Rangers are masters of the wilderness. They are just as comfortable in the heart of a jungle as a normal man is on a beaten path. Due to their vast knowledge of the outdoors, they can detect the most minute traces of any creature. A broken twig or a rustled leaf is a calling card the ranger can use to follow anything or anyone he chooses to track. It is a rare day that a ranger will be left behind by someone he has caught sight of.
Call hound (human only)
The perceptive senses of humans are less evolved than those of most other races. Because of this, all human rangers keep several hounds to aid them in hunting. These hounds can be called by a simple whistle, but they need about ten seconds of training before they are fully capable of hunting.
Command: follow [player]
Stamina: 10% per 2 seconds spent tracking.
A ranger can begin to track any enemy that is in the same room as he is. Wherever the target moves, the ranger will move with him. The ranger has a slight chance (1 out of 15) of losing his prey with every step. If a player is not specified, tracking is cancelled. Rangers cannot track while blind or in darkness, and they cannot track invisible opponents unless they can see invisible. Opponents who aren't leaving tracks (ie are flying) cannot be tracked.
Move silently (elf only)
Stamina: 5% + 2.5% per room
Because of the great need for stealth in the often-dangerous elven forests, the elves train their rangers to do their tracking as discreetly as possible. As a result, elven rangers are often able to follow their prey without ever being detected, making them perhaps the most deadly of hunters.
|RACES THAT CAN SELECT THIS CLASS|