Although technically human, rangers are the protectors of nature and live (to some extent) to serve it. Some regrow their human roots, but never completely- such rangers fight in small groups (max 3). They base their defences upon stealth and ranged-combat. They maintain range by a vast array of traps and their innate swiftness through off-road areas.
Specialisations:
~shadows: stealth, illusions, sniping, instant movement
~nature: traps, tracking, mobility (climbing, running, etc) non-lethal abilities, animal companion
~humanity: leadership, martial knowledge (formations) better hand-to hand combat
Abilities:
1.Traps:
Traps take time to set up. Some traps depend on pre-existing objects (bent tree/ roots/ debry traps)
Traps may be strung together- for example: a bent tree trap may be upgraded with a bear trap to ensure the pray bleeds to death hile hanging/ has a broken leg or in general suffers great injury in the lower-part of the body. The trap may be further edited to fling the pray into a spike-pit, or into the triger of a spiked-log trap/ hidden arrow trap etc.
Mines may be placed in such a fashion that the pray is blasted into a second trap (other mine/ edge of a cliff)
1.1
BearTrap quick, heavy trap- may be poisoned
1.2
Bent Tree Trap- easily spotable trap that can hurl/trap opponents
1.3
Spike-Pit: may be poisoned. requires earth (forsts or fields) (sand/rock means no go since he can't dig through that easily)
1.4
Hidden Arrow Trap: may be poisoned- basically a trigger-activa
ted crossbow.
1.5 Alarm/Marking Trap: bells, chimes and several buckets of quick-dry, no 9 red paint.
1.6 Spiked Log: may be burning. may be poisoned. requires three trees in a treeangle-ish shape- two act as the swing for the hanging log, the third acts as it's support before the trap is sprung
1.7 Debry Trigger Trap: may only be placed in certain areas- places that have rock/log piles, land-slide terrain etc.
1.8 Smoke Trap: helps to hide stealthed targets and other traps
1.9 Mine+trip-wire: mine explodes when stepped upon and launches the target upward. Trip-wire is atached to a tilted mine- to blast the target in the desired direction
1.10 Roots Trap- requires special trees- old and gnarled- the tree is taught to wrap its roots around enemies that come near it or shrug off enemies that climb it.
2.Shooting Style
Only one shooting style may be adopted at any one time. Not sellecting a shooting style brings no extra effects.
2.1 Double Arrow: fires two arrows at the same time, arrows may be of different types. styke causes a loss of accuracy and fire-rate and an increase in damage dealt. both arrows have the same trajectory
2.2 Rapid Fire: fires quicker. causes loss of accuracy.
2.3 Long Aim: fires at a reduced rate. causes an increase in hit chance and crit/ crit^2 chance.
2.4 Directing Shot: fires a directing arrow. friendly players around you with range weapons equiped may choose to fire their missiles to follow your arrow's trajectory- the style decreases your fire rate to the slowest fire rate of all weapons under your direction, but the your damage and your friendly player's damage is increased. the damage increase scales with teh number of players being directed. Npcs always accept your direction.
3.Arrow Crafting
3.1 Lead Point- causes extra damage to lightly aroured targets. may kd/kb
3.2 Hollow Point- may be filled with poison. poison chance increased to 95%
3.3 Bodkin- chance to penetrate heavy armour
3.4 Serated- causes bleeding damage when pulled out
3.5 Bending Shaft- the arrow has a bent trajectory- may hit targets otherwise untouchable, or hit them from positions they are unprotected
3.6 Howling Point- the arrow howls infernally as it flyes
3.7 Splintering Shaft- the arrow splinters on impact making it almost impossible to pull out
3.8 Hammer-Head a wide head- may sever limbs/ throats etc
3.9 Flaming- burning oilcloth is wrapped around the arrowhead. cannot penetrated even the weakest armor
3.10 Blunted- heavy and blunt. may kb ko kd. may not kill. if target would have died from the damage, it is ko for a duration dependant of the damage caused over its maximum.
4.Reactive Abilities
4.1 Eye Gouge- within 3 seconds of shooting, after having drawn another arrow. Use the arrow in your main hand to gouge a melee atackers eye (target must be within 2m/6f)
4.2 Parry Movement- parry and move in the direction of your opponents atack- guarantees your weapon will not break.
4.3 Rising Kick- after dodge. may kb ko
4.4 Twirl- after receiving kd- you get up very fast with a twirling motion of the legs
4.5 Toss- after parry/being the victim of an unsuccesful tackle.
4.6 Jump-Fire- req bow in off-hand. while sprinting you may use rocks/trees/walls to propel yourself through the air long enough to fire your bow.
4.7 Catch Arrow- req free main hand/ offhand. if an opponent shot an arrow at you from directly in front of you, you may catch said arrow. if you have a bow in you offhand you fire the arrow back to the enemy automatically
4.8 Point Blank: req stealth, clueless target within 4 meters, facing you. Has a 30% chance to insta-kill, 50% chance to ko, 100% chance to cause great pain and bleeding damage (target may still bleed out and die)
Abilities
5.Stealth- self explanatory see ppGeneral
6.UPS
7.Track: detects fresh tracks, slows move speed
8.Hide Tracks: walk backwards hiding the tracks of the people behind you, slows move speed
9.Heightened Sences: stand still and quiet- increase inate p&d, chance to detect nearby prey- stealthed or otherwise.
10.Jump-Kick: self explanatory. may kb, kd.
11.Range Preparation: plant arrows into the ground- no more than 6.
12.Melee Preparation: plant a melee weapon into the ground
13.Quick-Fire/Quick-Draw: requires range/melee prep. you may quick-fire up to 6 arrows- your fire rate is increased dramatically for this time. quick draw switches your range weapon to your melee weapon instantly.
14.Linked Balls (as seen in conan movies and varios westerns: two heavy balls linked by a rope/chain that twirl and tangle around your oponents legs- whomever find me the proper name for it receives my eternal and undying gratitude)self explanatory
15.Old Indian trick: place your ear to the ground to sence the direction large points of interest nearby- giants/ heavily armored troops/ horsemen galloping etc.
16.Evasive Maneuvers: hit the dirt, jump, twist, turn etc- avoid an incoming missile.
17.Quick Climb: self explanatory
18.Mirror Image Run: while running, activate this ability and turn, or stip and restart running. Mirror images of yourself appear an start to run in the two directions perpendicular to your own. may be used in conjunction with maneuvers (28)
19.Mirror Shots: two mirror images of yourself appear (they prefer to be behind rocks or trees) and shoot at your target. The arrows they shoot are illusions. may be used in conjunction with maneuvers (28)
20.Hidden Shot: your arrow shot has the starting 1/3 of its trajectory made invisble making it harder to block/dodge/parry.
21.Tackle (+dogpile) dogpile is restricted to humanity specialisation
22.Predatory Instincts increases movement speed, fire rate, i&i p&d. cannot stealth during its duration
23.Call Of Nature: wildlife in target area is aggressive towards your enemies.
24.Restrain: tie up an opponent, takes some time- opponent must be ko for the entire period or pinned down through some means.
25.Arrow Of Shadow: shoot an arrow upwards. it creates a cloud of darkness over your area. stacks with similar effects.
26.Flare: shoot an arrow upwards lighting the area. has an almost reverse effect to arrow of shadow
27.Weapon/Rock Toss- weapon toss requires melee prep. rock toss requires a small rock nearby.
28.Maneuvers: - requires humanity specialisation
28.1:Straight Line- your troop leaves a single pair of footprints
28.2:Stealth Run- run from cover to cover- cover is semi-automatically detected
28.3:Stealth Retreat- retreat from cover to cover, shooting at the pursuers while doing so.
28.4:Back-To-Back: self explanatory. increases stealth detection
28.5:Scatter: run in different directions in an attempt to lose pursuers.
29.Animal Empathy:
29.1:Tracking Bird: A bird that squaks a special squak when it sees an enemy passing the area. may be set on a patrol path.
29.2:Tracker Hound/Wolf: tracks and points/snarls in the direction tracks lead to.
29.3:Hawk: atacks a random opponent if the area you designate to be his territory. may be set on a patrol path.
29.4:Trees' Whimper: you may listen to trees for information about your opponents and their location.
29.5:Pet Atack: self explanatory, active pet(s) only
29.6:Howl/Screech/Growl etc: your active pet(s) howls/screechz etc and behaves in a generally threatening manner in order to attract attention to itself.
29.7:Prowl: set your pet on a patrol path- it atacks any enemies of yours that pass through that area. pet tries to remain completely undetected.
29.8:Enrage: your pet goes into a frenzy atacking anything in front of it with great (or renewed) strength. may be activated while the pet is alive or up to 2 seconds after its defeat.
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