"Blast it father, I am stronger than any of my brothers and just as skilled at sword play." - a young female dwarf

"Child you are going to be a brewer like your mother and that's that." - Dwarven patriarch

(Sobbing is heard through the tunnel as she runs to her room.)

(a whisper comes from the darkness)

"Come with me child, there are OTHER alternatives...." - Bargmar Forgefellow


Advancement provided by Kahlroo
Here's a Ranger's Guild 2.0 advancement.  Seriously, it's what I've got so 
if you don't like it, find your own.  This is basic, simple and easy.  Doing
this advancement should make you decent and fairly skilled at most things.
Here's the kicker, our levels are now based on - Fighting, Faith, Covert, and 
General.  So if you want to stay lowbie, watch it.


Fighting:

I would recommend visiting soulskinner at some point in your fighting
advancement.  Probably when you have your "weapon style", special and your
instinct skill to 300.  Then get the full 'skinner treatment and continue.

fi to 5
fi.o to 10

***(decide your specialty, melee or range)
fi.o.m to 15
fi.o.m.s or fi.o.m.b or fi.o.m.u to 300 (depends on your race or your style)
-OR-
fi.o.r to 15
fi.o.r.b or fi.o.r.p to 300 (bow = bow, xbow = projectile)
***(end specialty area)

fi.d.d.m to 300 or fi.d.p to 300 (racial preference)
fi.d.d to 300 (if you did dodge.melee)
(Because of Special being a requirement for hunt, we recommend
not advancing fi.d.d)
fi.o.m to 300 or fi.o.r to 300 (if you did bow/projectile)
fi.o.s to 300
fi.o to 300
fi to 300

(Anything else that isn't 300 yet, take there.)


Vitality:

v to 5
v.p to 10
v.m to 10
v.p.e to 150
v.p.h to 50
v.m.e to 150
v.m.c to 50

(The remainder of vitality may be advanced according to personal preference.)


Faith:

Same as before, really. This is my overmax but it's a matter
of opinion whether you want to do def or cur and/or misc.
(***-If you are an unarmed ranger please examine the append in the
body of the faith section.)

fa to 5
fa.s to 10
fa.s.d to 15
fa.s.d.s to 150
fa.s.c to 15
fa.s.m to 15
*** - OPTIONAL SPECIALIZATIONS
fa.s.c.self or target to 150 (cure wounds)
-OR-
fa.s.m.self to 150 (claws, forest companion)
*** - RETURN TO STANDARD ADVANCEMENT
fa.s.d to 150
fa.s to 150
fa to 150
fa.i.scroll to 150
fa.i.wand to 150
(you can advance whatever 2 categories in items you want,
I do these two but you can do any you want.)
fa.i to 150
fa.i.everythingelse to 150

 
Covert:

c to 5
c.h to 150 (current belief is traps will function off this skill)
c to 100
c.s to 150
c.t.sleight-of-hand to 100
c.t to 100
c.t.* to 100 (Raises overall covert level too; can't hurt.)


General:

g to 5
g.smithing to 10
g.sm.weapon or g.sm.armour (might want to put in pros and cons of each) to 150
g.sm to 150
g.sm.* to 150
g.evaluating to 100
g.movement to 10
g.movement.sailing to 140-150 (at sailing trainer)
g.movement to 100 (at KT trainer)
g.perception to 100
g.searching to 100
g.survival to 100

(Take all other general skills to max, including perception, searching, and
survival to 300, when you have spare xp.)