Difference between revisions of "Woodlore (skill)"
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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 = | |||
}} |
Latest revision as of 18:14, 25 September 2024
Woodlore is a skill of the 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!
Skill | Rank | Percent | Description |
---|---|---|---|
Hide | Inept | 0 % | Conceal yourself in the shadows. |
Signal | Novice | 0 % | Call across an area to your kin with the voice of the wild. |
Climbing | Apprentice | 50 % | Clamber up into the trees with ease. |
Hardiness | Capable | 0 % | Your time in the wilds has hardened both spirit and body. |
Barkskin | Adept | 25 % | Make your skin tough like bark. |
Coagulation | Adept | 75 % | Use your knowledge of healing to reduce bleeding. |
Conceal | Skilled | 0 % | Naught but a wisp of shadow from the wood. |
Wildmark | Skilled | 50 % | Leave your mark in the depths of the wild. |
Foreststriding | Skilled | 75 % | Walk the woodland with the stride of the rangers. |
Refresh | Gifted | 0 % | Rouse your wearied body with a surge of strength. |
Tent | Gifted | 40 % | Protect yourself from the elements. |
Campfire | Gifted | 60 % | Build a campfire to soothe the body and soul. |
Thornspray | Virtuoso | 40 % | Attack your enemies with a flurry of flying thorns. |
Lifesap | Virtuoso | 60 % | Leech from the spilled blood of others. |
Instinct | Virtuoso | 80 % | The forest is your domain; the land your ally. |
Track | Fabled | 0 % | Order a loyal companion to track down your prey. |
Might | Fabled | 10 % | Cure yourself of an affliction through might. |
Rejuvenate | Fabled | 40 % | Return life to blighted land. |
Vitality | Fabled | 60 % | An adrenaline rush to heal your body. |
Campsite | Fabled | 80 % | Expand your hunting ground into a fortified campsite. |
Camouflage | Mythical | 0 % | Hide your companions from the watchful gaze of others. |
Companion Abilities
Skill | Rank | Percent | Description |
---|---|---|---|
Calling | Inept | 0 % | Call to the beasts of the woodlands to aid you in battle. |
Wisp | Inept | 0 % | A glowing wisp that will distract your enemies. |
Weasel | Novice | 50 % | Call a weasel to your aid, capable of shredding defenses. |
Nightingale | Apprentice | 0 % | A beautiful bird that will protect you and your companions. |
Rook | Capable | 50 % | Throw your foes off balance with the rook's swoop. |
Coyote | Adept | 0 % | Call upon the coyote to tear apart your victim. |
Raccoon | Adept | 50 % | A beast that will pluck curatives from your foe's grasp. |
Elk | Skilled | 25 % | The mighty elk will ram your opponents prone. |
Gyrfalcon | Gifted | 20 % | Summon an enormous gyrfalcon to rip your foes to pieces. |
Raloth | Expert | 0 % | An ancient, harrowing beast that will shatter their bones. |
Entourage | Expert | 20 % | Lead up to three companions at a time. |
Mount | Expert | 40 % | Great beasts will bear your weight in the hunt. |
Daunt | Expert | 80 % | The daunting cry of a beast will rattle their senses. |
Swoop | Virtuoso | 0 % | Harry your foes from the heavens. |
Crocodile | Virtuoso | 20 % | Summon a powerful crocodile to tear their body apart. |
Icewyrm | Fabled | 20 % | The legendary icewyrm will freeze your enemies in place. |
Cockatrice | Mythical | 25 % | A mythical beast inspiring insanity in your foes. |
Icebreath | Mythical | 50 % | A chilling gout from the jaws of the icewyrm. |
Company | Mythical | 75 % | Surround yourself with forestal allies. |
Opportunity | Transcendent | 0 % | The watchful hunter strikes at the first sign of weakness. |
Hide | Conceal yourself in the shadows | |
Syntax: | HIDE and EMERGE | |
Details: | 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. |
Signal | Call across an area to your kin with the voice of the wild | |
Syntax: | SIGNAL <message> | |
Details: | 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. |
Climbing | Clamber up into the trees with ease | |
Syntax: | CLIMB UP and CLIMB DOWN | |
Details: | 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. |
Hardiness | Your time in the wilds has hardened both spirit and body | |
Syntax: | HARDINESS | |
Details: | 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. |
Barkskin | Make your skin tough like bark | |
Syntax: | BARKSKIN | |
Details: | 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. |
Coagulation | Use your knowledge of healing to reduce bleeding | |
Syntax: | COAGULATION <ON/OFF> | |
Details: | 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. |
Conceal | Naught but a wisp of shadow from the wood | |
Syntax: | CONCEAL | |
Details: | 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. |
Wildmark | Leave your mark in the depths of the wild | |
Syntax: | WILDMARK CREATE <message> WILDMARK MAINTAIN WILDMARK CLEAR | |
Details: | 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. |
Foreststriding | Walk the woodland with the stride of the rangers | |
Syntax: | FORESTSTRIDE | |
Details: | 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. |
Refresh | Rouse your wearied body with a surge of strength | |
Syntax: | REFRESH BODY | |
Cooldown: | 60 minutes | |
Details: | 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. |
Tent | Protect yourself from the elements | |
Syntax: | TENT SETUP TENT COLLAPSE TENT LOCATE | |
Details: | 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. |
Campfire | Build a campfire to soothe the body and soul | |
Syntax: | CAMPFIRE BUILD CAMPFIRE STOKE | |
Details: | 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.
|
Thornspray | Attack your enemies with a flurry of flying thorns | |
Syntax: | THORNSPRAY | |
Details: | 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. |
Lifesap | Leech from the spilled blood of others | |
Syntax: | LIFESAP | |
Works against: | Both players and NPCs | |
Details: | 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. |
Instinct | The forest is your domain; the land your ally | |
Syntax: | INSTINCTS | |
Details: | While standing in a natural environment, you will be able to spot disturbances such as
fires or exterminated plant-life in the local area. |
Track | Order a loyal companion to track down your prey | |
Syntax: | TRACK <target> | |
Details: | While mounted on one of your summoned beasts, you may track to an outdoor opponent,
moving you to their location after a short delay. |
Might | Cure yourself of an affliction through might | |
Syntax: | MIGHT | |
Cooldown: | 20 seconds | |
Details: | Let out a mighty shout and purge yourself of a random affliction. |
Rejuvenate | Return life to blighted land | |
Syntax: | REJUVENATE | |
Details: | 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. |
Vitality | An adrenaline rush to heal your body | |
Syntax: | VITALITY | |
Details: | 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 |
Campsite | Expand your hunting ground into a fortified campsite | |
Syntax: | CAMPSITE CONSTRUCT CAMPSITE REMOVE SCOUT | |
Details: | 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. |
Camouflage | Hide your companions from the watchful gaze of others | |
Syntax: | CAMOUFLAGE COMPANIONS | |
Details: | You may hide your companions in the undergrowth, concealing them mostly from view. |
Calling | Call to the beasts of the woodlands to aid you in battle | |
Syntax: | CALL <companion> DISMISS <companion> CALL ANIMALS ANIMALS | |
Details: | 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. |
Wisp | A glowing wisp that will distract your enemies | |
Syntax: | CALL WISP | |
Details: | 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. |
Weasel | Call a weasel to your aid, capable of shredding defenses | |
Syntax: | CALL WEASEL | |
Details: | Wiley and fast, the weasel will dart about your foe and attempt to strip away their
defences, particularly the aura of rebounding. |
Nightingale | A beautiful bird that will protect you and your companions | |
Syntax: | CALL NIGHTINGALE | |
Details: | 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. |
Rook | Throw your foes off balance with the rook's swoop | |
Syntax: | CALL ROOK | |
Details: | The frantic rook will constantly harass your foe, occasionally succeeding in knocking
them off balance. |
Coyote | Call upon the coyote to tear apart your victim | |
Syntax: | CALL COYOTE ORDER COYOTE LEAP <direction> | |
Details: | 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. |
Raccoon | A beast that will pluck curatives from your foe's grasp | |
Syntax: | CALL RACCOON | |
Details: | 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 |
Elk | The mighty elk will ram your opponents prone | |
Syntax: | CALL ELK | |
Details: | The majestic elk acts as mount and surprising companion both, and will periodically ram
your opponents, knocking them to the ground. |
Gyrfalcon | Summon an enormous gyrfalcon to rip your foes to pieces | |
Syntax: | CALL GYRFALCON | |
Details: | This powerful bird of prey will not hesitate to lacerate your victims, cutting their
flesh with deadly talons and causing disfigurement. |
Raloth | An ancient, harrowing beast that will shatter their bones | |
Syntax: | CALL RALOTH ORDER RALOTH TRAMPLE <direction> ORDER RALOTH TRAMPLE <person> | |
Details: | 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. |
Entourage | Lead up to three companions at a time | |
Syntax: | ||
Details: | This ability is passive.
You may now summon and control up to three companions at a time. |
Mount | Great beasts will bear your weight in the hunt | |
Syntax: | MOUNT <companion> | |
Details: | 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. |
Daunt | The daunting cry of a beast will rattle their senses | |
Syntax: | ORDER <companion> DAUNT <target> | |
Details: | 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 |
Swoop | Harry your foes from the heavens | |
Syntax: | ORDER <companion> SWOOP <target> | |
Details: | 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 |
Crocodile | Summon a powerful crocodile to tear their body apart | |
Syntax: | CALL CROCODILE | |
Details: | 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. |
Icewyrm | The legendary icewyrm will freeze your enemies in place | |
Syntax: | CALL ICEWYRM | |
Details: | This wyrm of legend will constantly plague your foe with chilling breath, causing cold
damage while occassionally freezing them. |
Cockatrice | A mythical beast inspiring insanity in your foes | |
Syntax: | CALL COCKATRICE | |
Details: | 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. |
Icebreath | A chilling gout from the jaws of the icewyrm | |
Syntax: | ORDER ICEWYRM ICEBREATH <target> | |
Details: | You may command your icewyrm to freeze your target, chilling your victim. Using this
ability will open up the opportunity for a dhuriv flourish. |
Company | Surround yourself with forestal allies | |
Syntax: | ||
Details: | This ability is passive.
A master of animal empathy, you may now wilfully control up to four companions at a time. |
Opportunity | The watchful hunter strikes at the first sign of weakness | |
Syntax: | OPPORTUNITY | |
Cooldown: | 60 seconds | |
Details: | 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. |