Ranger Zero to Hero in Milky Way Idle
by MonoclyMan. Last updated 22nd February 2026 (Labyrinth update).
Disclaimer: This guide is based purely on my own experience and some very light simming. Don't follow the planet guides as 100% gospel, do your own simming to find out what's best for you at your current stage.
- Ranger Zero to Hero in Milky Way Idle
- Changelog
TODO:
House levels and all that jazz
Flesh out Labyrinth section
Icons still WIP
Why play Ranger?
The Ranger is a hybrid DPS/debuffer class with strong anti-magic capabilities, however it is frequently hard-countered in dungeons and planets by melee-type enemies with high ranged evasion and armour. Ranger's niche in late-game dungeon farming is the powerful team-wide damage increase it grants with Critical Aura, and its ability to drastically increase the amount of damage dealt to tanky boss enemies with the
Cursed Bow and
Pestilent Shot. Every optimised dungeon farming composition includes at least one Ranger to provide these buffs.
Unfortunately, having more than one Ranger is redundant in every dungeon except Chimerical Den as its pure damage output is weaker than other classes in dungeons 2-4. Despite this, Ranger is still a very potent class and is strong in both solo and group planet farming.
Pre-Combat
Before starting full-time combat, it is advised to hit Total Level 750 and equip the Giant Pouch.
During this time you should also save up as much money as possible as combat can be rather unprofitable during the early stages.
- Begin by trying out every non-combat skill and leveling them to roughly level 50. This provides a good bump to your Total Level and lets you find a non-combat playstyle you enjoy.
- I personally recommend maining the
Brewing and
Cooking skills. These skills have solid profit and are very reliable sources of income due to high demand. You will also be able to craft your own consumables.
- The
Alchemy skill also provides excellent profit by coinifying
Essences into gold, completely bypassing the market tax.
- I personally recommend maining the
- I strongly recommend installing the MWI Tools extension. Follow this guide if you are unsure.
- Every combat player should learn and become proficient with the Combat Simulator. Note that as of writing, the Combat Sim is slightly "pessimistic" and will often return results below what you actually achieve.
Achievements, Collections, and the Bestiary
Novice Tier
- This is the most important tier, granting a permanent +2% Wisdom buff. Most achievements in this tier can be accomplished during the pre-combat phase without difficulty during the grind to Total Level 750.
- Shoebill Slayer and Marine Hunter can similarly be ignored as they require killing the bosses of Swamp Planet and Aqua Planet, areas that we will visit later anyway.
Elite Tier
- The only other achievement tier worth grinding as a combat main, providing a permanent +2% Damage buff. Don't try to complete this tier in the early stage, it's intended for characters around CL100-110.
- The achievements Pass The Butter, Branch Manager, and No Loose Threads are well worth attempting during the pre-combat stage. Gathering skills provide low total income, however all skills in the early game are relatively low income so the opportunity cost is not as bad. Late-game combat mains like myself are reluctant to gather for 10m/day as we have already gotten used to earning over 80m/day with combat.
- Enhancer IV achievement looks daunting at first, however it can easily be cheesed by buying a +11 or higher piece of equipment and attempting an enhance on it with a protection equipped. You only need one success at +10 or higher for the achievement to be granted.
- Crystal Breaker is a difficult achievement for Rangers, as every single enemy in Golem Cave hard counters Ranged. It may be worth putting this one off until we are significantly stronger.
- Revenant Hunter is not as difficult, however we must still approach with caution. Twilight Zone enemies do not have the same Ranged evasion or armour as the Golems do, but they hit incredibly hard and can quickly shred an unprepared Ranger. Similarly, the Dusk Revenant has a devastating ability combo of Critical Aura and Steady Shot, which can one-shot Rangers without adequate armour.
- Labyrinth Explorer III is the latest roadblock for the aspiring combat main. I would recommend having T95 Ranged equipment and T85 Melee equipment + a Furious Spear, and at least 60-70 in all skills before attempting this. Try to bang out a quick rush through the early floors, saving your resources to bypass difficult/impossible rooms in later floors.
Veteran Tier
- This tier is optional, however getting it will provide a small bump to the amount of Treasure Chests we loot from combat. It's a nice buff, but far from necessary.
The Beginner tier will likely be completed by accident during our first day or so anyway, and the benefit is negligible. The Champion tier is extremely difficult, and is intended for characters above CL120. The only benefit a combat main gains from completing this tier is marginally better cape enhancing.
It is recommended to spend the cowbells gained on Offline Hours and Action Queue Limits in the Cowbell Store.
Labyrinth
Labs is new, we're all still figuring things out
As the Labyrinth is still very new, discussion and optimisation around it is in an early stage.
The Labyrinth is a challenging gauntlet that rewards generalists and punishes specialists. It houses the elusive skilling capes, has exceptional (albeit very spread out) xp, and rewards significant temporary buffs. Each enemy in the Labyrinth is very weak to a specific combat style while being highly resistant to all others, therefore learning the right matchups is essential if you want to progress. Delving into the Labyrinth without a broad spread of skills and combat styles is strongly discouraged.
Loadouts
As the Labyrinth is intended to rewards generalists, we will need many loadout slots to delve into deeper floors. The minimum for proper clearing is 4 dedicated Labs loadouts: one for Ranged, Melee, Magic, and Skilling. Acquiring more loadouts and specialising them even further will increase our chances of success, but this isn't required for casual runs or people just gunning for the achievements.
Enemy Matchups
Matchups in the Labyrinth follow the standard MWI rock-paper-scissors combat: Rangers counter Mages, Mages counter Melee, Melee counters Rangers.
The Rangers
Shadow Archer, Pyre Hunter, and Frost Sniper enemies are all weak to Melee. If you intend to take Labyrinths somewhat seriously I'd prioritise buying a set of T85 Melee gear and a Furious Spear. The Spear only requires Attack levels to equip, as opposed to the Sword and Flail which require Melee levels. Grab a cheap Melee Charm as well, and prioritise killing these enemies in early floors to bump your Melee stat high. (I managed to get my Melee stat from 44 to 57 on the first day of Labs with this strat.) Just beware that the Pyre Hunter has relatively high stab evasion, so you may want to avoid it beyond floor 2.
The Mages
The Siren, Salamander, and Dryad are all exceptionally weak to Ranged. We'll be able to easily kill them even in higher floors. My day 1 Labs ability recommendation is Critical Aura, Berserk, Frenzy, Precision, Steady Shot. for your Ranged loadout.
The Melees
The Giant Scorpion, Giant Mantis, and Cyclops all have exceptionally high Ranged evasion and disgusting armour stats. Avoid these like the plague beyond floor 1. They require dedicated Magic loadouts to kill, and each is weak to only 1 magic element.
The Mimic
This monster has excessively high evasion against everything except Smash (and even then it's still pretty beefy). The intended way to kill the Mimic is with a Bulwark Thorns/Retaliate loadout, however it can be fairly easily killed in depths 1 and 2 by reasonably strong Rangers. If you have a pocket Flail build you might be able to push it a bit deeper.
Early game - Combat Level 1-80
During early combat it is advised to fight solo as this will increase your experience gained. Avoid using a Charm for the moment as leveling during this point is rather fast. Adjust the quality of food and drink according to need and financial capability. Combat may have poor profits or even lose money, unless you're exceptionally skilled at minmaxxing you may need to take breaks and build up some money using your non-combat skills.
Smelly Planet - CL 1
Begin by fighting the Fly in one-on-one combat until you are capable of killing it easily. Then progress to fighting
Jerry, and continue fighting each of the Smelly Planet mobs until you can easily kill
Slimy. Begin to gradually challenge the Smelly Planet area until you are capable of farming it non-stop with less than 0.5 Deaths per Hour (DPH). We will never be fighting enemies one-on-one again after this point, only planet farming.
Ranged Level 1
- Equipment:
Wooden Bow and
Rough Set
- Accessories:
Ranger Necklace,
Regeneration Ring and
Earrings
- Food: Cake, Yogurt.
- Drinks:
Wisdom (Experience) Coffee,
Ranged Coffee, Attack Coffee.
- Abilities:
Quick Shot
Acquire and equip theBirch Bow once you hit Ranged Level 10.
Ranged Level 15
- Equipment:
Birch Bow and
Reptile Set
- Accessories:
Ranger Necklace,
Regeneration Ring and
Earrings
- Food: Cake, Yogurt
- Drinks:
Wisdom,
Ranged, Attack
- Abilities:
Quick Shot
Acquire and equip theCedar Bow once you hit Ranged Level 20.
Intelligence Level 20
- Abilities:
Rain of Arrows,
Quick Shot
Ability Triggers
Once you acquire Rain of Arrows, click the gear wheel icon below the ability and set the trigger to
Enemies' Total Current HP >= 300 AND Enemies' Total # of Dead Units <= 1. This will prevent wasteful use of abilities and save mana. Do this for Frenzy, Berserk, and Penetrating shot as well. As a general baseline, whenever you're farming a planet solo you should set the Total Current HP trigger to just above the weakest enemy's max health. In a group you should bump this up by 500-1000, depending the planet and zone.
Swamp Planet - CL 30
Gradually attempt to challenge Swamp Planet. Test different combinations of food and ability triggers in the Combat Sim until you are able to farm Swamp Planet consistently. Remaining in Smelly Planet is also an option if you want to grind some more XP first.
Ranged Level 35
- Equipment:
Purpleheart Bow and Gobo Set
- Accessories: Ranger Necklace, Regeneration Ring and Earrings
- Food: Cake, Donut, Yogurt.
- Drinks:
Wisdom Coffee,
Ranged Coffee, Attack Coffee
- Abilities:
Rain of Arrows,
Quick Shot
Acquire and equip theGobo Shooter once you hit Ranged Level 40.
Ranged Level 55
- Equipment:
Gobo Shooter and Beast Set
- Accessories: Ranger Necklace, Regeneration Ring and Earrings
- Food: Cake, Yogurt, Donut or Gummy
- Drinks:
Wisdom, Super Ranged, Attack or Lucky
- Abilities:
Critical Aura,
Rain of Arrows. Silencing Shot.
Once you hit Intelligence Level 40 your mana consumption will drastically increase due to the introduction ofCritical Aura and the replacement of
Quick Shot with Silencing Shot. Consider running two mana food and upgrading your Cake or significantly upgrading your Yogurt to compensate.
Ranged Level 60
- Equipment: Sighted Bracers +5
Gear is beginning to diversify, and money should begin to flow in. Soon we will pivot to the crossbow.
Aqua and Jungle Planet - CL 60
This is the night before the dawn, a rather difficult stage in a Ranger's career before the breakthrough into paradise. Consumable costs are high and the enemies are strong, however Sorcerer's Tower is near. Frequently check the Combat Sim to determine whether it is more beneficial to farm Aqua Planet or Jungle Planet.
Ranged Level 65, Intelligence Level 50
- Weaponry: Redwood Crossbow and Treant Shield
- Armour: Beast Hood, Tunic, and Chaps, Sighted Bracers +5, Centaur Boots +5
- Accessories: Speed Necklace, Regeneration Ring and Earrings +3
- Food: Cake, Yogurt, Gummy
- Drinks:
Wisdom, Super Ranged, Lucky or Critical
- Abilities:
Critical Aura,
Rain of Arrows, Silencing Shot, Steady Shot.
We've unlocked our third ability slot. Mana usage at this stage is incredibly high, however pivoting to the crossbow allows us to equip a shield and reduce our damage taken. At this stage running two mana one HP food is strongly recommended.
Ranged Level 75
- Weaponry: Redwood Crossbow and Treant Shield
- Armour: Umbral Hood, Tunic, and Chaps, Sighted Bracers +5, Centaur Boots +5,
- Accessories: Speed Necklace, Regeneration Ring and Earrings +3
- Food: Cake, Yogurt, Gummy
- Drinks:
Wisdom, Super Ranged, Critical
- Abilities:
Critical Aura,
Rain of Arrows, Penetrating Shot, Silencing Shot.
Acquire and equip the Arcane Crossbow once you hit Ranged Level 80. Dawn approaches.
Baby Ranger - Combat Level 80-95
Congratulations, you've made it past the hardest stage and are about to reap the rewards. At this stage of the game I strongly recommend full-time combat from now on, even if it earns less money as the experience gain is far more important than gold.
Sorcerer's Tower T0 - CL 80
Sorcerer's Tower is a paradise for Rangers, providing exceptional XP and respectable profit. As the premier anti-magic class, Ranger thrives and excels in this planet more than other classes. This will be our home for a very long time.
Ranged Level 85
- Weaponry: Soul Hunter Crossbow +5 and Manticore Shield +5
- Armour: Umbral Hood, Revenant Tunic and Chaps +5, Sighted Bracers +5, Centaur Boots +5
- Accessories: Speed Necklace +3, Regeneration Ring and Earrings +5
- Food: Cake, Yogurt, Donut
- Drinks
Wisdom or Lucky or Swiftness, Super Ranged, Critical
- Abilities (DPS):
Critical Aura,
Rain of Arrows, Penetrating Shot, Steady Shot
- Abilities (Survivability):
Critical Aura,
Rain of Arrows, Penetrating Shot, Silencing Shot
We've acquired our T85 gear! The excellent magic defence provided by the Revenant Set combined with the mana-leeching effect of the Soul Hunter Crossbow allow us to run two HP one mana and thrive in Sorcerer's Tower. We've also acquired our second BIS gear with the Manticore Shield. If survival is difficult, run Silencing Shot instead of Steady Shot to prevent those pesky mages casting their spells.
Intelligence Level 90
- Abilities: Critical Aura, Berserk, Penetrating Shot,
Rain of Arrows, Silencing Shot or Steady Shot
Intelligence 90 is both a blessing and a curse. Our DPS will skyrocket, but so will our mana consumption. At this stage we will need to significantly adjust triggers to not go out of mana (OOM). I still recommend running 2 HP 1 mana food and restricting your triggers to compensate.
Ranged Level 95 (BIS)
- Weaponry: Sundering Crossbow +7 and Manticore Shield +10
- Armour: Acrobatic Hood +7, Kraken Tunic and Chaps +7, Marksman Bracers +7, Pathfinder Boots +10
- Accessories: Speed Necklace +3, Regeneration Ring and Earrings +5
- Food: Cake, Yogurt, Donut
- Drinks: Swiftness, Ultra Ranged, Critical
- Abilities (Soul Hunter Crossbow):
Critical Aura, Berserk,
Rain of Arrows, Penetrating Shot, Steady Shot
- Abilities (Sundering Crossbow):
Critical Aura, Frenzy, Berserk,
Rain of Arrows, Penetrating Shot.
While technically we can acquire T95 BIS equipment right now, most of it will prove prohibitively expensive. At this stage we should not purchase anything under +5 enhancement, and ideally aim for +7s. The next few weeks will be rather dull, as most of it will be spent farming for days on end just to buy one piece of gear. Continue grinding Sorcerer's Tower. The Pathfinder Boots in particular are extremely new and will be very overpriced for a few weeks post-Labyrinth update. Definitely stick with your Centaur Boots for now.
Entry Ranger - Combat Level 95-105
At this stage we should be earning a respectable profit with great experience gain. Now begins our preparation to challenge dungeon 1, the Chimerical Den, so that we can finally acquire our back slot item the Quiver. Ranger is very lucky in this case: d1 is the easiest and cheapest dungeon to run, Ranger excels as a main DPS in this dungeon, and the Quiver is several times cheaper to enhance than the Sinister Cape or Enchanted Cloak.
We could challenge d1 now using public parties, but it would be a rather unpleasant experience as these parties are often very uncoordinated and clumsy. If you haven't already, I strongly recommend joining a combat-oriented guild to make partying easier. If we get lucky and find a group of very nice people willing to carry us through d1 we can get our cloak as soon as Ranged Level 80, however this is very unlikely as running dungeons can haemorrhage money if any one party member isn't pulling their weight. Our best move for now is to continue grinding and becoming stronger while talking to people and making connections.
How Charming
Now we can consider equipping Charms. Previously we avoided them as the XP difference between levels was relatively small, but above level 100 they begin to rapidly increase. Level 1-100 requires 10 million total XP in a skill, level 100-125 requires 100 million total XP, 10x as much for a quarter of the levels! Defensive skills are beginning to become obsolete, once we can survive in an area there's not much use in leveling them further.
Sorcerer's Tower T1 (Solo)
- Stamina 100
- Intelligence 105
- Attack 110
- Defence 100
- Ranged 110
These stats should allow us to comfortably farm Sorc 1 for excellent experience and good profit.
Dungeon 1 - Griffin Hunting, CL 95-105
NEVER USE LUCKY COFFEE OR WISDOM COFFEE IN DUNGEONS
Mobs do not drop loot in dungeons, except for the chest dropped by the final boss. Dungeons are the ultimate test of teamwork in this game, don't grief your team just for a little bit more XP. Doing so is likely to get you booted from parties.
Ensure you have a significant amount of money saved up before embarking
Income from dungeons is inconsistent and unpredictable, you can lose tens of millions in a single day if you get unlucky. The chance of pulling a Quiver from a chest is 3%, so it may be a long time before you finally get one.
Minimum equipment:
- Weaponry: Soul Hunter Crossbow +7 and Manticore Shield +10
- Armour: Acrobatic Hood +5, Revenant Tunic and Chaps +5, Marksman Bracers +5, Centaur Boots +7
- Accessories: Speed Necklace +3, Regeneration Ring and Earrings +3
- Food: Spaceberry Cake, Star Fruit Yogurt, Dragon Fruit Gummy
- Drinks: Swiftness, Ultra Ranged, Critical
- Abilities:
Critical Aura, Frenzy, Berserk, Penetrating Shot, Pestilent Shot*
Recommended equipment:
- Weaponry: Sundering Crossbow +7 and Manticore Shield +10
- Armour: Acrobatic Hood +7, Revenant Tunic and Chaps +10, Marksman Bracers +7, Centaur Boots +10
- Accessories: Speed Necklace +5, Regeneration Ring and Earrings +5
- Food: Spaceberry Cake, Star Fruit Yogurt, Dragon Fruit Gummy
- Drinks: Swiftness, Ultra Ranged, Critical
- Abilities:
Critical Aura (Level 20), Frenzy (Level 40), Berserk (Level 40), Penetrating Shot (Level 40), Pestilent Shot (Level 40)
Enhancing the Quiver
Gambling rarely pays
It costs approximately 450k gold per attempt at enhancing a Quiver, which is still the cheapest back slot to enhance by a significant margin. Add in the costs of protections and you have an incredibly expensive endeavor. Be prepared to throw hundreds of millions into the void.
As back items are untradable, we will have to enhance the Quiver ourselves. Grind Enhancing to level 72, then acquire a stockpile of the required essences and two Quivers. We will use a technique called Laddering, where we keep two Quivers and alternately enhance them higher than the other one before swapping the Quiver we enhance. This way we ensure we always have our highest level Quiver ready to equip for combat.
Knee-Deep in the Dead - Combat Level 105-130
We now have BIS gear in every slot, over 100 in every skill, and the coveted Quiver. Unfortunately, that was just the beginning. Now begins a long and arduous period of grinding hundreds of millions of gold just for a marginal increase in gear strength. During this stage we can challenge and complete every dungeon for the achievements (and clout), then return to planets and begin the grind to end-game dungeon farming. Remember to bang out the Dungeon Forger achievement as well.
Equipment
Equipment upgrades at this stage are few and far between, but they're getting very exciting. The elusive Philosopher's Stone is just over the horizon.
Philo Propaganda
Philosopher's Jewellery is overpriced and has terrible return on investment, and should only be considered once you have a +12R weapon and full 10R gear. I know it's very shiny, but the DPS increase is marginal compared to 10R gear.
Round 1
- Giant Pouch -> Guzzling Pouch +5
- Sundering Crossbow +7 -> +10
- Centaur Boots +10 -> +14
- Marksman Bracers +7 -> +10
- Acrobatic Hood +7 -> +10
- Kraken Chaps and Pants +7 -> +10
- Optional: Quiver +4
Round 2
- Acrobatic Hood +10 -> +10R
- Marksman Bracers +10 -> +10R
- Kraken Tunic +10 -> +10R
- Kraken Pants +10 -> +10R
- Sundering Crossbow/Cursed Bow +10 -> +12R
- Manticore Shield +10 -> +12
- Speed Necklace +5 -> Philosopher's Necklace +5
- Regeneration Ring and Earrings -> Philosopher's Ring and Earrings +5
- Optional: Quiver +7
Round 3
- Acrobatic Hood +10R -> +12R
- Marksman Bracers +10R -> +12R
- Kraken Tunic +10R -> +12R
- Kraken Pants +10R -> +12R
- Optional: Quiver +7 -> +7R
- Optional: Guzzling Pouch +5 -> +10
GearMaxxing
At this point we have now acquired the strongest gear that can reasonably be bought on the market. Acquiring higher enhancement levels will most likely require directly contacting and commissioning Enhancers or just doing it ourselves. As a reference point, commissioning a +14 weapon can run upwards of 6.5 billion gold.
Stats
Sorcerer's Tower T2 (Solo)
- Stamina 110
- Intelligence 110
- Attack 120
- Defence 110
- Ranged 120
These stats will allow us to comfortably farm Sorc 2 for some of the best experience in the game, however the profits at this stage have hit strong diminishing returns. If we need money, consider finding a group and farming in the Infernal Abyss.
Infernal Abyss T2 (Group)
- Stamina 120
- Intelligence 115
- Attack 125
- Defence 115
- Ranged 130
With +7 gear and a +10 Sundering Crossbow we can farm Abyss 2 for excellent money (around 40-50m profit per day at this stage assuming your group is of similar strength), however the XP will be rather disappointing. Once we meet these stats I would recommend acquiring a +3-5 Expert Ranged Charm and ignoring the other stats.
Dungeon 2 - Clowning on the Circus, CL 110+
Rangers never truly need to enter any dungeons apart from d1, and as such we will be entering at a higher level to ensure a smoother experience. We may want enter them for other reasons, such as helping a guildie get their cape, or for the achievement, or even just for the hell of it. Just be aware that you'll most likely lose a significant amount of money in the Sinister Circus, it's an empty pit with very little returns.
Minimum equipment:
- Weaponry: Sundering Crossbow +7 and Manticore Shield +10
- Armour: Acrobatic Hood +7, Revenant Tunic and Chaps +10, Marksman Bracers +7, Centaur Boots +10
- Accessories: Speed Necklace +5, Regeneration Ring and Earrings +5
- Food: Spaceberry Cake, Star Fruit Yogurt, Dragon Fruit Gummy
- Drinks: Swiftness/Ultra Attack, Ultra Ranged, Critical
- Abilities:
Critical Aura, Frenzy, Berserk, Penetrating Shot, Pestilent Shot
Recommended equipment:
- Weaponry:
Cursed Bow +7
- Armour: Acrobatic Hood +10, Kraken Tunic and Chaps +7, Marksman Bracers +10, Centaur Boots +12
- Accessories: Speed Necklace +5, Regeneration Ring and Earrings +5
- Food: Spaceberry Cake, Star Fruit Yogurt, Dragon Fruit Gummy
- Drinks: Swiftness/Ultra Attack, Ultra Ranged, Critical
- Abilities:
Critical Aura (Level 30), Frenzy (Level 50), Berserk (Level 50), Penetrating Shot (Level 50), Pestilent Shot (Level 50)
At this stage consider swapping to aCursed Bow if you plan on transitioning to permanent dungeon running. Refrain if you ever plan on going back to a planet in the foreseeable future.
Dungeon 3 - CBT (Crossbow and Bow Torture), CL 120+
Welcome to one of the most anti-ranged areas in the game. In this dungeon you're almost pure support, and your main contribution against most bosses will be letting the Mages deal more damage.
Minimum equipment:
- Weaponry: Sundering Crossbow +10 and Manticore Shield +10
- Armour: Acrobatic Hood +7, Kraken Tunic and Chaps +7, Marksman Bracers +10, Centaur Boots +12
- Accessories: Speed Necklace +5, Regeneration Ring and Earrings +5
- Food: Spaceberry Cake, Star Fruit Yogurt, Dragon Fruit Gummy
- Drinks: Swiftness/Ultra Attack, Ultra Ranged, Critical
- Abilities:
Critical Aura, Frenzy, Berserk, Penetrating Shot, Pestilent Shot
Recommended equipment:
- Weaponry:
Cursed Bow +10
- Armour: Acrobatic Hood +10, Kraken Tunic and Chaps +10, Marksman Bracers +10, Centaur Boots +14
- Accessories: Speed Necklace +5, Regeneration Ring and Earrings +5
- Food: Spaceberry Cake, Star Fruit Yogurt, Dragon Fruit Gummy
- Drinks: Swiftness/Ultra Attack, Ultra Ranged, Critical
- Abilities:
Critical Aura (Level 40), Frenzy (Level 60), Berserk (Level 60), Penetrating Shot (Level 60), Pestilent Shot (Level 60)
Dungeon 4 - Alestorm, CL 120+
Despite the general increase in strength of enemies here, Ranger actually contributes significantly more than in d3 as there are less enemies with ridiculous Ranged evasion and high armour stats. A notable exception is the Anchor Shark, expect your DPS to drop significantly whenever he pops up.
Minimum equipment:
- Weaponry: Sundering Crossbow +10 and Manticore Shield +10
- Armour: Acrobatic Hood +7, Kraken Tunic and Chaps +7, Marksman Bracers +7, Centaur Boots +12
- Accessories: Speed Necklace +5, Regeneration Ring and Earrings +5
- Food: Spaceberry Cake, Star Fruit Yogurt, Dragon Fruit Gummy
- Drinks: Swiftness/Ultra Attack, Ultra Ranged, Critical
- Abilities:
Critical Aura, Frenzy, Berserk, Penetrating Shot, Pestilent Shot
Recommended equipment:
- Weaponry:
Cursed Bow +10
- Armour: Acrobatic Hood +10, Kraken Tunic and Chaps +10, Marksman Bracers +10, Centaur Boots +14
- Accessories: Speed Necklace +5, Regeneration Ring and Earrings +5
- Food: Spaceberry Cake, Star Fruit Yogurt, Dragon Fruit Gummy
- Drinks: Swiftness/Ultra Attack, Ultra Ranged, Critical
- Abilities:
Critical Aura (Level 40), Frenzy (Level 60), Berserk (Level 60) Penetrating Shot (Level 60), Pestilent Shot (Level 60)
Sniper Elite - Combat Level 130+
By now you should have some refined gear and maybe a philo or two. At this point you should aim to join a permanent dungeon farming party (ideally a physical based team for maximum aura synergy) and accordingly swap to the Cursed Bow. If you haven't found one yet, continue grinding Infernal Abyss and Sorcerer's Tower while talking to people of similar strength. If you do ever make it to this stage it's unlikely you'll still need a guide.
See you around.
Changelog
- 22/02/26: Added Day 1 Labyrinth information.
- 17/02/26: Changed some ability loadouts after some simming.
- 08/01/26: Added Achievements guide.
- 27/11/26: Initial publish