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|Secondary Skillsets:||Weapon, Armor|
|Tertiary Skillsets:||Magic, Lore|
|Special Abilities:|| Scouting, Beseech,|
| Barbarian - Bard - Cleric - Commoner - Empath - Moon Mage|
"We are the wind, the hawk on the wing, the soaring spirit of the sky and the patient spirit of the earth. Our gold is sunlight, our gems are flowers, and our life...is the world's." - guild leader Kalika
The Rangers of Elanthia eschew the comforts and conveniences of civilization, making themselves at home in the wilderness. They stand guard over the provinces, holding back the hordes of terror that live on the flesh of the innocent. They most often stand alone, yet in the bleakest moments of battle no other sound can offer comfort like that of a whistling arrow fired from his bow.
For these silent hunters, no fame or fortune can match the pride they take in the mastery of their own abilities or their unity with nature. Most the names of the great Rangers pass into time like a cool autumn breeze. One name that still floats upon the winds of time is Lirisa, known to most these days as the Patron Saint of Rangers, appointed by Kuniyo himself. Her deadly accuracy with the bow and her skills of survival are still the perfect model for those that set out to be Rangers.
- 1 Official Information
- 2 Special Abilities
- 3 Circle Requirements
- 4 Registers
- 5 Miscellaneous Information
- 6 Related forum posts
Official InformationDragonrealms Website.
Guild Hall Locations
In a small glade just outside the walls, Guild Leader Kalika tends to the nurturing of young Rangers. (You can type DIR RANGER for directions.)
Journeywoman Ievia hangs out outside the walls of Riverhaven to promote young Rangers (under 20th circle).
Tolle greets the weary Rangers on the trek to the north through Langenfirth offering guidance and a quick word.
Far to the west of the urban center of Ilithi, Tomma shares her knowledge of plants and animals to those Rangers that wander the western borders.
Guild Leader Marion, truly filled with wanderlust, moves his residence from time to time, his was last seen tending to his companion deep within the caves on the Isle of Aesry.
Guild Leader Paglar makes his home in Boar Clan, alongside such amenities as a Ranger-friendly bank, vault, and other fun stuff.
The Dwarven guildleader Roopardua embodies the Ranger's wanderlust, never settling in a physical guildhall. His whereabouts are currently unknown.
Skillsets and Common Races
According to the DragonRealms website, Rangers tend to be:
The ranger bonus grants buffs to certain survival skills if the Ranger maintains his connections with nature. Those buffs can turn to serious debuffs if the bonus is bad.
Rangers are adept at following trails, picking up on details that the untrained would never notice. Use TRACK <target> on a person or creature in the area with you to begin tracking, and TRACK alone to follow their trail afterwards.
Scouting is also useful for Ranger Trailmarkers.
Rangers also have the ability to befriend and train certain animals, currently only wolves and raccoons. The exact procedure for this is not public knowledge, but you can probably find an elder Ranger to advise you. Once you obtain a wolf companion, a meat box is not necessary but may be a useful item to acquire.
One of the most interesting features of the horse system is to be able to trap horses out in the wild! To be able to wrangle a horse, you must be a Ranger, at least 60th circle, and you must not have any "active" horses, meaning that you cannot have one waiting for you in a stable or out in the world.
Magic is your character using his brain in a very studied and precise manner to manipulate an impersonal force that exists in the world. Except for the medium that Rangers work through (the natural world and life energies), there's no fundamental difference in the structure of a Ranger spell over what the guys that wear dresses are doing.
The things that makes Ranger magic unique (and all other guilds' magic unique in their places) are the medium they work through, and their confound. The Ranger confound is that they have a supernatural connection to the natural world that "is real" and can impact the outcome of spells despite whatever the Ranger intends. A spell that totally relies on this (a Ranger signature spell) would look to outsiders as normal but entirely nonsensical; a spell pattern that does nothing, because it interacts with a force that they cannot perceive or comprehend. GM Armifer on Ranger Magic 
Rangers can use their soul pool to perform certain abilities called Beseeches.
The first and foremost thing to understand about beseeches is that they are not magical. As Armifer stated, the Ranger has a form of supernatural tie or perhaps hyperawareness to the natural state of the world around him or her.
Through a very methodical and highly researched ritual, the Ranger can attempt to reach out to what we might consider personifications or 'spirits' of the various natural forces.
This differs from how magic works in several fundamental ways. The most important of these is that a beseech simply can't do anything with what isn't there. One cannot create 'something' from 'nothing' with a beseech, one amplifies or coaxes. For example, if you were in a place with no wind/air motion ever, then beseeching the wind simply wouldn't work because there's nothing there to beseech. Likewise, you could not beseech then sun when it's on the opposite side of Elanthia.
Whether these spirits or 'forces' of nature respond is up to their personal whimsy. If they don't think the Ranger has proven his or her worth, they won't show up. If you ask for them too often, they'll spurn you. If you try to beseech for something random, you might not like the results. GM Zeyurn on Ranger Beseeches. 
Rangers gain an additional stance point to allocate to their defenses every 60 ranks of defense.
With sufficient skill in a stick bow and the See the Wind spell active, Rangers can fire two arrows in the same shot.
Rangers gain the ability to Snipe after 40th circle. Sniping is the ability to fire a stick bow or crossbow from hiding and remain in hiding after the shot.
From GM Zeyurn:
|Level Required||What it does|
|Level 30||Ability to Slip personal objects to/from personal containers.|
|Level 40||Ability to Slip worn items on and off.|
|Level 50||Ability to Slip into hiding and stalk a target at same time.|
|Level 60||Ability to Slip into hiding and sneak a direction at same time.|
|Level 90||Ability to Slip items from the ground to one's possession.|
Note: The intended function is to perform similarly to picking up items in invisibility, it has to be restricted to avoid abuse. Dropping your own items of course will be less restricted.
To learn SLIP, you must be taught by somebody who already knows SLIP (SLIP TEACH <target>, need 100 teaching skill). This will initially be only Thieves as the Thief GLs will teach them, but once a Ranger learns it they will be able to spread the knowledge to other Rangers.
Success at Slip involves the stealth skill.
A limited form of sign language. Can be done in hiding and no come unhidden. Can be seen from any room that is directly adjacent via cardinal exits.
A list of verbs that provide different messaging specifically for Rangers. Also minor information on other Ranger only verbs not specifically for roleplay.
From GM Audacia:
Kalika = 7 different (specific) Survival skills plus Primary Magic. The 7 skills do not include any of those the other GL's check for. Tolle = Combination of all bow skills Tomma = AL and foraging Marion = 3 Stealth skills and Scouting Paglar = Circle
- Ranger Abilities Chart
- Ranger Titles
- The Ranger Trail System
- Ranger-only carousel square vaults
- Rangers have a number of verbs that they do differently:
- Full list of ranger verbs can be found here: Ranger_commands