Strider

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Classes

Class Summary

The Strider is a hunter and a swordsman. He is highly skilled with weapons, especially the bow and sword, and is knowledgeable in tracking and woodcraft. Some Striders often protect and guide the lost travellers and honest peasant-folk through the wilderness both for their sake the and forest itself. Others prefer protecting the forest through harsher means, either by hunting down those who would destroy the essence of Gaia and her children or by keeping the creature populace in check, slaying as needed but letting nothing waste.


Feats

Tactical Assessment

[Passive] Prerequisites: Intelligence 50+

The character gains the ability to assess their opponent during combat. Periodically the combat statistics of a target will be displayed to the character. The skill level of this feat determines the type of information gained.

Hunter Stalks His Prey

[Passive] Prerequisites: Tracking > 75

Description: Increases the damage you deal by ignoring all elemental and physical resistances of target you track. Formulae - 10% + (your level)% = X% of resistance ignored.

Big Game Hunter

[Passive] Prerequisites: Level 10+

Description: Deal bonus damage to your target based on their max HP (Additional damage is shown in status window but will not refresh automatically, re-open your status window while in combat with your target to see additional damage).

Animal Companion

[Active] ]Companion Prerequisites: Tracking 75+

Description: This Feat Gives the Rangers/Druids the ability to gain an animal companion. Once this Feat is gained, the character must enter and send out the call of bonding. The animal type will be the animal that responds to the character's bonding call. As the feat skill progresses, the higher types of that animal will answer the character's call. The death of a companion carries a heavy price.

Usability: This is a fair feat, and if no better seems to be available this will not be a bad choice. It calls a strong animal companion to fight for you. This animal is not completely controllable by the character, it will automatically attack what you are attacking and will not respond to any commands but 'release'(which will make it disapear). You may only summon a companion once every 20 minutes.

Critical Strike (usage: ]criticalstrike)

[Active] Prerequisites: Anatomy skill 50+

This ability can be activated when using any weapon. The character has a chance to find a vulnerable place on the target (usually the vital points of the body), inflicting more damage than usual. The amount of damage bonus will increase as you level up.

Armor Proficiency

[Passive] Prerequisites: None, this feat is automatically gained upon creation.

This feat allows the character to use the heavier armor types (plate armor) if the character's class can wear plate armor. The strength requirements still remain the same for each piece. Note: This feat is automatically granted but does not count towards feats total.

Jack of All Trades

[Passive] Prerequisites: Level 10+

Description: As a traveler of the world, you have become well versed in a variety of skills. Allows the use of Cartography, Forensics, Tracking, Lockpicking, and Trap Removal. Increases total skill cap to 1200(1300 if human).

Crafting Feats

[Passive]

Please follow the link to learn more about Crafting Feats

Skills

Note: All other skills default to 0.0

Combat

Aim - 100.0

Anatomy - 80.0

Arms Lore - 100.0

Block - 80.0

Dodge - 70.0

Evaluate Intelligence - 30.0

Fencing - 60.0

Healing 80.0

Magery - 60.0

Magic Resistance - 100.0

Swordsmanship - 100.0

Tactics - 100.0

Wrestling - 60.0

Crafting

Blacksmithy - 40.0

Bowcraft/Fletching - 40.0

Carpentry - 40.0

Cooking - 60.0

Lumberjacking 60.0

Mining - 100.0

Tinkering - 40.0

Other

Animal Lore - 100.0

Animal Taming - 100.0

Camping - 100.0

Cartography - 100.0

Detect Hidden - 100.0

Fishing - 100.0

Forensic Evaluation - 100.0

Musicianship - 100.0

Snooping - 100.0

Stealth - 100.0

Tracking - 100.0

Veterinary - 100.0

Spells

Clerics Spell Book
Circle Spell
First Circle Heal
Second Circle Cure
Third Circle None
Forth Circle Arch Cure Greater Heal
Fifth Circle None
Sixth Circle None
Seventh Circle None
Eight Circle None

Races

Elf Only

Alignments

Good

Neutral


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