Realms of the Dragon
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The Ranger Guild

Location: The Giant Oak
Main stat: Dexterity, Strength (Hunt only).
Secondary stat: Constitution (HP), Wisdom (spells).
Spells: Barkskin, chitin, detect alignment, starshine, claws of the beast, detect magic, cure wounds and call forest companion
Skills: hide, sneak, instinct, signal, butcher, plant, fix, Loose or hunt
Trees: Fighting 300, Faith 150, Covert 100 (covert.hiding and covert.stealth 150)
Racial restrictions: None.
Alignment restrictions: None.
Deity restrictions: None.

Rangers are lords of the wilderness and masters of survivalism. They possess keen instincts and an affinity for nature. They also boast strong offense and defense, with substantial utility outside of combat.

Rangers must choose between melee and ranged offense; Hunt and Loose, respectively. Hunt requires Strength in addition to Dexterity while Loose requires only Dexterity. Beyond that (and the chosen offensive skill), everything is the same for melee and range based Rangers.

Commands

Hunt
The melee special attack; it uses your highest fighting.offensive.melee skill (sharp, blunt, or unarmed) for damage and fighting.offensive.melee for attack rating. This ability also gains two extra image stripping attacks that hits before your normal weapon attacks. A hunt using two one-handers will do two image stripping hits and eight normal damage hits.

Loose
Syntax: loose <target>
Cost: 5 to 300
Minimum Level: 40th (overall)
Attack Type: Target Attack
Attack Rating Skill: fighting.offensive.range
Allowed Weapon Types: fighting.offensive.melee.sharp and fighting.offensive.melee.blunt (Note: this does not the skill used for damage, it just restricts the allowed weapon types)
This command allows you to 'loose' an arrow or bolt at your target using a longbow (fighting.offensive.range.bow) or crossbow (fighting.offensive.range.projectile), combined with fighting.offensive.range for this command's bonus. As masters of these ranged weapons, you are able to lethally and efficiently strike your prey.

The ranged special attack; it uses your highest fighting.offensive.range skill (projectile or bow) for damage and fighting.offensive.range for attack rating. This type of attack requires that you have a arrows or bolts. It is slightly less damage than Hunt but can attack a target from a room away.

Instinct
Syntax: instinct [stop]
Skill Used: fighting.defensive.dodging.melee
GP Cost: 375
Through training in this skill, you have learned to control your muscles through your most basic instincts. With enough focus, you can react in the face of danger without the costly delay of conscious decision-making. This extra step will amplify your fighting.defensive.dodging.melee skill for evading attacks and holding spells.
Through training in this skill, you have learned to control your muscles through your most basic instincts. With enough focus, you can react in the face of danger without the costly delay of conscious decision-making. This extra step will amplify your f.d.d.melee skill for evading attacks and holding spells. This ability also gives you a bonus to dexterity, maximum is 5 extra dexterity.

Hide
Allows you to hide in the shadows. It relies on the skill covert.hiding and costs 10 guild points regardless of whether it succeeds or fails.

Sneak
Lets you sneak in a direction. This means that no one sees your exit or enter messages. This relies on the skill covert.stealth. It will not inform you of success or failure and costs 10 guild points regardless of whether you succeed or not.

Unhide
This command allows you to appear from the shadows at will.

Fix
Using weapons and armours in combat deteriorates their condition. This command allows you to repair the armour's or weapon's condition so that it gives you more protection or does more damage again. When fixing items you will need money to pay for the materials you use in the smithy. As your skill in general.smithing increases, the closer you will be able to repair an item to its undamaged state.

Plant
GP Cost: 100
Learn Level: 200, 25 in covert
This ability allows rangers to plant traps for players or monsters. Like an experienced trapper, one can accurately target certain races or players by predicting their footsteps. Your covert.hiding skill determines how well you can hide your traps from view.

Rangers may plant either traps or tripwires. These devices hinder movement and are critical for PK. Both may target individuals or races. Traps hold the victim in place and are planted in a room. Tripwires hinder movement briefly and are planted on a room's exit, and also cause the victim to leave a trail of blood players may follow. The plant command is acquired via a quest that starts at Rodney in Valeris Forest.

Butcher
Syntax: butcher corpse
Skill Used: General.Survival
GP Cost: 50
This skill allows you to butcher a freshly killed corpse and remove the edible steaks from it.

Steaks and jerky are made at smokehouses, one of which is next to the Giant Oak. Adding herbs will improve the flavor. Eating delicious food restores some HP.

Signal
Your mastery of the art of falconry has granted you the ability to communicate with birds of all kinds. Most useful for shipping missions, the birds can carry up to three items using their claws and beak. Take care when summoning your avian companion for the first time, for it will summon the type of bird most common to your locale. Syntaxes for using the bird:
[name] name your companion (usable ONCE). Color codes are supported (remember to end with RESET)
[look] look at something.
[inventory] displays your companion's inventory.
[goto <player>] Makes your companinion goto another player, costs 150 guild points
[summon] Summons your companion, costs 50 guild points
[return] returns to its immaterial form.
[track] cost 200 guild points per round. Attempts to locate another player.
First companion 20000 XP, subsequent 100000 XP

Acquiring a bird requires completing a secret quest and vanquishing an ancient foe in a mystical palace in Valeris. It costs 3 million XP to learn the command.

Spells

Defensive

Barkskin
Skill Used : faith.spells.defensive.target
faith.spells.defensive.self
GP Cost : 300
Spell Type : defensive (targeted)
Spell Usage : cast barkskin [target]
This is the main defensive armour spell of the ranger. It allows him to make his skin as hard as the bark of the magestic oak, stopping those attacks that may pass through the rangers' armours. The strength of the spell is dependent on the caster's skill. Note that only followers of nature can maintain the bark-like augmentation to the skin, and as your skin turns to bark, fire attacks will have an extra affect on you. This spell will protect against sharp, pierce, blunt. This spell will also, to a lesser extent, protect against fire.

This spell may only be cast upon Rangers or summoned companions.

Chitin
Skill Used : faith.spells.defensive.target
faith.spells.defensive.self
GP Cost : 650
Spell Type : defensive (targeted)
Spell Usage : cast chitin [target]
This spell forms a layer of chitinous armour over the target's body, aiding in deflecting blows and other damage. The strength of the armour is dependent on the caster's skill, as is the duration. This spell will protect against magic, cold, electricity, fire.

This spell may only be cast upon Rangers or summoned companions.

Resist
Skill Used : faith.spells.defensive.target
faith.spells.defensive.self
GP Cost : [variable]
Spell Type : defensive (targeted)
Spell Usage : cast resist [target]
This spell allows you to call upon the powers of gods, nature, or magic to bestowe the ability to resist magical and non-magical effects upon the recipient of this spell. Your guild can resist: electricity, fire.

This spell is acquired in the wastelands of Ravens Island and is guarded by a dragon.

Curative

Cure Wounds
Skill Used : faith.spells.curing.target
faith.spells.curing.self
GP Cost : [variable]
Spell Type : curative (targeted)
Spell Usage : cast cure wounds [target] [strength] [duration]
This spell draws energy from nature and channels it into the target to heal it. You may request the strength by specifying medium <default> or weak. You may also request the duration of the spell's effect as long or short <default>. Note, there are guild point versus strength trade-offs to be made when using the spell in its various modes.

Miscellaneous

Claws of the Beast
Skill Used : faith.spells.misc.self
GP Cost : 300
Spell Type : miscellaneous
Spell Usage : cast claws of the beast [type]
Description : This spell draws upon the powers of nature to transform the Ranger's hands into beast-like claws. To learn each transformation, you must master the creature's fighting style by defeating it in combat. To revert your hands back to normal, dismiss claw.

This spell is only useful for Hunt Rangers using the unarmed skill, but it is recommended that they max the faith tree for this spell. Casted claws are generally much better than unarmed weapons. To learn to cast weapons with this spell, a Ranger must find and best in combat monsters with powerful claws.

Detect Alignment
Skill Used : faith.spells.misc.self
GP Cost : 750
Spell Type : miscellaneous
Spell Usage : cast call forest companion
This invocation calls a denizen of the forest to accompany you for a short time. The creature will follow simple commands if you prefix them with 'companion'.

This spell summons an NPC which follows and protects you by default. You can command it to do simple things, such as following or protecting another player. Ranger defensive spells may be cast upon the NPC.

Detect Alignment
Skill Used : faith.spells.misc
GP Cost : 20
Spell Type : miscellaneous (targeted)
Spell Usage : cast detect alignment [target]
This spell allows you to search within the soul of a being to determine the true nature of its heart.

Detect Magic
Skill Used : magic.spells.misc
GP Cost : 50
Spell Type : miscellaneous (targeted)
Spell Usage : cast detect magic [target]
This spell detects an item for the presence of magic with in it. If the spell detects magical power within the item, it will cause the item to glow. The color of the glow determines the power of the magic within it. The colored hues are, starting from the top: Rainbow, golden, silver, azure, emerald, crimson, yellow, aquamarine, octarine, white.

Starshine
Skill Used : faith.spells.misc.target
faith.spells.misc.self
GP Cost : 100
Spell Type : miscellaneous (targeted)
Spell Usage : cast starshine [target]
This spell causes the area or person to be illuminated by the faint light of stars.

This spell is useful for races which cannot see in the dark.

Back to the Guild page.

Page last modified Wed Mar 16 20:28:36 2022 by Thresh


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