Groves

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Groves is the skill of interacting with the great forests of Achaea. It will allow practitioners to establish a private Grove from which they will base their power. Groves absorb and accumulate sunlight, which practitioners use to power the abilities. Every night, a Grove will lose some of the sunlight, as the Grove must maintain itself even when everything else is sleeping soundly. Further, most abilities in Groves will use up some of this sunlight energy.

The bond between practitioner and Grove can be enhanced with the artefact known as the Lupine Plinth, as well as the even more unique solar plinth, sold at auction in 486 AF.

Groves is available to the Druid and Sylvan classes.

Druids also have the skills of Metamorphosis and Reclamation, while Sylvans also have the skills of Propagation and Weatherweaving.

Abilities in Groves

** Harmony only available to those druids in appropriate forestal organisations. **
Imprint Choose a forest location as your grove.
Syntax: IMPRINT
Required:
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: Once you have discovered a vacant forest or jungle location, this ability may be used to claim it as your own. Be warned: this bond is nearly permanent, and nobody but you may undo it.
Perceive Determine if a forest area has been claimed as a grove.
Syntax: PERCEIVE
Required:
Works against: Room
Cooldown:
Details: Use this ability to discover if a forest location has been claimed as a grove or not.
Sever Erase your imprint permanently from your grove.
Syntax: GROVE SEVER
Required:
Works against: Room
Cooldown:
Details: This ability will permanently sever the link with your grove. All sunlight energy in your grove will be lost.
Energy Determine how much sunlight your grove has stored.
Syntax:
Required:
Works against:
Cooldown:
Details:
Who Sense who is in the forest.
Syntax: GROVE WHO
Required: Sunlight
Works against: Room
Cooldown:
Details: This ability will cause the forest itself to report on the presence of other adventurers that are in it.
Status Discover information on the status of your grove.
Syntax: GROVE STATUS
Required: 2 sunlight
Works against: Room
Cooldown:
Details: Use this ability to discover various pieces of information on the status of your grove.
Look See through the eyes of a forest into a distant location.
Syntax: GROVE LOOK <target>
Required:
Works against: Adventurers
Cooldown: 1 sunlight
Details: Use this ability to view a wooded location that another adventurer is located in.
Shake Send a tremor throughout your grove.
Syntax: GROVE SHAKE
Required: 100 sunlight
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: Send a tremor through ground and trees alike in and near your grove. Nearby mounted adventurers will find themselves on the ground, while those in the trees may experience rapid loss of altitude combined with injury.
Elevate Ascend into the treetops.
Syntax: GROVE ELEVATE
GROVE ELEVATE <target>
Required: 20 sunlight
Works against: Adventurers and self
Cooldown: 3.50 seconds of equilibrium
Details: Using this ability, you may rise into the trees. Once there, you may travel normally, using DOWN to leave the trees.
Watch Command your grove to report certain activity within it.
Syntax: GROVE WATCH/UNWATCH
Required: 10 sunlight
Works against: Room
Cooldown:
Details: 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 adventurers in your grove. UNWATCH will stop you watching again.
Eject Toss all but yourself out of your grove.
Syntax: GROVE EJECT
Required: 15 sunlight
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: With this ability, you may cause the wilderness in your grove to throw out all in it, save for yourself and your allies.
Return Return instantly to your grove from anywhere in the forest.
Syntax: GROVE RETURN
Required: 100 sunlight
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: When activated, this ability will cause you to return to your grove from any wooded area.
Eyes Locate everyone in the forest.
Syntax: GROVE EYES
Required: 20 sunlight
Works against:
Cooldown:
Details: 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 Know all entry and exit from the forest.
Syntax: GROVE FORESTWATCH ON/OFF
Required: 25 sunlight
Works against: Room
Cooldown:
Details: This ability will inform everyone in your grove every time an adventurer enters or exits the forest.
Seal Prevent night-time draining sunlight from your grove.
Syntax: GROVE SEAL
Required: 60 sunlight
Works against: Room
Cooldown: 5.00 seconds of equilibrium
Details: For one Achaean month, this ability will seal off your grove from nighttime energy loss.
Tend Lovingly caring for your grove.
Syntax: GROVE TEND
Required:
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: Though this is only useable once an Achaean year, it will add ten percent to the sunlight energy in your grove.
Lastharvest The ability to see who last harvested in a room.
Syntax: LASTHARVEST
Required:
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: Whenever a plant is harvested, or, indeed, anything that is alive is changed, traces are left in the fabric of life-energy that sustains all living beings. The lastharvest ability allows you to tap into those energies for a short time to see who last harvested from each plant in your location.
Naturalism Discover who exterminated a room last.
Syntax: NATURALISM
Required:
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: Naturalism allows you to detect the foul stain of a Necromancer's soul on an exterminated room, letting you see who did it.
Screen Raise a screen against telepathy within your grove.
Syntax: GROVE SCREEN
Required: 80 sunlight
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: While this ability is active, your grove will be safe from those attempting to gain a telepathic lock on anyone within.
Roots Secure yourself to the ground with tree roots.
Syntax: GROVE ROOTS
Required: 40 sunlight
Works against: Room
Cooldown: 3.50 seconds of equilibrium
Details: 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 For one year, shield your grove from damage.
Syntax: GROVE PRESERVATION
Required: 200 sunlight
Works against: Room
Cooldown:
Details: For one Achaean year, this ability will render your grove immune to damage from certain abilities.
Smudge Remove ground-based runes from your grove.
Syntax: GROVE SMUDGE
Required: 50 sunlight
Works against: Room
Cooldown:
Details: With this ability, you may command your grove to remove a rune from itself.
Quarterstaff Summon a powerful quarterstaff from your grove.
Syntax: GROVE QUARTERSTAFF
SHARPEN QUARTERSTAFF
SPIN QUARTERSTAFF
TAP QUARTERSTAFF
WHIRL QUARTERSTAFF
SWING QUARTERSTAFF [target]
Required: 1000 sunlight
Works against: Self
Cooldown: 4.00 seconds of equilibrium
Details: Using this ability, you will gain a quarterstaff from the heart of a tree in your grove. You may then SHARPEN QUARTERSTAFF to sharpen it. Once sharpened, you may STAB <target>. You may also SPIN QUARTERSTAFF to conjure an aura of protection against physical and magical damage. TAP QUARTERSTAFF will turn your quarterstaff into a source of light. WHIRL QUARTERSTAFF will reveal many hidden or cloaked people that may be in your location. It is rumoured that there are other abilities that may be performed with your quarterstaff, including one to create a slightly more powerful aura of protection.
Calling Call your loyal creatures back to your grove.
Syntax: GROVE CALLING
Required:
Works against: Room
Cooldown:
Details: This ability will call all creatures loyal to you back to your grove.
Track Constantly track the movement of anyone in the forest.
Syntax: GROVE TRACK <target>
GROVE TRACK OFF
Required:
Works against: Adventurers
Cooldown: 20 sunlight
Details: Using this ability, you may track an adventurer's movement through the forest. GROVE TRACK OFF will cease this tracking.
Portal Open a portal to your grove for anyone in the forest.
Syntax: GROVE PORTAL <target>
Required: 75 sunlight
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Details: With this ability, you can create a portal to any adventurer in the same area, who may then come to you through the portal. The portal is one-way: it may not be used to go to the adventurer.
Summon After a time, bring anyone in the forest to your grove.
Syntax: GROVE SUMMON <target>
Required: 50 sunlight
Works against: Adventurers
Cooldown:
Details: With this ability, you may begin the process of summoning any adventurer in a forest to your grove. It will take a small amount of time, during which the adventurer may escape the summoning by moving. Also any actions on your part during the summoning process will halt the summons.
Flow Slip instantly from your grove to anyone in the forest.
Syntax: GROVE FLOW <target>
Required: 150 sunlight
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Details: With this ability, you may instantly travel from your grove to anyone in forest or jungle.
Imbue Infuse your quarterstaff with the power of sunlight.
Syntax: GROVE IMBUE
EVOKE SUNLIGHT
EVOKE STATUS
Required: 3500 sunlight and mana (GROVE IMBUE)
Works against:
Cooldown: Equilibrium
Details: Imbue your quarterstaff with the light of the sun. You must be standing in a sunlit place to EVOKE SUNLIGHT. Be aware that empowering a quarterstaff in this way may cause some personal damage. The capacity of your quarterstaff to store light will grow with your skill in Groves. EVOKE STATUS will inform you of its current charge and capacity.
When in your grove, you may GROVE IMBUE to charge your quarterstaff rapidly, be it day or night, at a severe drain to your grove.
Regrowth Reform a sharpened quarterstaff.
Syntax: REGROW QUARTERSTAFF
Required: 10 sunlight
Works against: Self
Cooldown:
Details: Through the power of imbued sunlight, you may return a sharpened quarterstaff to its full length.
Cure Cure someone of an affliction.
Syntax: GROVE CURE
GROVE CURE <target>
Required: 10 sunlight
Works against: Adventurers and self
Cooldown: 5.00 seconds of equilibrium
Details: Cure will allow you to cure yourself or an adventurer of a random affliction.
Isolation Transport yourself to the Glade of Isolation.
Syntax: GROVE ISOLATION
Required: 220 sunlight
Works against: Room
Cooldown:
Details: This powerful ability will take you, and anyone following you to a secret grove with exits to many places in the land. Be warned though, that it is quite expensive in sunlight energy.
Channel Transfer energy to the grove of another.
Syntax: GROVE CHANNEL <target>
GROVE CHANNEL STOP
Required: Sunlight drain
Works against: Adventurers
Cooldown:
Details: This ability will allow you to transfer sunlight energy from one grove to another. Both you and the target adventurer must be standing in your respective groves. This can be a useful ability though it should be noted some energy is lost maintaining the channel.
Vigour Call on the invigorating warmth of sunlight.
Syntax: EVOKE VIGOUR [target]
Required: 300 sunlight and 150 mana
Works against: Adventurers and self
Cooldown: 5.00 seconds of equilibrium
Details: By showering yourself or another with sunlight, you may encourage regeneration of health for a brief period. The benefit experienced by another will not be as significant as that felt when this ability is used on one's self.
Remedy Heal another of maladies and ailments.
Syntax: EVOKE REMEDY <target>
Required: 50 sunlight and 150 mana
Works against: Adventurers
Cooldown: 5.00 seconds of equilibrium
Details: This technique can heal another adventurer of a single affliction at a time. It may not be used on one's self. Not all afflictions may be remedied.
Rain Conjuring a magical shower of rejuvenating rain.
Syntax: GROVE RAIN
Required: 250 sunlight
Works against: Room
Cooldown:
Details: By calling a refreshing rain into your grove, you will cause everyone in the grove to experience relatively rapid refreshing of endurance and willpower.
Fertility Perform the rites of fertility.
Syntax: EVOKE FERTILITY
Required: 100 sunlight and 200 mana
Works against: Room
Cooldown:
Details: The rites of fertility will temporarily bolster plant growth wherever they are performed.
Concealment Hide all those within your grove from prying eyes.
Syntax: GROVE CONCEALMENT
Required: 60 sunlight
Works against: Room
Cooldown:
Details: Use this ability to conceal your grove from the prying eyes of all but the Gods Themselves.
Sharing Granting the use of your grove to your allies.
Syntax: GROVE SHARE
GROVE WITHDRAW
Required: 200 sunlight
Works against: Room
Cooldown:
Details: Grove sharing will allow any grove user on your allies list to use your grove as if it were his own. GROVE WITHDRAW will disable grove sharing.
Flash Illuminate the surroundings with a revealing flash of light.
Syntax: EVOKE FLASH
Required: 300 sunlight and 150 mana
Works against: Room
Cooldown: 5.00 seconds of equilibrium
Details: By channeling your sunlight reserves, Flash has the chance to reveal the presence of all hidden adventurers in the room, save for the Divinities.
Gate Open a gateway of light.
Syntax: GROVE GATE <adventurer>
EVOKE GATE <adventurer>
Required: GROVE: 150 sunlight
EVOKE: 150 imbued sunlight and 250 mana
Works against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Details: Grove gate will allow you to open a two-way portal between you and any adventurer, anywhere on the same continent as yourself. It is also possible to evoke a portal from an imbued quarterstaff, though the range of this gateway will be limited to the local area.
Harmony Seek Nature's blessing through absolute harmony
Syntax: EVOKE HARMONY [STATUS
Required: 1000 imbued sunlight (harmonize)
250 imbued sunlight (blessing)
Works against: Adventurers
Cooldown:
Details: When standing in one of several natural environments, a Druid may attempt to harmonise him or herself to that environment with EVOKE HARMONY.
Once three Druids are in harmony with the same environment, all Druids* will be able to bestow a blessing associated with that harmonisation on
him/herself or another adventurer**, using EVOKE HARMONY <ME|target>.

Only one environment may be fully harmonised at a time, and this harmonisation will last until the end of the year.
EVOKE HARMONY STATUS will show the current state of harmony of the various environments.

The effects of each environment are:
Forest: Increased health regeneration.
Ocean: Increased mana regeneration.
Mountains: Increased willpower and endurance regeneration.
Desert: Increased damage versus denizens.
Tundra: Increased effectiveness of frost and venom elixirs.

* This ability is available to Druids of Eleusis and cityless Druids who are also members of the Heartwood Kin and the Scions of the Ithmia.
** Harmony blessings may be granted to members of Eleusis and cityless members of the Heartwood Kin and the Scions of the Ithmia.
Hive Create a hive of stinging bees to defend your grove.
Syntax: GROVE HIVE
HARVEST HIVE
TAP HIVE
CALL BEES
CALL NEW SWARM
Required: GROVE HIVE: 120 sunlight
CALL NEW SWARM: 500 mana
Works against:
Cooldown: GROVE HIVE: 6.00 seconds of equilibrium
TAP HIVE: 4.8 seconds of balance
CALL BEES: 4.00 seconds of equilibrium
CALL NEW SWARM: 5.00 seconds of equilibrium
Details: Hive will create a hive of bees in your grove that will live there and protect it. TAP HIVE will call forth the bees, who will proceed to attack your enemies in your grove. Bees are also capable of following you around Sapience (see HELP DENIZENS for more commands). An added benefit to this magical hive is that you may HARVEST HIVE. Doing this will not only feed you and heal your mind and body fully, but it will also attempt to increase a random skill of yours slightly. If the random skill happens to be Transcendent already, then no benefit will be gained. This ability may only be used infrequently.
Overgrowth Return a totem to the embrace of Nature.
Syntax: EVOKE OVERGROWTH
Required: 250 sunlight and 150 mana
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: This ability must be performed in a location where a totem is implanted. By ensconcing the totem with an overgrowth of dense greenery, you may conceal its runes from view, rendering it powerless. A well-placed lash of fire may destroy the obscuring plantlife, returning the totem to full function.
Rejuvenate Restore an exterminated room to its natural state.
Syntax: REJUVENATE
Required: 1000 mana
Works against: Room
Cooldown: 6.00 seconds of equilibrium
Details: This ability will allow you to rejuvenate land that has been exterminated by a foul Necromancer. It requires the presence of a cube of elemental ice in your inventory.
Snowstorm Spread the white cloak of winter across the land.
Syntax: EVOKE SNOWSTORM
Required: 200 sunlight and 150 mana
Works against:
Cooldown: 4.00 seconds of equilibrium
Details: This technique will conjure up a blizzard to temporarily blanket the area, every bit as fierce and cold as a naturally occurring snowstorm. The effects of the heat vibration may interfere with this evocation.
Wildgrowth Ensnare your enemies with tenacious plantlife.
Syntax: EVOKE WILDGROWTH
Required: 200 sunlight and 150 mana
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: On using this technique, wild growth will sprout from the earth wherever you go for a short period of time. Any personal enemies attempting to leave your location by most conventional means risk being hindered by this plantlife.
Barrier Form an impenetrable barrier of light itself.
Syntax: EVOKE BARRIER
EVOKE BARRIER <target>
Required: 350 sunlight and 150 mana
Works against: Adventurers and self
Cooldown: 6.00 seconds of equilibrium
Details: By forming a wall of solid light around yourself, or another adventurer, you may create a powerful defensive barrier able to withstand most attacks. While largely impenetrable, the barrier will dissolve should whomever it protects perform an action (with some exceptions).
Forestbinding Prevent all entry and exit from the forest.
Syntax: GROVE FORESTBINDING
Required: 3000 sunlight
Works against:
Cooldown: 6.50 seconds of equilibrium
Details: This powerful ability will prevent entry to and egress from the forest that is bound for all those not in an organisation aligned with Nature. Only one forest may be bound at a given time. The grove energy cost is doubled after the first use, if used again within 24 Achaean days.
Resurrection Restore yourself or a friend to life.
Syntax: GROVE RESURRECTION <target> [FORCE]
GROVE RESURRECTION
Required: 350 sunlight
Works against: Adventurers and self
Cooldown: 10.00 seconds of equilibrium
Details: This very costly ability will grant life to the corpse of any adventurer you specify, provided the corpse is in your grove. The second form is used for yourself.

The forest will resist attempts to resurrect its enemies. If you wish to proceed with the resurrection, you will be required to FORCE the attempt at a much higher personal cost. Note that forcing your grove to resurrect an individual will ALWAYS have a higher cost.

Those grove users who are truly devoted to Nature are also able to resurrect the souls of others, so long as they too are adherents to Nature's worship and protection. Those who are citizens of Eleusis, or members of the Scions of the Ithmia and Heartwood Kin Houses fall into this category.
Guardian Summon an earth golem to guard your grove.
Syntax: GROVE GUARDIAN
Required: 1000 sunlight
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: So strong is your bond with your grove that you are able to reach down into the roots of the earth and call forth one of the fabled earth golem Guardians to stand guard over your grove. It will protect your grove, attacking anyone on your enemies list who comes in, and will stay until dead. Note, however, that there is a very high grove energy cost.
Dampen Put an end to aural interferences.
Syntax: EVOKE DAMPENING
Required: 200 sunlight and 150 mana
Works against: Room
Cooldown: 5.00 seconds of equilibrium
Details: With a swirling rush of leaves, you may dampen the complex tonal structures that bind vibrations and harmonics together, immediately putting one to an end.
Lightning Strike your foes with nature's fury.
Syntax: EVOKE LIGHTNING <target> <direction>
Required: 150 mana and 10 sunlight
Works against: Adventurers
Cooldown: 3.50 seconds of equilibrium
Details: Harnessing the wrath of the sky, you may direct a powerful bolt of lightning to strike a foe. Your target must be a sufficient distance away from you, and within your line of sight. Lightning is a mercurial force, and may occasionally leave your target plagued with ailments, or fizzle out harmlessly.
Vivify Bring forth life from blight.
Syntax: VIVIFY
Required: 1000 sunlight
Works against: Room
Cooldown: 6.00 seconds of equilibrium
Details: The Blighted Isle upon which the city of Mhaldor stands is an affront to Nature and her ilk. While standing upon the tainted land you may perform this act of cleansing, calling forth growth to drive back the corruption. The servants of Evil shall find that their mastery of necromantic essence grows weaker, the more of their domain becomes cleansed.

Take note: prolonged use of vivification will take a heavy toll on your sunlight reserves. You will find each subsequent cleansing incurs a higher cost than the last.
Panacea Nature's touch can heal all ills.
Syntax: EVOKE PANACEA
Required: 250 sunlight and 150 mana
Works against: Self
Cooldown: 4.00 seconds of equilibrium
Details: Through your quarterstaff, you may focus the restorative powers of Nature on yourself. For a time, you will be healed of afflictions at regular intervals.
Portability The ultimate expression of the bond with your grove.
Syntax: PLANT QUARTERSTAFF
GROVE UNIFY
Required:
Works against: Room
Cooldown: 5.00 seconds of balance
Details: 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.
Channel     Sever     Guardian     Sharing     Hive     Forestbinding