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{{SkillHeader}} | {{SkillHeader}} | ||
{{SkillTableRow |Hide | Inept | 0| Conceal yourself in the shadows. }} | == Abilities == | ||
{{SkillTableRow | | {{SkillTableRow |Hide|Inept|0|Conceal yourself in the shadows. }} | ||
{{SkillTableRow | | {{SkillTableRow |Signal|Novice|0|Call across an area to your kin with the voice of the wild. }} | ||
{{SkillTableRow | | {{SkillTableRow |Climbing|Apprentice|50|Clamber up into the trees with ease. }} | ||
{{SkillTableRow | | {{SkillTableRow |Hardiness|Capable|0|Your time in the wilds has hardened both spirit and body. }} | ||
{{SkillTableRow | | {{SkillTableRow |Barkskin|Adept|25|Make your skin tough like bark. }} | ||
{{SkillTableRow | | {{SkillTableRow |Coagulation|Adept|75|Use your knowledge of healing to reduce bleeding. }} | ||
{{SkillTableRow | | {{SkillTableRow |Conceal|Skilled|0|Naught but a wisp of shadow from the wood. }} | ||
{{SkillTableRow | | {{SkillTableRow |Wildmark|Skilled|50|Leave your mark in the depths of the wild. }} | ||
{{SkillTableRow | | {{SkillTableRow |Foreststriding|Skilled|75|Walk the woodland with the stride of the rangers. }} | ||
{{SkillTableRow | | {{SkillTableRow |Refresh|Gifted|0|Rouse your wearied body with a surge of strength. }} | ||
{{SkillTableRow | | {{SkillTableRow |Tent|Gifted|40|Protect yourself from the elements. }} | ||
{{SkillTableRow | | {{SkillTableRow |Campfire|Gifted|60|Build a campfire to soothe the body and soul. }} | ||
{{SkillTableRow | | {{SkillTableRow |Fitness|Gifted|80|Controlling your breathing. }} | ||
{{SkillTableRow | | {{SkillTableRow |Thornspray|Virtuoso|40|Attack your enemies with a flurry of flying thorns. }} | ||
{{SkillTableRow | | {{SkillTableRow |Lifesap|Virtuoso|60|Leech from the spilled blood of others. }} | ||
{{SkillTableRow | | {{SkillTableRow |Instinct|Virtuoso|80|The forest is your domain; the land your ally. }} | ||
{{SkillTableRow | | {{SkillTableRow |Track|Fabled|0|Order a loyal companion to track down your prey. }} | ||
{{SkillTableRow | | {{SkillTableRow |Might|Fabled|10|Cure yourself of an affliction through might. }} | ||
{{SkillTableRow | | {{SkillTableRow |Rejuvenate|Fabled|40|Return life to blighted land. }} | ||
{{SkillTableRow | | {{SkillTableRow |Vitality|Fabled|60|An adrenaline rush to heal your body. }} | ||
{{SkillTableRow | | {{SkillTableRow |Campsite|Fabled|80|Expand your hunting ground into a fortified campsite. }} | ||
{{SkillTableRow | | {{SkillTableRow |Camouflage|Mythical|0|Hide your companions from the watchful gaze of others. }}|} | ||
{{ | {{SkillHeader}} | ||
{{ | == Companions == | ||
{{ | {{SkillTableRow |Calling|Inept|0|Call to the beasts of the woodlands to aid you in battle. }} | ||
{{ | {{SkillTableRow |Wisp|Inept|0|A glowing wisp that will distract your enemies. }} | ||
{{ | {{SkillTableRow |Weasel|Novice|50|Call a weasel to your aid, capable of shredding defenses. }} | ||
{{ | {{SkillTableRow |Nightingale|Apprentice|0|A beautiful bird that will protect you and your | ||
{{ | companions. }} | ||
{{ | {{SkillTableRow |Rook|Capable|50|Throw your foes off balance with the rook's swoop. }} | ||
{{ | {{SkillTableRow |Direwolf|Adept|0|Call upon the great direwolf to tear apart your victim. }} | ||
{{ | {{SkillTableRow |Raccoon|Adept|50|A beast that will pluck curatives from your foe's grasp. }} | ||
|} | {{SkillTableRow |Elk|Skilled|25|The mighty elk will block all passage at your call. }} | ||
{{SkillTableRow |Gyrfalcon|Gifted|20|Summon an enormous gyrfalcon to rip your foes to pieces. }} | |||
{{SkillTableRow |Raloth|Expert|0|An ancient, harrowing beast that will shatter their bones. }} | |||
{{SkillTableRow |Entourage|Expert|20|Lead up to three companions at a time. }} | |||
{{SkillTableRow |Mount|Expert|40|Great beasts will bear your weight in the hunt. }} | |||
{{SkillTableRow |Daunt|Expert|80|The daunting cry of a beast will rattle their senses. }} | |||
{{SkillTableRow |Swoop|Virtuoso|0|Harry your foes from the heavens. }} | |||
{{SkillTableRow |Crocodile|Virtuoso|20|Summon a powerful crocodile to tear their body apart. }} | |||
{{SkillTableRow |Icewyrm|Fabled|20|The legendary icewyrm will freeze your enemies in place. }} | |||
{{SkillTableRow |Cockatrice|Mythical|25|A mythical beast inspiring insanity in your foes. }} | |||
{{SkillTableRow |Icebreath|Mythical|50|A chilling gout from the jaws of the icewyrm. }} | |||
{{SkillTableRow |Company|Mythical|75|Surround yourself with forestal allies. }} | |||
{{SkillTableRow |Opportunity|Transcendent|0|The watchful hunter strikes at the first sign of | |||
weakness. }}|} | |||
{{AB | |||
|skillname = Hide | |||
|syntax = HIDE and EMERGE | |||
|description = | |||
In the ebb and flow of the Rhythm, the hunter may become the hunted. Many scouts amongst the | |||
Sentinels quickly learn to keep to the shadows in their training, lest their elders catch them. | |||
This will allow you to quickly conceal yourself from common view, assuming no others stand in your | |||
location. If you wish to no longer hide, then you can emerge from your hiding place. | |||
}} | |||
{{AB | |||
|skillname = Signal | |||
|syntax = SIGNAL <message> | |||
|description = | |||
It is often said that the enemy has many spies; but none so cunning as to know the speech of birds | |||
and beasts. The Sentinel rangers have spent much of their time within the woodlands and vales of | |||
Sapience, and so have learned to mask their calls to their allies across the great expanses. | |||
Masking your words, you can communicate in secrecy by twittering as a mockingbird or even the | |||
croaking cry of a raven for the enemy shall be none the wiser as the Wilds themselves are your ally. | |||
}} | |||
{{AB | |||
|skillname = Climbing | |||
|syntax = CLIMB UP and CLIMB DOWN | |||
|description = | |||
It takes a knowing hand and eye to move through the treetops, finding purchase in every lofty bough | |||
and making sure the wind doesn't buffet you from your perch. The Rangers will often tell the | |||
younger Trackers of their bone-shattering plummets from the heavens, but many claim it is little | |||
more than an attempt to 'put a scare' into you. | |||
Should there be trees in your location, you may climb up into their treetops. You can then climb | |||
down if you wish to leave them. | |||
}} | |||
{{AB | |||
|skillname = Hardiness | |||
|syntax = HARDINESS | |||
|description = | |||
Through their training, the Sentinels have become hardy in the unyielding and unforgiving | |||
wilderness that spans the breadth of Sapience. Your natural resilience has granted you bonus | |||
resistance to the harmful effects of cold and poisons. | |||
}} | |||
{{AB | |||
|skillname = Barkskin | |||
|syntax = BARKSKIN | |||
|description = | |||
Make your skin tough as bark, granting bonus resistance to physical damage. This resistance is | |||
greater when standing in a forest or overgrown environment. | |||
}} | |||
{{AB | |||
|skillname = Coagulation | |||
|syntax = Snytax: COAGULATION <ON/OFF> | |||
|description = | |||
Anyone who spends time in the wilderness understands the value of a basic knowledge of first aid. | |||
Using this technique, you will cause your bleeding to passively clot while active, though it does | |||
drain mana in order to maintain. | |||
}} | |||
{{AB | |||
|skillname = Conceal | |||
|syntax = CONCEAL | |||
|description = | |||
By masking yourself in the shadows, you will be able to mask your movements to and from locations, | |||
concealing your identity from those who see you dart away. This defence lasts far longer when used | |||
within a forest environment. | |||
}} | |||
{{AB | |||
|skillname = Wildmark | |||
|syntax = WILDMARK CREATE <message> | |||
|description = WILDMARK MAINTAIN | |||
WILDMARK CLEAR | |||
Subtly altering the natural environment around you will allow you to leave a message that only | |||
Sentinels may read. This message will last only a few months, though you may maintain it to reset | |||
this timer. Alternatively, you may simply clear the present message. You may only clear messages | |||
you have placed. | |||
}} | |||
{{AB | |||
|skillname = Foreststriding | |||
|syntax = FORESTSTRIDE | |||
|description = | |||
You are capable of moving through the forest with incredible ease, granting you bonus celerity in | |||
any outdoor environment and an additional bonus within forests. | |||
}} | |||
{{AB | |||
|skillname = Refresh | |||
|syntax = REFRESH BODY | |||
|description = | |||
Usable only so often, you can call upon your inner reserves to instantly regenerate a portion of | |||
your endurance, while simultaneously granting you a temporary bonus to both your strength and | |||
constitution. | |||
}} | |||
{{AB | |||
|skillname = Tent | |||
|syntax = TENT SETUP | |||
|description = TENT COLLAPSE | |||
TENT LOCATE | |||
Commodities: | |||
3 rope, 3 wood, and 3 cloth. | |||
With the right commodities you will be able to construct a simple tent. The tent can only be put up | |||
outside and in fitting environments, these being: | |||
Forest, Valley, Hills, Plains, Desert, Mountains, Grassland and Jungle. | |||
When a tent is collapsed, you will only recover a portion of the commodities. | |||
Patrons are permitted to change the descriptions of your tent, as long as the description maintains | |||
that you are indeed inside a small, simple tent. | |||
}} | |||
{{AB | |||
|skillname = Campfire | |||
|syntax = CAMPFIRE BUILD | |||
|description = CAMPFIRE STOKE | |||
Commodities: | |||
3 wood to build | |||
1 wood to stoke | |||
By building a campfire, you can keep yourself and others warm in the cold. Additionally, your | |||
craftsmanship will help regenerate the endurance and willpower of those that linger by the flames. | |||
When the fire starts to burn out, you may stoke it with extra wood to keep it alive. | |||
}} | |||
{{AB | |||
|skillname = Fitness | |||
|syntax = FITNESS | |||
|description = | |||
With the increased lung power you have gained from your bodily mastery, you are able to resist the | |||
effects of asthma. If you already have asthma, then you can purge it from your body. There is a | |||
period of time before you may use fitness again after using it. | |||
}} | |||
{{AB | |||
|skillname = Thornspray | |||
|syntax = INVOKE THORNSPRAY | |||
|description = | |||
While in a plant lush environment, you may fill the air with deadly flying thorns, damaging any | |||
enemy that is within your location. These thorns will additionally sting your opponent with the | |||
loki venom. | |||
You may use this ability in the following environments: | |||
Forest, Jungle, Swamp, or Grasslands. | |||
It is possible to use thornspray within an overgrown location caused by a Shaman, however you will | |||
find that the damage is reduced. | |||
}} | |||
{{AB | |||
|skillname = Lifesap | |||
|syntax = LIFESAP | |||
|description = | |||
When you spill the blood of another, you will recover a portion of the damage you dealt as health. | |||
Critical hits do not affect the amount returned. | |||
}} | |||
{{AB | |||
|skillname = Instinct | |||
|syntax = INSTINCTS | |||
|description = | |||
While standing in a natural environment, you will be able to spot disturbances such as fires or | |||
exterminated plant-life in the local area. | |||
}} | |||
{{AB | |||
|skillname = Track | |||
|syntax = TRACK <target> | |||
|description = | |||
While mounted on one of your summoned beasts, you may track to an outdoor opponent, moving you to | |||
their location after a short delay. | |||
}} | |||
{{AB | |||
|skillname = Might | |||
|syntax = MIGHT | |||
|description = | |||
Let out a mighty shout and purge yourself of a random affliction. There is a cooldown before you | |||
may use this ability once more. | |||
}} | |||
{{AB | |||
|skillname = Rejuvenate | |||
|syntax = REJUVENATE | |||
|description = | |||
At the cost of ten elemental ice commodities, you may restore the state of a natural location that | |||
has been exterminated by a necromancer's magics through this simple incantation. | |||
}} | |||
{{AB | |||
|skillname = Vitality | |||
|syntax = VITALITY | |||
|description = | |||
Once active, this ability will send a rush of adrenaline coursing through your body, healing it | |||
significantly when you drop below twenty-five percent of your maximum health. You will need full | |||
health and mana to activate this ability. | |||
}} | |||
{{AB | |||
|skillname = Campsite | |||
|syntax = CAMPSITE CONSTRUCT | |||
|description = CAMPSITE REMOVE | |||
SCOUT | |||
You may convert your tent and campfire into a full campsite, granting you several bonuses exclusive | |||
to its presence. This process takes a bit of endurance and concentration as you set up the | |||
surrounding area, and may only be done in a forest environment. | |||
You will receive the following effects while remaining at your campsite: | |||
- Your campfire will no longer require stoking. | |||
- The title of your location will be temporarily changed to match your site. | |||
- Remaining in the treetops of your location will mask the presence of any allies, hiding them from | |||
sensing. | |||
- You may SCOUT while in the treetops, discerning the presence of any denizen or animal in the area. | |||
A campsite will last for one Aetolian day. | |||
}} | |||
{{AB | |||
|skillname = Camouflage | |||
|syntax = CAMOUFLAGE COMPANIONS | |||
|description = | |||
You may hide your companions in the undergrowth, concealing them mostly from view. | |||
}} | |||
{{AB | |||
|skillname = Calling | |||
|syntax = CALL <companion> | |||
|description = DISMISS <companion> | |||
CALL ANIMALS | |||
ANIMALS | |||
You are able to call and control up to two companions at once. Consult AB WOODLORE for a list of | |||
the companions you may use. Calling companions has no delay if used in a forest, a short delay if | |||
used in a non-urban environment, and a long delay otherwise as it will take some time to find your | |||
location. | |||
If you get separated from your animals you can CALL ANIMALS at any time to return them to your side. | |||
ANIMALS will let you see what animals you have summoned, as well as their current location. | |||
}} | |||
{{AB | |||
|skillname = Wisp | |||
|syntax = CALL WISP | |||
|description = | |||
Call forth a wisp of the woods to confound your enemies. Its pulsing lights will occasionally | |||
instill idiocy into the poor sap that it surrounds. | |||
}} | |||
{{AB | |||
|skillname = Weasel | |||
|syntax = CALL WEASEL | |||
|description = | |||
Wiley and fast, the weasel will dart about your foe and attempt to strip away their defences, | |||
particularly the aura of rebounding. | |||
}} | |||
{{AB | |||
|skillname = Nightingale | |||
|syntax = CALL NIGHTINGALE | |||
|description = | |||
The tranquil nightingale will periodically sing a refreshing melody that will heal you and your | |||
allies in the same location as it. It will heal either health or mana - but not both - as long as | |||
you are below 90% of your respective maximum. | |||
In addition, it will seek to protect other animal companions in your entourage, generating | |||
transient prismatic barriers that prevent aggression against them. | |||
}} | |||
{{AB | |||
|skillname = Rook | |||
|syntax = CALL ROOK | |||
|description = | |||
The frantic rook will constantly harass your foe, occasionally succeeding in knocking them off | |||
balance. | |||
}} | |||
{{AB | |||
|skillname = Direwolf | |||
|syntax = CALL DIREWOLF | |||
|description = ORDER DIREWOLF LEAP <direction> | |||
The great direwolf will allow you to leap over any obstacle while mounted - should you also possess | |||
the Leaping ability in Horsemanship, it will become significantly faster. | |||
Additionally it will maul your opponents when it attacks, causing large amounts of bleeding and | |||
damage. | |||
}} | |||
{{AB | |||
|skillname = Raccoon | |||
|syntax = CALL RACCOON | |||
|description = | |||
While not as quick or powerful as other companions, the raccoon makes up for what it lacks in sheer | |||
strength with ingenuity - when an opponent attempts to consume herbs or slices, it will simply | |||
steal them away. | |||
}} | |||
{{AB | |||
|skillname = Elk | |||
|syntax = CALL ELK | |||
|description = ORDER ELK BLOCK <direction> | |||
The majestic elk acts as mount and surprising companion both, and will allow you to completely | |||
block exits with its horns. | |||
Additionally it will ram your opponent when attacking, knocking them to the ground. | |||
}} | |||
{{AB | |||
|skillname = Gyrfalcon | |||
|syntax = CALL GYRFALCON | |||
|description = | |||
This powerful bird of prey will not hesitate to lacerate your victims, cutting their flesh with | |||
deadly talons and causing disfigurement. | |||
}} | |||
{{AB | |||
|skillname = Raloth | |||
|syntax = CALL RALOTH | |||
|description = ORDER RALOTH TRAMPLE <direction> | |||
ORDER RALOTH TRAMPLE <person> | |||
This mythical forest beast resembles a rhino in some regards, and its ability to trample over any | |||
obstacle is shared. While mounted, you may trample a direction to bypass any blockers while | |||
simultaneously stunning them, or trample a prone victim to deal significant damage while breaking | |||
their body. | |||
Additionally, should the raloth attack an opponent that is prone, its horns will puncture their | |||
chest and leave behind a light wound. | |||
}} | |||
{{AB | |||
|skillname = Entourage | |||
|syntax = This ability is passive. | |||
|description = | |||
You may now summon and control up to three companions at a time. | |||
}} | |||
{{AB | |||
|skillname = Mount | |||
|syntax = MOUNT <companion> | |||
|description = | |||
You may now mount several of your larger companions to use them as a steed. Not only are they | |||
usable with any associated Horsemanship abilities, but several of the companions possess unique | |||
abilities only usable while mounted. | |||
}} | |||
{{AB | |||
|skillname = Daunt | |||
|syntax = ORDER <companion> DAUNT <target> | |||
|description = | |||
A quick command to your companion will cause them to roar at your target, startling them with a | |||
mental affliction. If the target is undeaf, they will sustain mental damage. Using this ability | |||
will open up the opportunity for a dhuriv flourish. | |||
Direwolf: Claustrophobia | |||
Raloth: Agoraphobia | |||
Crocodile: Loneliness | |||
Cockatrice: Berserking | |||
}} | |||
{{AB | |||
|skillname = Swoop | |||
|syntax = ORDER <companion> SWOOP <target> | |||
|description = | |||
You may order a companion with wings to swoop from above, striking your target and producing a | |||
specific effect depending on the animal. Using this ability will open up the opportunity for a | |||
dhuriv flourish. | |||
Gyrfalcon: Bleeding | |||
Nightingale: Amnesia | |||
Rook: Upsets balance | |||
}} | |||
{{AB | |||
|skillname = Crocodile | |||
|syntax = CALL CROCODILE | |||
|description = | |||
The crushing bite of the crocodile inflicts not only physical trauma, but can weaken the target's | |||
very body, causing one of clumsiness or weariness. You may not control a crocodile while a | |||
cockatrice is in your entourage. | |||
}} | |||
{{AB | |||
|skillname = Icewyrm | |||
|syntax = CALL ICEWYRM | |||
|description = | |||
This wyrm of legend will constantly plague your foe with chilling breath, causing cold damage while | |||
occassionally freezing them. | |||
}} | |||
{{AB | |||
|skillname = Cockatrice | |||
|syntax = CALL COCKATRICE | |||
|description = | |||
This legendary beast possesses a stare that assaults the mind of your enemy, instilling one of | |||
dizziness or epilepsy with each strike, alongside psychic harm. You may not control a cockatrice | |||
while a crocodile is in your entourage. | |||
}} | |||
{{AB | |||
|skillname = Icebreath | |||
|syntax = ORDER ICEWYRM ICEBREATH <target> | |||
|description = | |||
You may command your icewyrm to freeze your target, stripping their caloric defense first and | |||
subsequently chilling your victim. Using this ability will open up the opportunity for a dhuriv | |||
flourish. | |||
}} | |||
{{AB | |||
|skillname = Company | |||
|syntax = This ability is passive. | |||
|description = | |||
A master of animal empathy, you may now wilfully control up to four companions at a time. | |||
}} | |||
{{AB | |||
|skillname = Opportunity | |||
|syntax = OPPORTUNITY | |||
|description = | |||
For a limited duration you may order your companions to watch their target, looking for moments to | |||
strike. Their attack speed will be doubled for the duration of the effect. There is a short | |||
cooldown put into effect after this ability is used. | |||
}} |
edits