Changes to Rangers in GS4

Ranger Changes in GS4

 

New Skills

 

All skills are open to every profession.  Below are likely skills in which a Ranger might train. 

 

Dodging

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.

 

Note: More information on the influence of Dodging can be found on the Combat page.

 

Elemental Lores

 

More information on the different lores can be found on the Magic page.

 

Fire

A character training in this skill will be more adept in the use of fire-related magic.  This can include casting more powerful fire spells, better control over spells that are normally random in elemental effect, and access to spells that are not available to those ignorant of the secrets of Fire magic.

Earth

A character training in this skill will be more adept in the use of earth-related magic.  This can include casting more powerful earth-related spells, better control over spells that are normally random in elemental effect, and access to spells that are not available to those ignorant of the secrets of Earth magic.

Water

A character training in this skill will be more adept in the use of water-related magic.  This can include casting more powerful water and ice spells, better control over spells that are normally random in elemental effect, and access to spells that are not available to those ignorant of the secrets of Water magic.  When coupled with training in Air Lore, a character may also become more adept in using Storm/Electrical magic.

Air

A character training in this skill will be more adept in the use of air-related magic.  This can include casting more powerful air and wind spells, better control over spells that are normally random in elemental effect and access to spells that are not available to those ignorant of the secrets of Air magic.  When coupled with training in Water Lore, a character may also become more adept in using Storm/Electrical magic.

 

Harness Power

 

By training in this skill, the character becomes more capable of tapping into the mana weave that encompasses and infuses Elanthia.  Each training will increase the character’s maximum Mana capacity.  There will no longer be an automatic increase in mana each training.  Mana capacity will only increase with training in the Harness Power skill.

 

In numbers, every rank up to the character’s level will yield 3 mana points.  Each rank above that gives 1 mana point.  Characters will have more mana in the beginning, however, as starting mana is calculated as the average mana stat bonus/2.

 

Mana Control

 

The Mana Control skills will replace Mana Share.  Additionally, it will only be possible to hold your maximum amount of mana, regardless of how much mana is sent.  Finally, the transfer of mana to another character is not a perfectly efficient science; some mana will always be lost in a transfer.

 

Elemental

This skill determines a character’s ability to manipulate Elemental mana, allowing the character to transfer mana to others who have this skill and providing greater control over the use of mana in some Elemental spells.

Spiritual

This skill determines a character’s ability to manipulate Spiritual mana, allowing the character to transfer mana to others with this skill and providing greater control over the use of mana in some Spiritual spells.

Mental

This skill determines a character’s ability to manipulate Mental mana, allowing the character to transfer mana to others who have this skill and providing greater control over the use of mana in some Mental spells.

 

Note: The mental sphere of magic will not be released until the release of Monks or Savants.  As of now, Mana Control, Mental, is extremely limited in use.

 

Spiritual Lores

 

More information on the different lores can be found on the Magic page.

 

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.

 

Survival

 

This skill represents a character’s ability to survive in the wilderness.  Success in performing actions such as skinning an animal, foraging for edible or medicinal herbs, or building a fire is affected by this skill.  Training in Survival will aid in resisting freezing in Icemule and other cold climates, as well as avoiding slipping on the ice patches on the trail between Icemule and the Landing.

 

Note: First Aid and Survival are equally weighted in determining skinning success.  It appears to be based on ranks, as GM Despil has stated that doubling one is the same as singling in both.

 

New Spells

 

Ranger Base Circle

 

620 - Resist Nature [RESISTNATURE]

Duration: Variable

Type: Utility

Description: This spell allows a ranger to infuse leather armors with resistances to weeds, spikethorns, and elements.  Similar to a Wizard’s Enchant ability, this utility spell is a process of due diligence.  It is possible for the effects of Resist Nature to wear off the organic-based armor if the armor is subject to severe integrity loss (breakage) or catastrophic damage.
Once the ranger has obtained a suitable set of armor to be made resistant, the spell is cast upon it.  Various factors play a role in the success of this initial cast.  If the cast is successful, the ranger will know the armor is ready for the next step.  It is important for the ranger to know the armor that he or she is casting upon, as attempting this spell on already-resistant armor may result in an unfavorable situation.
The selection of resistance type is made by applying the appropriate potion to a prepared armor.  These potions are created from special plants that may be gathered from certain locations.  A NPC herbalist prepares the potions from the plants gathered.  The various styles of armor require varying amounts of potion to be applied.  The potions are somewhat volatile, and will lose their effectiveness after a reasonable period of time.  It is in the ranger’s best interest to use a potion as soon as possible after receiving it from the NPC.
After the proper amount of potion has been applied to the armor, the ranger must cast the spell again upon the armor to seal the resistance in.  There is a chance of failure on this cast as well.  Additionally, it is important to ensure you have used the proper amount of potion for the armor type before attempting to seal the armor.  Failure to do so may result in yet another unfavorable situation.
In any event, the armor used during the attempt will not be harmed.
The resulting armor will have a Resistance Strength and a Resistance Life, which are determined by a number of factors.  Resistance Strength (RS) is defined as the actual amount of resistance provided against criticals of the type infused in the armor.  Resistance Life (RL) is defined as the amount of resistance left in the armor.
The RS of the armor does not degrade with use; however, the RL decreases as the armor absorbs damage of the type the resistance is intended to protect against.  When the RL is exhausted, the resistance is no longer inherent in the armor.
Additionally, resistant armor that is physically damaged may have its RL shortened depending on how badly it is damaged.  Keeping the armor in good repair will provide for the best RL.
Any ranger who obtains this spell may attempt to use it with no further training in any of the skills that affect it.  A few of the ranger’s stats play a part in this spell, but the skills mentioned here serve as bonuses to the final result of the spell.  In addition to the listed stats/skills below, there may be other factors that influence the result as well.
Aura, Discipline, and Wisdom stat bonuses will play a part, though not equal ones, in this spell.  The resistance life, or how long strikes will be absorbed into the armor, is aided by Mana Control.  Mana Control, Elemental enhances the resistance life for fire, cold, and steam.  Mana Control, Spiritual enhances the resistance life for nature.

Lore benefits: The study of Elemental Lores enhances the effects of Resist Nature.  Fire aids with fire resistance, Water enhances cold resistance, Water and Fire together help steam resistance.
The study of Spiritual Lore, Blessings also enhances the effects of Resist Nature.  Blessings aids with nature resistance (Spike Thorn, for example).

 

635 - Nature’s Fury

Duration: Immediate

Type: Attack

Description: Only Rangers are able to channel the chaos found in nature. Using this powerful, mass attack spell, the Ranger is able to draw upon the forces of nature to wipe out his foes. Those not in the Ranger's group are subject to damage based on both the climate and terrain of the area.

Lore Benefits: Training in Spiritual Lore, Summoning provides the chance to increase the number of damage cycles done by Nature’s Fury.

 

640 Wall of Thorns [WALLTHORNS]

Duration: Variable

Type: Defense

Description: Casting this spell creates a wall of living thorns around the ranger.  This wall will provide a +20 Defense Strength (DS) bonus as well as possibly block incoming attacks with the thorns.  This spell will be most successful when used in an appropriate climate and terrain.  When the ranger attacks, the wall of thorns will part to allow the ranger freedom of movement.

Tip: Extreme climates and terrains will decrease the duration while moderate climates and terrain’s will increase the duration of the spell.

 

Minor Spiritual Circle

 

119 - Spirit Dispel [SPIRITDISPEL]

Duration: Immediate

Type: Attack/Utility

Description: This spell functions similarly to Elemental Dispel.  Upon being cast at a target, the target will lose any prepared spell it may have.  If the target has no prepared spell it will lose one currently running spell, with the mana cost dependent on the level of spell that is removed.  Combining this magic with Elemental Dispel has been known to cause negative and potentially dangerous effects on the target.

 

Revised Spells

 

Ranger Base Circle

 

Spell 608, Camouflage, now lets the caster SNEAK out of an area or STALK another player, but will lose the spell’s effects.

 

Spell 610, Tangle Weed, is clarified as being an outdoor, level-based spell.  Also, the caster must be in an offensive stance when casting for the vine to attack.

 

Spell 613, Self Control, now has a DS bonus of +20, with additional bonus of +1 for every 2 spell ranks in the Ranger circle above 13.

 

Spell 614, Imbue, now uses Mana Control, Spiritual, in determining how much mana the created object can hold.

 

Spell 620, Killer Weed, has been replaced with the new spell Resist Nature.  Details above.

 

Minor Spiritual Circle

 

Spell 101, Spirit Warding I, now provides a +10 DS bonus against all bolt spells, including acid.

 

Spell 102, Spirit Barrier, now provides a +20 DS bonus, +1 for every rank beyond 2 the caster knows in the circle.  Likewise, there is a -20 AS penalty, -1 for every rank beyond 2 the caster knows in the circle.  It also appears not to affect bolt spells.

 

Spell 103, Spirit Defense, is now refreshable.

 

Spell 106, Spirit Fog, is refreshable.

 

Spell 107, Spirit Warding II, now provides a +25 DS bonus against all bolt spells, including acid.

 

Spell 110, Unbalance, now includes lores.

 

Spell 111, Fire Spirit, now includes lores.

 

Spell 113, Undisease, might require multiple casts to remove some more persistent diseases.

 

Spell 119, Herb Production, has been replaced with a new spell, Spirit Dispel.  Details of the spell are above.

 

Spell 120, Lesser Shroud, now includes lores.  The bonuses to this spell are now +15 to DS, +1 for every 2 Minor Spirit spells known beyond 20 and +20 to Spiritual TD.

 

Spell 125, Call Lightning, now includes lores.

 

Spell 150, Wall of Force, has been moved to slot 140, leaving slot 150 open for now.  The duration has been cut to 60 seconds.  The spell is now intended as an emergency spell.

 

Global Spell Changes

 

All currently released 50th level spells will be moved to level 40 in their respective circles. 

 

After level 20, spell gaps are being opened for future development every 5 levels up to level 40 where they did not exist before.  While these spell gaps will not be filled immediately, eventually every spell circle will include spells in the level 1-20, 25, 30, 35, 40, and 50 slots.

 

Combat Maneuvers

 

Rangers will have access to the new Combat Maneuvers system.

 

Attributes

 

Primary Attribute:

Dexterity

Secondary Attribute:

Intuition

Mana Attribute:

Wisdom

 

Attributes Assigned by Autoconverter

 

STR

80

CON

50

DEX

90

AGL

70

DIS

70

AUR

70

LOG

50

INT

90

WIS

70

INF

20

 

Skill Costs

 

Skill

Cost

Times

Armor skills

 

 

Armor Use

5/0

2x

Shield Use

5/0

2x

Weapon Skills

 

 

Edged Weapons

3/1

2x

Blunt Weapons

4/1

2x

Two-Handed Weapons

6/2

2x

Ranged Weapons

3/1

2x

Thrown Weapons

3/1

2x

Pole Arm Weapons

7/2

2x

Brawling

4/1

2x

Combat Skills

 

 

Two Weapons Combat

3/2

2x

Combat Maneuvers

6/4

2x

Multi-Opponent Combat

10/4

1x

Ambush

3/3

2x

Physical Fitness

4/0

2x

Dodging

7/5

2x

General Skills

 

 

Climbing

2/0

2x

Swimming

2/0

2x

Disarming Traps

2/4

2x

Picking Locks

2/3

2x

Stalking and Hiding

2/1

2x

Perception

0/2

2x

First Aid

2/1

2x

Trading

0/3

2x

Picking Pockets

2/3

1x

Survival

1/1

2x

Magic Skills

 

 

Arcane Symbols

0/5

1x

Magic Item Use

0/5

1x

Harness Power

0/5

2x

Spell Aiming

5/15

1x

Mana Control: Elemental

0/15

1x

Mana Control: Spiritual

0/5

1x

Mana Control: Mental

0/15

1x

Spell Research

 

2x

Minor Spiritual

0/17

 

Ranger Base

0/17

 

Elemental Lore

 

1x

Air

0/20

 

Earth

0/20

 

Fire

0/20

 

Water

0/20

 

Spiritual Lore

 

1x

Blessings

0/10

 

Religion

0/10

 

Summoning

0/10

 

Sorcerous Lore

 

1x

Demonology

0/18

 

Necromancy

0/18

 

Mental Lore

 

1x

Divination

0/20

 

Manipulation

0/20

 

Telepathy

0/20

 

Transference

0/20

 

Transformation

0/20

 

 

Stat Growth Intervals by Race

 

 

CON

DEX

DIS

LOG

INT

STR

AGL

INF

WIS

AUR

Base

20

30

20

15

25

25

20

10

25

15

Dark Elf

18

35

18

15

25

25

25

10

25

15

Dwarf

25

27

23

15

25

30

15

8

28

15

Elf

15

35

15

15

25

25

23

13

25

20

Giant

23

28

20

15

27

30

18

10

25

15

Half-Elf

20

32

18