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Ranger Creation

Creation | Skills | AA's | Disc | Spells | Epic 1.0 | Epic 1.5 | Epic 2.0


The ranger is a hybrid class combining the combat skills of the Warrior, with the magical abilities of a Druid. 

Like a Rogue, Rangers are a lightly armored offensive class which focuses more on delivering damage than tanking. In terms of combat skills they can use all types of weapons and get dual wield, double attack, and kick. They also get a number of defensive skills including dodge, parry, riposte and disarm. However, because they are Hybrids Rangers learn most of these combat skills a few levels later than pure melee classes. 

Rangers have higher offensive skill caps than any other hybrid class. However, they are significantly lower in a number of defensive skill areas. They have a much lower taunt, riposte, disarm, dodge and parry. Because of this Rangers get hit a lot more, and should not be left to tank for significant periods. Even though they have the Jolt spells to assist in controlling their aggro on enemies, Rangers take a great deal of patience and learning to master. In the long run a well played Ranger can be a powerful damage dealer who lasts to the very end of most fights.

Rangers get the highest tracking skill in the game, which helps to find people or enemies within the area. This is particularly useful in the large outdoor zones of Kunark and Velious. They are also excellent at soloing in an outdoor environment, particularly if the prey is an animal.

Rangers are one of only two classes that can do critical blows with archery. Since the implementation of the Luclin expansion (and the Endless Quiver discipline) as well as other Alternate Advancement options, the Ranger class can now deliver substantial damage with this skill, although it is still considered by the development team to be a secondary skill to their melee capability.

In terms of magic Rangers get a range of nice utility spells. They receive both Spirit of Wolf and later Wolf Form itself. They also get spells to reduce monster frenzy ranges, and this enables them to single pull out of a group. They have both healing spells, and damage shields which inflict irresistible damage. This is coupled with a solid series of HP and AC increasing buffs, as well as some minor stat buffs. Damage wise they receive both direct damage and damage over time spells. They can also snare and root mobs and they bring awesome buffs to groups including movement buffs and ATK increasing buffs. You can view the full ranger spell list here.

The major challenge in the ranger class is staying alive. Rangers can die very easily because of their high damage output and low armor class, hit points and defense capabilities. They are slower to level because of their hybrid nature, and the limited variety in armor can also be frustrating. Also, despite their magical power they do not have the ability to bind or gate (without using potions). This means that Rangers, like any other melee, may have long runs back to their corpses if they die.

If you are looking for a class with strong damage output, and a little bit of magic to spice things up this class could be the one for you. Just be warned that you will need a lot of patience before you reach Level 60.


Strength: Strength determines how much you can carry. It influences maximum and average damage and how quickly you learn many offensive skills. As an offensive melee you really want to have a good amount of points in this stat. Over the course of a long battle a higher strength can make a huge difference to the total damage done. On the other hand, Strength is also the easiest stat to raise in the game through items. If you are sure you can be well equipped you may wish to forego Strength for extra stamina.

Stamina: Stamina affects how many hit points you have, and how long you can hold your breath. Stamina becomes crucial at the high end of the game. It can give extra hitpoints you would not otherwise have, and is generally the only stat which cannot be raised to the 255 cap through spells and items. This is a very important stat nowadays.

Agility: Agility affects how quickly you can learn some defensive skills, how difficult it is to hit you as well as how much damage you take when you are hit. The true effect of Agility is often debated. Since Rangers have a lower defense cap than other hybrids, and a lower armor class from their chain based equipment, there is a solid argument for putting points into this statistic. The AC difference is very minimal however, and generally a higher strength will reap more rewards.

Dexterity: Dexterity affects how quickly you learn weapon skills, and how often weapons will do their special. Most of the powerful ranger weaponry have magical powers, and a solid score in this stat is important. Rangers already start with a high dexterity in most cases though, and it can be raised very easily in game through items. Like Agility, a higher Strength is more crucial to the class in most situations. 

Wisdom: Wisdom affects the amount of mana the priest classes have, also rangers and paladins. It also affects how quickly you can learn many skills if your wisdom is higher than your Intelligence. For rangers this is the core statistic for their mana pool. However, most ranger spells lie in the area of buffs, and are used in downtime. Finding items which give direct mana is often more useful than a high Wisdom in most circumstances, and your bonus points should really focus on improving your combat ability during creation. 

Intelligence: Intelligence directly affects how quickly you can learn most skills. It affects the amount of mana for bards and all pure casters, as well as shadow knights. This statistic has no real relevance except for increasing the speed you learn trade skills if it is higher than your wisdom. You should not assign any bonus points to it.

Charisma: This affects amount you will be paid for goods by NPC merchants, and how much they will pay you. This is not something to be concerned with when making your character.

Choosing A Race

The first thing you have to pick then is your race. Which race you pick will determine the foundation of you character for the rest of your life in Norrath so it is kind of important you pick one you like. 

Wood Elves are quite a good race for rangers. They have naturally high agility, and can wear both small and medium armor. They also start with the ability to forage, which can help save a lot of funds at low levels, although all rangers get this skill later in life. Wood Elves also have natural infravision, and start in the tree city of Kelethin. 

Halflings are a new choice for the ranger class and provide a vary good option against the popular wood elf. With equal or better stats in everything except Intelligence and Charisma, the short hardy folk from Rivervale can make exceptional Rangers. Halflings also have a bonus of leveling faster than any other ranger race.

Half-Elves are limited to medium sized armor. They are very well balanced, and have slightly better starting stats than the wood elf, though they lack some of the natural abilities. They have the highest natural dexterity of any ranger race, and also have infravision. However, the druid part of a ranger is let down with a low natural wisdom. Half Elves start in Surefall Glade near Qeynos. 

Human rangers have very balanced stats, across the board. They have the highest natural strength of any ranger race, and all other stats are certainly in an acceptable range. However their natural agility is quite low compared to the other classes. Humans have no night vision, which is perhaps the largest reason that many people decide against playing a Human Ranger. Rangers do however receive an infravision spell at level 30, and an ultravision spell at level 56. Human rangers start in Surefall Glade near Qeynos.

Faction wise all of the Ranger races are well received in any town with a neutral or good alignment.

Base Statistics

High Elf 75 80 100 85 65 75 75 20
Halfling 75 85 105 90 85 67 50 20
Human 80 85 85 75 80 75 75 20
Wood Elf 70 75 105 80 85 75 75 20


Spending Your Bonus Points

In today’s EverQuest starting stats are not as crucial as they were in the beginning. We suggest maxing out your stamina stats first, and training the rest of your starting points in strength.


Religion does not play a large impact upon the Ranger class. The two choices are Karana or Tunare (except for Wood Elves who must choose Tunare, and Halflings who must choose Karana). Picking one will not alienate you from another, however the Helm of the Tracker, one of the best Ranger items currently in game, is only obtainable by the followers of Tunare. Keep in mind this is a relatively high level item though if you base your race decision around this.

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