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'''Woodlore''' is a skill of the [[Sentinel (class)|Sentinel]] class, focused on several things: physical protection and durability, hiding from sight, and gaining the aide of animals for combat. You can even signal messages to fellow rangers! | |||
{{SkillHeader}} | {{SkillHeader}} | ||
{{SkillTableRow |Hide | Inept | 0| Conceal yourself in the shadows. }} | {{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 |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 |Barkskin | | {{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 |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 |Thornspray |Virtuoso |40 |Attack your enemies with a flurry of flying thorns. }} | ||
{{SkillTableRow |Lifesap |Virtuoso |60 |Leech from the spilled blood of others. }} | |||
{{SkillTableRow |Instinct |Virtuoso |80 |The forest is your domain; the land your ally. }} | |||
{{SkillTableRow |Campfire | | {{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 |Camouflage |Mythical |0 |Hide your companions from the watchful gaze of others. }} | |||
{{SkillTableRow | | |||
{{SkillTableRow | | |||
{{SkillTableRow | | |||
{{SkillTableRow | | |||
{{SkillTableRow |Camouflage | Mythical | | |||
|} | |} | ||
{{SkillHeader}} | |||
====Companion Abilities==== | |||
{{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 |Coyote |Adept |0 |Call upon the coyote 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 ram your opponents prone. }} | |||
{{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. }} | |||
|} | |||
{{Anchor|Hide}} | |||
{{Skill_detail | |||
|skill = Hide | |||
|description = Conceal yourself in the shadows | |||
|syntax = HIDE and EMERGE | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Signal}} | |||
{{Skill_detail | |||
|skill = Signal | |||
|description = Call across an area to your kin with the voice of the wild | |||
|syntax = SIGNAL <message> | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Climbing}} | |||
{{Skill_detail | |||
|skill = Climbing | |||
|description = Clamber up into the trees with ease | |||
|syntax = CLIMB UP and CLIMB DOWN | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Hardiness}} | |||
{{Skill_detail | |||
|skill = Hardiness | |||
|description = Your time in the wilds has hardened both spirit and body | |||
|syntax = HARDINESS | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Barkskin}} | |||
{{Skill_detail | |||
|skill = Barkskin | |||
|description = Make your skin tough like bark | |||
|syntax = BARKSKIN | |||
|detail = Make your skin tough as bark, granting bonus resistance to physical damage. This | |||
resistance is greater when standing in a forest or overgrown environment. | |||
Your resistance will grow in toughness as you learn more in Woodlore. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Coagulation}} | |||
{{Skill_detail | |||
|skill = Coagulation | |||
|description = Use your knowledge of healing to reduce bleeding | |||
|syntax = COAGULATION <ON/OFF> | |||
|detail = | |||
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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Conceal}} | |||
{{Skill_detail | |||
|skill = Conceal | |||
|description = Naught but a wisp of shadow from the wood | |||
|syntax = CONCEAL | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Wildmark}} | |||
{{Skill_detail | |||
|skill = Wildmark | |||
|description = Leave your mark in the depths of the wild | |||
|syntax = WILDMARK CREATE <message> WILDMARK MAINTAIN WILDMARK CLEAR | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Foreststriding}} | |||
{{Skill_detail | |||
|skill = Foreststriding | |||
|description = Walk the woodland with the stride of the rangers | |||
|syntax = FORESTSTRIDE | |||
|detail = You are capable of moving through the forest with incredible ease, granting you bonus | |||
celerity in any natural outdoor environment and an additional bonus within forests. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Refresh}} | |||
{{Skill_detail | |||
|skill = Refresh | |||
|description = Rouse your wearied body with a surge of strength | |||
|syntax = REFRESH BODY | |||
|detail = Usable only so often, you can call upon your inner reserves to refresh your body, | |||
granting you a temporary bonus to both your strength and constitution. If you use this skill within | |||
the limits of a city, you will also refresh a hefty portion of your endurance. | |||
|cooldown = 60 minutes | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Tent}} | |||
{{Skill_detail | |||
|skill = Tent | |||
|description = Protect yourself from the elements | |||
|syntax = TENT SETUP TENT COLLAPSE TENT LOCATE | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Campfire}} | |||
{{Skill_detail | |||
|skill = Campfire | |||
|description = Build a campfire to soothe the body and soul | |||
|syntax = CAMPFIRE BUILD CAMPFIRE STOKE | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Thornspray}} | |||
{{Skill_detail | |||
|skill = Thornspray | |||
|description = Attack your enemies with a flurry of flying thorns | |||
|syntax = THORNSPRAY | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Lifesap}} | |||
{{Skill_detail | |||
|skill = Lifesap | |||
|description = Leech from the spilled blood of others | |||
|syntax = LIFESAP | |||
|detail = 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. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Instinct}} | |||
{{Skill_detail | |||
|skill = Instinct | |||
|description = The forest is your domain; the land your ally | |||
|syntax = INSTINCTS | |||
|detail = While standing in a natural environment, you will be able to spot disturbances such as | |||
fires or exterminated plant-life in the local area. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Track}} | |||
{{Skill_detail | |||
|skill = Track | |||
|description = Order a loyal companion to track down your prey | |||
|syntax = TRACK <target> | |||
|detail = While mounted on one of your summoned beasts, you may track to an outdoor opponent, | |||
moving you to their location after a short delay. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Might}} | |||
{{Skill_detail | |||
|skill = Might | |||
|description = Cure yourself of an affliction through might | |||
|syntax = MIGHT | |||
|detail = Let out a mighty shout and purge yourself of a random affliction. | |||
|cooldown = 20 seconds | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Rejuvenate}} | |||
{{Skill_detail | |||
|skill = Rejuvenate | |||
|description = Return life to blighted land | |||
|syntax = REJUVENATE | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Vitality}} | |||
{{Skill_detail | |||
|skill = Vitality | |||
|description = An adrenaline rush to heal your body | |||
|syntax = VITALITY | |||
|detail = Providing you have full health and mana, you can call upon your adrenal glands to heal | |||
you significantly should your health drop below a quarter of its maximum. | |||
Cooldown (when triggered): 180 seconds | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Campsite}} | |||
{{Skill_detail | |||
|skill = Campsite | |||
|description = Expand your hunting ground into a fortified campsite | |||
|syntax = CAMPSITE CONSTRUCT CAMPSITE REMOVE SCOUT | |||
|detail = 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 outdoor denizen or animal in | |||
the area. | |||
A campsite will last for one Aetolian week. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Camouflage}} | |||
{{Skill_detail | |||
|skill = Camouflage | |||
|description = Hide your companions from the watchful gaze of others | |||
|syntax = CAMOUFLAGE COMPANIONS | |||
|detail = You may hide your companions in the undergrowth, concealing them mostly from view. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Calling}} | |||
{{Skill_detail | |||
|skill = Calling | |||
|description = Call to the beasts of the woodlands to aid you in battle | |||
|syntax = CALL <companion> DISMISS <companion> CALL ANIMALS ANIMALS | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Wisp}} | |||
{{Skill_detail | |||
|skill = Wisp | |||
|description = A glowing wisp that will distract your enemies | |||
|syntax = CALL WISP | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Weasel}} | |||
{{Skill_detail | |||
|skill = Weasel | |||
|description = Call a weasel to your aid, capable of shredding defenses | |||
|syntax = CALL WEASEL | |||
|detail = Wiley and fast, the weasel will dart about your foe and attempt to strip away their | |||
defences, particularly the aura of rebounding. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Nightingale}} | |||
{{Skill_detail | |||
|skill = Nightingale | |||
|description = A beautiful bird that will protect you and your companions | |||
|syntax = CALL NIGHTINGALE | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Rook}} | |||
{{Skill_detail | |||
|skill = Rook | |||
|description = Throw your foes off balance with the rook's swoop | |||
|syntax = CALL ROOK | |||
|detail = The frantic rook will constantly harass your foe, occasionally succeeding in knocking | |||
them off balance. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Coyote}} | |||
{{Skill_detail | |||
|skill = Coyote | |||
|description = Call upon the coyote to tear apart your victim | |||
|syntax = CALL COYOTE ORDER COYOTE LEAP <direction> | |||
|detail = This large coyote 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Raccoon}} | |||
{{Skill_detail | |||
|skill = Raccoon | |||
|description = A beast that will pluck curatives from your foe's grasp | |||
|syntax = CALL RACCOON | |||
|detail = 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 a pill, it has a | |||
chance it will simply steal it away. | |||
It will also bolster the chance of Entrapment slightly. Please see AB TRACKING ENTRAPMENT for more | |||
information on this skill. | |||
Cooldown (on proc): 15 seconds | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Elk}} | |||
{{Skill_detail | |||
|skill = Elk | |||
|description = The mighty elk will ram your opponents prone | |||
|syntax = CALL ELK | |||
|detail = The majestic elk acts as mount and surprising companion both, and will periodically ram | |||
your opponents, knocking them to the ground. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Gyrfalcon}} | |||
{{Skill_detail | |||
|skill = Gyrfalcon | |||
|description = Summon an enormous gyrfalcon to rip your foes to pieces | |||
|syntax = CALL GYRFALCON | |||
|detail = This powerful bird of prey will not hesitate to lacerate your victims, cutting their | |||
flesh with deadly talons and causing disfigurement. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Raloth}} | |||
{{Skill_detail | |||
|skill = Raloth | |||
|description = An ancient, harrowing beast that will shatter their bones | |||
|syntax = CALL RALOTH ORDER RALOTH TRAMPLE <direction> ORDER RALOTH TRAMPLE <person> | |||
|detail = 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. You can also choose to trample a prone victim to deal blunt damage while crippling a limb, | |||
cracking their ribs, or crippling their throat at random. This can give all afflictions at once, | |||
however it becomes less and less likely the more are given from a single trample. About two is | |||
expected. | |||
When ordered to attack an opponent, it will deal some cutting damage. Should the raloth attack an | |||
opponent that is prone, its horns will puncture their chest and leave behind a light wound. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Entourage}} | |||
{{Skill_detail | |||
|skill = Entourage | |||
|description = Lead up to three companions at a time | |||
|syntax = | |||
|detail = This ability is passive. | |||
You may now summon and control up to three companions at a time. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Mount}} | |||
{{Skill_detail | |||
|skill = Mount | |||
|description = Great beasts will bear your weight in the hunt | |||
|syntax = MOUNT <companion> | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Daunt}} | |||
{{Skill_detail | |||
|skill = Daunt | |||
|description = The daunting cry of a beast will rattle their senses | |||
|syntax = ORDER <companion> DAUNT <target> | |||
|detail = 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. | |||
Coyote: Claustrophobia | |||
Raloth: Agoraphobia | |||
Crocodile: Loneliness | |||
Cockatrice: Berserking | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Swoop}} | |||
{{Skill_detail | |||
|skill = Swoop | |||
|description = Harry your foes from the heavens | |||
|syntax = ORDER <companion> SWOOP <target> | |||
|detail = 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: Upsets equilibrium | |||
Rook: Upsets balance | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Crocodile}} | |||
{{Skill_detail | |||
|skill = Crocodile | |||
|description = Summon a powerful crocodile to tear their body apart | |||
|syntax = CALL CROCODILE | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Icewyrm}} | |||
{{Skill_detail | |||
|skill = Icewyrm | |||
|description = The legendary icewyrm will freeze your enemies in place | |||
|syntax = CALL ICEWYRM | |||
|detail = This wyrm of legend will constantly plague your foe with chilling breath, causing cold | |||
damage while occassionally freezing them. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Cockatrice}} | |||
{{Skill_detail | |||
|skill = Cockatrice | |||
|description = A mythical beast inspiring insanity in your foes | |||
|syntax = CALL COCKATRICE | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Icebreath}} | |||
{{Skill_detail | |||
|skill = Icebreath | |||
|description = A chilling gout from the jaws of the icewyrm | |||
|syntax = ORDER ICEWYRM ICEBREATH <target> | |||
|detail = You may command your icewyrm to freeze your target, chilling your victim. Using this | |||
ability will open up the opportunity for a dhuriv flourish. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Company}} | |||
{{Skill_detail | |||
|skill = Company | |||
|description = Surround yourself with forestal allies | |||
|syntax = | |||
|detail = This ability is passive. | |||
A master of animal empathy, you may now wilfully control up to four companions at a time. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Opportunity}} | |||
{{Skill_detail | |||
|skill = Opportunity | |||
|description = The watchful hunter strikes at the first sign of weakness | |||
|syntax = OPPORTUNITY | |||
|detail = 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. | |||
|cooldown = 60 seconds | |||
|target = | |||
|required = | |||
}} |
edits