Difference between revisions of "Shamanism (skill)"

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{{SkillTableRow |Wyvern | Fabled | 33| A mythical beast, incinerating any in its path. }}
{{SkillTableRow |Wyvern | Fabled | 33| A mythical beast, incinerating any in its path. }}
{{SkillTableRow |Morph | Mythical | 0| Instantly transform the manifestation of your familiar. }}
{{SkillTableRow |Morph | Mythical | 0| Instantly transform the manifestation of your familiar. }}
{{AB
|skillname = Bonecasting
|syntax = SHAMAN BONECASTING <target>
|description = The seers within the depths of Dendara speak highly of this art, passing
it down from one generation to the next as a means of tracking elusive
quarry that would otherwise evade their senses.
Using a bone from the corpses you carry upon you, you may question the
bones as to the location of your target whether they be friend or foe.
If they are within the area with you, you will be able to discern their
current state of health.
}}
{{AB
|skillname = Harrowing
|syntax = SHAMAN HARROW <target>
|description = While many of the spirits of Dendara can be beings of great benevolence,
it is common to encounter the gnarled spirits that care little for the
mortal realms. In binding them to your will, you may turn their very
visage against your foes.
Even some of the greatest beasts cannot help but to be filled with fear
by the creatures that await them for all eternity. It will force the
target to immediately flee from the room, and afflict them with fear.
}}
{{AB
|skillname = Protection
|syntax = SHAMAN PROTECTION
|description = Runes are a common sight in Dendara; strewn amongst the destroyed
shrines and broken cairns, but there are many that are still scratched
into the trees and stone as a means of warding or protection against
evil. One such rune, spoken as 'cethor', can be utilized by a shaman to
protect himself. By calling upon your latent energy, you may channel the
protective spell through your quarterstaff and scribe it into the air
before you.
Your resistance to cutting and blunt damage will increase as long as you
continue to wield your quarterstaff. If you cease to wield your
quarterstaff, the defense shall stay upon you but no longer offer its
protective boon.
}}
{{AB
|skillname = Exorcise
|syntax = SHAMAN EXORCISE <target>
|description = The baleful creatures of Chaos stand outside the Rhythm of Dendara,
skirting the edge of corruption and seething darkness. Cast them back to
the abyss from whence they came by banishing them from the realm of
mortals.
}}
{{AB
|skillname = Spiritmask
|syntax = SHAMAN SPIRITMASK <element>
|description = By harvesting bone, horn, and other objects from your fallen prey, you
may honor them in death by using their leering visage as a spiritmask.
Using colourful inks, the shaman of Dendara create wonderous displays to
the fallen beasts and gain resistances to the elements as they utter a
binding prayer over the mask.
While anyone may wear the mask, the powerful magics within will only
reflect upon the shaman who created it.
Inks:<br>
Fire:        1 red ink, 1 yellow ink.<br>
Magic:        1 red ink, 1 green ink.<br>
Cold:        1 blue ink.<br>
Electric:    1 yellow ink.<br>
Poison:      1 green ink.<br>
Psychic:      1 purple ink.<br>
Asphyxiation: 1 gold ink.<br>
}}
{{AB
|skillname = Warding
|syntax = SHAMAN WARDING
|description = Spirits of the natural world can be encouraged to take on various forms
for the whim of the summoner. Utilizing a lesser spirit of lighting as a
ward, you may command it take on the form of an orb that will encircle
the limb you are currently parrying. If an enemy moves to strike that
limb, the spirit will electrocute the attacker and have a chance of
delivering a mental affliction.
Warding may only fire once every two seconds.
}}
{{AB
|skillname = Spiritsight
|syntax = SHAMAN SPIRITSIGHT <ON/OFF>
|description = By altering your senses to discern subtle fluctuations in vital
energies, you may allow yourself to gather more detailed information on
your other people. While spiritsight is active, any loki effects that
strike your people will report their afflictions to you, while keeping
your victim unaware. In addition to this, the effect of your loki venom
will be much stronger.
}}
{{AB
|skillname = Oaths
|syntax = OATHS
OATH <oath> ACTIVATE
OATH <oath> DISABLE
|description = One of the ways a Druid may unlock their potential is by binding their
service to the many totemic spirits of Dendara. By taking individual
oaths with the spirits within, you will gather numerous boons, ranging
from protection from the elements, to immunity from certain mental
afflictions, to a chance to resist such afflictions in their entirity.
There are seven oaths that you may swear, and once unlocked, each oath
will remain with you permanently. You may activate or disable them at
will - though each active oath presents a cumulative mana and willpower
drain.
The current oaths are:
[Oath of the Forestwalker]
- Grants forestwalking and health regeneration in forest rooms
[Oath of the Elder Shaman]
- Grants foresight to the druid, giving them a 10% chance to resist
mental afflictions
[Oath of Nature's Blade]
- Enhances primality, causing boost to have a 33% chance to not consume
energy
[Oath of Tranquility]
- Enhances healing, causing overgrowth/forest rooms to periodically heal
an affliction
[Oath of the Primeval]
- Enhances spirit animal, causing them to strike more quickly.
[Oath of the Rhythm]
- Causes serene balance in the druid, granting immunity to berserking,
peace and pacifism
[Oath of the Durdalis]
- Causes resistances to shift, granting 60% damage protection from a
rotating magic element (fire, cold, electric, magic, psychic). Shifts
every 30 seconds while active.
Shamanism - Premonition
|syntax = SHAMAN PREMONITION <target>
|description = While a druid is incapable of true clairvoyance, their ability to alter
destiny in the most subtle of fashions can prove to be a powerful tool.
With this simple hex, a druid may place a premonition deep within the
psyche of their victim, foretelling future maledictions and inhibiting
their victim's ability to shake off their effects. While affected by a
premonition, a victim will find themselves unable to cure any
infestation of spiritual parasites or the effects of blighted spines.
The premonition itself may only be removed by leaving the presence of
the druid, or focusing one's mind while unaffected by any other mental
affliction.
}}
{{AB
|skillname = Songlines
|syntax = SHAMAN SONGLINE ERECT<br>
SHAMAN SONGLINE DESTROY<br>
SHAMAN SONGLINE LIST<br>
SHAMAN SONGLINE TRAVEL <area><br>
|description = Upon your journey throughout the land, you will come across many places
of wonder and joy, hardship and sorrow. Remember your tales of the past
in short verse and whispered song by erecting small totems of these
journeys. It is often said that in the depths of Dendara, the whispered
song of ages long past still drifts upon the winds and can be heard as
an echo of the ages.
You may create up to three totems along your travels, binding thought
and memory to the aged wood. Only one totem may stand within an area.
}}
{{AB
|skillname = Voyage
|syntax = SHAMAN VOYAGE <target> <area>
|description = One need not bear all hardships or joys alone as you travel the world
throughout your life. While songlines may only be crafted and bound by
the singer, you may compel one to experience your travels by reciting to
them your song of journey. Let them experience your journey through
whispered song and voice.
}}
{{AB
|skillname = Omen
|syntax = SHAMAN OMEN <target>
|description = Through primal magic of bone and blood, a shaman may string three
fetishes upon his or her quarterstaff and enact a binding hex upon their
foe. A short time later, an omen of malevolence shall descend upon
them, dealing damage and stunning.
The damage and duration of the stun is modified based on how many
of the following afflictions the target has:
Spiritbane.
Infested.
Blighted.
Stormtouched.
}}
You have the following fetish abilities.
{{AB
|skillname = Fetishes
|syntax = FETISH CREATE <fetish>
FETISH LIST
|description = You are now capable of creating mystic fetishes to invoke ancient magics
upon your foe. Once created, you must string the fetishes upon your
quarterstaff and attune your target to unlock their potential. See AB
SHAMANISM STRINGING and AB SHAMANISM ATTUNEMENT for more details.
Fetishes are powerful tools that are activated by an attuned target (or
the druid themselves) meeting specific criteria (known as trigger
conditions). When the threshold is passed, the fetish will become
active, and will enact a persistent effect. When the same criteria is
met, the fetish will be rendered inactive. Careful consideration of
fetish effects is important, as you are only capable of using three
fetishes at a given time.
The creation of fetishes differs according to what fetish you are
attemping to create. Some fetishes require you to be standing in a
certain environment type, others will require a raw material for you to
refine. The list is as follows:
Bark:    Ancient forest environ.<br>
Shell:    Beach environ.<br>
Stone:    Hills or mountains environ.<br>
Feather:  1x eagle's Feather.<br>
Horn:    1x piece of stag's horn.<br>
Ice:      1x elemental ice.<br>
Bone:    1x animal corpse.<br>
Tooth:    1x animal corpse.<br>
Claw:    1x animal corpse.<br>
Eye:      1x animal corpse.<br>
}}
{{AB
|skillname = Stringing
|syntax = FETISH STRING <fetish> [<fetish> <fetish>]
|description = Using a length of corded leather you may string up to three fetishes on
your quarterstaff at once. You can only string fetishes that you have
personally created, and only one of a type of fetish can be on your
quarterstaff at once. Fetishes are consumed once they are tethered to
your quarterstaff.
}}
{{AB
|skillname = Attunement
|syntax = FETISH ATTUNE <target>
FETISH UNATTUNE <target>
|description = To most observers, the rattling of druidic fetishes proves to be little
more than noise. By attuning a target to the effects of your magic, you
may draw out the true power of your fetishes - allowing their energies
to affect your foe.
}}
{{AB
|skillname = Horn
|description =  The horn fetish is activated by passing the threshold
of 3 natural energy - this can be done by gaining energy, or by
depleting it past that mark.
Activation effect: A portion of the energy around you will be converted
into mental fortitude, restoring a small amount of mana to the user.
}}
{{AB
|skillname = Ice
|description =  The ice fetish is activated by the druid dropping
below 50% of their maximum health. This can be done both by being
damaged or using the effusion ability (AB PRIMALITY EFFUSION) to harm
oneself.
Activation effect: The magics of the ice fetish will chill the very soul
of your target - giving them the spiritbane affliction for as long as
the fetish is active, and generating double the normal amount of energy
whenever you commune nature upon them.
}}
{{AB
|skillname = Tooth
|description =  The tooth fetish is activated by the druid being
affected by at least two broken limbs. This will only fire if the druid
reached two broken limbs through gaining the afflictions, not by curing
additional broken limbs.
Activation effect; While active, the tooth fetish will empower a druid's
connection to nature, allowing them to use any primality abilities
without the requirement of working arms.
}}
{{AB
|skillname = Bone
|description =  The bone fetish is activated by an attuned target
using a shield tattoo or any other means of forming a temporary barrier.
This does not apply to the prismatic barrier generated by using a lyre.
Activation effect: The next time your opponent attempts to form a
shield, the fetish will lash out and destroy it, delivering a mental
affliction in the process.
}}
{{AB
|skillname = Claw
|description =  The claw fetish is activated by an attuned foe who is
greatly bleeding - achieving at least 200 bleeding will activate the
effect. This effect can only be triggered once each time the opponent
passes 200 bleeding, not if they continue to bleed.
Activation effect: While active, thorns will hold with greater force -
preventing them from being removed from your victim by any means.
}}
{{AB
|skillname = Eye
|description =  The eye fetish is activated whenever the attuned
target uses diagnose to check their afflictions.
Activation effect: Gain one energy when the fetish activates.
}}
{{AB
|skillname = Bark
|description =  The bark fetish is activated by the druid receiving a
moderate amount of damage - roughly 2000 health.
Activation effect: The protective magics of the bark fetish will envelop
you in a shell, deflecting a portion of all damage received.
}}
{{AB
|skillname = Stone
|description =  The stone fetish is activated by an attuned target
completing a writhe action. Note that this will only affect the fetish
if the opponent is either bound or affected by druidic thorns when they
attempt to writhe.
Activation effect: While active, the stone fetish will occasionally
prevent your victim from leaving the room - knocking them prone and off
balance in the process.
}}
{{AB
|skillname = Shell
|description = Trigger condition: The shell fetish is activated by an attuned target
attempting to focus their mind to cure mental maladies. The condition
will only be achieved if the opponent is both capable of focusing and
consumes the proper balance.
Activation effect: While the shell fetish is active, your victim will
find that the magics empowering their tree tattoo have been rendered
inactive.
}}
{{AB
|skillname = Feather
|description = Trigger condition: The feather fetish is activated by an attuned target
attempting to cure two afflictions from the same curing tree in a row.
Consult HELP CURES CONCOCTIONS or HELP CURES REANIMATION to learn the
various curative trees. This effect only applies to herbal/slice
afflictions.
Activation effect: The might of the storm will be imposed upon your
target - afflicting them with the stormtouched affliction and causing
them to take greater damage from any electric source.
}}
You have the following familiar abilities:
{{AB
|skillname = Familiar
|syntax = FAMILIAR SUMMON <type><br>
FAMILIAR DISMISS<br>
FAMILIAR RECALL
}}
{{AB
|skillname = Cougar
|syntax = FAMILIAR SUMMON COUGAR
|description = The jaguar spirit will deal physical damage to your enemies and
occassionally cause one of sensitivity, blurry vision and clumsiness.
}}
{{AB
|skillname = Invigorate
|syntax = FAMILIAR INVIGORATE
|description = At a nominal cost to your own health, you may regenerate your familiar's
physical form, repairing any damage they may have taken in battle.
}}
{{AB
|skillname = Raven
|syntax = FAMILIAR SUMMON RAVEN
|description = The raven spirit will either drain the target's mana and deliver a
hidden anxiety, or deal psychic damage to the target.
}}
{{AB
|skillname = Serpent
|syntax = FAMILIAR SUMMON SERPENT
|description = The form of a serpent will allow your familiar to coil around your
victim, choking the life from them and disrupting their mind with a bout
of amnesia. Occassionally, the serpent will land a particularly nasty
bite, inducing one of lethargy or weariness alongside the effects of
loki.
}}
{{AB
|skillname = Tethering
|syntax = FAMILIAR TETHER <ON{{!}}OFF>
|description = Tether your familiar to this realm, making it immune to the effects of
orb sigils at the cost of a small willpower drain to yourself.
Furthermore, if the familiar is attacked when not within your presence,
it will instantly return to your side.
}}
{{AB
|skillname = Voice
|syntax = FAMILIAR VOICE <message>
|description = With a simple link from your mind to your familiar's, you may project
your voice through their form, regardless of your respective locations.
}}
{{AB
|skillname = Glance
|syntax = FAMILIAR GLANCE
|description = You may quickly glance through the eyes of your familiar, allowing you
discern all in their location at no cost.
}}
{{AB
|skillname = Spider
|syntax = FAMILIAR SUMMON SPIDER
|description = By taking the form of a spider, your familiar will pierce your enemy
with venomous fangs, causing periodic poison damage. Occassionally, it
will spot an opportunity to cover your unlucky foe in sticky webs,
entangling them.
}}
{{AB
|skillname = Spiritbond
|syntax = FAMILIAR SPIRITBOND <ON{{!}}OFF>
|description = Mitigates 10% of damage you take over to your familiar, at the expense
of a slight willpower drain.
{{AB
|syntax = FAMILIAR SUMMON BEAR
|description = The bear spirit will can cause heavy bleeding with its swipes, or maul
the target's limbs and break them.
}}
{{AB
|skillname = Wyvern
|syntax = FAMILIAR SUMMON WYVERN
|description = The wyvern spirit is the most fierce of all the familiars. Its attacks
have a chance to stun the target and set them on fire.
}}
{{AB
|skillname = Morph
|syntax = FAMILIAR MORPH <form>
|description = This command will allow your familiar to quickly change forms, allowing
you to alter its physical body without dismissing it outright. There is
a small equilibrium cost associated with this ability.
}}

Revision as of 22:35, 6 July 2012

Skill Rank Percent Description
Bonecasting Inept 0% Glance upon the life of your target.
Harrowing Inept 49% Lend your foe a vision of sheer terror.
Protection Novice 0% Deflect attacks using your quarterstaff.
Exorcise Novice 50% Banish unnatural spirits from the land.
Spiritmask Adept 0% Carve a spiritual mask from bone.
Warding Adept 33% Strengthen your guard with spiritual force.
Spiritsight Gifted 25% Recognize the ailments that affect your foe.
Oaths Gifted 50% Invoke sworn oaths with the spirits of Dendara.
Premonition Expert 50% Instill a fearful premonition into one's psyche.
Songlines Fabled 0% Memorize and recite songs of travel.
Voyage Mythical 33% Allow another to experience your songs.
Omen Transcendent 0% Tamper with the threads of fate themselves.
You have the following fetish related abilities:
Skill Rank Percent Description
Fetishes Apprentice 99% Carve symbolic fetishes to invoke eldritch magic.
Stringing Capable 0% Quickly string crafted fetishes to your staff.
Attunement Capable 0% Link the power of your fetishes to a victim.
Horn Capable 0% Invigorate your mind as energy surges through you.
Ice Adept 33% As their vitality fades, their spirit suffers.
Tooth Skilled 0% Draw upon nature's might even when your body is broken.
Bone Skilled 25% Dark spirits punish those who cower behind barriers.
Claw Gifted 75% A bleeding victim proves unable to reject nature.
Eye Expert 25% A fetish made to draw power from their curiosity.
Bark Expert 75% A mystical fetish to imbue the flesh.
Stone Virtuoso 66% Occlude escape when one is bound.
Shell Fabled 66% Befuddle the harmony of body and mind.
Feather Mythical 66% Touch your opponent with the essence of the wild storm.
You have the following familiar related abilities:
Skill Rank Percent Description
Familiar Apprentice 0% Call upon nature to provide a spiritual familiar.
Cougar Apprentice 0% A vicious cougar to shred your enemies.
Invigorate Apprentice 50% Sacrifice your own health to heal your familiar.
Raven Capable 50% Disturb your foes with the cry of the raven.
Serpent Skilled 50% Poison your foes with a vicious serpent.
Tethering Skilled 75% Instantly return your familiar to your presence.
Voice Gifted 0% Project your voice through your familiar.
Glance Gifted 0% Extend your vision through your familiar.
Spider Expert 0% Summon a massive spider to entangle your foes.
Spiritbond Virtuoso 0% Order your familiar to guard you from harm.
Bear Virtuoso 33% The mighty bear will cripple your foe's limbs.
Wyvern Fabled 33% A mythical beast, incinerating any in its path.
Morph Mythical 0% Instantly transform the manifestation of your familiar.
Bonecasting
Syntax: SHAMAN BONECASTING <target>
Description: The seers within the depths of Dendara speak highly of this art, passing

it down from one generation to the next as a means of tracking elusive quarry that would otherwise evade their senses.

Using a bone from the corpses you carry upon you, you may question the bones as to the location of your target whether they be friend or foe. If they are within the area with you, you will be able to discern their current state of health.


Harrowing
Syntax: SHAMAN HARROW <target>
Description: While many of the spirits of Dendara can be beings of great benevolence,

it is common to encounter the gnarled spirits that care little for the mortal realms. In binding them to your will, you may turn their very visage against your foes.

Even some of the greatest beasts cannot help but to be filled with fear by the creatures that await them for all eternity. It will force the target to immediately flee from the room, and afflict them with fear.


Protection
Syntax: SHAMAN PROTECTION
Description: Runes are a common sight in Dendara; strewn amongst the destroyed

shrines and broken cairns, but there are many that are still scratched into the trees and stone as a means of warding or protection against evil. One such rune, spoken as 'cethor', can be utilized by a shaman to protect himself. By calling upon your latent energy, you may channel the protective spell through your quarterstaff and scribe it into the air before you.

Your resistance to cutting and blunt damage will increase as long as you continue to wield your quarterstaff. If you cease to wield your quarterstaff, the defense shall stay upon you but no longer offer its protective boon.


Exorcise
Syntax: SHAMAN EXORCISE <target>
Description: The baleful creatures of Chaos stand outside the Rhythm of Dendara,

skirting the edge of corruption and seething darkness. Cast them back to the abyss from whence they came by banishing them from the realm of mortals.


Spiritmask
Syntax: SHAMAN SPIRITMASK <element>
Description: By harvesting bone, horn, and other objects from your fallen prey, you

may honor them in death by using their leering visage as a spiritmask. Using colourful inks, the shaman of Dendara create wonderous displays to the fallen beasts and gain resistances to the elements as they utter a binding prayer over the mask.

While anyone may wear the mask, the powerful magics within will only reflect upon the shaman who created it.

Inks:
Fire: 1 red ink, 1 yellow ink.
Magic: 1 red ink, 1 green ink.
Cold: 1 blue ink.
Electric: 1 yellow ink.
Poison: 1 green ink.
Psychic: 1 purple ink.
Asphyxiation: 1 gold ink.


Warding
Syntax: SHAMAN WARDING
Description: Spirits of the natural world can be encouraged to take on various forms

for the whim of the summoner. Utilizing a lesser spirit of lighting as a ward, you may command it take on the form of an orb that will encircle the limb you are currently parrying. If an enemy moves to strike that limb, the spirit will electrocute the attacker and have a chance of delivering a mental affliction.

Warding may only fire once every two seconds.


Spiritsight
Syntax: SHAMAN SPIRITSIGHT <ON/OFF>
Description: By altering your senses to discern subtle fluctuations in vital

energies, you may allow yourself to gather more detailed information on your other people. While spiritsight is active, any loki effects that strike your people will report their afflictions to you, while keeping your victim unaware. In addition to this, the effect of your loki venom will be much stronger.


Oaths
Syntax: SHAMAN PREMONITION <target>
Description: While a druid is incapable of true clairvoyance, their ability to alter

destiny in the most subtle of fashions can prove to be a powerful tool. With this simple hex, a druid may place a premonition deep within the psyche of their victim, foretelling future maledictions and inhibiting their victim's ability to shake off their effects. While affected by a premonition, a victim will find themselves unable to cure any infestation of spiritual parasites or the effects of blighted spines. The premonition itself may only be removed by leaving the presence of the druid, or focusing one's mind while unaffected by any other mental affliction.


Songlines
Syntax: SHAMAN SONGLINE ERECT

SHAMAN SONGLINE DESTROY
SHAMAN SONGLINE LIST
SHAMAN SONGLINE TRAVEL <area>

Description: Upon your journey throughout the land, you will come across many places

of wonder and joy, hardship and sorrow. Remember your tales of the past in short verse and whispered song by erecting small totems of these journeys. It is often said that in the depths of Dendara, the whispered song of ages long past still drifts upon the winds and can be heard as an echo of the ages.

You may create up to three totems along your travels, binding thought and memory to the aged wood. Only one totem may stand within an area.


Voyage
Syntax: SHAMAN VOYAGE <target> <area>
Description: One need not bear all hardships or joys alone as you travel the world

throughout your life. While songlines may only be crafted and bound by the singer, you may compel one to experience your travels by reciting to them your song of journey. Let them experience your journey through whispered song and voice.


Omen
Syntax: SHAMAN OMEN <target>
Description: Through primal magic of bone and blood, a shaman may string three

fetishes upon his or her quarterstaff and enact a binding hex upon their foe. A short time later, an omen of malevolence shall descend upon them, dealing damage and stunning.

The damage and duration of the stun is modified based on how many of the following afflictions the target has: Spiritbane. Infested. Blighted. Stormtouched.


You have the following fetish abilities.

Fetishes
Syntax: FETISH CREATE <fetish>

FETISH LIST

Description: You are now capable of creating mystic fetishes to invoke ancient magics

upon your foe. Once created, you must string the fetishes upon your quarterstaff and attune your target to unlock their potential. See AB SHAMANISM STRINGING and AB SHAMANISM ATTUNEMENT for more details.

Fetishes are powerful tools that are activated by an attuned target (or the druid themselves) meeting specific criteria (known as trigger conditions). When the threshold is passed, the fetish will become active, and will enact a persistent effect. When the same criteria is met, the fetish will be rendered inactive. Careful consideration of fetish effects is important, as you are only capable of using three fetishes at a given time.

The creation of fetishes differs according to what fetish you are attemping to create. Some fetishes require you to be standing in a certain environment type, others will require a raw material for you to refine. The list is as follows: Bark: Ancient forest environ.
Shell: Beach environ.
Stone: Hills or mountains environ.
Feather: 1x eagle's Feather.
Horn: 1x piece of stag's horn.
Ice: 1x elemental ice.
Bone: 1x animal corpse.
Tooth: 1x animal corpse.
Claw: 1x animal corpse.
Eye: 1x animal corpse.


Stringing
Syntax: FETISH STRING <fetish> [<fetish> <fetish>]
Description: Using a length of corded leather you may string up to three fetishes on

your quarterstaff at once. You can only string fetishes that you have personally created, and only one of a type of fetish can be on your quarterstaff at once. Fetishes are consumed once they are tethered to your quarterstaff.


Attunement
Syntax: FETISH ATTUNE <target>

FETISH UNATTUNE <target>

Description: To most observers, the rattling of druidic fetishes proves to be little

more than noise. By attuning a target to the effects of your magic, you may draw out the true power of your fetishes - allowing their energies to affect your foe.


Horn
Syntax: {{{syntax}}}
Description: The horn fetish is activated by passing the threshold

of 3 natural energy - this can be done by gaining energy, or by depleting it past that mark.

Activation effect: A portion of the energy around you will be converted into mental fortitude, restoring a small amount of mana to the user.


Ice
Syntax: {{{syntax}}}
Description: The ice fetish is activated by the druid dropping

below 50% of their maximum health. This can be done both by being damaged or using the effusion ability (AB PRIMALITY EFFUSION) to harm oneself.

Activation effect: The magics of the ice fetish will chill the very soul of your target - giving them the spiritbane affliction for as long as the fetish is active, and generating double the normal amount of energy whenever you commune nature upon them.


Tooth
Syntax: {{{syntax}}}
Description: The tooth fetish is activated by the druid being

affected by at least two broken limbs. This will only fire if the druid reached two broken limbs through gaining the afflictions, not by curing additional broken limbs.

Activation effect; While active, the tooth fetish will empower a druid's connection to nature, allowing them to use any primality abilities without the requirement of working arms.


Bone
Syntax: {{{syntax}}}
Description: The bone fetish is activated by an attuned target

using a shield tattoo or any other means of forming a temporary barrier. This does not apply to the prismatic barrier generated by using a lyre.

Activation effect: The next time your opponent attempts to form a shield, the fetish will lash out and destroy it, delivering a mental affliction in the process.


Claw
Syntax: {{{syntax}}}
Description: The claw fetish is activated by an attuned foe who is

greatly bleeding - achieving at least 200 bleeding will activate the effect. This effect can only be triggered once each time the opponent passes 200 bleeding, not if they continue to bleed.

Activation effect: While active, thorns will hold with greater force - preventing them from being removed from your victim by any means.


Eye
Syntax: {{{syntax}}}
Description: The eye fetish is activated whenever the attuned

target uses diagnose to check their afflictions.

Activation effect: Gain one energy when the fetish activates.


Bark
Syntax: {{{syntax}}}
Description: The bark fetish is activated by the druid receiving a

moderate amount of damage - roughly 2000 health.

Activation effect: The protective magics of the bark fetish will envelop you in a shell, deflecting a portion of all damage received.


Stone
Syntax: {{{syntax}}}
Description: The stone fetish is activated by an attuned target

completing a writhe action. Note that this will only affect the fetish if the opponent is either bound or affected by druidic thorns when they attempt to writhe.

Activation effect: While active, the stone fetish will occasionally prevent your victim from leaving the room - knocking them prone and off balance in the process.


Shell
Syntax: {{{syntax}}}
Description: Trigger condition: The shell fetish is activated by an attuned target

attempting to focus their mind to cure mental maladies. The condition will only be achieved if the opponent is both capable of focusing and consumes the proper balance.

Activation effect: While the shell fetish is active, your victim will find that the magics empowering their tree tattoo have been rendered inactive.


Feather
Syntax: {{{syntax}}}
Description: Trigger condition: The feather fetish is activated by an attuned target

attempting to cure two afflictions from the same curing tree in a row. Consult HELP CURES CONCOCTIONS or HELP CURES REANIMATION to learn the various curative trees. This effect only applies to herbal/slice afflictions.

Activation effect: The might of the storm will be imposed upon your target - afflicting them with the stormtouched affliction and causing them to take greater damage from any electric source.


You have the following familiar abilities:

Familiar
Syntax: FAMILIAR SUMMON <type>

FAMILIAR DISMISS
FAMILIAR RECALL

Description: {{{description}}}


Cougar
Syntax: FAMILIAR SUMMON COUGAR
Description: The jaguar spirit will deal physical damage to your enemies and

occassionally cause one of sensitivity, blurry vision and clumsiness.


Invigorate
Syntax: FAMILIAR INVIGORATE
Description: At a nominal cost to your own health, you may regenerate your familiar's

physical form, repairing any damage they may have taken in battle.


Raven
Syntax: FAMILIAR SUMMON RAVEN
Description: The raven spirit will either drain the target's mana and deliver a

hidden anxiety, or deal psychic damage to the target.


Serpent
Syntax: FAMILIAR SUMMON SERPENT
Description: The form of a serpent will allow your familiar to coil around your

victim, choking the life from them and disrupting their mind with a bout of amnesia. Occassionally, the serpent will land a particularly nasty bite, inducing one of lethargy or weariness alongside the effects of loki.


Tethering
Syntax: FAMILIAR TETHER <ON|OFF>
Description: Tether your familiar to this realm, making it immune to the effects of

orb sigils at the cost of a small willpower drain to yourself. Furthermore, if the familiar is attacked when not within your presence, it will instantly return to your side.


Voice
Syntax: FAMILIAR VOICE <message>
Description: With a simple link from your mind to your familiar's, you may project

your voice through their form, regardless of your respective locations.


Glance
Syntax: FAMILIAR GLANCE
Description: You may quickly glance through the eyes of your familiar, allowing you

discern all in their location at no cost.


Spider
Syntax: FAMILIAR SUMMON SPIDER
Description: By taking the form of a spider, your familiar will pierce your enemy

with venomous fangs, causing periodic poison damage. Occassionally, it will spot an opportunity to cover your unlucky foe in sticky webs, entangling them.


{{AB

skillname = Spiritbond OFF> description = Mitigates 10% of damage you take over to your familiar, at the expense

of a slight willpower drain.

{{{skillname}}}
Syntax: FAMILIAR SUMMON BEAR
Description: The bear spirit will can cause heavy bleeding with its swipes, or maul

the target's limbs and break them.


Wyvern
Syntax: FAMILIAR SUMMON WYVERN
Description: The wyvern spirit is the most fierce of all the familiars. Its attacks

have a chance to stun the target and set them on fire.


Morph
Syntax: FAMILIAR MORPH <form>
Description: This command will allow your familiar to quickly change forms, allowing

you to alter its physical body without dismissing it outright. There is a small equilibrium cost associated with this ability.