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HelpSection 16
Ranging

The Skills of the Ranger Class

These are the skills gained by the Ranger profession. The associated guilds are the Rangers Guild of the Greenwood forest and the Brigands Guild of the north. The Rangers gain the lore of herbalism, the skill of archery, the lore of poisons, the art of trapping, and the skill of stealth.


Poisons is a skill shared with the Thieves, but only fully developed by the Rangers profession. It is your ability to spot and use the various natural poisons which grow all over the Avalonian mainland. Poisons can be discovered in a location fairly easily, and once picked and prepared have a variety of harmful properties. Poisons can be used to begin diseases, to spread plague and pestilence, to curse and to maim. As you rise in proficiency, the number of poisons that you are able to find will increase. Some of the greater poisons can have potentially devastating effects and should be handled with great care. Poisons can be brewed and made effective by their vapours, they can be applied to an unconscious enemy or concealed in food. Below is an example of a poisoner foraging, picking, preparing and using a poison.


Dark underground tunnel.

- poisons

You forage around for wild poisons.

There are two batches of jegga here.

- pick jegga

You pick up a jegga piece.

- prepare jegga

You prepare the jegga into a suitable form to be applied as paste.

- apply jegga

You apply a jegga piece.

The world about you seems to darken somewhat.

-

A dark shroud envelops your consciousness as your soul is taken from your lifeless body. Your ghost rises from your corpse to haunt Avalon still.


Forestry is a collection of abilities associated with life in the rugged outdoors. It is practised solely by members of the Ranger profession. Forestry includes bowmanship (the skill of Archery), and leads on to fletching, bowmaking, swinging through the forest vines and other such rangerly pursuits. Rangers guard the abilities learnt through the Forestry skill jealously, and any who violate the secrets can be quickly isolated from the tight-knit forest community.


Trapping is a subterfuge skill. It is your ability to prepare and lay traps to catch the unwary and to protect your valuables. As your skill at Trapping increases, the number of traps you will be able to prepare will also rise. Your traps will become more complex and more damaging. Traps require component items which will have to be collected - but they can be poisoned to maximise effect. Below is an example of a trapper setting up an alarm trap.


- buy iron 1

You purchase some iron ore from Parrius for 20 gold coins.

- get iron

You pick up some iron ore.

- buy bell

You purchase a small bell.

- traps alarm

The "Alarm" trap requires a piece of iron ore and a bell. It will inform you, if you are in Avalon, whenever somebody sets it off.

- prepare alarm always

You prepare a bell trap ready for laying.

- lay alarm northeast

You lay a bell trap to the northeast.

HelpSection 16
Ranging

16 - Skills: by Profession and by Important Commands.

  • Back to Index
  • 16.1 - Ultimate
  • 16.2 - Procure
  • 16.3 - Alchemistry
  • 16.4 - Druidry
  • 16.5 - Bardism
  • 16.6 - Knight
  • 16.7 - Magery
  • 16.8 - Ranging
  • 16.9 - Astrology
  • 16.10 - Sorcery
  • 16.11 - Thiefism
  • 16.12 - Specialisation
  • 16.13 - Opalescence
  • 16.14 - Skymastery
  • 16.15 - Ornithology
  • 16.16 - Falconry
  • 16.17 - Animism
  • 16.18 - Crusades
  • 16.19 - Oracle
  • 16.20 - Sylvan
  • 16.21 - Elementalism
  • 16.22 - Animistry
Help - Section 16
UltimateProcureAlchemistryDruidryBardismKnightMagery
Ranging
AstrologySorceryThiefismSpecialisationOpalescenceSkymasteryOrnithologyFalconryAnimismCrusadesOracleSylvanElementalismAnimistry
Avalon, Est 1989

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  • Avalon RPG
  • Guide
    • Connecting to Avalon
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    • Items and Equipment
    • Communication
    • Geography and Navigation
    • Allegiances and Loyalties
    • Politics and Government
    • Farming and Labours
    • Trade and Crafting
    • Warfare and The Battlefield
    • Quests and Events
    • The Theory of Combat
    • Self Defence and PVP Basics
    • Picking Fights
    • Crowns and Purchases
  • News
    • Avalon Online RPG - Latest Updates
    • Bulletin Board in Avalon
      • Public BB
      • News BB
      • Pacifists BB
      • Merchants BB
      • Fighters BB
      • Treaties BB
      • Duellists BB
      • Alumni BB
      • Warfare BB
  • Manual
    • Getting Started
      • Introduction to Avalon
      • Novicehood - The First Steps
      • The Avalon Game World
      • The Basic Command Set
      • Communication
    • Building Your Character
      • Overview
      • Combat
      • State of Health
    • Rich Environs
      • Specifics of the Avalon Worldsystem
      • Items, Creatures and CCCs
      • Geography - Overview, Cities and Curiosities
      • Avalon game world: Towns and Villages
    • Guilds and Professional Classes
      • The Guild and The Guildmaster
      • Character Classes - the Avalon Professions
      • The Avalon Guilds
    • Skills and Subtle Abilities
      • Skills: by Professional Class and by Important Commands
      • The Avalon Skills System
    • City Socio-Politics
      • The City-State
      • Government and Governmental Commands
    • Strategic Warfare
      • War, Conquest, Tribute and Geopolitics
      • The Battlefield Guide: Legion Command and War
    • Gods and Goddesses
      • Patronage and the Gods of Avalon
      • The Pantheon: about individual Gods and Goddesses
    • Histories since 1989
      • History and Legend
      • Avalon Player Memoirs
      • Cellar Door
      • Avalon Archive
    • Combat and Competition
      • Events, Quests, Contest and Organised Competition
      • Articles on Avalon Game Theory and Combat Fundamentals
    • Reference
      • Miscellaneous Avalon Game Documentation
      • Information: Tables and Lists
      • The Avalon Game Environment (Non-Role)
      • Appendices and Extras: in Avalon
      • Miscellaneous Help and Info: Out-of-Avalon
  • History
    • 15th Century ADW
    • 14th Century ADW
    • 13th Century ADW
    • 12th Century ADW
    • 11th Century ADW
    • 10th Century ADW
    • 9th Century ADW
    • Great Past Events
    • Player Memoirs
    • Tales From Old Avalon
  • World
    • Cities
      • Mercinae
      • Thakria
      • Parrius
      • Silverfalls
    • Guilds / Classes
      • The Knight Class
      • Knights Guild
      • Warriors Guild
      • Cavaliers Guild
      • The Mage Class
      • Mages Guild
      • Enchanters Guild
      • Warlocks Guild
      • The Sorcerer Class
      • Sorcerers Guild
      • The Thief Class
      • Thieves Guild
      • Assassins Guild
      • The Ranger Class
      • Rangers Guild
      • Brigands Guild
      • The Seer Class
      • Seers Guild
      • Mystics Guild
      • Astrologers Guild
      • The Loremaster Class
      • Loremasters Guild
      • Alchemists Guild
      • Artisans Guild
      • The Druid Class
      • Animists Guild
      • Druids Guild
      • The Bard Class
      • Bards Guild
      • Sirens Guild
    • Maps
    • Rollcall
  • Info
    • About Avalon: the first online MMORPG?
    • MUD Clients
    • Blind Player Support
    • PVP Combat in Avalon
    • Theory of Combat Balance
    • Name Lists and Generators
      • Famous Wizard Names
      • Famous Witch Names
      • Mythical Creatures
    • Press and Articles
      • Raw Factsheet: the first online RPG?
      • Roleplay chat games meet Roleplaying for Real, by Cornelius
      • Roleplaying, but how far? by Cornelius
      • Why aren't you an MMORPG? by Cornelius
    • Misc Materials
      • Fantasy Life Simulation
      • Fantasy World
      • Text Based Adventure Games
      • Modern History
    • Ancient History
    • Ordinations
  • Crowns
  • Vale Blog
  • Play for Free!