








Rangers are semi-spell users, combining skill at arms with spiritual magic. While they can only throw spells of limited power, their magic enhances their considerable skill with weapons. Ranger spells are especially potent outdoors, as many deal with manipulating nature. They are also fairly adept at learning to maneuver and use devices, both magical and mundane. One of the most versatile professions, Rangers have a flexibility that pure arms or spell users can not match. |
Attack Strength (AS) is the first number seen in
the attack formula we see in combat and represents the attacker's
total attacking bonus. This number is then applied versus the defenders
Defensive Strength (DS) which is the defender's total defensive bonus
at the time. The next value seen is the Attack versus Defense modifier
which is dependant upon what type of armor you are wearing. Lastly
a d100 (100 sided dice) roll is added to represent the random factor.
All of this equating to a total that if +101 or better creates a succesful
attack. |
There are 5 factors in figuring your roundtime (RT).
1) The type of weapon you use
2) The armor you wear, and your armor training
3) Encumbrance
4) Your DE bonus and your RE bonus
5) Whether you are ambushing or not |
AS = Attack Strength
DS = Defensive Strength
AvD = Attack vs. Defense Comparison
d100 = Dice Roll of 1 to 100 |
The verb SENSE
allows Rangers to determine the terrain and climate of an area by
examining the flora and fauna.
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"Never
regret what you do, but always regret what you don't."

Updated March 2004
Shield
Use Cost: 5/0
Train once per year for life.
Training in this skill will add to your DS (defensive strength). A shield
also determines a major portion of your defense versus elemental attack
spells.
Top
Combat
Maneuvers Cost: 6/4 Train once per year for life.
Combat maneuvers training is a rather broad skill that covers many of the subtle "tricks of the trade" for melee combat. The more obvious benefits of the skill are the bonuses to attack and defense it provides. The bonus is dependant upon the stance you are in. When in more offensive stances it will help you hit harder, while in more defensive stances it will help you defend better compared to someone without it. The subtle aspects of the skill are found when trying to dodge special "maneuver" type attacks that one might face. Combat maneuvers skill figures into some but not all of these situations.
Combat
Focus
Mnemonic: focus
Hostile: no
Stamina Cost: 20
Other Requirements: none
Available to: Warriors, Rogues, Rangers, Bards, Monks, Paladins
Prerequisites: none
CMP cost:
|
Squares |
Semis |
Rank 1 |
2 |
3 |
Rank 2 |
4 |
6 |
Rank 3 |
6 |
9 |
Rank 4 |
8 |
12 |
Rank 5 |
10 |
15 |
Description:
+2 per rank to generic TD for 3 minutes (refreshable).
Combat
Movement
Mnemonic: cmovement
Hostile: no
Stamina Cost: 20
Other Requirements: none
Available to: all
Prerequisites: none
CMP cost:
|
Squares |
Semis |
Pures |
Rank 1 |
2 |
3 |
4 |
Rank 2 |
3 |
4 |
6 |
Rank 3 |
4 |
6 |
8 |
Rank 4 |
5 |
7 |
10 |
Rank 5 |
6 |
9 |
12 |
Description: +2 per rank to physical
DS for 3 minutes (refreshable).
Shield Bash
Mnemonic: sbash
Hostile: yes
Stamina Cost: base 15 (-5 rank 1, -3 rank 2)
Other Requirements: requires a shield and a standing target
Available to: Warriors, Rogues, Rangers, Bards, Paladins
Prerequisites: none
CMP cost:
|
Squares |
Semis |
Rank 1 |
2 |
3 |
Rank 2 |
4 |
6 |
Rank 3 |
6 |
9 |
Rank 4 |
8 |
12 |
Rank 5 |
10 |
15 |
Description: With the Shield Bash
maneuver, you attempt to wallop your target with your shield. The damage
it causes tends to be very minor--but you can knock your target down,
stun it and/or force it to a higher stance.
Top
Edged
Weapons Cost: 3/1 Train twice per year for life
Most rangers tend to train in edged weapons. Edged is the cheapest weapon
skill available to our profession. Edged weapons are also very common
in the game. Blunt weapon is more expensive to train in, and you may find
it harder to come by a special blunt weapon. I don't recommend training
in pole arms or two handed weapons since both are very expensive. Also
two handed weapons and many pole arms require that you keep your left
hand free so you cannot use a shield when wielding these types of weapons.
This will lower your Defensive Strengh and make you extremely vulnerable
to elemental attack spells.
Edged
Weapon Types: dagger, bodkin, butcher knife, cinquedea, dirk, misericord,
parazonium, pavade, poignard, pugio, scramasax, sgian achlais, sgian dubh,
stiletto, bracelet dagger, crescent dagger, fantail dagger, forked dagger,
kidney dagger, rapier, bilbo, colichemarde, epee, fleuret, foil, schlager,
tuck (tock, tocke), verdun, falchion, badelaire, craquemarte, kopesh,
machete, takouba, broadsword, carp's tongue, flyssa, goliah, katzbalger,
machera, palache, schiavona, seax, spadroon, spatha, talon sword, xiphos,
short sword, antler sword, braquemar, baselard, chereb, gladius, kris,
sica, handaxe, balta, broad axe, crescent axe, francisca, hatchet, meat
cleaver, miner's axe, moon axe, sparte, taper, toporok, main gauche, manople,
scimitar, cutlass, kilij, palache, sabre, sapara, yataghan, longsword,
kaskara, backsword, estoc, bastard sword.
Level |
Material |
Bonus |
3-4 |
Mithril |
+5 AS |
5 |
Ora |
+10 AS |
6-7 |
Imflass |
+12 AS |
8-9 |
Mein |
+15 AS |
10+ |
Vultite |
+20 AS |
Top
Perception
Cost: 0/2 Train once per year for life
There are more than a few uses for this skill. For one it helps to prevent
people from picking your pockets, and on occasion you will need to search
for hidden/secret entrances to enter certain areas. Perception also
helps you spot traps on boxes, so this is a definite must for rangers
who want to pick.
Top
Stalk
and Hide Cost: 2/1 Train once per year for life
Hiding before you ambush allows you to use your ambush skill to get better
critical hits. At high levels, ambush is the way to hunt for a ranger.
Top
Ambush
Cost: 3/3 At high levels, ambush is the way to hunt. I suggest training
in this once every year.
Helps you to make aimed attacks against your foes. It is averaged with
CM when you make an aimed attack from a non-hidden position to determine
whether or not your strike will hit the part of your target you aimed
for. From a hidden position only your ambush skill is used to determine
whether or not you hit the intended location of your target. Additionally
for ambushes made from hiding, part of your ambush skill will add to the
chance that you will get a critical hit on your target, such as severing
a limb or decapitation.
Top
Dodging
Cost: 7/5 I suggest training in this once every year.
A character training in this skill learns combat techniques to deflect or avoid blows, provided that the character is not completely incapacitated (sleeping, paralyzed, etc.). The character's Defensive Strength (DS) and ability to avoid many maneuver attacks take the Dodging skill into account.
Top
Spell
Research Cost:
0/32
This is the skill that allows you to learn spells. Every training in this
skill allows you to learn one spell. Certain higher levels don't actually
contain a spell but are prerequisites to get to a higher spell. This again
is a personal choice... I switched between spirit and ranger circle
until i got to 108. Then all the way through ranger circle.
Top
Multi-Opponents
Cost: 10/4
To attack multiple creatures, or to attack a single creature multiple times. Very expensive to learn, I suggest to leave it until you are older.
Unfocused MSTRIKE is first gained at 5 ranks of Multi-Opponent Combat skill, allowing the character to attack two different creatures at once. A third swing is gained at 15 ranks of MOC, a fourth swing at 35 ranks, and additional swings gained for every 25 ranks thereafter.
Focused MSTRIKE is first gained at 30 ranks of MOC, allowing the
character to swing twice at a single opponent. Extra swings are gained for every 25 ranks of MOC beyond 30.
It is possible specify a maximum number of swings that you wish to take for both the mass attack and focused attack versions.
MSTRIKE Roundtime (RT): For medium-sized and larger weapons, it will not be likely that characters can swing twice in the same Roundtime as one swing. Similarly, it will not be likely that even extremely fast characters with light weapons can swing four or more times in the same RT as one swing.
MSTRIKE will fatigue a character for a short duration, during which the character cannot use MSTRIKE again. Typical durations are in the 30 to 45 second range, and are based on number of swings taken, weapon weight vs attacker Strength, Constitution bonus, and Physical Fitness training.
Haste spells will now aid with MSTRIKE roundtime, but they will expire immediately after the attack.
Command Entry Users
MSTRIKE - When used as a standalone command, MSTRIKE will attempt to strike as many creatures in the room as your skill allows.
MSTRIKE - This is a Focused MSTRIKE, which attempts to strike a single target multiple times.
MSTRIKE SET # - Sets the maximum strike attempts for multi-target MSTRIKE.
MSTRIKE SET FOCUS # - Sets the maximum strike attempts for Focused MSTRIKE.
MSTRIKE HELP - Displays this usage information.
MO Ranks |
Ability Gained for the skill |
5 |
Attack 2 Critters |
15 |
Attack 3 Critters |
35 |
Attack 4 Critters |
60 |
Attack 5 Critters |
Top
Harness Power Cost: 0/4 Train once per year
By training in this skill, the character will increase their maximum Mana capacity.
Lore, Spiritual
Religion
This skill represents knowledge and understanding of the doctrine and principles of the Arkati pantheon, in general. Clerics with advanced training in this skill will have a focus on the doctrine and principles of the deity with which they are aligned, and will experience an improved ability to channel spiritual power from their patron deity.
Blessings
This skill represents knowledge and understanding of the many prayers, rituals, and invocations used to gain the favor of the lesser and greater spirits. While all casters with access to spells of blessing will gain benefits from those spells, knowledge of this lore improves the caster's ability when obtaining blessings.
Spirit Summoning
This skill represents advanced knowledge of summoning rites for lesser and greater spirits.
Top
First
Aid Cost: 2/1
Training in this skill lets you tend bleeding wounds on yourself and others.
It also determines how well you can skin creatures for their pelts, hides,
scalps, etc. Higher levels in First Aid will make tending wounds quicker
and allow you to tend more severe wounds.
Top
Physical Fitness Cost: 4/0
Train once per year until you reach your maximum health point total.
Training in this increases the number of Health Points you have up to
your maximum value. Your max HP value possible is your racial max plus
your constitution bonus. Additional training in this skill after your
max HP value is reached allows you to recover lost HP faster
Skill in physical fitness is the primary factor that determines how many hits your character can withstand before succumbing to unconsciousness, shock or death. Every time you train in this, you achieve increases in the amount of health points you have. You can increase your health point total by an amount determined by your race (usually around 1 to 10 points) each time you train in this skill.
Physical Training also helps with Health Point (HP) recovery, stamina pool and stamina recovery, some swimming, some climbing, some maneuvers, as well as resisting disease and poison.
Race |
Maximun HP |
Human |
150 |
Giant |
200 |
Half Elf |
135 |
Sylvan |
135 |
Dark Elf |
120 |
Elf |
130 |
Dwarf |
140 |
Halfling |
100 |
Top
Armor
Use Cost: 5/0 Train
once per year every time you have enough points.
This skill allows you to wear heavy armor without a time penalty to your
attacks and ambushes. Most rangers train in armor until they can wear
double leather without penalty, or until brigandine.
I've even known a few rangers that have gone higher so that they can wear
chain armors. However chain armors do have high hindrances for spell casting.
Try to wear armor that covers as much as your body as possible, i.e.,
double leather, brigandine, chain hauberk, etc. Adding accessories such
as greaves or helms to armor that doesn't cover as much will give you
the same penalties as armor that would normally cover those parts of your
body. Example: Adding a helm and greaves to a leather breast plate will
give you the same RT and Spell hindrances as a set of brigandine armor.
|
Ranger
Spell Hindrance |
Spirit
Spell Hindrance |
RT
Adder |
Action
Penalty |
ASG |
Skill to Work
to Minimum |
Skill to Work
to Minimum |
Skill to Work
to Minimum |
Calc'd into DS |
1-4 |
0 |
0 |
0 |
0 |
5 |
0 |
0 |
0 |
0 |
6 |
0 |
0 |
1 - 10 Skill |
0 |
7 |
0 |
0 |
2 - 30 Skill |
-5 |
8 |
0 |
0 |
2 - 30 Skill |
-8 |
9 |
3 - 50 skill |
3 - 50 skill |
3 - 50 skill |
-5 |
10 |
4 - 70 skill |
4 - 70 skill |
4 - 70 skill |
-7 |
11 |
5 - 90 skill |
5 - 90 skill |
5 - 90 skill |
-10 |
12 |
6 - 110 skill
|
6 - 110 skill
|
6 - 110 skill
|
-13 |
13 |
7 - 130 skill
|
7 - 130 skill
|
7 - 130 skill
|
-12 |
14 |
8 - 150 skill
|
8 - 150 skill
|
8 - 150 skill
|
-14 |
15 |
9 - 170 skill
|
9 - 170 skill
|
8 - 150 skill
|
-16 |
16 |
11 - 210 Skill
|
11 - 210 Skill
|
9 - 170 skill
|
-18 |
17 |
21- 410 Skill
|
16 - 310 skill
|
9 - 170 skill
|
-20 |
18 |
24 - 470 skill
|
17 - 330 Skill
|
10 - 190 Skill
|
-25 |
19 |
27 - 530 skill
|
18 - 350 Skill
|
11 - 210 Skill
|
-30 |
20 |
30 - 590 Skill
|
20 - 390 Skill
|
12- 230 Skill
|
-35 |
Top
Climbing
Cost: 2/0 Alternate every other year with swimming (real cheap too) until
you feel you have enough (10 to 20 trains is considered adequate)
Useful, but not vital skills. Eventually you will run into obstacles you
will have to climb or swim to get into certain areas.
Top
Swimming
Cost: 2/0 Alternate every other year with climbing (real cheap too) until
you feel you have enough (5 to 10 trains is considered adequate)
Useful, but not vital skills. Eventually you will run into obstacles you
will have to climb or swim to get into certain areas.
Top
Survival
Cost: 1/1 A must have for a Ranger
This skill helps performing actions such as skinning an animal, foraging for edible or medicinal herbs, or building a fire.
Top
Mana Control Spiritual
Cost: 0/5 A must have for a Ranger
The skill of sharing mana involves the transfer of energy, or mana points, between individuals.
Top
Arcane Symbols
Cost: 0/5 This skill is handy to have, but not real useful until you
are older.
Basically the same thing as Magic Item Use, but for used with scrolls
instead. One major difference for Scroll Use is that you need several
ranks in this skill otherwise spells will appear unreadable to you. I
believe for most spells you need as many ranks in Arcane Symbols as the
level of the spell. You will also need to have one hand free when you
try to INVOKE a scroll.
Top
Magic Item Use
Cost: 0/5 Ranger's can imbue sticks (614) into wands, and eventually Rods
(a rod will hold more mana). Training in this skill will allow you to
use that wand/rod. It will be tough to get both scrolls AND Magic Item
Use though. So pick one and stick with it.

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