Rangers

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armour lores and of course, the animal being skinned must have a natural armour 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 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+can be obtained by typing '[[armours|help armours]]'). Since this task takes time, you will
be unable to move while doing this. The time remaining is the default result of 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. an illegal action you try to do during this time.

Revision as of 16:22, 5 March 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.

-Familiars-

Rangers are incomplete beings until they have chosen an animal to be their familiar. A Ranger's familiar is simultaneously his life-long companion and an expression of his deepest self. Both the familiar and the Ranger benefit from their symbiosis, which taps into magickal wells deep within nature and draws out the latent potentialities of each. Every familiar enjoins certain powers, skills, and enhancements upon its ranger, and every Ranger enjoins an enhanced animal form upon his familiar. The strength of a Ranger's bond to his familiar is determined by the average of his unmodified skills in empathy, animal lore, and enchanting, plus his unmodified charisma. The strength of this bond will determine the amount of benefit both the Ranger and his familiar get from their bond: the attribute and trait modifiers enjoyed by the Ranger, and the myriad attribute, skill, resistance, etc. modifiers enjoyed by the familiar, all have their strength determined by the Ranger's bonding ability. You can get an estimate of the strength of your bond by typing 'think about the strength of my empathic bond'.

One's familiar cannot, strictly speaking, die; it is linked to the Ranger's persisting soul, and destruction of its body merely banishes it from the physical world for a time. However, the well-being of a Ranger and his familiar are linked. If the familiar dies, its Ranger will suffer, and the death of the Ranger may cause the death of his familiar.

One should choose one's familiar carefully. The bond is a serious commitment and, if one ever wants to break it to pick a new familiar, the trauma can be severe.

The available familiar types are:

     bear                     carrion bird             cat                      chipmunk                 dog
     drake                    flying squirrel          great cat                horse                    lagomorph
     orthros                  pegasus                  penguin                  polar bear               polypid
     primate                  psionic cat              pyx                      raptor                   rodent
     small bird               snake                    spark dog                squirrel                 therozef
     turtle                   warg                     wolf

Each familiar type has its own help file, as does each power listed within the familiar type help files.

To make an animal for your familiar, 'concentrate on forming an empathic bond with <target>'. This will only work on relatively ordinary instances of the animals that do not already have owners. In certain cases, you may need to be the owner of the animal through some other means initially.

Once you have a familiar, it will be permanently attached to you. There is no need to keep it when you disincarnate. If it becomes separated from you, you may attempt to evoke magicks that will summon it to your side. How taxing this is depends on your summoning skill. To do this, 'concentrate on calling my familiar'. This will not work if your familiar is currently dead. A less taxing version of this operation is to attempt to send your familiar away from you, to safety. This can be helpful when you are about to go to places to hazardous for your familiar. To do this, 'concentrate on sending my familiar to safety'. Be warned that until you call your familiar back, you will be unable to use any of the powers it enjoins upon you.

Your familiar will gradually gain experience as you do, just like a normal follower. It will occasionally attempt to advance in level, and you will be notified when it does. You can determine your familiar's level at any time by using the 'info' command on it. Your familiar's attributes and skills will increase as it levels.

To break the empathic bond with your familiar, 'concentrate on breaking my empathic bond with my familiar'. As mentioned previously, this can cause severe, lasting trauma and/or death.


-Skin-

Usage: skin <corpse> into <armour> [for <target>]

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'.

Examples:

    skin dragon corpse into cloak
    skin corpse into boot
    skin tiger corpse into cloak for ape

-Repair-

Usage: repair <armour>

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'.

Example:

    repair dragon cloak

-Apply-

Usage: apply <herb> [on <player>['s <limb>] | on my <limb> | on me]

Rangers are skilled in the art of applying herbs to their body for the treatment of wounds. The herbs, which are found while foraging, can be poisonous if taken internally but there is little danger when one applies it to their skin or another. The herbs can also be applied to specific body parts to focus the healing in one location.

Examples:

    apply blackwort on me
    apply wolfsbane on my left hand
    apply lungwort on bob's head

Restrictions and Notes

Sirinil will only train you if your alignment is sufficiently good.

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