Ranger
Rangers are warriors attuned to the ways of nature, able to call upon the power of the wild to aid them in their fights. Rangers are primarily a melee class, able to wear chain armor and wield many kinds of weapons. Rangers are scouts and hunters, able to track enemies from a great distance and engage them with deadly ranged attacks, but rangers can also fight well in a melee, using two weapons to attack their foes. Rangers have spells drawn from nature. They can increase run speed and add to an ally's armor, health or ability to attack. In a pinch, they can heal or directly damage enemies with fiery attacks. Rangers can hunt alone or in a group, though allies allow them to best use their abilities. A ranger's bow is a welcome addition to a group, adding a good deal of damage. The ranger is a great class for players who like to engage in melee battles between trips to explore the broad expanse of Norrath.
In EverQuest Legends every character combines three classes — Ranger can be your primary (locked at level 11) or one of two swappable companion classes.
Skills by level (from the game client)
| Level | Skill | Cap |
|---|---|---|
| 1 | 1H Blunt | 250 |
| 1 | 1H Piercing | 250 |
| 1 | 1H Slashing | 250 |
| 1 | 2H Blunt | 250 |
| 1 | 2H Piercing | 250 |
| 1 | 2H Slashing | 250 |
| 1 | Abjuration | 250 |
| 1 | Alteration | 250 |
| 1 | Archery | 270 |
| 1 | Athletics | 250 |
| 1 | Channeling | 200 |
| 1 | Conjuration | 250 |
| 1 | Defense | 220 |
| 1 | Divination | 250 |
| 1 | Dual Wield | 210 |
| 1 | Evocation | 250 |
| 1 | Hand to Hand | 195 |
| 1 | Kick | 225 |
| 1 | Meditate | 250 |
| 1 | Offense | 210 |
| 1 | Strategy | 250 |
| 1 | Taunt | 170 |
| 1 | Throwing | 250 |
| 1 | Tracking | 200 |
| 3 | Forage | 200 |
| 10 | Disarm | 255 |
| 10 | Dodge | 205 |
| 10 | Parry | 205 |
| 10 | Sneak | 75 |
| 15 | Block | 180 |
| 20 | Double Attack | 225 |
| 20 | Riposte | 155 |
| 25 | Hide | 75 |
| 46 | Triple Attack | 100 |
General & tradeskills (15)
| 1 | Alcohol Tolerance | 275 |
| 1 | Begging | 250 |
| 1 | Bind Wound | 275 |
| 1 | Fishing | 200 |
| 1 | Sense Heading | 200 |
| 1 | Swimming | 250 |
| 1 | Alchemy | 300 |
| 1 | Baking | 300 |
| 1 | Blacksmithing | 300 |
| 1 | Brewing | 300 |
| 1 | Fletching | 300 |
| 1 | Jewelry Making | 300 |
| 1 | Pottery | 300 |
| 1 | Tailoring | 300 |
| 16 | Tinkering | 300 |
Alternate Advancement (browse all)
Ranger-specific
- Mass Group Buff (1)
- Innate Camouflage (1)
- Ambidexterity (1)
- Weapon Mastery of the Scout (3)
- Endless Quiver (1)
- Body and Mind Rejuvenation (1)
- Physical Enhancement (1)
- Guardian of the Forest (3)
- Headshot (1)
- Entrap (1)
- Combat Fury (6)
- Hunter's Attack Power (26)
Archetype
- Healing Adept (6)
- Healing Gift (6)
- Spell Casting Reinforcement (4)
- Unbound Destruction (3)
- Natural Healing (3)
- Fear Resistance (3)
- Finishing Blow (6)
- Quick Buff (3)
- Double Riposte (6)
- Ferocity (3)
- Punishing Blade (3)
- Mental Clarity (3)
Stances
- Balanced stance
All incoming damage is reduced by 10% and your chance to hit is increased by 10%. Endurance regen excluding out of combat bonus regen is doubled. There is no endurance cost to upkeep this stance.
💬 You probably won't use this until you get a weapon with high base damage and then you'll see the offense and striking stances drain stamina fast. This is a good stance to sit in when you need to regain stamina during a long fight.
- Offensive stance
Outgoing melee damage is increased by 100% and your chance to hit is increased by 25%. Every point of bonus damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance.
Bonus damage from critical hits and similar effects do not cost endurance.💬 The best stance for most cases when you're in melee. The 25% bonus to hit really helps you fight higher level mobs and double damage keeps you moving through all levels.
- Evasive stance
You have a 95% chance to evade all incoming attacks. Every point of damage evaded consumes 2 endurance, with a reduction based on your Strategy skill. Evasion will fail if you have insufficient endurance, or while playing dead.
💬 This is your 'oh shit!' button when fights get too heavy for offensive stance. Just watch that stamina though. Once it runs out, so does your fun.
- Ranged stance
Your range attack has no minimum distance, gains a 25% accuracy bonus, and can double and triple attack. Every point of damage consumes endurance, with a reduction based on your Strategy skill.
💬 This can be really fun when you have a good ranged weapon. You can facetank things while still hitting with that big ranged damage with potential double and triple attacks. It's good at a distance too, I guess...
- Recovery invocation
You regenerate mana twice as fast and spells have a 5% reduced mana cost.
Out of combat regen bonus is not affected.
While out of combat, the regeneration modifier of this invocation is active even if this invocation is not.💬 You don't need to switch to this invocation to get the regen when you're not in combat! It's just free passive regen!
- Inversion invocation
Shifts two-thirds of spell cast time into the global recovery time and 20% of the mana cost into half as much in endurance cost.
💬 The go-to for spellblade setup. You'll have less downtime if you kill enemies faster and spend more time with out of combat regen, so chain nuke them with inversion on!
- Overchannel invocation
Cast spells have a -150 resist adjust plus another -15 for every non-hybrid caster class at a cost of 10% of the mana cost in endurance.
💬 Nice if you're hitting a wisp or a higher level mob that's resisting your nukes and dots.
- Spellblade invocation
Treats the first spell-gem slot as a proc that consumes both mana and endurance on activation.
40% of the spell's mana cost is paid as mana and 20% as endurance.
The spell must have a reuse time less than or equal to its cast time.💬 Put your best nuke into your first spell-gem slot. This is best when you're dual wielding with fast attack speed so you don't lose dps while casting spells. It's good to juggle this with Inversion invocation - when you've hit your procs and you know it'll be another minute before proc chance resets, or if you need to heal mid-fight, switch to inversion. This one's also good to throw on when you're in a long fight and you start running low on mana.
- Divine invocation
Spending mana will heal the group member with the lowest hp percentage by that amount.
For every additional wisdom class, this will repeat with a heal for 33% of the mana spent.💬 This one is best in parties when you're the main healer, but it's also nice to pop on when you just respawned and you need to re-cast your buffs and summon your pets, it'll help you get back into the fight faster by healing you while you gear up.
Spells by level (67) Search Ranger spells →
Level 1
- Minor Healing 10m · 1.5s
Level 2
- Glimpse 5m · 1.5s
Level 3
- Flame Lick 12m · 1.5s
Level 4
- Lull Animal 10m · 1.5s
Level 5
- Tangling Weeds 15m · 0.5s
Level 6
- Snare 15m · 2s
Level 7
- Skin like Wood 10m · 3s
Level 9
- Endure Fire 20m · 2.5s
Level 10
- Dance of the Fireflies 10m · 3s
Level 11
- Hawk Eye 125m · 3s
Level 12
- Feet like Cat 40m · 5s
Level 13
- Cure Poison 20m · 2s
- Thistlecoat 25m · 2s
Level 14
- Burst of Fire 7m · 1.5s
- Camouflage 15m · 5s
Level 15
- Grasping Roots 35m · 2s
- Invoke Lightning 32m · 2.5s
- Searing Arrow 35m · 0.5s
Level 16
- Light Healing 28m · 2s
- Panic Animal 10m · 2s
- Ward Summoned 6m · 1.5s
Level 17
- Bind Sight 15m · 4s
- Firefist 30m · 3.5s
Level 18
- Endure Cold 20m · 2.5s
Level 19
- Ignite 21m · 2s
Level 20
- Disrupting Shot
- Enduring Breath 35m · 4s
Level 21
- Skin like Rock 60m · 5s
Level 22
- Cure Disease 20m · 2s
- Harmony 25m · 3s
Level 24
- Shield of Thistles 40m · 2.5s
Level 25
- Stinging Swarm 71m · 3s
Level 26
- Flaming Arrow 55m · 0.5s
- Strength of Earth 40m · 5s
Level 27
- Eyes of the Cat 35m · 3s
Level 28
- Healing 65m · 2.5s
- Spirit of Wolf 40m · 4.5s
Level 29
- Riftwind's Protection 40m · 3s
Level 30
- Barbcoat 50m · 2s
- Cancel Magic 30m · 3.5s
Level 31
- Calm Animal 45m · 2.5s
Level 32
- See Invisible 25m · 2s
Level 33
- Dismiss Summoned 73m · 3s
Level 34
- Bramblecoat 75m · 2s
Level 35
- Levitate 30m · 3s
Level 36
- Burning Arrow 85m · 0.5s
- Call of Sky 50m · 3.5s
Level 37
- Careless Lightning 37m · 2.5s
- Nature's Precision 50m · 3.5s
Level 38
- Greater Healing 115m · 3s
- Skin like Steel 100m · 6s
Level 39
- Harmony of Nature 100m · 2.5s
Level 40
- Swarm of Pain 167m · 3s
Level 41
- Spirit of the Shrew 80m · 4.5s
Level 42
- Spikecoat 110m · 2s
Level 43
- Shield of Brambles 80m · 2.5s
Level 44
- Immolate 72m · 2.5s
Level 45
- Ensnaring Roots 60m · 2.5s
Level 46
- Resist Fire 50m · 4.5s
- Scorching Arrow 100m · 0.5s
Level 47
- Superior Camouflage 40m · 5s
Level 48
- Call of Earth 50m · 3.5s
- Wolf Form 60m · 4s
Level 49
- Call of Flame 106m · 0.5s
- Pack Shrew 320m · 6s
Level 50
- Force of Nature 100m · 6s
- Jolt 60m · 1.5s