Ranger/SLASH'EM
In SLASH'EM, the Ranger, abbreviated as Ran, is one of the roles from NetHack that is available to the hero.
Rangers can be humans, doppelgangers, elves, drow, gnomes, orcs, lycanthropes, or hobbits. Human and doppelganger Rangers can be either neutral or chaotic; elven, gnomish and hobbit rangers are always neutral; and drow, lycanthrope and orcish Rangers are always chaotic.
Starting equipment
Each Ranger starts with the following equipment, depending on their starting race:[1]
Default (applies for humans and other races not listed) | Gnome | Elf | Orc | Drow | |
---|---|---|---|---|---|
Melee weapon | +1 dagger | +1 dagger | +1 elven dagger[2] | +1 orcish dagger[3] | +1 dark elven dagger[4] |
Launcher | +1 bow | +1 crossbow[5] | +1 elven bow[6] | +1 orcish bow[7] | +1 dark elven bow[8] |
Primary ammo[9] | 50-59 +2 arrows | 50-59 +2 crossbow bolts[10] | 50-59 +2 elven arrows[11] | 50-59 +2 orcish arrows[12] | 50-59 +2 dark elven arrows[13] |
Secondary ammo[14] | 30-39 +0 arrows | 30-39 +0 crossbow bolts[10] | 30-39 +0 elven arrows[11] | 30-39 +0 orcish arrows[12] | 30-39 +0 dark elven arrows[13] |
Cloak | +2 cloak of displacement | +2 cloak of displacement | +2 elven cloak[15] | +2 cloak of displacement | +2 cloak of displacement |
Food | 4-8 cram rations | 4-8 cram rations | 4-8 lembas wafers[16] | 4-8 cram rations
two stacks of 1-2 random comestibles[17] |
4-8 cram rations |
Chaotic Rangers have a 1⁄100 chance of each starting stack of ammo being poisoned.[18]
Rangers start with knowledge of any applicable racial equipment.
The Ranger's default starting pet is a little dog named Sirius.[19]
Intrinsics
Rangers gain the following intrinsic properties upon reaching the given experience levels:[20]
- XL 1: searching
- XL 7: stealth
- XL 15: see invisible
Attributes
The Ranger's starting attributes are distributed as follows:[21]
Attributes | Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | Remaining |
---|---|---|---|---|---|---|---|
Minimum attributes | 13 | 9 | 13 | 13 | 13 | 7 | 7 |
Distribution percentages | 30% | 20% | 20% | 10% | 10% | 10% | |
Mean w/ standard deviation (human) | 15.22±1.32 | 10.45±1.17 | 14.44±1.14 | 13.75±0.93 | 13.75±0.93 | 7.68±0.91 |
Skills
Rangers have the following skills available to them:[22]
Ranger skills | |
---|---|
Max | Skills |
Basic |
|
Skilled | |
Expert |
Rangers start with Basic skill in daggers as well as their starting launcher, i.e. crossbows for gnomes and bows otherwise. They use the intelligence stat to cast spells, and their special spell is invisibility.[23]
Techniques
Rangers can learn the disarm technique by reaching Skilled in any weapon, and also gain the following techniques at the listed experience levels:[24]
Level | Technique |
1 | Missile flurry |
Special rules
Rangers gain a +1 bonus to multishot with all projectile weapons.[25]
Rangers have a bonus to untrap floor traps.[26]
Rangers have a -2 penalty to casting emergency spells.[23]
Rank titles
The status line displays one of the following ranks for the corresponding experience levels:[27]
- XL 1-2: Tenderfoot
- XL 3-5: Lookout
- XL 6-9: Trailblazer
- XL 10-13: Reconnoiterer/Reconnoiteress
- XL 14-17: Scout
- XL 18-21: Arbalester
- XL 22-25: Archer
- XL 26-29: Sharpshooter
- XL 30: Marksman/Markswoman
Gods
The Ranger pantheon is based on the classical pantheon of Roman mythology, particularly deities that also lend their names to planets.[28]
Quest
The Ranger's quest sees them fighting Scorpius for The Longbow of Diana, an artifact bow. The Longbow of Diana grants telepathy while carried, and while wielded it grants reflection and applies a +1d5 to-hit bonus to fired arrows. Invoking The Longbow of Diana creates arrows with the same beatitude as the bow and places them in the hero's inventory, with a small chance of producing poisoned arrows.
Strategy
A user has suggested improving this page or section as follows:
"Structure and fill out similar to other SLASH'EM role strategy sections, and differentiate accordingly."
As in Vanilla, Rangers are weak in melee but very strong in ranged combat. In the early game it is critical to acquire new missile weapons, enchant them, and max out your luck as quickly as possible so that you don't run out of ammunition. Arrows, darts, and daggers are all good candidates for an early ranger to invest in. Elven rangers will have a distinct advantage in the early game because SLASH'EM gives additional multishot benefits for the elven bow and elven arrows. An elven ranger can have a chance of firing a volley of up to six arrows at a time from his second turn (if he wields his bow on his first turn). Additionally, SLASH'EM gives additional multishot benefits for enchanted bows.
A chaotic ranger has an advantage in sacrifice weapons, having access to powerful gifts like Bat from Hell, Doomblade, Serpent's Tongue, and Stormbringer. A neutral ranger will have a more difficult time finding a decent melee weapon, as only Magicbane, Mjollnir, and Cleaver are worth their salt as a main melee weapon of the neutral sacrifice gifts. Thus, a ranger should focus on training bow and either dagger or dart skills and building up a stack of blessed, enchanted arrows and daggers/darts, and use them as his primary weapon until he gets a better alternative such as a crysknife (much improved over Vanilla). For these reasons it may be worth going straight for the luckstone at Mine's End before trying sokoban, and any clear potions costing 100 zorkmids should be altar-tested at Minetown and, if blessed, used to bless your main stack of arrows.
Once the ranger has a decent weapon from the midgame on, a ranger plays much like any other role but should continue to rely on ranged attacks. It is better to enchant a stack of (preferably elven) arrows to +7 than to spend the enchantment on a melee weapon, as you will be able to fire up to 6 shots per round with a +7 bow (9 if you are an elf firing elven arrows with a +7 elven bow), with an average damage of 10.5 per hit (double if firing silver arrows at silver-haters) plus any applicable strength and skill bonuses. To put this in perspective, an elven ranger, expert in bow, firing +7 elven arrows from a +7 elven bow will fire 4.3 arrows per round, for an average of 3.5 base damage + 7 enchantment bonus + 2 skill bonus = 54 damage per turn. If firing blessed +7 silver arrows from a +7 elven bow at Demogorgon will fire an average of 3.7 arrows per turn, for an average of 3.5 base damage + 7 enchantment bonus + 2 skill bonus + 2.5 blessed bonus + 10.5 silver damage = 93.5 damage per turn. This is comparable with the damage that can be achieved with firearms.
References
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 162
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 325
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 334
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 356
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 348: gnomes receive crossbows rather than normal bows
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 328
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 337
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 358
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 168
- ↑ 10.0 10.1 u_init.c in SLASH'EM 0.0.7E7F2, line 349: gnomes receive bolts for their crossbow
- ↑ 11.0 11.1 u_init.c in SLASH'EM 0.0.7E7F2, line 329
- ↑ 12.0 12.1 u_init.c in SLASH'EM 0.0.7E7F2, line 338
- ↑ 13.0 13.1 u_init.c in SLASH'EM 0.0.7E7F2, line 359
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 169
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 332: comment on line 323: the weaker cloak for elven rangers is intentional--they shoot better
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 333
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 1373: orcs of certain roles get extra food
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 1602: non-chaotic heroes never start with poisoned weapons
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 209
- ↑ attrib.c in SLASH'EM 0.0.7E7F2, line 83
- ↑ role.c in SLASH'EM 0.0.7E7F2, line 386: Ran attributes and distributions
- ↑ u_init.c in SLASH'EM 0.0.7E7F2, line 591
- ↑ 23.0 23.1 role.c in SLASH'EM 0.0.7E7F2, line 392
- ↑ tech.c in SLASH'EM 0.0.7E7F2, line 134
- ↑ dothrow.c in SLASH'EM 0.0.7E7F2, line 184: comment below explains this is to encourage use of non-dagger missiles
- ↑ trap.c in SLASH'EM 0.0.7E7F2, line 3275
- ↑ role.c in SLASH'EM 0.0.7E7F2, line 366
- ↑ role.c in SLASH'EM 0.0.7E7F2, line 375