Rangers
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Usage: warp <weapon/armour> on <target> | Usage: warp <weapon/armour> on <target> | ||
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+ | ****The Rangers are currently being revamped**** | ||
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+ | ---The help file for familiars is help familiars--- | ||
+ | ---The enchant skill is gone--- | ||
+ | ---Familiars Rock--- | ||
== Restrictions and Notes == | == Restrictions and Notes == |
Revision as of 10:07, 1 February 2008
A Ranger is a woodsman and tracker, as well as a dangerous fighter. 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>
- The Rangers are currently being revamped****
---The help file for familiars is help familiars--- ---The enchant skill is gone--- ---Familiars Rock---
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.