.2.1 ranger feels like a much more complete character and not just an OP arrow spammer. The spell collection and flavour text make it feel like the dunadan of LotR, which works well. I'd say Stone to Mud and Haste Self are the only two that feel like they stray a little bit out of the realm and into something more magical. But that said, a bit of magic is probably on a ranger's CV so it's not too out of character.

    My only suggestions would be to improve herbal curing (I'd recommend 200hp heal and adding a resist poison/confusion/stunning combination). I think haste self spell name and flavour text should be something along the lines of summon steed. You call your horse to speed you up. I think cure poison and resist poison are too similar and occur consecutively. Maybe resist poison should be in the second spell book? Finally, I like the idea of a ranger having the ability to become invisible by hiding in the dungeon. You would select an unoccupied wall and effectively merge into it for a set number of turns without destroying it. SO the monsters don't just stand still once you disappear it would need to create something like a decoy (but not a decoy) further along in the dungeon.

    Anyway, if you've read all of this long post - thank you!
  • archolewa
    Swordsman
    • Feb 2019
    • 400

    #2
    This is a very nice analysis! Ive been meaning to try out the Ranger, but Iove melee brutes so much that I havent gotten around to it.

    Playing a bit off of yout last suggestion, I wonder if maybe instead of herbal healing, Rangers get a pass wall spell? A buff that allows them to walk through walld like high level undead. A great way to escape, to ambush dangerous monsters and would presumably make you immune to being crushed by the ceiling. It would also I think fit well with thr Rangers' theme of knowing and using the dungeon.

    The Doombringer in TOME4 has a similar spell, and it is one of my favorites.

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9637

      #3
      Yes, excellent analysis, thank you. I agree that Herbal Healing is underwhelming, I'll consider your suggestion (and anything else anyone wants to suggest).
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • Pete Mack
        Prophet
        • Apr 2007
        • 6883

        #4
        Passwall is insanely overpowered in the same way as LOS abuse, but without any need to prepare the battlefield. It might make sense for druid or Necromancer, but not for a class with already Ethan ranged damage.

        Comment

        • Selkie
          Swordsman
          • Aug 2020
          • 434

          #5
          Pete/Nick - please can you tell me what the mechanics of Cover Tracks are? Genuinely interested how it works

          Comment

          • archolewa
            Swordsman
            • Feb 2019
            • 400

            #6
            Originally posted by Pete Mack
            Passwall is insanely overpowered in the same way as LOS abuse, but without any need to prepare the battlefield. It might make sense for druid or Necromancer, but not for a class with already Ethan ranged damage.
            What if you disallowed shooting while in a wall? I feel like disabling the Ranger's best offensive capability would go a long way to keeping people from abusing it.
            You could disable attacking as well if you were really worried about abuse. In fact, not being able to attack at all could be interesting, because it introduces some situational downsides to it. Don't go passwalling when there are Dreads and Furys nearby!

            Comment

            • Nick
              Vanilla maintainer
              • Apr 2007
              • 9637

              #7
              Originally posted by Selkie
              Pete/Nick - please can you tell me what the mechanics of Cover Tracks are? Genuinely interested how it works
              It does three things:
              1. It reduces the distance at which monsters can see the player by a factor of 4
              2. It reduces the distance at which monsters can hear the player by a factor of 4
              3. It makes the player leave no scent trail
              One for the Dark Lord on his dark throne
              In the Land of Mordor where the Shadows lie.

              Comment

              • mrfy
                Swordsman
                • Jul 2015
                • 328

                #8
                I still think the nerfing of ranger's extra shots has seriously compromised the class, enough that I don't find them an interesting choice. The spells I find mostly useful and agree with Selkie in their analysis.

                Comment

                • Pete Mack
                  Prophet
                  • Apr 2007
                  • 6883

                  #9
                  mrfy--
                  Ranger Extra shots aren't all that nerfed. Extra shots from bows and slings are a different story, but the ranger just usually wants extra might instead.
                  Last edited by Pete Mack; June 5, 2021, 02:14.

                  Comment

                  • mrfy
                    Swordsman
                    • Jul 2015
                    • 328

                    #10
                    Originally posted by Pete Mack
                    mrfy--
                    Ranger Extra shots aren't all that nerfed. Extra shots from bows and slings are a different story, but the ranger ass usually wants extra might instead.
                    You are correct, in that I should not be complaining about the class being changed but the general nerfing of extra shots. To me, this made it much harder and less interesting to play a ranger. Perhaps a middle ground could be reached.

                    Comment

                    • DavidMedley
                      Veteran
                      • Oct 2019
                      • 1004

                      #11
                      Originally posted by Nick
                      It does three things:
                      1. It reduces the distance at which monsters can see the player by a factor of 4
                      2. It reduces the distance at which monsters can hear the player by a factor of 4
                      3. It makes the player leave no scent trail
                      Does this mean that if you ping a monster from outside it's reduced seeing and hearing range it'll just stand there and take it?
                      Please like my indie game company on Facebook! https://www.facebook.com/RatherFunGames

                      Comment

                      • Selkie
                        Swordsman
                        • Aug 2020
                        • 434

                        #12
                        Originally posted by DavidMedley
                        Does this mean that if you ping a monster from outside it's reduced seeing and hearing range it'll just stand there and take it?
                        Not in my practical experience, but I can't answer for the code. As a purely defensive spell it seemed to only work reliably for me when I could outpace the monster and get at least 15 squares distance. It might work with a wand, where you have a much greater range. Launchers typically don't have enough distance.

                        Comment

                        • Nick
                          Vanilla maintainer
                          • Apr 2007
                          • 9637

                          #13
                          Originally posted by DavidMedley
                          Does this mean that if you ping a monster from outside it's reduced seeing and hearing range it'll just stand there and take it?
                          Nope, as soon as you attack a monster your track-covering evaporates.
                          One for the Dark Lord on his dark throne
                          In the Land of Mordor where the Shadows lie.

                          Comment

                          • Selkie
                            Swordsman
                            • Aug 2020
                            • 434

                            #14
                            The one thing I was wondering, does it work as a stealth boost for sleeping monsters? It's an impossible test to accurately carry out in game play.

                            Comment

                            • Nick
                              Vanilla maintainer
                              • Apr 2007
                              • 9637

                              #15
                              Originally posted by Selkie
                              The one thing I was wondering, does it work as a stealth boost for sleeping monsters? It's an impossible test to accurately carry out in game play.
                              Effectively yes, because it reduces the amount of noise as you get further from the player faster, and the speed the monster wakes up depends on that.
                              One for the Dark Lord on his dark throne
                              In the Land of Mordor where the Shadows lie.

                              Comment

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