name |
cost |
what it does |
note |
forage |
100 turns, reduces with clevel (min of 50) |
lvl 10 satisfy hunger |
only usable in wilderness |
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lvl 25 starts healing character |
amount randomly based on clevel maybe 1 to 4*clevel |
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lvl 40 cures black breath |
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pathfinding |
none |
speed in wilderness is increased with clevel |
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lvl 5 tree-walking |
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lvl 30 climbing |
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ranger's blade |
10 mana |
temporarily imbues weapon with slays |
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lvl 10 slay animal |
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lvl 15 poison |
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lvl 20 slay orc |
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lvl 25 slay winged |
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lvl 30 slay troll |
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lvl 35 slay aquatic |
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ShoOb: sorry, I can only think of these right now... I think rangers should be powerful in the wilderness/open dungeons and against natural creatures, but somewhat hindered indoors. of course some of the slays are only valid for 3.0.0. Feel free to add something if you feel it should be here.
- oh yeah maybe after a certain level they become immune to ambushes
Derakon: I'd encourage you to try to think of abilities that significantly change the class's tactics. Things like the existing piercing and ricocheting shots are good examples. Innate boosts will make the class more powerful, but not necessarily more interesting to play.
Derakon: Okay, here's some ideas. These are more geared towards archery in general than to rangers in specific. || Name || Prerequisites || Description ||
Multishot |
Archery 15 |
Activatable ability, no cost. Fires S@10 ammo from the quiver in a spread pattern at the indicated target, distributed evenly over a "cone" area |
True Strike |
Archery 30 |
Activatable ability, no cost. Fires a guaranteed critical hit, but requires twice as much time as a normal shot. |
Trick Shot |
Archery 40 |
Activatable ability, no cost. Fires an arrow at the given target, ignoring all creatures in the way (like a radius-zero ball effect, but dealing normal archery damage). Requires twice as much time as a normal shot. |
Overdrive |
Archery 50 |
Activatable ability, costs 50HP. Fires all ammo in quiver, or 10 units, whichever is less, at the target. Ammo has a significantly increased chance of breaking (5x, perhaps?). |
Repair Ammo |
Create Ammo, Archery 30 |
Can use existing ammo to create new ammo of the same type, though not necessarily the same quality. Some quantity is lost in the process, though (e.g. 30 arrows are re-rolled to 15 arrows). |
Sirrocco: I'm going to have to go with a great big "huh?" on Repair Ammo. It looks like you're looking for a way to turn random ammo into crafted (and thus better) ammo, but I don't have any idea what that has to do with repairing.
Derakon: The basic idea is that you disassemble the substandard ammo you have, find the good bits, and reassemble it into better ammo, discarding what you didn't use. It gives a straightforward way to get crafted ammo out of the crud you find in the dungeon without having to deal with seeking out junk. "Repairing" is a bit of a misnomer, yes, but I didn't spend too much time on thinking of names for these. Maybe "Reassemble"?
Random thoughts - Terrain Step. Basically, it represents an ability to hide in terrain features - trees, mountains, water, and lava. Deep gives you a signifiant stealth advantage, while shallow gives you a moderate one As you increase skill, the stealth bonus improves, more terrains are opened up (first water stops drowning you, then you get treewalking, then lava stops burning (so long as you have at least fire resistance. Without resistance just works as fire resistance vs lava) and then you get mountain climbing. Attacking an unaware victim from shallow terrain (short trees, shallow lava, shallow water) gives you some bonus to hit and damage. Attacking from deep terrain gives more. If you are firing an arrow, there is a chance that the creature will not realize where it came from, leaving the creatuer effectively unaware for the next shot.
shoob: maybe have it also as a "invisibility" effect if you are not moving (i.e. resting) but without any negative food consumption, at clvl 40 it is a double invisibility, and at 50 triple invisibility... and about the repair ammo, why not just combine it with my forage idea, and it asks you which type want to forage for, pebbles take the least time, and arrows and bolts take the most time (maybe have to have some sort of metal on you to make the tips)
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