Woodlore (skill)

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
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Signal Call across an area to your kin with the voice of the wild
Syntax: SIGNAL <message>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Climbing Clamber up into the trees with ease
Syntax: CLIMB UP and CLIMB DOWN
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Hardiness Your time in the wilds has hardened both spirit and body
Syntax: HARDINESS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Barkskin Make your skin tough like bark
Syntax: BARKSKIN
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Coagulation Use your knowledge of healing to reduce bleeding
Syntax: COAGULATION <ON/OFF>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Conceal Naught but a wisp of shadow from the wood
Syntax: CONCEAL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Wildmark Leave your mark in the depths of the wild
Syntax: WILDMARK CREATE <message> WILDMARK MAINTAIN WILDMARK CLEAR
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Foreststriding Walk the woodland with the stride of the rangers
Syntax: FORESTSTRIDE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Refresh Rouse your wearied body with a surge of strength
Syntax: REFRESH BODY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 60 minutes
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Tent Protect yourself from the elements
Syntax: TENT SETUP TENT COLLAPSE TENT LOCATE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Campfire Build a campfire to soothe the body and soul
Syntax: CAMPFIRE BUILD CAMPFIRE STOKE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.


When the fire starts to burn out, you may stoke it with extra wood to keep it alive.

Note: {{{note}}}

Thornspray Attack your enemies with a flurry of flying thorns
Syntax: THORNSPRAY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Lifesap Leech from the spilled blood of others
Syntax: LIFESAP
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Instinct The forest is your domain; the land your ally
Syntax: INSTINCTS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Track Order a loyal companion to track down your prey
Syntax: TRACK <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Might Cure yourself of an affliction through might
Syntax: MIGHT
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 20 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Let out a mighty shout and purge yourself of a random affliction.
Note: {{{note}}}

Rejuvenate Return life to blighted land
Syntax: REJUVENATE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Vitality An adrenaline rush to heal your body
Syntax: VITALITY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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

Note: {{{note}}}

Campsite Expand your hunting ground into a fortified campsite
Syntax: CAMPSITE CONSTRUCT CAMPSITE REMOVE SCOUT
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Camouflage Hide your companions from the watchful gaze of others
Syntax: CAMOUFLAGE COMPANIONS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You may hide your companions in the undergrowth, concealing them mostly from view.
Note: {{{note}}}

Calling Call to the beasts of the woodlands to aid you in battle
Syntax: CALL <companion> DISMISS <companion> CALL ANIMALS ANIMALS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}

Wisp A glowing wisp that will distract your enemies
Syntax: CALL WISP
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Weasel Call a weasel to your aid, capable of shredding defenses
Syntax: CALL WEASEL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Wiley and fast, the weasel will dart about your foe and attempt to strip away their

defences, particularly the aura of rebounding.

Note: {{{note}}}

Nightingale A beautiful bird that will protect you and your companions
Syntax: CALL NIGHTINGALE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Rook Throw your foes off balance with the rook's swoop
Syntax: CALL ROOK
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The frantic rook will constantly harass your foe, occasionally succeeding in knocking

them off balance.

Note: {{{note}}}

Coyote Call upon the coyote to tear apart your victim
Syntax: CALL COYOTE ORDER COYOTE LEAP <direction>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Raccoon A beast that will pluck curatives from your foe's grasp
Syntax: CALL RACCOON
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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

Note: {{{note}}}

Elk The mighty elk will ram your opponents prone
Syntax: CALL ELK
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The majestic elk acts as mount and surprising companion both, and will periodically ram

your opponents, knocking them to the ground.

Note: {{{note}}}

Gyrfalcon Summon an enormous gyrfalcon to rip your foes to pieces
Syntax: CALL GYRFALCON
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This powerful bird of prey will not hesitate to lacerate your victims, cutting their

flesh with deadly talons and causing disfigurement.

Note: {{{note}}}

Raloth An ancient, harrowing beast that will shatter their bones
Syntax: CALL RALOTH ORDER RALOTH TRAMPLE <direction> ORDER RALOTH TRAMPLE <person>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Entourage Lead up to three companions at a time
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability is passive.

You may now summon and control up to three companions at a time.

Note: {{{note}}}

Mount Great beasts will bear your weight in the hunt
Syntax: MOUNT <companion>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Daunt The daunting cry of a beast will rattle their senses
Syntax: ORDER <companion> DAUNT <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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

Note: {{{note}}}

Swoop Harry your foes from the heavens
Syntax: ORDER <companion> SWOOP <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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

Note: {{{note}}}

Crocodile Summon a powerful crocodile to tear their body apart
Syntax: CALL CROCODILE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Icewyrm The legendary icewyrm will freeze your enemies in place
Syntax: CALL ICEWYRM
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This wyrm of legend will constantly plague your foe with chilling breath, causing cold

damage while occassionally freezing them.

Note: {{{note}}}

Cockatrice A mythical beast inspiring insanity in your foes
Syntax: CALL COCKATRICE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Icebreath A chilling gout from the jaws of the icewyrm
Syntax: ORDER ICEWYRM ICEBREATH <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}

Company Surround yourself with forestal allies
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability is passive.

A master of animal empathy, you may now wilfully control up to four companions at a time.

Note: {{{note}}}

Opportunity The watchful hunter strikes at the first sign of weakness
Syntax: OPPORTUNITY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 60 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}