Skill | Rank | Percent | Description |
---|---|---|---|
Perceive | Inept | 0% | Determine if a forest area is a Druidic grove. |
Imprint | Inept | 25% | Choose a forest location as your Druidic grove. |
Sever | Inept | 25% | Erase your imprint permanently from your grove. |
Energy | Inept | 50% | Determine how much sunlight your grove has stored. |
Who | Inept | 75% | Sense who is in the forest. |
Status | Novice | 0% | Discover information on the status of your grove. |
Look | Novice | 25% | See through the eyes of a forest into a distant location. |
Shake | Novice | 50% | Send a tremor throughout your grove. |
Elevate | Novice | 75% | Ascend into the treetops. |
Watch | Apprentice | 0% | Command your grove to report certain activity within it. |
Cease | Apprentice | 0% | Cease using skills in your grove. |
Eject | Apprentice | 20% | Toss all but yourself out of your grove. |
Cage | Apprentice | 40% | Command the branches of your grove to seal it closed. |
Return | Apprentice | 60% | Return instantly to your grove from anywhere in the forest. |
Whisper | Apprentice | 80% | Communicate through the trees. |
Eyes | Capable | 0% | Locate everyone in the forest. |
Forestwatch | Capable | 20% | Know all entry and exit from the forest. |
Seal | Capable | 40% | Prevent night-time draining sunlight from your grove. |
Tend | Capable | 60% | Lovingly caring for your grove. |
Vigour | Capable | 80% | Absorb energy from your grove directly into your body. |
Screen | Adept | 0% | Raise a screen against telepathy within your grove. |
Roots | Adept | 20% | Secure yourself to the ground with tree roots. |
Preservation | Adept | 40% | For one year, shield your grove from damage. |
Quarterstaff | Adept | 60% | Summon a Druidic quarterstaff from your grove. |
Calling | Adept | 80% | Call your loyal creatures back to your grove. |
Thorns | Skilled | 0% | Give life to the surrounding undergrowth to harm your foes. |
Track | Skilled | 20% | Constantly track the movement of anyone in the forest. |
Portal | Skilled | 40% | Open a portal to your grove for anyone in the forest. |
Entangle | Skilled | 60% | Command your grove to bind your enemies. |
Summon | Skilled | 80% | After a time, bring anyone in the forest to your grove. |
Flow | Gifted | 0% | Slip instantly from your grove to anyone in the forest. |
Cure | Gifted | 20% | Cure someone of an affliction. |
Isolation | Gifted | 40% | Send everyone in your room to the Grove of Isolation |
Channel | Gifted | 60% | Transfer energy to another Druid's grove. |
Trap | Gifted | 80% | Form a cage of branches around anyone in the forest. |
Join | Expert | 0% | Lend support to another Druid in his grove. |
Rain | Expert | 25% | Conjuring a magical shower of rejuvenating rain. |
Fertility | Expert | 50% | Speed herb growth throughout the forest. |
Exorcise | Expert | 75% | Drive entities of Chaos from your Grove. |
Lightning | Virtuoso | 0% | During a storm, strike at your foe from the heavens. |
Concealment | Virtuoso | 20% | Hide all those within your grove from prying eyes. |
Flash | Virtuoso | 40% | Send a flash of revealing light about your grove. |
Sharing | Virtuoso | 60% | Granting the use of your grove to your allies. |
Gate | Virtuoso | 80% | Open a gateway of light. |
Hive | Fabled | 0% | Create a hive of stinging bees to defend your Grove. |
Rejuvenate | Fabled | 20% | Restore an exterminated room to its natural state. |
Charging | Fabled | 40% | Store sunlight energy in your quarterstaff for later use. |
Displacement | Fabled | 60% | Swap places with a target in the forest. |
Hinder | Fabled | 80% | Call upon the forest to impede the progress of a foe. |
Barrier | Mythical | 0% | Tap into the earth magic to enable a magical defence. |
Canopy | Mythical | 0% | Thicken the canopies of your grove. |
Forestbinding | Mythical | 16% | Prevent all entry and exit from the forest. |
Resurrection | Mythical | 33% | Restore a friend to life. |
Annihilation | Mythical | 50% | Destroy everything in your grove in one fatal blast. |
Hypercure | Mythical | 67% | Constant healing of afflictions. |
Portability | Mythical | 83% | The ultimate expression of the bond with your Grove. |
Creation | Transcendent | 0% | Call upon nature from anywhere. |
Sunlight | SPECIAL - Quest | 0% | Allowing the sun to pass through all barriers. |
Perceive
Syntax: |
PERCEIVE |
This ability will reveal the bond between grove and Druid, if one exists.
Imprint
Syntax: |
IMPRINT |
Once you have discovered an area of jungle or forest you wish to bond with, this ability allows you to bind your essence with the land. Fear not; if you change your mind, you may move your grove elsewhere as the wilds call you.
Energy
Syntax: |
GROVE ENERGY |
By communing with your Grove, you may discover how much sunlight energy remains.
Who
Syntax: |
GROVE WHO |
This ability will cause the forest itself to report on the presence of other players that are in it.
Status
Syntax: |
GROVE STATUS |
Use this ability to discover various pieces of information on the status of your Grove.
Look
Syntax: |
GROVE LOOK <player> |
Use this ability to view a forest location that another player is standing in.
Shake
Syntax: |
GROVE SHAKE |
If there are any players in the trees in your Grove, this will shake them out.
Elevate
Syntax: |
GROVE ELEVATE |
Using this ability, you may rise into the trees with this ability. Once there, you may travel normally, using DOWN to leave the trees.
Watch
Syntax: |
GROVE WATCH/UNWATCH |
This strange ability will allow you to share a mental kinship with others in your Grove. It will cause you to receive much information that would normally be seen only by the individual players in your Grove. UNWATCH will stop you watching again.
Cease
Syntax: |
GROVE CEASE ALL GROVE CEASE <skill> |
This command will stop all or individual powers from running in your grove. The following skills may be turned off if they are running:
Thorns, Watch, Forestwatch, Cage, Screen, Hypercure, Barrier, Concealment, Rain, Entangle, Roots, Channel, and Seal.
Eject
Syntax: |
GROVE EJECT |
With this ability, you may cause the wilderness in your Grove to throw out all in it, save for yourself.
Cage
Syntax: |
GROVE CAGE |
Using this ability, you may close it off to entry and exit. With it, you may prevent others from entering it via normal movement, as well as stopping most projectiles from entering. GROVE UNCAGE will turn this off.
Return
Syntax: |
GROVE RETURN |
When activated, this ability will cause you to return to your Grove from anywhere in the forest.
Whisper
Syntax: |
GROVE WHISPER <player> <text> |
At a small cost of grove sunlight, whisper a message to the room a player is standing in.
Eyes
Syntax: |
GROVE EYES |
Grove eyes will, like GROVE WHO, tell you who is in the forest, with the added advantage of telling you where in the forest they are.
Forestwatch
Syntax: |
GROVE FORESTWATCH ALL/LOCAL/OFF |
This ability will allow you to know anytime a player enters or exits from the forest.
Seal
Syntax: |
GROVE SEAL |
For one Aetolian month, this ability will seal off your Grove from nighttime energy loss.
Tend
Syntax: |
GROVE TEND |
Though this is only useable once an Aetolian year, it will add ten percent to the sunlight energy in your grove.
Vigour
Syntax: |
GROVE VIGOUR |
With vigour, you may heal yourself with the accumulated energy of your Grove.
Screen
Syntax: |
GROVE SCREEN |
While this ability is active, your Grove will protect those within from telepathic attacks originating outside of it.
Roots
Syntax: |
GROVE ROOTS |
While using this ability, you will be secured to the ground and none of the various abilities that attempt to lift a target will succeed on you.
Preservation
Syntax: |
GROVE PRESERVATION |
For one Aetolian year, this ability will render your Grove immune to damage from certain abilities.
Quarterstaff
Syntax: |
GROVE QUARTERSTAFF SHARPEN QUARTERSTAFF STAB <target> SPIN QUARTERSTAFF TAP QUARTERSTAFF WHIRL QUARTERSTAFF FLAIL QUARTERSTAFF |
Using this ability, you will gain a quarterstaff from the heart of a tree in your Grove.
With a sharpened quarterstaff you may STAB your target. You may also QUARTERSTAFF BLUNT to remove the sharpened end.
Spinning your quarterstaff will provide you an aura of protection against both physical and magical damage.
Tapping your quarterstaff will provide you with a lightsource.
Whirling your quarterstaff will cleanse the air around you, removing noxious fumes.
Flailing your quarterstaff will also provide you with an aura of protection against physical and magical damage. This is more effective against physical damage than spinning your quarterstaff, but less effective against magical.
In addition, the bond with your grove allows your quarterstaff to tap remotely into its abilities: QUARTERSTAFF THORNS, ENTANGLE, HYPERCURE, and PORTAL will draw your grove to you if you enter into combat away from it.
Calling
Syntax: |
CALL BEES |
This ability will call your swarm back to you.
Thorns
Syntax: |
GROVE THORNS |
This nasty ability will cause anyone that is your enemy to be damaged constantly by semi-conscious, thorny vines living in your Grove.
Track
Syntax: |
GROVE TRACK <player> |
Using this ability, you may track a player's movement through the forest.
Portal
Syntax: |
GROVE PORTAL <player> |
With this ability, you can create a portal to any player in the same area. The portal is, however, one-way and may not be used to go to the player.
Entangle
Syntax: |
GROVE ENTANGLE |
This ability will only work in your grove, not in a shared grove. It will cause vines to periodically shoot out and entangle anyone on your enemies list that is in your grove either on the ground or in the trees.
Summon
Syntax: |
GROVE SUMMON <player> |
With this ability, you may begin the process of summoning any player in a forest to your grove. It will take a small amount of time, during which the player may escape the summoning by moving.
Flow
Syntax: |
GROVE FLOW |
With this ability, you may instantly travel from your Grove to anyone in the forest.
Cure
Syntax: |
GROVE CURE GROVE CURE <player> |
Cure will allow you to cure yourself or a player of a random affliction.
Isolation
Syntax: |
GROVE ISOLATION |
This powerful ability will take you, and anyone in your Grove to a secret Grove with exits to many places in the land. Be warned though, that it is quite expensive in sunlight energy.
Channel
Syntax: |
GROVE CHANNEL <player> |
This ability will allow you to transfer sunlight energy from one Grove to another. Both you and the target player must be standing in your respective Groves.
Trap
Syntax: |
GROVE TRAP <player> |
This is a more powerful version of Cage. It allows you to form a cage around anyone, anywhere in the forest.
Join
Syntax: |
GROVE JOIN <player> |
To use Join, both you and the target player must be standing in your Groves. With Join, you will lend support to the target player, enabling him to use abilities that require more than one Druid.
Rain
Syntax: |
GROVE RAIN |
By calling a refreshing rain into your Grove, you will cause everyone in the Grove to experience relatively rapid refreshing of endurance.
Fertility
Syntax: |
GROVE FERTILITY |
Grove fertility will, temporarily, triple plant growth in your grove.
Exorcise
Syntax: |
GROVE EXORCISE |
Using this ability when there are Chaos Entities in your grove will cause them to become unstable and possibly be banished from this plane.
Lightning
Syntax: |
GROVE LIGHTNING <player> |
Using your knowledge of storms and weather systems, you will be able to call down a lightning strike on any player that is outside and in your general area. This is a powerful ability, so use it wisely.
Concealment
Syntax: |
GROVE CONCEALMENT |
Use this ability to conceal your grove from the prying eyes of all but the Gods themselves.
Flash
Syntax: |
GROVE FLASH |
While in your Grove, Flash will reveal the presence of all players in your Grove, save for the Divinities.
Sharing
Syntax: |
GROVE SHARE/GROVE WITHDRAW |
Grove sharing will allow all Druids on your allies list to use your Grove as if it was their own. WITHDRAW will remove that privilege.
Gate
Syntax: |
GROVE GATE <player> |
Grove gate will allow you to open a two-way portal between you and any player, anywhere on the same continent as yourself.
Hive
Syntax: |
GROVE HIVE TAP HIVE HARVEST HIVE <player> |
This ability will create a hive of bees in your Grove that will live there and protect it.
Using TAP HIVE will call forth the bees, who will attack whoever you direct them to.
HARVESTing your hive will fully refresh your health, mana, endurance, willpower and hunger. This ability may only be used once per month.
Rejuvenate
Syntax: |
REJUVENATE |
This ability will allow you to rejuvenate land that has been exterminated by a foul Necromancer. It requires ten cubes of elemental ice in your inventory.
Charging
Syntax: |
CHARGE QUARTERSTAFF WITH <units of sunlight energy> DRAIN QUARTERSTAFF OF <units of sunlight energy> DISCHARGE QUARTERSTAFF AT <target> (uses 100 energy, 50% Fire Damage, 50% Magical Damage) |
This useful ability allows you to charge your quarterstaff with sunlight energy from your Grove, which can then be drained back into the Grove at a later date, or discharged in the form of a beam of flame and magic. Though you may choose how much sunlight you charge your quarterstaff with, you will lose approximately a third of the amount in transfer. What's more, a quarterstaff can only hold a maximum of 6000 units. To see how many units your quarterstaff is currently charged with, simply probe it.
Note that there is no loss in transfer when draining, and that discharging the quarterstaff is more effective against the undead.
This also allows you to summon a swarm of bees from your quarterstaff, should you be away from your grove. This still requires that you have a Hive within your grove.
Displacement
Syntax: |
GROVE DISPLACEMENT <player> |
This ability will cause you to switch places with any player in the forest, instantly.
Hinder
Syntax: |
GROVE HINDER <player> |
This ability will cause the forests to hinder the movement of a selected player.
Canopy
Syntax: |
GROVE CANOPY |
Create a protective layer of growth above your groves, into which one may swing.
Barrier
Syntax: |
GROVE BARRIER |
This ability will cause your grove to regularly attempt to shield you and your allies.
Attunement
This ability is passive.
Your natural attunement to the forest has allowed you to respond much better to the herbs in elixirs, allowing you to heal your health and mana at much greater rates then normal.
Forestbinding
Syntax: |
GROVE FORESTBINDING |
This powerful ability will prevent entry to and egress from the entire forest.
Resurrection
Syntax: |
GROVE RESURRECTION <player>. |
This very costly ability will grant life to the soul of any player you specify, provided that the body is in your grove.
Annihilation
Syntax: |
GROVE ANNIHILATION |
This extremely destructive ability will cause everything in your Grove to be destroyed in one fatal blast. When you initiate the annihilation, you will have five seconds during which you may type anything to abort the fatal blast. After you have used this ability, you will not be able to put your imprint on another for an Aetolian year.
Hypercure
Syntax: |
GROVE HYPERCURE |
This ability will set up a forest ritual which will heal one of your afflictions every few seconds.
Portability
Syntax: |
PLANT QUARTERSTAFF GROVE UNIFY |
This, the most powerful of all Grove abilities, allows you to temporarily move your Grove to any forest or jungle location where there is not already a Grove or temporary Grove. Planting a quarterstaff in such a location will move your grove there, though only temporarily. With time, your Grove will return to its home. If you wish to prematurely move your Grove back to its original location, simply GROVE UNIFY.
It should be noted that a few abilities will not work in a temporary grove. These are:
Channel Sever Join Fertility Sharing Hive Forestbinding Annihilation
You may still TAP HIVE while within a temporary grove, which will summon your swarm of bees from your actual grove."
Creation
Syntax: |
GROVE CREATION <player> |
At a cost of sunlight stored in your staff, transform any outdoors room into a forest room. This room can be used as a portable grove. The room will revert if you leave the area.