New Adventurer? Start Here!
Guilds Barbarian Bard Cleric Empath Moon Mage Necromancer Paladin Ranger Beginner's Guide Beseeches Circle Calculator Circle Requirements Companions Signing Spells Titles Trailmarkers Verbs Thief Trader Warrior Mage Races Hunting Weapons Armor Magic Maps Skills and Trades Herbs and Alchemy Miscellaneous
Training Spots

Quelgash's Guide to Rangerly Skill Gaining
Also, please contact me if you have any knowledge of some things I lack, or other ideas to gain experience. There's really no limit to how big this file can get. :)
That is, unless Olwydd starts threatening me about the boatload of HTML I make him do.

Primary Skills

Climbing: Climbing gets you from point A to point B using a generally vertical route. This skill can be quite handy in getting to some interesting hunting spots and is also useful for dragging those people who died in these interesting hunting spots.

Climbing Compounds:

A little beyond:

Later on, the island of Aesry Surlaenis'a teaches climbing basically just by living there. After you can beat Snowbeasts easily, the La'tamis on Aesry are accessed by cliffs which send climbing flying. Just remember that climbing spots have timers (usually 7-10 minutes) on them, so you can't learn repeatedly.

Disarm Traps: With the new version of disarm, the entire system of disarming changed. Disarming now takes a series of steps, which I will list here. Disarm Traps currently only disarms traps on boxes, however, this skill will be converted to "Traps" sometime in the future, and will allow for an (animal?) trapping skill.

Disarm Dilemmas:
To disarm your chest, have it in either hand, with the other hand free, and type disarm my <boxtype> identify first. This identifies the type of trap on the box. Next, for the actual act of disarming, you type disarm my <boxtype>, followed by one of the following, in order of difficulty: careful, quick, or all. If you follow <boxtype> with nothing, it will be the "normal" disarm (between quick and careful).

Note that some boxes have multiple traps and you will need to repeat the above identify and disarm steps.

Remove all armor before disarming traps. Not only does it interfere with your ability to disarm the trap, it can be damaged by some traps if they set off.

Be wound free. Wounds interfere with disarming, especially hand and eye wounds.
As a Ranger, be in the wilds when you disarm. You get a bonus.
The Senses of the Tiger and Cheetah Swiftness spells both assist with disarming.

Escaping: While Escaping is still a skill that is being worked on as of now, the Ranger requirements have been changed to include it. It replaces lockpicking, which no longer counts toward a Ranger's survival total. There are very few ways to learn this skill, but I will list some here.

Escaping (is evil. 'Nuff said.):

Evasion: With Survival as a primary skill group, Evasion is your primary defense. This will be the one that skyrockets above all others, though you can learn parry ability and shield usage quite well. (And unlike me, realize that continuing to train a shield could be a good idea!)

Evasion Etiquette:

First Aid: At some point, you're going to get a bleeding wound that you need to tend, and that's what First Aid helps with. At first, you will only slow bleeding, but later on you will be able to stop it, and in greater amounts as you gain more experience. To tend a wound, just type tend <person> <bodypart>. If you are tending yourself, <person> becomes my.

Tending tips:

Foraging: Foraging is the skill used to find useful plants, herbs, wood, and other things in the wild. As a Ranger, you are far more skilled at using this ability, and can find better herbs than almost every other Guild. To use the basic skill, type forage <name of item>. Freaking out for Foraging:
The base skill is useless for training purposes.

The best way I have personally found to train is to use another form of forage, forage careful. To use this, type forage <name of item> careful. In order to best determine what will teach you, use the foraging difficulty list located on this site. Once you have found an item that gives you an eleven or twelve second roundtime, you can either use this item, or downgrade ever so slightly to reach the first ten second item on the list.

Another form of foraging gives you a better herb. Typing forage precise <name of item> will utilize this skill.

The last type of foraging is collecting piles of items. Type collect <name of item> to do this. The amount of items in your pile will raise with experience.

Hiding: Being able to slip into hiding always has its uses, and is one of the Ranger's most used survival skills. Typically, it is used to either guard your money while you wait somewhere, or to get an advantage on an opponent in combat. To use it, just type hide.

Handling hiding:

Lockpicking: Once you disarm your traps, I should hope you want your coin and gems from your box... and every box has a lock. Unless you feel like paying the locksmith to open all your boxes (and a hefty price he charges!), you'll need to learn how to pick a lock.
This skill is no longer required in the Ranger's survival total. However, it is advised this skill be trained alongside Disarm Traps so you can open your own boxes.
The basics for lockpicking are similar to that of disarming. You first need to do a pick <box type> identify to identify the type of lock. Then you'll need to actually perform the pick with pick <box type > where you can also append careful or quick in order to get some more experience out of it. Once you've identified the box, it typically tells you how hard the box is to pick. If it's fairly easy, you may want to use pick it quick so you can milk some more experience.

Picking Propaganda:

Perception: This is a rather universal skill, aiding in foraging and disarm/lockpicking skills, but its primary use is to see people or creatures hiding, stalking, and stealing. It's also one of the survival skills that is easiest to learn (it's said Rangers learn perception by breathing, practically), and as such, you should pick up lots of it to contribute to that survival average.

Procuring Perception:

Scouting: The Ranger-only survival skill, it allows the Ranger to follow a person practically anywhere they go. It also allows a Ranger to utilize the Trailmarker system, to later make their own trailmarkers, and to be able to send one's companion to find someone, then track it down.

Seeking Scouting:

Skinning: One of the best skills in a Ranger's arsenal, this is how the true money is made. When a creature with a skin is killed, the Ranger can skin the beast, get its pelt, and sell it at a tanner for money. When a Ranger becomes ardent in skinning, they gain the ability to arrange the skins of what they kill. This ability multiplies the value of the skin by a great amount, sometimes as high as triple what you would get without an arrange. While it is more difficult, the rewards from the process are worth the challenge indeed. There are a lot of ways to take advantage of skinning, too, and make your skinning attempts better and more valuable.

Scoring Skinning:

Stalking: The ability to sneak about and follow creatures and people, stalking provides the Ranger with what can sometimes be an extremely required stealth mode. This ability, while more suited to a Thief's realm, helps us follow our prey about while we prepare to kill, skin, and search it.

Snagging Stalking

Swimming: Our ability to learn swimming sometimes grants us access to places no one else could think of reaching. With enough of it, we can skip the ferry trip to Riverhaven by swimming across the river, and some areas where creatures are cannot be accessed without some knowledge of the skill. Basically, it's the ability to cross bodies of water by kicking your legs- as if you didn't know that already. Until 10th circle, you will need four ranks per circle in this skill- more than any other survival skill.

Sucking up for Swimming:

Other Ranger-Related Skills


Mechanical Lore:

Primary Magic:


As a note of which weapons *I* think you should use, I would go with Medium Edged and Longbow to start, in whichever order suits you. Light Edged weapons are very fast, but lack a lot of the punch of Medium Edged weapons (and I know this from experience, I am a Light Edged primary user, ugh). You do need two weapons to circle after 10th circle, and will later require a third weapon. Choose whichever weapon you like for the third one, but get it started early, and you will never realize you have any weapon requirement but your primary one.


There isn't really much to say about this one, other than "go with leather". You can try light chain if you want, some Rangers do use it for the added protection- but do so at your own peril. Armor is learned basically any time you move in your armor- from attacking, to parrying, to using your shield. As an interesting note, this is the one skill in DragonRealms that, if you lock it and keep learning it, it will not harm your mindstate. This is due to the extreme ease with which armor reaches mind lock, compared to your other offense and defense skills.
Also, all armor types have innate hindrances, which are trained off by gaining ranks in the armor. For a basic set of leathers, this hindrance is gone at about 50 ranks. This hindrance affects your stealth abilities, and your ability to evade attack. This is the reason why a Ranger typically goes with leather- the quicker the hindrance is gone, the quicker they can more easily hide and stalk. Chain armors will lose their hindrance slower, and will also have the most remaining hindrance when you train it off. As for plate armors, let's not go there. If you want plate, go roll a Paladin. ;)