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Martial Wilder (Ranger)

Keepers of the forest and protectors of Beade's woodland creatures, as well as adept fighters, trackers, and spell casters, there are few talents that rangers do not possess. They can talk to animals and bend them to their wills or whisper on the wind, work the serpent's poison against the viper or walk so stealthily they leave no tracks.

This path uses its supreme archery and decent melee offensively with a mix of less potent spells and relies on its evasion or parrying defensively.


Available Abilities

Martial Wilders have a mix of spell circles and tags. They begin with 2 ability sets. An additional circle or tag is available at levels 15, 30, and 40.

Certain tags grant access to certain recipes, which are learned along with the tag.

Click on the column header to sort by that column, or click on the ability name to see details about that ability. For an explanation of magic and its use, see the About Magic page. For an explanation of tags and their use, see the Tags page. For a complete list of recipes, see the Recipes page.

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Name Type Info
Herblore Recipe Category

These recipes are available to wilders that have taken the martial specialization. The recipes may be displayed with the recipes or recipes full command.

Name Tool Ingredients Description
Glymvir Retort Gray powder
Water
Creates the alcohol-laden basis for most martial wilder elixirs.
Animal Specialization Tag

These tags are available to Martial Wilders.

This tag set is mutually exclusive to Hunter Specialization.

These tags may be learned from an unusual trainer near the Via Teg Aer lecturer outside of Kaezar (bring slag!).

Name Requirements Cost Description
Trip 30 Animal Handling None Allows the wilder to command its familiar to trip a target, knocking the target prone and making the target unable to stand for a short period of time.
Familiar Synergy 60 Animal Handling Passive Passively provides a mental bonus to Alchemy, Outdoorsman, and Stealth when accompanied by one's familiar. The bonus scale with Animal Handling and Wisdom.
Spy 90 Animal Handling None Allows the wilder to command its familiar to spy on a location, giving the wilder full feedback available to the familiar's senses.
Scout 120 Animal Handling None Allows the wilder to command its familiar to scout, searching out all other living things that are outside and in the same area, performing a defensive Animals and Wisdom check versus the living thing's Stealth and Dexterity. Living things under any form of concealment (hiding, invisibility, etc.), will not be found. This ability can only be used when outside.
Ravage 150 Animal Handling 10 essence Allows the wilder to command its familiar to ravage a target, reopening a wound and causing that wound to bleed further for an amount that scales with the wound damage on that limb. If the target is undead, the limb is maimed or mutilated instead. This cannot be used on targets that are flying, levitating, or standing.
Via Teg Aer Astral Magic

This circle is available to Martial Wilders and Religious Wilders.

Shortname Name Cost Description
vta01 Survival 4 In response to all their time spent outdoors, studious wilders will find their ability to sustain themselves in the wild increased. The bonus scales with channeling skill.
vta03 Trackless 3 The wilder is so in tune with Thrael that the very ground refuses to betray its passage.
vta04 Windborn Guidance 5 The wilder entrusts itself to the wind, guiding its movements away from harm. The bonus scales with channeling skill.
vta07 Thrael's Bounty 7 Drawing upon its attunement with Thrael, the wilder gains the ability to partake of its bounty. The bonus scales with channeling skill.
vta11 Barkskin 8 Causes the caster to meld into a plant, rendering it effectively invisible and increasing vitality regeneration. Taking any action other than casting on oneself or sniping will break the spell. The vitality regeneration scales with Wisdom, Channeling, wilder staff quality, and the duration of the barkskin.
vta13 Echoes on the Wind 15 Links outdoor rooms through the wind, causing anything spoken to be carried between them. If cast on a remote target, the spell will link the room the target is standing in. The number of rooms permitted to be linked scales with Channeling, Wisdom, and wilder staff quality. The wilder may cast purge to remove all existing echoes it has cast.
Astral Prime Astral Magic

This circle is available to Channelers, Martial Clerics, Spiritual Clerics, Empaths, Qai Monks, Martial Wilders and Religious Wilders.

Basic Astral Prime spells may be learned from Ishne in the Lyceum. Intermediate Astral Prime spells may be learned from the Astral Prime tome sold in the Lyceum.

Shortname Name Cost Description
sp01 Astral Charge 1 Basic offensive warding spell. You may charge this spell by adding a 1, 2 or 3 modifier when cast (e.g. cast <target> 3) to have it take additional roundtime and do more damage. You may specify the spell's element from the list available to you in abilities info. This spell's offensive and damage quality are improved by focus items.
sp02 Spirit Strike 1 The caster uses this orison to call to the surrounding invisible spirits for aid to help strike down a foe.

This spell can be invested with extra effort by adding 1, 2 or 3 modifier when cast (e.g. cast <target> 3). Damage will scale accordingly, as will roundtime.
sp03 Astral Lift 3 The caster calls upon his deity to decrease the weight of heavy items, lowering his burden.
sp04 Becalm 3 The caster calls upon the heavens to calm the target, making it non-aggressive. This only works on simpler creatures.
sp05 Vigor 5 The caster calls upon the heavens to empower the target with stamina and fortitude. The bonus scales with channeling skill.
sp07 Astral Mastery 6 This incantation puts the caster more in tune with his deity and the astral attributes that surround him, increasing his power over his magic. The bonus scales with channeling skill.
sp09 Astral Bound 11 This spell allows the caster to give himself a protecting shield supplied by his deity that will prevent astral warding spells from harming him. The effect depends on the caster's channeling skill to protect him.
sp11 Astral Shell 11 The caster calls upon his deity to surround him with a small bit of the god's power to protect him from physical harm. The effect depends on the caster's channeling skill to protect him.

Provides a chance to block physical attacks and bolt spells and grants additional armor resistance against physical damage based on Wisdom and Channeling. Armor too heavy for one's profession interferes with this effect. This is a primary defensive ability.
sp15 Spirit Sight 15 The caster calls forth a shifting mist that searches the veil for its connection with the target. The mist then shows the area where the connection occurs. Without much practice, the exact location of the target's connection is not always accurate.
sp17 Interdiction 15 essence, 2 willpower Warding spell that removes spell effects from the targeted person, item, or room. This spell's offensive quality is improved by focus item quality.
Via Xan Esut Astral Magic

This circle is available to Martial Wilders.

Shortname Name Cost Description
vxe01 Serpent's Fangs 1 Allows the wilder to have a guaranteed chance to inflict poisons from its attacks with natural-material weapons for a limited period of time that ends when a poison is successfully delivered. Also adds a second roll to inflict poisons using Outdoorsman + Wisdom.
vxe03 Camouflage 5 The wilder's skin and garments blend in with its surroundings, allowing it to hide far better than it normally could. Allows the wilder to make defensive instead of offensive rolls for hiding and sneaking.
vxe07 Animal Understanding 6 Through diligent training and concentration, the wilder is able to identify with and better understand the motivation and desires of the animals in his or her environment. Grants a spiritual bonus to Animal Handling that scales with Channeling and Wisdom and allows the wilder to instantly mount and dismount.
vxe10 Essential Nature 8 Grants a material bonus to items made of natural materials (skins, leather, non-alloyed metals, etc.) used by the wilder that scales with Channeling and Wisdom. An additional bonus is added based on the natural material's inherent capabilities.
vxe13 Call Animal 5 When cast, this can have multiple effects depending on the target:
  1. Changes the wilder's pet into a wilder familiar when cast on the wilder's pet.
  2. Summon's the wilder's current pet or mount to the wilder when cast without a target.
  3. Summons a new pet that can be tamed by the wilder when cast in special rooms.
  4. Dismisses an untamed special pet when cast on it in the room it was summoned in.
Special rooms can be identified with discern here.
vxe15 Natural Savagery 8 Grants a bonus to the damage of arrows or weapons made of natural materials used by the wilder that scales with Channeling, Wisdom. An additional bonus is added based on the natural material's inherent capabilities. In the case of melee weapons, this spell also grants a bonus to offense that scales with the wilder's Outdoorsman skill.
Hunter Specialization Tag

These tags are available to Martial Wilders.

This tag set is mutually exclusive to Animal Specialization.

These tags may be learned from the wandering woodsman in Kaezar.

Name Requirements Cost Description
Lead the Mark 30 Archery 1 stamina per shot When performing a bow or firearms attack, provides the wilder with a bonus to attack opponents in evasive stance or defaulting to evasive stance that scales with Outdoorsman and Wisdom.
Ranger 70 Outdoorsman Passive Passively provides a mental bonus to Alchemy, Animal Handling, and Stealth when outdoors. The bonus scales with Outdoorsman and Wisdom.
Pindown 90 Archery 5 stamina Allows the wilder to fire an arrow at a target's feet in an attempt to pin it down. If successful, the arrow fired will always embed (if possible), the target will fall prone, and the target be unable to stand for a short time.
Master Hunter 120 Outdoorsman None Allows the wilder to search out all other living things that are outside and in the same area, performing a defensive Outdoorsman and Wisdom check versus the living thing's Stealth and Dexterity. Living things under any form of concealment (hiding, invisibility, etc.), will not be found. This ability can only be used when outside.
Headshot 150 Outdoorsman 5 stamina Allows the wilder to mitigate aiming penalties on its next attack that scales with Outdoorsman and Wisdom. This mitigation is doubled when the target is not flying, levitating, or standing.
Wilder Martial Tag

These tags are available to Martial Wilders.

Name Requirements Cost Description
Animal Specialization Martial Training None Allows the wilder to learn Animal Specialization tags. This is mutually exclusive with Hunter Specialization.
Hunter Specialization Martial Training None Allows the wilder to learn Hunter Specialization tags. This is mutually exclusive with Animal Specialization.
Herb Lore 9 Alchemy Passive Passively allows the wilder to use herb lore formulae in alchemy.
Venom Lore 27 Alchemy Passive Passively allows the wilder to use toxicology formulae in alchemy.
Snipe 60 Stealth None Allows the wilder to snipe a target that cannot see it, stunning it.
Predation 130 Outdoorsman 8 essence Allows the wilder to ignore a percentage of armor for its melee and ranged attacks for a brief period of time when activated. Predation requires charges to activate, gaining them over time as the wilder kills foes. The duration and amount of armor ignored scales with Outdoorsman and Wisdom.
Toxicology Recipe Category

These recipes are available to mercenaries that have taken the dirty tricks specialization, and wilders that have taken the martial specialization. The recipes may be displayed with the recipes or recipes full command.

Name Tool Ingredients Description
Thick Laburnum Poison Mortar and pestle Laburnum seed Creates a poison that causes an alchemical penalty to its victim's conditioning and endurance. The poison can be applied to weapons. Its number of uses per application, resist difficulty, chance to affect the target, and the strength of the penalty scale with the applier's alchemy skill and the quality of the poison.
Thick Smilax Poison Mortar and pestle Smilax berry Creates a poison that causes its victim to lose vitality over time. The poison can be applied to weapons. Its number of uses per application, resist difficulty, and chance to affect the target scale with the applier's alchemy skill and the quality of the poison.

Familiars

In addition to their spells, martial wilders have familiars which they can command to perform abilities unique to familiars.

Command Animal Handling Skill Requirement Description
look 1 Allows the wilder to see through the eyes of its familiar.
peer 1 Allows the wilder to peer through the eyes of its familiar.
engage <target> 10 Causes the familiar to engage a target, using the wilder's Animal Handing and Wisdom instead of the familiar's statistic.
hide 20 Causes the familiar to hide, using the wilder's Animal Handing and Wisdom instead of the familiar's statistic.
search 50 Causes the familiar to search, using the wilder's Animal Handing and Wisdom instead of the familiar's statistic.
harass <target> 100 Performs an Animal Handling and Wisdom versus Tactics and Reflexes check. If successful, the target will take an additional 3 roundtime to perform most actions.
harry <target> 150 Performs an Animal Handling and Wisdom versus Tactics and Reflexes check. If successful, the target will suffer a mental penalty to defense and observation that scales with the wilder's Animal Handling and Wisdom.

Skills

Click on the column header to sort by that column. For an explanation of skills and their values, see the Skills page.

Skill Value
Alchemy Good
Animal Handling Very Good
Archery Very Good
Armor Normal
Channeling Good
Conditioning Good
Enchanting Good
Evasion and Dodging Very Good
First Aid Very Good
Fishing Normal
Focus Bad
Foraging Normal
Gnosis Good
Kinesis Normal
Larceny Bad
Lockpicking Very Bad
Lore Normal
Mechanisms Very Bad
Melee Weapons Good
Metallurgy Normal
Observation Very Good
Outdoorsman Very Good
Parry Good
Shields Normal
Skinning Normal
Sorcery Bad
Stealth Very Good
Tactics Good
Thrown Weapons Good
Unarmed Combat Normal