Class Guide · Updated for patch 0.30 (Early Access) · September 2026
How to build, level and play a Ranger in Monsters and Memories — race and trait picks, the reworked opener and stance system, wound care and the campfire, group and solo tactics, a leveling path and gear to chase.
01The Ranger at a Glance
The Ranger is the wilderness veteran of Monsters and Memories — a chain-wearing fighter who switches between two blades up close and a bow at range, then patches up the group, lights the campfire and leads everyone across open country. You’re a damage dealer first, but the utility you bring outdoors is what makes groups glad to have you.
The official class page puts it plainly: a Ranger’s skills “have been honed by a lifetime spent living off the land, not by channeling nature as a magical force like the Druid.” What looks like magic is mostly fieldcraft — tracking, snares, poultices, foraging and a good fire — with a little light woodland magic on top.
Strengths
Damage in melee and at range from one character · stackable bleeds from blade and bow · four stances, including an off-tank stance · group run speed and outdoor concealment · Tracking finds your quarry · healing poultices and regeneration between pulls · Recuperate and your own Hearth cut group downtime · forage your own food, drink and cureberries.
Weaknesses
Less burst than a dedicated damage class · limited aggro control when you off-tank · your best utility works outdoors, not in dungeons · juggling two weapon sets and a stance takes practice · your healing is small and out-of-combat focused · needs arrows as well as blades.
02Is the Ranger Right for You?
You’ll love it if…
You want to fight in melee and at range without switching characters; you like being useful between fights as well as during them; you enjoy exploring outdoor zones and leading the group across them; you like a self-sufficient character who can feed, heal and hide itself; you enjoy making a choice every few seconds about which ability fits.
You might not if…
You want to top every damage meter; you prefer a pure tank or a pure healer; you spend most of your time in dungeons, where much of your outdoor kit doesn’t apply; you’d rather not manage stances or carry arrows; you want a class with one simple rotation.
The Ranger is a good first class for players who want to try a bit of everything. You’ll learn melee positioning, ranged play, threat and group support all on one character, and your self-healing and foraging make early soloing forgiving. The trade-off is that you do many things well rather than one thing best — which in a group-focused game is a strength.
03Choosing Your Race
Seven races can be Rangers at Early Access. Your class adds +1 STR, +3 DEX, +2 AGI and +2 WIS to your race’s base stats, and you get 10 bonus points to spend at creation. Starting values before bonus points:
| Race | STR | STA | DEX | AGI | WIS | Starts in | Why pick it |
|---|---|---|---|---|---|---|---|
| Wood Elf | 15 | 14 | 21 | 22 | 19 | Faelindral, Night Harbor | Highest AGI and a forest home city full of Ranger content. Hide adds another escape. |
| Human | 17 | 17 | 19 | 18 | 18 | Night Harbor, Underdocks | Balanced and sturdy with the easiest start. Tenacity protects you from mez and incapacitate. |
| Dwarf | 18 | 17 | 21 | 17 | 18 | Night Harbor | Strong and tough, great for off-tanking. Stone Form cuts physical damage and raises AC. |
| Halfling | 16 | 17 | 19 | 19 | 22 | Faelindral, Night Harbor | Highest WIS for your healing mana, plus Sneak and Forage. Budget extra for food. |
| Goblin | 16 | 15 | 22 | 21 | 18 | Underdocks | Highest DEX of any Ranger. Bribe can reset a bad situation. |
| Ogre | 21 | 19 | 18 | 16 | 17 | Night Harbor, Underdocks | Highest STR and STA — the best off-tank body. Kill-on-Sight in Evershade Weald, and big bodies struggle indoors. |
| Deep Elf | 15 | 15 | 19 | 20 | 19 | Underdocks, Ail’Vorith | Good AGI and WIS with Ultravision. Evil-aligned, so surface guards are less friendly. |
Spending your 10 bonus points
Rangers deal physical damage with blades and bows, so Strength and Dexterity come first. Stamina matters because you’ll sometimes hold an enemy in Survivor Stance, and your poultices and regeneration use mana, which Wisdom supports.
- Recommended for most players:+4 STR / +3 STA / +3 DEX. Solid melee and ranged damage and enough health to off-tank briefly.
- Wood Elves, Goblins and Deep Elves start light on STR and STA — push those (+5 STR / +5 STA).
- Dwarves and Ogres already have STR and STA, so lean DEX and AGI.
- Add 2 or 3 WIS if you plan to do a lot of healing between pulls. Skip INT and CHA.
04Recommended Traits
You pick one trait from each of four categories at creation (see the New Player Guide for the full lists). For a Ranger:
| Category | Best pick | Why | Alternatives |
|---|---|---|---|
| Major Combat | Strong | +10 STR passive boosts both your blade and bow damage. The active adds +100 STR for 15 seconds — line it up with Apex Predator. | Dexterous (+10 DEX), Tough (+10 STA, for off-tanking), Wise (+10 WIS for mana) |
| Minor Combat | Swordsman | Slashing starts 10 higher and rises 25% faster, and you start with a Trainee’s Scimitar. Your swordplay follow-ups lean on your blades. | Deadeye (Archery +10, plus a Trainee’s Longbow, Hip Quiver and 1,000 arrows), Shieldman, Defender, Warrior |
| Major Non-Combat | Infravision / Ultravision | Outdoor nights are very dark, and the wilds are where you do your best work. Deep Elves should take Ultravision. | Fast Metabolism (+25% Endurance, eats food faster — less of a problem when you forage) |
| Minor Non-Combat | Tracker | Tracking starts at 25 and rises 25% faster. Tracking is a core Ranger skill that grows as you level, and the head start helps you find named mobs and quest targets early. | Forager (Forage +50 — you now forage food, drink and cureberries), Fletcher (make your own arrows), Medicine |
05Getting Started
Your starter quest
Every Ranger begins with a class starter quest that teaches the basics and hands out your first gear. For the full step-by-step walkthrough, with every NPC, location and reward, see our Ranger Starter Quest Guide. Individual quest pages: Ranger Starter Quest (Night Harbor) · Ranger Starter Quest (Faelindral).
Where to buy abilities
- Abilities and spells are bought from your class vendor in your starting city. Ask a guard for directions if you can’t find it.
- Tracking is a skill you train at your guild; it grows as you level.
- Underdocks starts (Goblins, Deep Elves, and some Humans and Ogres): ask a guard for the Ranger trainer, and see our Underdocks and Ail’Vorith pages. Boats connect the Underdocks with Night Harbor, and the Ranger chains run on the surface.
06Your Toolkit
The reworked Ranger kit is built around openers and follow-ups, stances, wound care and fieldcraft. You also get Meditation and Channeling at level 8, Dual Wield at 10 and Double Attack at 15.
| Line | Starts | Progression | What it’s for |
|---|---|---|---|
| OpenersRework | 1 | Opening Strike (formerly Strike) · Leading Shot (formerly Whistling Shot) | Your two openers share a cooldown. Each time it’s ready, pick melee or ranged; the opener unlocks one follow-up. |
| Swordplay follow-upsRework | — | Finishing Blow · Hamstring Slice · Rending Cut | Both blades at once (needs a weapon in each hand); a leg cut that slows movement; a bleed that deepens when you land it again. |
| Marksmanship follow-upsRework | — | Swift Shot · Maiming Shot · Barbed Shot | A hard-hitting shot; a shot that lowers the target’s DEX; a bleeding arrow that deepens on repeat hits. Needs a bow, arrows and some distance. |
| StancesRework | — | Warden · Marksman · Survivor · Longstrider | Melee damage, ranged damage, off-tanking (parry and AC), and group run speed outdoors. Replace the old weapon and arrow imbues. |
| TanglefootRework | — | Tanglefoot | Snares several enemies in front of you at once. Never catches your group. |
| Apex PredatorRework | 14 | Apex Predator (formerly Truestrike) | A short burst of accuracy and damage. Save it for the right moment. |
| Taunt & Kick | 1 | Taunt (1) · Kick (3) | Pull an enemy’s attention; interrupt a cast and lock out that school of magic. |
| Healing PoulticeRework | 1 | Weak Healing Poultice → … → Superior Healing Poultice | Heals an ally at your side, then keeps mending; may draw out a poison and a disease. Uses mana. |
| RegenerationRework | early | Regeneration · Pack Regeneration (new top ranks: Exceptional) | Slow healing over time for one ally or the whole group. Both lines arrive earlier than before. |
| Mantle of the HunterRework | early | Formerly the Prickly through Thorny Tunic line | Self buff: AC, a thorny damage shield, Wisdom, and sensing magic effects on what you consider. |
| Barriers | early | Prickly → Bristly → Brambly → Spiky → Thorny → JaggedRework | A thorny damage shield on someone else — usually your tank. |
| Hunter’s FocusRework | 2 | Formerly Truestrike Aura | Group buff: weapon skills, Dexterity and armor. Now cast rather than always on. |
| RecuperateRework | — | Recuperate | At any campfire, the group recovers health and mana quickly for a short while. Long cooldown; never during a fight. |
| Hearth of the Ranger | 26 | Hearth of the Ranger (8 Wood) | Your own campfire; burns longer than a normal one. |
| Run speed | 20 | Speed of the Wild · Speed of the Pack · Speed of the HunterRework | Outdoor run speed for one ally or the group, and a short outdoor sprint for yourself. |
| Concealment | 8 | Shroud (8) · Camouflage (15) · Sneak (13) · Invisibility versus Beasts | Hide yourself or a party member outdoors, move unseen behind enemies, or go unnoticed by beasts. |
| CalmingRework | 12 | Lull Minor → Lull Greater Beasts · Nature’s Calm → Serenity · Terrify Beasts | Calm beasts and outdoor creatures so you can pass or split pulls; send a beast running. |
| Root | 9 | Twisting Roots | Holds a target in place. Damage can break it. |
| Utility | 1–18 | Tracking, Foraging, Salvage Arrows, Beast Speech, Enduring Breath, See Invisibility, Polar Alignment: North, poison and corruption protection | Find, feed, recover arrows, breathe underwater and resist the elements that matter. |
07Abilities to Prioritize, Levels 1–28
Because the rework redid the level schedule, treat these as priorities rather than exact levels. Buy each as soon as your trainer offers it:
| Levels | Key abilities | Notes |
|---|---|---|
| 1–3 | Opening Strike, Leading Shot, Taunt, Kick, Weak Healing Poultice, Invisibility versus Beasts, Hunter’s Focus | Learn the opener rhythm on easy mobs. Kick every caster. |
| early | Swordplay and marksmanship follow-ups, your first stance, Mantle of the Hunter, Regeneration, Tracking | New or moved in the rework, with no published levels. Buy them the moment your trainer offers them. |
| 8 | Shroud, Meditation and Channeling | Sit to regain mana between pulls. |
| 9–13 | Twisting Roots, Lull Minor Beasts, Sneak | Root runners. Calm beasts to split pulls outdoors. |
| 14–16 | Apex Predator, Camouflage, Salvage Arrows | Apex Predator is your burst button. Camouflage lets you escort a groupmate. |
| 17–20 | Terrify Beasts, Enduring Breath, Speed of the Wild, See Invisibility, Nature’s Calm | Speed of the Wild makes you the group’s favorite travel partner. |
| 21–28 | Upgraded poultices, regeneration and barriers, Hearth of the Ranger | With your own Hearth, you can call Recuperate wherever the group stops. |
The rule of thumb: combat openers and follow-ups first, then a stance, then healing and Mantle of the Hunter, then travel and utility. Upgrade your poultices and regeneration as they unlock — they’re your group’s between-pull recovery.
08Playing in a Group
In a group you’re damage first, with backup: steady melee or ranged damage, a spare tank when an add shows up, and faster recovery between pulls.
Before the pull
- Cast Hunter’s Focus on the group and a barrier on your tank; keep Mantle of the Hunter on yourself.
- Choose a stance: Warden if you’ll melee, Marksman if you’ll shoot, Survivor if the group needs an off-tank.
- Outdoors, use Tracking to find the target, and Lull Beasts or Nature’s Calm to split a tight camp.
- Use Longstrider or Speed of the Pack to get the group to camp — then switch to a combat stance before anyone pulls.
During the fight
- Let the tank build aggroGive the tank a few seconds, then open with Opening Strike or Leading Shot depending on where you stand.
- Opener, follow-up, repeatEach opener unlocks one follow-up. Rending Cut and Barbed Shot bleeds deepen on repeat hits, and your bleeds don’t conflict with another Ranger’s.
- Weave both bleedsIn Warden Stance, Rending Cut refreshes your Barbed Shot bleed; in Marksman Stance, Barbed Shot refreshes your Rending Cut bleed. Open with the other weapon to keep both running.
- Pick up the extraIf an add breaks loose, switch to Survivor Stance, Taunt it and hold it with Kick and Hamstring Slice until the tank is ready. Aggro control is limited — hold the line, don’t replace the tank.
- Control and finishTanglefoot or Hamstring Slice on runners and packs; Twisting Roots to hold one in place. Save Apex Predator for named mobs.
09Soloing
Rangers are among the more comfortable classes to solo, especially outdoors, because you can fight at range and in melee, snare, root and heal yourself.
- Open at range: Leading Shot and a Barbed Shot as the mob closes, then switch to blades with Opening Strike and a Rending Cut.
- Keep both bleeds up: in Warden or Marksman Stance, each weapon’s follow-up refreshes the other weapon’s bleed.
- Snare and step back: Hamstring Slice or Tanglefoot slows the mob so you can get distance for your bow. Twisting Roots holds it while you heal.
- Heal between fights: a Healing Poultice, regeneration and a sit to meditate. Forage food, drink and cureberries to cut trips to town.
- Use Survivor Stance when a fight turns into a slugfest — the extra parry and AC keep you alive.
- Stay outdoors: Shroud, Invisibility versus Beasts and Lull Beasts let you pick your fights and avoid the rest.
10Leveling Path
A suggested route for a Ranger. Your fieldcraft works best outdoors, so mix open-country hunting with dungeon groups when you can find a party.
| Levels | Where | Why it’s good for Rangers |
|---|---|---|
| 1–5 | Night Harbor newbie yards / Evershade Weald outskirts / Underdocks newbie yard | Do your starter quest. The Night Harbor chain has you hunting bats, beetles and snakes outside the walls. |
| 3–11 | Tomb of the Last Wyrmsbane | The best early group dungeon. Practice your openers behind a tank and off-tank the odd add. |
| 4–9 | Evershade Weald scout paths | Wolves and Fellstone orc scouts — outdoor hunting where Tracking and Lull Beasts shine. |
| 4–6 | Shaded Dunes West Gate shoreline | Non-hostile crocodile hatchlings: safe solo experience. |
| 8–13 | Evershade Weald Dryad Grove & Blighted Camp | Dryad fawns and Fellstone orc raiders; watch out for the orc necromancer deeper in. |
| 8–10+ | Shaded Dunes Ashira & Smugglers camps | Low-level named camps; Maleq drops Maleq’s Toothpick and shimmering shadows drop the Shimmering Scimitar. |
| 10–15 | Tel Ekir Ashira Outskirts | Animist Wafi drops the Claws of Bonding and Chain Splitting Axe. |
| 18–27 | Keeper’s Bight, Fallen Pass | Ranger Rylin’s repeatable Poacher’s Knives quest at Keeper’s Bight builds Ardent Keepers faction while you hunt. |
See Where to Level in the New Player Guide for more spots, and the Poacher’s Knives quest page for Keeper’s Bight.
11Gear to Look For
Wear chain and stack Strength and Dexterity, then Agility, Stamina and a little Wisdom for your poultices. You need three weapons: two blades (Finishing Blow needs a weapon in each hand, and Dual Wield arrives at 10) and a bow for Leading Shot and your marksmanship follow-ups. Compare weapon damage against delay, not just stats. Extra AC and HP pay off whenever you step into Survivor Stance.
Early gear (roughly levels 1–16)
| Item | Slot | Stats | Where |
|---|---|---|---|
| Reach of the Ardent Keeper | Primary | STR +2, STA +2, DEX +2, DMG 10/32 | Ranger starter quest, Faelindral |
| Claws of Bonding | Primary | STR +5, DEX +5, AGI +2, DMG 10/32 | Animist Wafi, Tel Ekir |
| Shimmering Scimitar | Primary | STR +3, DEX +2, AGI +2, HP +15, DMG 9/30 | A shimmering shadow, Shaded Dunes |
| Maleq’s Toothpick | Primary | AC 10, STR +5, STA +2, HP +10, DMG 15/40 | Maleq, Shaded Dunes |
| Delicate Ashira Pack Ring | Ring | AC 7, STR +4, DEX +5, AGI +2, HP +15 | The Yowling quest (Mayana), Night Harbor |
| Faceguard of the Gladiator | Face | AC 7, STR +4, STA +3, AGI +3, HP +10 | Jorvan Ironfist, Night Harbor |
| Heartplate Scout Cap | Head | AC 13, STR +5, STA +1, DEX +2 | Eamon Kassir, Night Harbor |
| Chompers’ Hide Tunic | Chest | AC 10, STR +3, STA +3, DEX +3 | Cheikho’s quest, Shaded Dunes |
| Scratched Armguards | Wrist | AC 13, STR +3, STA +3, DEX +2 | Animist Wafi, Tel Ekir |
| Moorcalf Hide Boots | Feet | AC 9, STR +3, DEX +3 | Mila Dastan, Night Harbor |
Upgrades for later
| Item | Slot | Stats | Where |
|---|---|---|---|
| Veylith’s Frostbound Fang | Primary | STR +14, STA +12, HP +20, DMG 28/32 | Veylith Frosttongue, Glinting Hollow |
| Morvath’s Tidereaver | Primary | STR +15, STA +9, DMG 29/36 | Captain Morvath Dreadtide, Shallow Shoals |
| Saltlash | Primary | STR +10, DEX +10, WIS +10, HP +35, Mana +15, DMG 36/48 | Captain Jonas Cossa, Shallow Shoals |
| Ghostly Longbow | Ranged | DEX +8, AGI +6, WIS +5, DMG 23/47 | Ghost Of Selam, Shallow Shoals |
| Band of Cinder | Ring | AC 5, STR +7, DEX +8, AGI +4, HP +10 | Guillome The Accursed, Glass Flats |
| Vest of the Glass Viper | Chest | AC 33, STR +6, STA +6, DEX +4 | Malik the Glass Viper, Glass Flats |
| Spined Pauldrons | Shoulders | AC 36, STR +7, DEX +6 | Emissary Irina, Glass Flats |
| Ruby Chausses | Legs | AC 43, STR +5, STA +5, DEX +5, HP +15 | Runner Murtazam, Glass Flats |
| Dougal’s Chain Britches | Legs | AC 42, STR +6, STA +1, DEX +6 | Dougal Brom, Fallen Pass |
Stats from our item database. Item levels aren’t published, so “early” is based on where they drop. Check that an item is usable by Rangers (and one-handed, for your blades) before you chase it.
12Stances, Openers and the Campfire
The opener rhythm
Your combat abilities come in two sets, swordplay and marksmanship. Opening Strike (melee) and Leading Shot (bow) share a cooldown, and using one unlocks one follow-up from that set. The rhythm is opener, one follow-up, opener again — and each time, you choose the follow-up the fight needs.
| Set | Opener | Follow-ups |
|---|---|---|
| Swordplay | Opening Strike | Finishing Blow (both blades) · Hamstring Slice (slow movement) · Rending Cut (stacking bleed) |
| Marksmanship | Leading Shot | Swift Shot (big hit) · Maiming Shot (lowers DEX) · Barbed Shot (stacking bleed) |
The four stances
- Warden (melee damage): melee hits harder; Hamstring Slice also lowers the target’s AC for a few seconds; Rending Cut refreshes your Barbed Shot bleed.
- Marksman (ranged damage): bow hits harder; Maiming Shot also snares; Barbed Shot refreshes your Rending Cut bleed.
- Survivor (off-tank): more parry and AC; Hamstring Slice also slows the target’s attacks. Pair it with Taunt and Kick.
- Longstrider (travel): your group runs faster outdoors while near you. Anyone who takes damage slows back down for a while.
A refresh only extends a bleed you’ve already applied — it doesn’t deepen it, and it does nothing if the other bleed isn’t on the target.
Recuperate and your Hearth
Recuperate needs the warmth of a campfire — any campfire, including your own Hearth of the Ranger, which burns longer than a normal fire. The whole group recovers health and mana quickly for a short while. You can’t fight while you recuperate, and if something attacks you mid-rest you can click off the buff. The developers note that the long cooldown “lines up well with buff durations,” so it’s a natural moment to rebuff.
13Common Ranger Mistakes
- Fighting in Longstrider. It’s for travel; switch to a combat stance before the pull.
- Using the wrong follow-up. Each opener only unlocks one — pick the one the fight needs.
- Letting a bleed drop. Weave your other weapon’s follow-up to refresh it.
- Trying to main-tank. Survivor Stance holds an add for a while, not a whole fight.
- Calling Recuperate during a fight. You hit weakly and take more damage while it’s up.
- Forgetting your bow in dungeons. Your marksmanship set needs a bow, arrows and some distance.
- Skipping Tracking. Train it at your guild; it gets better the more you level.
14Ranger FAQ
Is the Ranger good for new players?
Yes. You learn melee, ranged and support on one character, your self-healing and foraging make early soloing forgiving, and groups value your travel and recovery tools.
What’s the most important Ranger stat?
Strength and Dexterity for your blades and bow, then Agility and Stamina. A little Wisdom helps your mana for poultices and regeneration.
Can a Ranger solo?
Yes, especially outdoors. Open at range, switch to blades, keep both bleeds up, snare or root the mob when you need space, and heal between fights.
What’s the best race for a Ranger?
Wood Elf for the highest Agility and a forest start full of Ranger content, or Human and Dwarf for sturdier starts. Halflings have the most Wisdom for healing.
What happened to the Ranger’s fire and insect spells?
The rework removed them, along with the elemental weapon and arrow imbues, the Woodskin line, Snare and Ensnare, and several others. Bleeds, stances, Hamstring Slice and Tanglefoot took their place.
Do Rangers get cantrips or meditation?
Rangers use mana for their poultices and some spells, and gain Meditation (faster mana regeneration while sitting) at level 8, as hybrids do. We don't have confirmed details on cantrip slots for Rangers yet, so check in game.