Woodlore (skill)

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Abilities

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.
Fitness Gifted 80% Controlling your breathing.
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.

Companions

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.
Direwolf Adept 0% Call upon the great direwolf 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 block all passage at your call.
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
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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


Camouflage
Syntax: CAMOUFLAGE COMPANIONS
Description: You may hide your companions in the undergrowth, concealing them mostly from view.


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.


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.


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.


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.


Rook
Syntax: CALL ROOK
Description: The frantic rook will constantly harass your foe, occasionally succeeding in knocking them off

balance.


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.


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.


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.


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.


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.


Entourage
Syntax: This ability is passive.
Description: You may now summon and control up to three companions at a time.


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.


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


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


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.


Icewyrm
Syntax: CALL ICEWYRM
Description: This wyrm of legend will constantly plague your foe with chilling breath, causing cold damage while

occassionally freezing them.


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.


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.


Company
Syntax: This ability is passive.
Description: A master of animal empathy, you may now wilfully control up to four companions at a time.


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.