So, youve decided to play a Ranger in Midgard Rising. The class description reads: The ranger is an expert in shooting weapons and a master of beasts. Its primary role is DPS. Rangers are able to wear cloth, leather or Chain Mail (at level 40) armour. They can use daggers, one handed or two handed axes, a claw, bows, crossbow, and antique guns. And of course you get a wide assortment of Combat pets to choose from. There are a few initial decsisions to make before you get too far into things. First will you be alligned with the Alliance or the Fury?
The two opposing factions are the Fury and the Alliance, who will you join with? The choice is yours. Now dont take this decision to lightly because beyond looks there are some key differences between the races. For instance for 1H weapons, Dwarves and Orcs use 1H axes, while the other races use daggers.
Alliance: Dwarf, Human, or Elf
Fury: Orc, Blood Drak, or Dark Elf
Ok, so what are these differences? Take a look at the base starting stats of each race as a level one ranger in the graph above.
As you can see, there is a wide variation in some stats between the races. This may allow you to further customize your new Ranger.
But what do these stats mean? here is an explanation of these stats and more.
Might: Increases your Strength and x-x damage. Fighter receives higher increase per point than Rogue and Templar.
Dexterity: Increases Dodge and Mele/Range Critical %. Rogue gets higher increase per point than Templar and Fighter.
Vitality: Increases Health by ratio of 1:10
Wisdom: Increases mana by ratio of 1:10 across all mana classes. [May also increase Spell Critical %. Also seems to increase regain but far less than will.] Racial bonus Dark Elf mana classes receive mana at ratio of 1:15
Will: Increases mana regain [more than wisdom.]
Armor: Decreases mele based auto attack and damage you take.
Magic deterrance: Decreases magical damage of that particular element
Damage: your normal auto attack damage verses mob near same level. Skills that say "do x% damage are based off this x-x.
Haste: Default is 2.00 and changes to reflect your Mele weapon auto attack speed. Some skills/traits may decrease this time.
Melee strength
Melee strike score: Increases your hit % with mele weapons. It is not your hit % but a boost to it.
Melee chance to hit
Mastery: decreases chance that your melee attack will be deflected or dodged. Racial Bonus- Orc Fighter receives +5.
Ranged damage: your normal damage with a range weapon verses a mob near same level.
Ranged strike score: Increases your hit % with range weapons. It is not your hit % but a boost to it.
Ranged chance to crit: Your chance for bow attacks to make a critical hit.
Extra damage
Extra alleviate: [Increases healing] - my conf has points in this hidden on gear
Spell strike score: Increases your hit % with Spells. It is not your hit % but a boost to it.
Spell chance to crit: Your chance for magical spells to make a critical hit.
Spell rush score: Decreases cast time of spells.
Aegis
Chance to Dodge: Your chance to not take damage from mele attacks [Racial bonus- Elf gets a bonus to dodge as rogue.]
Chance to Deflect: Your chance to not take damage from mele based attacks. (Called parry in other games)
Chance to Block: Your chance to block mele based attacks. Must equip a shield to block.
Alliance: Dwarf, Human, or Elf
Fury: Orc, Blood Drak, or Dark Elf
Ok, so what are these differences? Take a look at the base starting stats of each race as a level one ranger in the graph above.
As you can see, there is a wide variation in some stats between the races. This may allow you to further customize your new Ranger.
But what do these stats mean? here is an explanation of these stats and more.
Might: Increases your Strength and x-x damage. Fighter receives higher increase per point than Rogue and Templar.
Dexterity: Increases Dodge and Mele/Range Critical %. Rogue gets higher increase per point than Templar and Fighter.
Vitality: Increases Health by ratio of 1:10
Wisdom: Increases mana by ratio of 1:10 across all mana classes. [May also increase Spell Critical %. Also seems to increase regain but far less than will.] Racial bonus Dark Elf mana classes receive mana at ratio of 1:15
Will: Increases mana regain [more than wisdom.]
Armor: Decreases mele based auto attack and damage you take.
Magic deterrance: Decreases magical damage of that particular element
Damage: your normal auto attack damage verses mob near same level. Skills that say "do x% damage are based off this x-x.
Haste: Default is 2.00 and changes to reflect your Mele weapon auto attack speed. Some skills/traits may decrease this time.
Melee strength
Melee strike score: Increases your hit % with mele weapons. It is not your hit % but a boost to it.
Melee chance to hit
Mastery: decreases chance that your melee attack will be deflected or dodged. Racial Bonus- Orc Fighter receives +5.
Ranged damage: your normal damage with a range weapon verses a mob near same level.
Ranged strike score: Increases your hit % with range weapons. It is not your hit % but a boost to it.
Ranged chance to crit: Your chance for bow attacks to make a critical hit.
Extra damage
Extra alleviate: [Increases healing] - my conf has points in this hidden on gear
Spell strike score: Increases your hit % with Spells. It is not your hit % but a boost to it.
Spell chance to crit: Your chance for magical spells to make a critical hit.
Spell rush score: Decreases cast time of spells.
Aegis
Chance to Dodge: Your chance to not take damage from mele attacks [Racial bonus- Elf gets a bonus to dodge as rogue.]
Chance to Deflect: Your chance to not take damage from mele based attacks. (Called parry in other games)
Chance to Block: Your chance to block mele based attacks. Must equip a shield to block.