Difference between revisions of "Ranger(Fighter)"
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+ | {{#section-h:WikiHelpClasses|Ranger}} | ||
__NOTOC__ | __NOTOC__ | ||
− | + | =How to Play= | |
− | |||
+ | ===Grouping with Animals=== | ||
+ | Rangers have many abilities centered around grouping with animals. | ||
+ | ====Gaining Animal Followers==== | ||
+ | Until level 19, the ranger has no ability to attract animal followers into his group. Therefore, the Ranger will need to purchase a tamed animal from a trapper, or from a pet store if they wish to group with an animal before gaining charm animal. Charm Animal will allow the ranger to (possibly) add an animal to their group for the duration of the charm. However, once the Charm wears off, the animal will attack the Ranger. | ||
+ | At level 22, the ranger can gain the ability to Summon Animals to add to their group. These summoned animals will fight alongside the ranger for the duration of the spell, then vanish back to their homes. | ||
− | + | For special pets that the Ranger desires to keep in their group for a long time, the Ranger should use the level 16 ability, Animal Companion. This will make the animal a loyal follower of the Ranger, and remove any charm affect on the animal (so a charmed animal will become a permanent loyal follower, and a purchased animal will become loyal). Loyal followers will not leave the group, even if the group is broken up by an untimely arrest. Simply relocate your follower and they will return to your group. | |
+ | =Multi-Classing Options and Effectiveness= | ||
− | |||
− | + | =Notes= | |
− | + | *Due to the Ranger's close affinity with nature, maintaining a near neutral alignment and moderate inclination is ideal to minimize fizzles on chants. | |
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− | Due to the Ranger's close affinity with nature, maintaining a near neutral alignment is ideal to minimize fizzles on chants. |
Latest revision as of 15:27, 10 February 2020
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Player Information= | |||
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Basics | Info Commands Socials Combat Groups | Character | Stats Races Classes Abilities Expertises Achievements |
World | Deities Areas Property Quests Clans Triumphs | Items | Items Crafting Ships |
==CoffeeMUD Classes== |
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Bard Cleric Commoner Druid Fighter Mage Thief |
===CoffeeMUD Fighter Classes=== |
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Barbarian Cavalier Fighter Monk Paladin Ranger |
===Ranger=== | |
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Description: | Rangers are noted primarily for their ability to track their friends and enemies, though their knowledge of the natural world has also given them great magical strength. They are a cross between the fighter and the druid, gaining druid chants at higher levels, and numerous fighting techniques.
How to play: Rangers can provide a unique opportunity for experience advancement in a mud. Their combat skills make them desirable as group members as tanks. Their ability to use scrolls gives them access to magic that grants them some of the druids versatility. Meanwhile, the druidic chants they learn gives them a unique affinity with animals, allowing them to form their own groups as well.
The Ranger, like the Paladin, is not quite as strong a fighter as a pure fighter, but makes up for this using his magical animal affinity. Also, the Ranger will have to be careful to maintain a moderate neutral alignment in order for the druidic chants to become useful. In the meantime, the ranger must use runes and other druidic items to supplement his natural fighting skill. |
Primary Stat: | Strength |
Qualifications: | Strength 9+, Intelligence 9+ |
Practices: | 3 +[(Wisdom/6) per lvl]. Note: The first number is the number gained at 1st level. Subsequent levels gain the Wisdom/X+Y number. |
Trains: | 4 +1 per level. Note: The first number is the number gained at 1st level. Subsequent levels gain the number preceding the "per level". |
Hit Points: | 20 +[(Con/2)+(2d6) /lvl]. |
Mana: | 100 +[(Int/7)+(1d3)/lvl]. |
Movement: | 100 +[7X(Str/18) /lvl]. |
Attack: | +(Str/18) per level. |
Damage: | +1 damage per 30 level(s). |
Maximum Stat Values: | Strength (22), Intelligence (22), Others (18) |
Bonuses: | When leading animals into battle, will not divide experience among animal followers. Receives bonus conquest and duel experience. Benefits from animal followers leveling. |
Weapons: | May use any weapons. |
Armor: | May wear any armor. |
Limitations: | Must remain Neutral to avoid chant failure chances. |
Starting Equipment: | a short sword |
Races: | Aarakocran Centaur Drow Elf Githyanki Gnoll Half Elf Human Lizard Man Merfolk Ogre Orc |
Level | Class Skills (Skills in parenthesis must be trained for at a trainer or by another player.) |
1 | Write Armor Specialization Track Ranged Weapon Specialization Recall Sword Specialization Shield Specialization (Edged Weapon Specialization) (Hand to hand combat) (Blunt Weapon Specialization) (Animal Bonding) (Axe Specialization) (Polearm Specialization) (Flailing Weapon Specialization) (Swim) (Play Instrument) (Hammer Specialization) (Bandaging) (Apothecary) (Smoke Rings) (Caravan Building) (Foraging) (Herbology) (Floristry) (Fishing) (Gem Digging) (Drilling) (Hunting) (Shearing) |
2 | (Find Water) (Bow Specialization) (Rescue) (Cooking) (Wood Chopping) (Butchering) (Lacquering) (Dyeing) (Embroidering) (Engraving) |
3 | Delay Poison Fire Building (Parry) (Track Animal) (Blacksmithing) (Carpentry) (Leather Working) (Tailoring) |
4 | (Repel Vermin) (Searching) (Shield Bash) (Two Weapon Fighting) (Armor Tweaking) (Distilling) (Mining) (Sculpting) (Pottery) (Tanning) (Costuming) (Weaving) |
5 | (Predict Weather) (Shards) (Glass Blowing) (Scrimshawing) (Armorsmithing) (Weaponsmithing) (Paper Making) (Food Prep) (Fletching) (Cobbling) (Baking) (Painting) |
6 | Locate Plants (Revoke) (Fierce Companions) (Find Home) (Shepherding) |
7 | (Dodge) (Identify Poison) (Rapid Shot) (True Shot) (Meat Curing) |
8 | Favored Enemy 1 (Moonbeam) (Disarm) (Life Echoes) (AutoSwim) (AutoCrawl) |
9 | Locate Animals (Eaglesight) (Bestow Name) (Second Attack) |
10 | (Cleave) (Headlock) (Calm Animal) (Woodland Sneak) (Smelting) (Construction) (Siegecrafting) (Boatwrighting) (Locksmithing) (Speculating) (Farming) (Jewel Making) (Wainwrighting) (Masonry) (Taxidermy) (Shrooming) |
11 | Hunters Endurance (Mounted Combat) (Feel Hunger) |
12 | (Control Fire) (Point Blank Shot) (Set Snare) (Find Ship) (Gardening) |
13 | Read Runes Favored Enemy 2 (Clinch Hold) (Animal Friendship) |
14 | (Summon Peace) (Venom Ward) (Woodland Hide) |
15 | Woodland Lore (Natural Balance) (Climb) (Natural Order) (Plant Lore) (Fish Gills) (Critical Shot) (Composting) (Irrigation) (Landscaping) (Excavation) |
16 | Hold Animal (Animal Companion) (Wind Gust) |
17 | (Trip) (Earthfeed) (Far Shot) |
18 | Favored Enemy 3 (Sweep) (Cold Ward) (AutoClimb) (Food Preserving) |
19 | Air Wall (Charm Animal) (Lightning Ward) |
20 | Half Attack (Water Walking) (Sense Snares and Pits) (Branding) |
21 | (Camouflage) (Gas Ward) |
22 | Summon Animal (Sunray) (Resuscitate Companion) |
23 | Favored Enemy 4 (Summon Insects) (Speak With Animals) |
24 | (Regional Awareness) (Animal Spy) (Woodland Creep) |
25 | Called Shot (Summon Mount) (Neutralize Poison) |
26 | |
27 | |
28 | |
29 | (Master Floristry) (Master Herbology) (Master Mycology) |
30 | Animal Frenzy |
31 | |
32 | |
33 | |
34 | |
35 |
How to Play
Grouping with Animals
Rangers have many abilities centered around grouping with animals.
Gaining Animal Followers
Until level 19, the ranger has no ability to attract animal followers into his group. Therefore, the Ranger will need to purchase a tamed animal from a trapper, or from a pet store if they wish to group with an animal before gaining charm animal. Charm Animal will allow the ranger to (possibly) add an animal to their group for the duration of the charm. However, once the Charm wears off, the animal will attack the Ranger.
At level 22, the ranger can gain the ability to Summon Animals to add to their group. These summoned animals will fight alongside the ranger for the duration of the spell, then vanish back to their homes.
For special pets that the Ranger desires to keep in their group for a long time, the Ranger should use the level 16 ability, Animal Companion. This will make the animal a loyal follower of the Ranger, and remove any charm affect on the animal (so a charmed animal will become a permanent loyal follower, and a purchased animal will become loyal). Loyal followers will not leave the group, even if the group is broken up by an untimely arrest. Simply relocate your follower and they will return to your group.
Multi-Classing Options and Effectiveness
Notes
- Due to the Ranger's close affinity with nature, maintaining a near neutral alignment and moderate inclination is ideal to minimize fizzles on chants.