Rangers
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| - | A Ranger is a woodsman and tracker, as well as a dangerous fighter. | + | #REDIRECT [[Verynvelyrae]] |
| - | He combines strength, courage, and the combat skills of a warrior with | + | |
| - | the stealth, awareness, and independence of a thief. He unites the | + | |
| - | druid's affinity for the outdoors with the devotion and magical | + | |
| - | aptitude of a priest. He is a survivalist, quiet and soft spoken, who | + | |
| - | often prefers the company of animals to people. He spends his life | + | |
| - | with nature, protecting the wilderness and its inhabitants from those | + | |
| - | who would harm it. | + | |
| - | + | ||
| - | Rangers worship Cernunnos, god of wilderness, animals, and warriors. | + | |
| - | He is also known by other names including Herne the Hunter, the | + | |
| - | Horned God, and the Green Man. | + | |
| - | + | ||
| - | == Powers and Abilities == | + | |
| - | + | ||
| - | '''Call''' | + | |
| - | + | ||
| - | Rangers have a strong tie with the animals in their environment. A ranger | + | |
| - | is able to attempt to establish a mental link with an animal and request it | + | |
| - | become a follower. A follower will obey the ranger's commands and follow | + | |
| - | the ranger around. The number of followers a ranger can have active is | + | |
| - | based on level. Also, certain followers are only available to those rangers | + | |
| - | who have achieved higher levels. | + | |
| - | + | ||
| - | Some commands are not available to the follower, like say and tell for | + | |
| - | example. However, some followers are intelligent enough to wield weapons | + | |
| - | and carry items. A ranger cannot have more than one of the same follower | + | |
| - | with him at one time. | + | |
| - | + | ||
| - | To command your follower, simply use 'tell <follower> <command>' or | + | |
| - | 'say <follower>, <command>' (see examples below). Some cases will arise | + | |
| - | where you have, say two dragons, which makes saying commands difficult. | + | |
| - | For this reason, the dragons will respond to their colour as well. | + | |
| - | (ie: say white, kill goblin) | + | |
| - | + | ||
| - | A list of followers available can be seen here: [[ranger followers]] | + | |
| - | + | ||
| - | Since this task takes time, you will be unable to move while doing this. | + | |
| - | The time remaining is the default result of an illegal action you try to | + | |
| - | do during this time. Also, should something come up, you can abort your | + | |
| - | calling by typing 'halt'. | + | |
| - | + | ||
| - | Another application for call is the 'call followers' command. This function | + | |
| - | will move all your followers in the game to your environment (the room you | + | |
| - | reside in) should one have gotten lost or you left it somewhere. | + | |
| - | + | ||
| - | '''Cure''' | + | |
| - | + | ||
| - | Rangers have the ability to cure themselves and other living creatures | + | |
| - | of the effects of poison, disease and blindness. | + | |
| - | + | ||
| - | Usage: cure <poison|disease|blindness> [on <player>] | + | |
| - | + | ||
| - | '''Enchant''' | + | |
| - | + | ||
| - | Rangers are able to enchant certain weapons to be deadly against certain | + | |
| - | hated races. These races include: [[goblins]], [[orcs]], [[half-orcs]], [[hobgoblins]], | + | |
| - | [[kobolds]], [[ogres]], [[trolls]], [[giants]], [[dragons]], [[zuth]], [[drochnei]], and [[vlekthid]]. | + | |
| - | Only ranger foraged weapons can be used during the enchantments due to the | + | |
| - | specific wood and cut required. Also, one must have a corpse of the target | + | |
| - | race present in the same room in order to preform this enchantment. The | + | |
| - | target weapon becomes deadly whenever used against that race. | + | |
| - | + | ||
| - | Usage: enchant <weapon> against <race> | + | |
| - | + | ||
| - | '''Entangle''' | + | |
| - | + | ||
| - | Rangers have a strong tie with their environment. He can command the | + | |
| - | grasses, vines, and other plant life to entangle his opponent. How long | + | |
| - | the opponent is held is based on the plant life that is doing the entangle. | + | |
| - | + | ||
| - | Usage: entangle [living] | + | |
| - | + | ||
| - | '''Estimate''' | + | |
| - | + | ||
| - | Rangers have the ability to gaze up at the sky and determine the | + | |
| - | time of day and date. | + | |
| - | + | ||
| - | Usage: estimate <time|date> | + | |
| - | + | ||
| - | '''Forage''' | + | |
| - | + | ||
| - | Rangers are strongly tied to their environment, especially in their home | + | |
| - | terrain. They know which plants grow herbs that can be used for healing | + | |
| - | and which trees bear fruit that are edible. They are also able to construct | + | |
| - | crude weapons from forest materials. | + | |
| - | + | ||
| - | Usage: perform forage for <weapon> | + | |
| - | + | ||
| - | Currently foragable weapons: arrows, staff, spear, club, javelin, bow, sling and stones | + | |
| - | + | ||
| - | '''Inspire''' | + | |
| - | + | ||
| - | A ranger is able to use natural powers to excite followers and other | + | |
| - | players. Animal lore and leadership are key skills the ranger relies | + | |
| - | upon along with the ranger's willpower to inspire the target. The target, | + | |
| - | upon succesful inspiring, will receive a temporary increase in strength, | + | |
| - | willpower, and perception. | + | |
| - | + | ||
| - | Usage: inspire <player|follower> | + | |
| - | + | ||
| - | '''Mark / Touch''' | + | |
| - | + | ||
| - | By touching a tree, the ranger is able to mark this specific location. | + | |
| - | When in another forest, this ranger can touch a tree and be sucked into the | + | |
| - | forest and passed back to the tree original mark. | + | |
| - | + | ||
| - | Usage: mark tree | + | |
| - | touch tree | + | |
| - | + | ||
| - | '''Regrow''' | + | |
| - | + | ||
| - | Rangers have the ability to regenerate the limbs of their followers, or other | + | |
| - | Rangers' followers. | + | |
| - | + | ||
| - | Usage: regrow <limb name> on <follower name> | + | |
| - | + | ||
| - | Note: Rangers can`t regrow their limbs | + | |
| - | + | ||
| - | '''Release''' | + | |
| - | + | ||
| - | The ranger sends the follower a telepathic message releasing this follower | + | |
| - | from the ranger's control. The ranger does not have to be in the same | + | |
| - | room as the follower. | + | |
| - | + | ||
| - | Usage: release <follower> | + | |
| - | + | ||
| - | '''Repair''' | + | |
| - | + | ||
| - | Rangers are able to repair armours that are made from organic materials. | + | |
| - | Since this task takes time, you will be unable to move while doing this. | + | |
| - | The time remaining is the default result of an illegal action you try to | + | |
| - | do during this time. Also, should something come up, you can abort your | + | |
| - | repairing by typing 'halt'. | + | |
| - | + | ||
| - | Usage: repair <armour> | + | |
| - | + | ||
| - | '''Send''' | + | |
| - | + | ||
| - | The Ranger sends the follower a telepathic message ordering his/her followers | + | |
| - | to return to the Rangers' guild hall. The Ranger does not have to be in the | + | |
| - | same room as the follower. | + | |
| - | + | ||
| - | Usage: send <'followers'/follower-name> | + | |
| - | + | ||
| - | '''Sense''' | + | |
| - | + | ||
| - | Rangers have a keen sense of observation and an almost magical ability to | + | |
| - | detect the alignment of other living beings. Simply by concentrating on | + | |
| - | their target can reveal a great many details about them. | + | |
| - | + | ||
| - | Usage: sense <living> | + | |
| - | + | ||
| - | '''Skin''' | + | |
| - | + | ||
| - | Rangers, with their strong ties to the outdoors, are able to skin and tan | + | |
| - | certain animals. The ability of this art is based on the ranger's animal | + | |
| - | and armour lores and of course, the animal being skinned must have a natural | + | |
| - | armour class. The animal can be skinned into a wide variety of armour | + | |
| - | types (a list can be obtained by typing 'help [[armours]]'). Since this task | + | |
| - | takes time, you will be unable to move while doing this. The time remaining | + | |
| - | is the default result of an illegal action you try to do during this time. | + | |
| - | + | ||
| - | It is also possible to skin something for someone else but this target must | + | |
| - | be present with you from start to finish of the skinning process. Of course, | + | |
| - | making the skin for someone else might mean that it won't fit you. | + | |
| - | + | ||
| - | Also, should something come up, you can abort your skinning by typing | + | |
| - | 'halt'. | + | |
| - | + | ||
| - | Usage: skin <corpse> into <armour> [for <target>] | + | |
| - | + | ||
| - | '''Spike Growth''' | + | |
| - | + | ||
| - | The power to cause spike growth is granted to a Ranger at level 25. | + | |
| - | For a cost of 200 spirit the Ranger may infuse the natural undergrowth with | + | |
| - | hir will, causing it to grow rapidly and attempt to strangle and slash | + | |
| - | everyone in the area, saving only the Ranger and hir followers. | + | |
| - | The power relies on the presence of natural plants, and so is useless outside | + | |
| - | of jungles, forests, and swamps. | + | |
| - | + | ||
| - | '''Summon''' | + | |
| - | + | ||
| - | Rangers have a strong tie with the animals in their environment. A ranger | + | |
| - | is able to call these creatures for help at any time. | + | |
| - | + | ||
| - | Swarm - A swarm of small creatures native to your environment, such as bees in plains or spiders in forest, swarm around your opponent. | + | |
| - | + | ||
| - | Friend - Will call a random follower which you could normally call. Very similar to call except no time is required to call, the friend will leave after a set time, and since there was no time to find the best creature, it will lack in some respects with the normally called followers. | + | |
| - | + | ||
| - | Elemental - Summon an elemental (air, earth, water) to assist you for a set time. | + | |
| - | + | ||
| - | Usage: summon <swarm|friend|elemental> | + | |
| - | + | ||
| - | '''Warp''' | + | |
| - | + | ||
| - | Rangers are able to warp weapons and armours made of materials from | + | |
| - | nature causing them to attack/defend less effectively. The actual | + | |
| - | warping causes the item to twist and bend out of shape and can often | + | |
| - | cause damage to those limbs being covered by the item. If you are high | + | |
| - | enough level, you may be able to warp items with magical auras. | + | |
| - | + | ||
| - | Usage: warp <weapon/armour> on <target> | + | |
| - | + | ||
| - | + | ||
| - | == Restrictions and Notes == | + | |
| - | + | ||
| - | Rangers cannot wear restricting armours and can use the "armours" command to see what, if any, armour they are wearing is restrictive. | + | |
| - | + | ||
| - | The "stats ranger" command shows a summary of ranger related skills and the status of various ranger powers. | + | |
Current revision
- REDIRECT Verynvelyrae
