Rangers

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Horned God, and the Green Man. Horned God, and the Green Man.
-== Powers and Abilities ==+-Familiars-
-'''Call'''+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 his unmodified skills in empathy, animal lore,
 +and enchanting, and his unmodified charisma. The strength of this bond will determine the amount of
 +benefit both the Ranger and his familiar get from their bond.
-Rangers have a strong tie with the animals in their environment. A ranger+One's familiar cannot, strictly speaking, die; it is linked to the Ranger's persisting soul, and
-is able to attempt to establish a mental link with an animal and request it+destruction of its body merely banishes it from the physical world for a time. However, the well-being of
-become a follower. A follower will obey the ranger's commands and follow+a Ranger and his familiar are linked. If the familiar dies, its Ranger will suffer, and the death of the
-the ranger around. The number of followers a ranger can have active is+Ranger may cause the death of his familiar.
-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'''+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.
-Rangers have the ability to cure themselves and other living creatures+The available familiar types are:
-of the effects of poison, disease and blindness.+
- +
-Usage: cure <poison|disease|blindness> [on <player>]+
-'''Enchant'''+ bear carrion bird cat dog
 + horse pegasus primate psionic cat
 + pyx raptor rodent small bird
 + spark dog warg wolf
-Rangers are able to enchant certain weapons to be deadly against certain+Each familiar type has its own help file, as does each power listed within the familiar type help
-hated races. These races include: [[goblins]], [[orcs]], [[half-orcs]], [[hobgoblins]],+files.
-[[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'''+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.
-Rangers have a strong tie with their environment. He can command the+Once you have a familiar, it will be permanently attached to you. There is no need to keep it when you
-grasses, vines, and other plant life to entangle his opponent. How long+disincarnate. If it becomes separated from you, you may attempt to evoke magicks that will summon it to
-the opponent is held is based on the plant life that is doing the entangle.+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
-Usage: entangle [living]+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.
-'''Estimate'''+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.
-Rangers have the ability to gaze up at the sky and determine the+-Skin-
-time of day and date.+Usage: skin <corpse> into <armour> [for <target>]
- +
-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 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+certain animals. The ability of this art is based on the ranger's animal and
-and armour lores and of course, the animal being skinned must have a natural+armour lores and of course, the animal being skinned must have a natural armour
-armour class. The animal can be skinned into a wide variety of armour+class. The animal can be skinned into a wide variety of armour types (a list
-types (a list can be obtained by typing 'help [[armours]]'). Since this task+can be obtained by typing 'help armours'). Since this task takes time, you will
-takes time, you will be unable to move while doing this. The time remaining+be unable to move while doing this. The time remaining is the default result of
-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.
It is also possible to skin something for someone else but this target must It is also possible to skin something for someone else but this target must
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'halt'. 'halt'.
-Usage: skin <corpse> into <armour> [for <target>]+Examples:
 + skin dragon corpse into cloak
 + skin corpse into boot
 + skin tiger corpse into cloak for ape
-'''Spike Growth'''+-Repair-
 +Usage: repair <armour>
-The power to cause spike growth is granted to a Ranger at level 25.+Rangers are able to repair armours that are made from organic materials.
-For a cost of 200 spirit the Ranger may infuse the natural undergrowth with+Since this task takes time, you will be unable to move while doing this. The
-hir will, causing it to grow rapidly and attempt to strangle and slash+time remaining is the default result of an illegal action you try to do during
-everyone in the area, saving only the Ranger and hir followers.+this time. Also, should something come up, you can abort your repairing by
-The power relies on the presence of natural plants, and so is useless outside+typing 'halt'.
-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.+Example:
 + repair dragon cloak
-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.+-Apply-
 +Usage: apply <herb> [on <player>['s <limb>] | on my <limb> | on me]
-Elemental - Summon an elemental (air, earth, water) to assist you for a set time.+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.
-Usage: summon <swarm|friend|elemental>+Examples:
- + apply blackwort on me
-'''Warp'''+ apply wolfsbane on my left hand
- + apply lungwort on bob's head
-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 == == Restrictions and Notes ==

Revision as of 17:20, 4 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.

-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 his unmodified skills in empathy, animal lore, and enchanting, and his unmodified charisma. The strength of this bond will determine the amount of benefit both the Ranger and his familiar get from their 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                   dog
    horse               pegasus             primate           psionic cat
    pyx                   raptor                rodent             small bird
    spark dog        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.

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

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.

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