Groves

Revision as of 04:12, 16 April 2012 by Erion (talk | contribs)
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.