Permitted Armour: Mail, Leather & Cloth.
Wizard in Charge: Stom
|Armoury: Secondary||Blade: Primary||Healing: Secondary||Bargaining: Tertiary|
|Attack: Primary||Blunt: Tertiary||Insight: Secondary||Riding: Secondary|
|Defence: Secondary||Knife: Secondary||Woodcraft: Primary||Stealth: Primary|
|Double Wielding: Tertiary||Projectile: Primary|
|Melee: Tertiary||Thrown: Secondary|
|Shields: Secondary||Whip: Tertiary|
Ranger skills are often restricted by Terrain, from as simple as indoors/outdoors issues to the differences between Forest, Desert, Mountains etc.
|Second Wind||10||Con||Refresh all Stamina Points & boost your total for a short time|
|Erase Ranger Sign||10||Woodcraft||Remove a Ranger Sign from an area|
|Lay Ranger Sign||10||Woodcraft||Place a Ranger only message in an area|
|Forest Whistle||15||Woodcraft||Lower a foe's chance to hit/APR randomly over a few rounds|
|Make Fire||15||Woodcraft||Create a fire in the room, providing Light, a Torch & cooking|
|Terrain Check||15||Woodcraft||Gives information on current room such as Area Type|
|Concealment||20||Stealth||Become Invisible in outdoors Areas, improves (allows Invisible movement) as you Level|
|Sentry||20||Woodcraft||Summon a Raven in a room to alert you when others enter it|
|Fletching||25||Projectile||Improve an Arrow Stack's accuracy & Damage|
|Make Fishing Rod||25||Woodcraft||Craft a Fishing Rod|
|Root For Bait||25||Woodcraft||Find Bait for a Fishing Rod|
|Tracking||30||Woodcraft||Allows you to follow someones tracks|
|Sure Shot||35||Projectile||Damaging Attack|
|Feint||45||Blade||Damaging Attack OR Increased APR for 1 round|
|Arrow Volley||50||Projectile||Damaging Attack with a chance to cause Fear|
|Fix Bow||80||Projectile||Repair a Projectile weapon|
|Make Bow String||95||Projectile||Craft a Bow String|
At Level 16 Rangers may choose a Clan, a kinship with a kind of animal that is so strong it colours all they do and enhances some skills but weakens others. Clan members may also get temporary tattoos at their Guild Hall, providing short term bonuses.
Leaving a Clan is possible, but you will NEVER be able to rejoin that it, you will lose up to 33% of your current experience and all abilities and bonuses. Also should you ever harm an animal with which you share an affinity you will suffer severe losses of both Experience and Skills! With that in mind, here are the available Clans...
Bears are strong and tough, advocating physical strength as the means to win the day. Whilst every Ranger knows that cunning and strength go hand in hand, those of Clan Bear have honed their raw physical power to such an extent that all other things being equal, they will best all but the toughest of foes. Thus they are extremely strong, hardy and powerful in hand to hand combat. Clan Bear hold any kind of Bear as sacred but above all they have an affinity with the Grizzly, with whom they share a special bond.
|Tattoo||N/A||N/A||+ 5 Melee for 10 minutes|
|Skin Corpse||40||Woodcraft||Enhanced effectiveness|
|Enhanced Toughness||85||Woodcraft||+50 HP|
|Enhanced Strength||110||Woodcraft||+ 3 Strength|
|Bear Hug||120||Attack||Damaging attack based on Strength|
Believing that precision of action and timing can turn even the toughest battle, Eagle share the closest link to their animal kin. They also benefit from vastly improved vision and form telepathic links to the Eagles, viewing the world through their eyes and summoning flights of them to strike down at their foes. Fairly obviously, Clan Eagle prefer an open sky and have an extreme dislike for being underground. Clan Eagle are kin to every type of Eagle found within the Western Realms, but their rarity means that it is hard to say if they are particually close with any one type...
|Tattoo||N/A||N/A||+ 3 Intelligence for 10 minutes|
|Pursue Foe||60||Stealth||Decreased effectiveness|
|Enhanced Sight||85||Woodcraft||Improved Nightvision|
|Eagle Eye||110||Woodcraft||Scry or detect nearby stealthed beings|
|Enhanced Agility||120||Woodcraft||+ 1 Dexterity|
Like their forest dwelling kindred, these elusive and secretive Rangers are fleet of foot and experts at evasion. More than any they understand that to stand and fight when the advantage is with your foe brings death. By choosing their battles carefully Clan Stag achieve great success in combat and should the tide turn against them they slip back into the forest like ghosts. Some have made the mistake of believing this to be a sign of weakness and have paid for their mistake with their life, falling to a devastating impalement they never saw coming. Even by the standards of the already hardy Rangers the Stag are possessed of great stamina and can cover extremely long distances without needing to stop and rest, not that they would enter towns or villages to do so as this Clan has great contempt for them, finding the closely packed streets to be extremely claustrophobic. Clan Stag are kin to all kinds of Deer and Stags and show great affinity to all similar creatures.
|Game Hunting||55||Projectile||Decreased effectiveness|
|Enhanced Stamina||85||Woodcraft||Increased Stamina Point total/regeneration|
|Elude Foe||110||Woodcraft||Turn invisible and flee combat|
|Impale||120||Blade||Damaging attack that ignores Armour|
None understand the value of teamwork as well this stealthy Clan. They often travel in parties composed solely of Clan members, possessing sudden and terrifying bursts of ferocity - enough to overcome all but the most stalwart defenders. Clan Wolf excels in matters of hunting and stalking, preferring sudden hit and run attacks and the ferocity of the pack at hunt to bring down their foe before their victims can react. They can also tap into the raw, primal fear of the Wolf that dwells within every creature and are generally intimidating. They are kin to all the many Wolves of the Realms but spend most of their time around Forest Wolves.
|Apply Bandage||50||Healing||Decreased effectiveness|
|Game Hunting||55||Projectile||Enhanced effectiveness|
|Pursue Foe||60||Stealth||Enhanced effectiveness|
|Packhunt||85||Woodcraft||Combat bonuses in Party with Clanmates|
|Stalking||110||Woodcraft||Disappear, then get several extra attacks|
|Wolf Howl||120||Woodcraft||Stun/Weaken a foe|
Dwarf: The Clans of Bear and Stag appeal most to these folk, capitalising on their strong and hardy natures. Their extensive Blade skills make short work of a foe and most make up for their lack of defensive capability with good Shields. Later on many move to Fighter or Cleric (Brangwen or Caitlin) to continue improving in this regard.
Elf: Naturally drawn to Eagle or Wolf, Elves tend to focus on Projectile weaponry. Their damaging abilities are superb and later shifts to either Druid or Rogue only increase this. They are a tad fragile however...
Giant: Giants can only succeed as Rangers by using a Blade & Shields, followed by either Bear or Stag Clan support later on to bolster this. They are tough and powerful, but lack too much of the essential Ranger talents to seem like anything other than a poor version of their Fighter brethren...
Halfling: Ludicrously skilled with Projectile weaponry, Clan Eagle cries out to the hearts of these small folk. Truly the best with a bow, Halflings find life as a Ranger almost too easy apart from some decisions on encumberance until they grow strong enough. Later many add the abilities of a Monk, Rogue to their knowledge depending on their personal inclinations.
Single-Class desc here