Ranger: Difference between revisions

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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 [http://www.play.net/forums/messages.asp?forum=20&category=31&topic=7&message=5700]
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 [http://www.play.net/forums/messages.asp?forum=20&category=31&topic=7&message=5700]



<imagemap>
File:3.0Rangertree.PNG
Image:Ranger_Spell_Tree.png
rect 360 168 437 194 [[Category:Animal_Abilities_Spellbook]]
rect 361 193 437 214 [[Category:Nature_Manipulation_Spellbook]]
rect 359 123 438 145 [[Category:Protection_Spellbook_(Ranger)]]
rect 362 147 438 167 [[Category:Wilderness_Survival_Spellbook]]
rect 14 45 95 69 [[Sphere of Protection]]
rect 15 94 95 118 [[Earth Meld]]
rect 16 139 94 164 [[Hands of Lirisa]]
rect 15 188 94 212 [[Eagle's Cry]]
rect 16 234 94 258 [[Compost]]
rect 18 421 94 445 [[See the Wind]]
rect 140 45 219 71 [[Forestwalker's Boon]]
rect 142 93 219 118 [[Blend]]
rect 141 185 219 213 [[Devitalize]]
rect 141 233 218 257 [[Branch Break]]
rect 140 326 217 353 [[Spider Climb]]
rect 138 373 219 399 [[Senses of the Tiger]]
rect 142 420 220 446 [[Grizzly Claw]]
rect 139 469 219 492 [[Wolf Scent]]
rect 142 516 220 542 [[Caiman Swim]]
rect 264 92 345 117 [[Nature's Canopy]]
rect 264 232 342 258 [[Awaken Forest]]
rect 263 327 343 354 [[Swarm]]
rect 263 375 343 400 [[Cheetah Swiftness]]
rect 264 420 343 446 [[Bear Strength]]
rect 264 467 343 496 [[Wisdom of the Pack]]
rect 386 280 467 306 [[Curse of the Wilds]]
rect 386 327 468 355 [[Harawep's Bonds]]
rect 389 373 466 401 [[Claws of the Cougar]]
desc none
</imagemap>


[[Spell slot progressions|Ranger spell slots]]
[[Spell slot progressions|Ranger spell slots]]

Revision as of 12:43, 21 January 2013

Ranger Guild
Ranger

Image copyright of Simutronics Corporation

Primary Skillset: Survival
Secondary Skillsets: Weapon, Armor
Tertiary Skillsets: Magic, Lore
Special Abilities: Scouting, Beseech,
Animal Companions
Mana Type: Life
Barbarian - Bard - Cleric - Commoner - Empath - Moon Mage

Necromancer - Paladin - Ranger - Thief - Trader - Warrior 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.

Official Information

Guild crest: A crouching mountain lion surrounded by a thicket of thorns over a blazing sun

Information courtesy of Dragonrealms Website.

Guild Hall Locations

The Crossing

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.)

Riverhaven

Journeywoman Ievia hangs out outside the walls of Riverhaven to promote young Rangers (under 20th circle).

Langenfirth

Tolle greets the weary Rangers on the trek to the north through Langenfirth offering guidance and a quick word.

Shard

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.

Aesry Surlaenis'a

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.

Forfedhdar

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

A Ranger's primary skillset is Survival. Weapon and Armor are secondary skillsets, with Magic and Lore as tertiaries.

According to the DragonRealms website, Rangers tend to be:

Elven 34%
Human 27%
Rakash 7%
Prydaen 7%

Crafting Affiliation

Guilded rangers receive two free technique slots in the Tailoring discipline of the Outfitting skill and one free technique slot in the Carving discipline of the Engineering skill.

See: Crafting

Special Abilities

Bonus

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.

Scouting

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.

Animal Companions

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.

Horse Wrangling

See post in horses.

Life Magic

Rangers have access to Life Mana and the Animal Abilities, Nature Manipulation, and Wilderness Survival spellbooks (and part of the Protection spellbook).

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 [1]


File:3.0Rangertree.PNG

Ranger spell slots

Beseeches

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. [2]


Bonus Stance Points

Rangers gain an additional stance point to allocate to their defenses every 20 circles.

Recall

Rangers may use RECALL HERB <HERB|WOUND>. This will give some basic information about various herbs in Elanthia.

Dual Load

With sufficient skill in a stick bow and the Hands of Lirisa spell active, Rangers can fire two arrows in the same shot.

Snipe

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.

Slip

From GM Zeyurn:

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 stealing and stalking skills.

Official Post

Sign

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.

Ranger Verbs

A list of verbs that provide different messaging specifically for Rangers. Also minor information on other Ranger only verbs not specifically for roleplay.

Circle Requirements

Circle 1st Weap. 2nd Weap. 3rd Weap. Parry Abil. Multi Opp. 1st Armor 2nd Armor 1st-2nd Surv. 3rd-4th Surv. 5th-6th Surv. 7th-8th Surv. 9th-10th Surv. Scouting Stalking Skinning 1st Lore 2nd Lore 1st Magic 2nd Magic
1-10 3 1 0 2 2 2 0 4 3 3 2 0 2 2 2 1 0 1 0
11-30 3 2 0 2 2 3 0 4 4 3 3 0 2 2 2 1 1 2 2
31-70 4 3 2 2 2 3 2 4 4 4 3 2 3 3 3 2 1 2 2
71-100 4 3 2 3 2 4 3 5 4 4 4 2 3 3 3 2 2 3 3
101+ 5 4 3 3 2 5 3 6 5 5 5 3 3 3 3 2 2 3 3


Registers

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

Official Post

Current Register Listings

Miscellaneous Information

Related Forum Posts

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