Metamorphosis

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Metamorphosis is the ability to bond with the spirits of various animals, ranging from the mundane to the fantastic. To begin the process, MORPH <animal>. Once a metamporh has successfully metamorphosed, they will find it is a strain on them to stay bonded causing a greater endurance drain. UNMORPH (or HUMAN) will bring them out of the form.

Metamorphosis is available to the Druid and Sentinel classes.

Druids also have the skills of Groves and Reclamation, while Sentinels also have the skills of Woodlore and Skirmishing.

Abilities in Metamorphosis

** The Basilisk and Jaguar morphs are unique to members of the Sentinel class. **
** The Hydra and Wyvern morphs are unique to members of the Druid class. **
Powers Lists the powers you possess when morphed into a creature. Lessons: 0
Syntax: POWERS
Required:
Works against: Self
Cooldown:
Details: While morphed, this command will show you what animal-specific abilities you have available to you.
Squirrel A cute, bushy-tailed woodland creature. Lessons: 0
Syntax: MORPH SQUIRREL
Required: 16 mana
Works against: Self
Cooldown:
Details: A cute, bushy-tailed woodland creature.
Powers: Forage, Digging
Wildcat A small untamed feline. Alert and perceptive. Lessons: 6
Syntax: MORPH WILDCAT
Required: 20 mana
Works against: Self
Cooldown:
Details: A small untamed feline. Alert and perceptive.
Powers: Alertness, Nightsight, Scratch
Wolf The wary white wolf. Lessons: 15
Syntax: MORPH WOLF
Required: 30 mana
Works against: Self
Cooldown:
Details: The form of the wary white wolf.
Powers: Bite, Fitness, Howl, Nightsight, Scent
Turtle The aquatic turtle. Lessons: 22
Syntax: MORPH TURTLE
Required: 20 mana
Works against: Self
Cooldown:
Details: The aquatic turtle.
Powers: Fluidswim, Snap
Jackdaw The black jackdaw. Lessons: 33
Syntax: MORPH JACKDAW
Required: 30 mana
Works against: Self
Cooldown:
Details: The black jackdaw.
Powers: Fly, Land
Cheetah A creature quick of eye and fleet of foot. Lessons: 57
Syntax: MORPH CHEETAH
Required: 40 mana
Works against: Self
Cooldown:
Details: The Cheetah is quick of eye and fleet of foot.
Powers: Alertness, Bite, Fitness, Leap, Nightsight, Scent, Sprint
Owl The wise bird of prey. Lessons: 88
Syntax: MORPH OWL
Required: 40 mana
Works against: Self
Cooldown:
Details: The wise bird of prey.
Powers: Fly, Land, Nightsight, Spy, Swoop
Hyena A vicious, stealthy creature with a chilling howl. Lessons: 133
Syntax: MORPH HYENA
Required: 60 mana
Works against: Self
Cooldown:
Details: A vicious, stealthy creature with a chilling howl.
Powers: Alertness, Claw, Elusiveness, Fitness, Howl, Leap, Nightsight, Scent, Stealth
Condor The swift and mighty bird of prey. Lessons: 177
Syntax: MORPH CONDOR
Required: 70 mana
Works against: Self
Cooldown:
Details: The swift and mighty bird of prey.
Powers: Fly, Land, Nightsight, ScanArea, Spy, Swoop, Traverse, View
Gopher A cute, burrowing animal. Lessons: 199
Syntax: MORPH GOPHER
Required: 14 mana
Works against: Self
Cooldown:
Details: A cute, burrowing animal.
Powers: Burrow, Digging, Sniff
Sloth A slow, ponderous creature. Lessons: 244
Syntax: MORPH SLOTH
Required: 2 mana
Works against: Self
Cooldown:
Details: A slow, ponderous creature.
Powers: Rest
Basilisk The silent, magical beast of lore. Lessons: 288
Syntax: MORPH BASILISK
Required: 80 mana
Works against: Self
Cooldown:
Details: The silent, magical beast of lore.
Powers: Elusiveness, Bite, Flame, Glare, Negate, Gaze, Resistance, Stealth, Petrify
Bear The mighty grizzly bear. Lessons: 355
Syntax: MORPH BEAR
Required: 80 mana
Works against: Self
Cooldown:
Details: The mighty grizzly bear.
Powers: Alertness, Block, Scent, Shred, Vitality
Bonding Increased rapport with the animal spirits. Lessons: 422
Syntax: BOND SPIRIT
BOND SPIRIT OFF
Required:
Works against: Self
Cooldown: 1.50 seconds of equilibrium
Details: When you bond with the spirit that you have metamorphosised into, your chance of being forced back to your mortal form is greatly decreased. The downside of this is that you will lose endurance more quickly from the increased strain.
Nightingale A delicate, beautiful bird with an exquisite song. Lessons: 466
Syntax: MORPH NIGHTINGALE
Required: 60 mana
Works against: Self
Cooldown:
Details: A delicate, beautiful bird with an exquisite song.
Powers: Fly, Land, Melody
Elephant Largest of the land mammals. Lessons: 533
Syntax: MORPH ELEPHANT
Required: 100 mana
Works against: Self
Cooldown:
Details: Largest of the land mammals.
Powers: Block, Fitness, Stampede, Trumpet, Vitality, Yank
Transmorph The ability to morph from form to form. Lessons: 599
Syntax: MORPH <form>
Required:
Works against: Self
Cooldown:
Details: The power you wield allows you to morph directly from one animal to another, without changing back to regular form first.
Wolverine Pound for pound, one of the most vicious animals. Lessons: 702
Syntax: MORPH WOLVERINE
Required: 22 mana
Works against: Self
Cooldown:
Details: Pound for pound, one of the most vicious animals.
Powers: Burrow, Digging, Claw, Ambush, Elusiveness, Nightsight, Sniff
Icewyrm A mythical creature of awesome, magical power. Lessons: ?
Syntax: MORPH ICEWYRM
Required: 80 mana
Works against: Self
Cooldown:
Details: A mythical creature of awesome, magical power.
Powers: Alertness, Icebreath, Maul, Might, Nightsight, Scent, Sprint, Temperance, Vitality
Jaguar A powerful, quick, and stealthy beast. Lessons: 840
Syntax: MORPH JAGUAR
Required: 90 mana
Works against: Self
Cooldown:
Details: A powerful, quick, and stealthy beast.
Powers: Alertness, Ambush, Dismember, Elusiveness, Fitness, Leap, Maul, Might, Nightsight, Resistance, Scent, Sprint, Stealth, Vitality
Eagle The king of all flighted birds. Lessons: 943
Syntax: MORPH EAGLE
Required: 100 mana
Works against: Self
Cooldown:
Details: The king of all flighted birds.
Powers: Fly, Hoist, Land, Nightsight, ScanArea, Spy, Swoop, Track, Traverse, View
Gorilla An agile yet powerful primate. Lessons: 1116
Syntax: MORPH GORILLA
Required: 120 mana
Works against: Self
Cooldown:
Details: An agile yet powerful primate.
Powers: Alertness, Pound, Leap, Swinging
Affinity Obtaining a greater affinity with an animal spirit. Lessons: 1426
Syntax: EMBRACE SPIRIT
Required: 500 mana
Works against:
Cooldown: 4.00 seconds of equilibrium
Details: The gift of spiritual affinity indicates a level of proficiency at which metamorphosis is so second-nature that it takes a lesser toll on you. The endurance loss rate for all spirit forms is greatly decreased from the time that this ability is activated.
Wyvern The cousin of dragons themselves. Lessons: 1598
Syntax: MORPH WYVERN
Required: 160 mana
Works against: Self
Cooldown: 4.00 seconds of equilibrium
Details: The cousin of dragons themselves.
Powers: Sting, Alertness, Fitness, Flame, Fly, Hoist, Incinerate, Ignite, Inferno, Land, Leap, Maul, Might, Nightsight, ScanArea, Scent, Shred, Spy, Swoop, Temperance, Track, Traverse, View, Vitality, Wreathe
Hydra A fearsome creature steeped in mystery. Lessons: 1598
Syntax: MORPH HYDRA
Required: 140 mana
Works against: Self
Cooldown:
Details: A fearsome creature, shrouded in mystery. Its multiple heads are capable of a varied number of abilities.
Powers: Alertness, Block, Fitness, Might, Nightsight, Resistance, Scent, Stampede, Temperance, Vitality, Secretion

Group 1 abilities: Bite, Flame, Freeze
Group 2 abilities: Snap, Roar
Group 3 abilities: Sting, Negate, Armclamp, Legclamp, Bind, Shatter

Group abilities can be used in conjunction with each other to unleash a devastating flurry of blows on your opponent. Abilities in group 1 are accessed like normal, while abilities in group 2 can be accessed while off-balance if your previous attack was an ability from group 1. Group 3 abilities are on their own balance, and can be used any time that it is available.
Truemorph Instantaneous metamorphosis. Lessons: 1736
Syntax: None
Required:
Works against:
Cooldown:
Details: So attuned are you to the animal spirits, that you are able to morph instantaneously.


Powers in Metamorphosis

Alertness Bear, Cheetah, Gorilla, Hydra, Hyena, Icewyrm, Jaguar, Wildcat, and Wyvern
Syntax: ALERTNESS [ON|OFF]
RELAX ALERTNESS
Required: 20 mana and mana drain
Works against: Self
Cooldown: 2.50 seconds of equilibrium
Details: Your sense of hearing is heightened enough to allow you to detect movement in adjacent locations.
Ambush Jaguar and Wolverine
Syntax: AMBUSH <target>
Required:
Works against: Adventurers
Cooldown: 4.00 seconds of balance
Details: When performed towards a target in an adjacent location, you spring out, knock them to the ground, stunning them briefly, and cause damage as well. This ability cannot be used from the trees or when flying, for either the ambusher or the target.
Armclamp Hydra
Syntax: HYDRA ARMCLAMP <target> LEFT/RIGHT
Required:
Works against: Adventurers
Cooldown: 3.00 seconds of hydra head balance
Details: Using your many hydra heads, you can clamp down on the arm of an adventurer.
BIND Hydra
Syntax: HYDRA BIND <target>
Required: 150 mana
Works against: Adventurers
Cooldown: 3.50 seconds of hydra head balance
Details: Bind an adventurer up in your many hydra heads, preventing most forms of action.
Bite Basilisk, Cheetah, Hydra and Wolf
Syntax: BITE <target>
HYDRA BITE <target>*
Required:
Works against: Adventurers and denizens
Cooldown: 3.25 seconds of balance
Details: Sink your jaws into an unruly opponent. When utilised in the basilisk morph, against adventurers, this has a chance to deliver the loki venom.

* Hydra morph only: Delivers your secreted venom into the bloodstream of your adventurer foe.
Block Bear, Elephant and Hydra
Syntax: BLOCK <direction>
UNBLOCK
Required:
Works against: Room
Cooldown:
Details: This will allow you to block much movement in a particular direction.
Burrow Gopher and Wolverine
Syntax: BURROW <direction>|ABOVE|BELOW
Required:
Works against: Room
Cooldown: 2.50 seconds of balance
Details: With this ability, you may, in many environments, burrow underground. While underground, you will be unable to do most actions. You will be able to drop, get, score, stat, def, i, burrow, and morph. As a gopher, you will only be able to burrow quite shallowly. However, once the wolverine morph is attained, you may burrow up to nine levels deep. In fact, you will find that you can burrow underneath many things that you can not normally burrow into. For example, though you cannot burrow down through a highway, you can, if you go at least six levels deep, burrow underneath it. Be warned, however, that anything which you cannot burrow into cannot be burrowed out of. Thus, if you decide to try burrowing underneath a large area which provides you no way of reaching the surface, be very careful, lest you become lost, for you will have no way of getting out. Remember, to go up or down levels, use BURROW ABOVE, or BURROW BELOW.

It is rumoured that there are other races living beneath the earth, and if you leave items buried at any depth beyond the first level down, these races may seek out and steal whatever you left deep in the earth.
Claw Hyena and Wolverine
Syntax: CLAW <target>
Required:
Works against: Adventurers and denizens
Cooldown: 3.25 seconds of balance
Details: Attack an opponent with your claws.
Digging Squirrel, Gopher and Wolverine
Syntax: DIG
BURY <item>
Required:
Works against: Room
Cooldown: 2.00 seconds of balance
Details: With this ability, you may use your little claws to dig up buried things, and to bury things.
Dismember Jaguar
Syntax: DISMEMBER
Required:
Works against: Adventurers
Cooldown: 3.40 seconds of balance
Details: The savage spirit of the jaguar is ferocious indeed. Once you have bound and impaled an opponent, you can fall upon your helpless prey, ending their life in a bloody frenzy.
Elusiveness Basilisk, Hyena, Jaguar and Wolverine
Syntax: ELUSIVENESS [ON|OFF]
RELAX ELUSIVENESS
Required:
Works against: Self
Cooldown: 3.50 seconds of equilibrium
Details: With this ability, you cannot be easily followed, allowing you to roam about the land in more safety.
Fitness Cheetah, Elephant, Hydra, Hyena, Jaguar, Wolf and Wyvern
Syntax: FITNESS
Required:
Works against: Self
Cooldown: 3.00 seconds of balance
Details: With your mastery of your own body, you are able to purge yourself of the asthma affliction.
Flame Basilisk, Hydra and Wyvern
Syntax: SUMMON FIRE
FLAME <target>
FLAME <icewall-direction>
FLAME GROUND
BELCH
RELAX FLAME
HYDRA FLAME <target>*
Required:
Works against: Adventurers, room, and self
Cooldown: Equilibrium
Details: Before this ability may be used, you must build up fire inside you. Type SUMMON FIRE to begin this process. When you are ready to breathe yellow fire, you may FLAME <target> or FLAME <icewall-direction>. BELCH or RELAX FLAME will get rid of the flame prematurely.

* Hydra morph only. Unleashes a devastating blast of magical fire towards your target.
Fluidswim Turtle
Syntax: SWIM <direction>
Required:
Works against: Room
Cooldown:
Details: Move across flooding, rivers, lakes, and oceans with confidence and speed.
Fly Condor, Eagle, Jackdaw, Nightingale, Owl and Wyvern
Syntax: FLY
LAND
Required:
Works against: Self
Cooldown: 4.00 seconds of balance
Details: Soar up into the heavens and fly above the land. LAND to come back to the earth once again.
Forage Squirrel
Syntax: FORAGE
Required:
Works against: Room
Cooldown: 4.00 seconds of equilibrium
Details: Attempt to scamper about forestal locations, searching for food.
Freeze Hydra
Syntax: HYDRA FREEZE <target>
Required: 150 mana
Works against: Adventurers
Cooldown: 3.75 seconds of balance
Details: Release a bone-chilling blast towards your foe, freezing him to the core.
Gaze Basilisk
Syntax: GAZE <target> [PARALYSIS|CONFUSION]
Required: 150 mana
Works against: Adventurers
Cooldown: 2.00 seconds of equilibrium
Details: The gaze of the basilisk is a powerful and fearful one indeed. With it, you may paralyse or confuse an opponent.
Glare Basilisk
Syntax: GLARE <target> [STUPIDITY|IMPATIENCE]
Required: 200 mana
Works against: Adventurers
Cooldown: 2.00 seconds of equilibrium
Details: With this ability, you may curse your foe with stupidity or impatience.
Hoist Eagle and Wyvern
Syntax: HOIST <target>
RELEASE <target>
DEPOSIT [<target>]
Required:
Works against: Adventurers
Cooldown: 4.00 seconds of balance. (Deposit and Release)
Details: From within the skies, you may swoop down on an opponent and HOIST them off the ground. Once you have them clasped within your mighty talons, you can move about with them and either RELEASE them, causing them great damage if they are unfortunate enough not to be able to fly, or DEPOSIT them on the ground somewhere.
Howl Hyena and Wolf
Syntax: HOWL <target>
Required: 50 mana
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Details: Drain the mental strength of an opponent with your blood-curdling howl.
Icebreath Icewyrm
Syntax: FREEZE <target>/GROUND
Required:
Works against: Adventurers and room
Cooldown: GROUND: 3.00 seconds of equilibrium
Target: 2.00 seconds of equilibrium
Details: With this ability, you may freeze another adventurer, or the ground beneath you. The first time you freeze an adventurer, he will begin shivering violently, causing him to occassionally lose his equilibrium. The second time you do it, he will become stiff with the cold. If you freeze the ground, a coat of ice will form which will hinder those moving in and out.
Ignite Wyvern
Syntax: IGNITE
Required: 600 mana
Works against: Self
Cooldown:
Details: This ability will allow the wyvern to instantly increase their inner flame by two levels, but has a fairly long recovery period.
Incinerate Wyvern
Syntax: SUMMON FIRE
INCINERATE <target>
BELCH
RELAX FLAME
Required: 100 mana
Works against: Adventurers
Cooldown: 6.00 seconds of equilibrium
Details: After building up white fire within you, you may turn your thermal destruction on an opponent, causing him massive damage and possibly instant death. BELCH will get rid of the flame prematurely.
Inferno Wyvern
Syntax: SUMMON FIRE
INFERNO
Required: 150 mana
Works against: Room
Cooldown: 4.50 seconds of balance
Details: Once you have summoned forth blue fire, you may let loose with an armageddon of flame, searing all of those in your location. This is no simple fire, however; even if extinguished, it shall reignite upon the unfortunate individual after a short time.
Leap Cheetah, Gorilla, Hyena, Jaguar and Wyvern
Syntax: LEAP <direction>
Required:
Works against: Self
Cooldown: 1.00 seconds of balance
Details: This ability will allow you to leap over various obstacles in your way.
Legclamp Hydra
Syntax: HYDRA LEGCLAMP <target> LEFT/RIGHT
Required:
Works against: Adventurers
Cooldown: 3.00 seconds of hydra head balance
Details: Using your many hydra heads, you can clamp down on the leg of an adventurer.
Maul Icewyrm, Jaguar and Wyvern
Syntax: MAUL <target> [body part(*)]
Required:
Works against: Adventurers and denizens
Cooldown: 3.25 seconds of balance
Details: Rend your victim with your claws and teeth.

* In order to target a specific body part, you must have the targeting ability.
Melody Nightingale
Syntax: SING MELODY
Required:
Works against: Self
Cooldown: 4.00 seconds of equilibrium
Details: While you are singing this gorgeous melody, people will not be able to attack through the prismatic barrier. However, due to the difficulty of this, you cannot do anything else and maintain your song at the same time.
Might Hydra, Icewyrm, Jaguar and Wyvern
Syntax: MIGHT
Required: 10 mana
Works against: Self
Cooldown: 4.50 seconds of equilibrium
Details: Using the power of your naturally strong body, you can heal certain afflictions.
Negate Basilisk and Hydra
Syntax: NEGATE <target>
HYDRA NEGATE <target>*
Required: 50 mana
Works against: Adventurers
Cooldown: 2.00 seconds of equilibrium
Details: Attempt to strip away the defences of your target.
This attack will always strip the caloric salve defence first if it is present.

* Hydra morph only.
Nightsight Cheetah, Condor, Eagle, Hydra, Hyena, Icewyrm, Jaguar, Owl, Wildcat, Wolf, Wolverine and Wyvern
Syntax: NIGHTSIGHT [ON|OFF]
RELAX NIGHTSIGHT
Required:
Works against: Self
Cooldown:
Details: Use your sensitive eyes to see in the dark.
Petrify Basilisk
Syntax: PETRIFY <target>
Required:
Works against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Details: The gaze of the basilisk is truly terrible to behold. If your victim lacks the blindness defence, and suffers from four of hallucinations, dizziness, recklessness, confusion, paranoia, epilepsy, and impatience, you may turn them into little more than a living statue. They will be unable to do anything in this time, although the petrification is short-lived.

Note that you must be the originator of an affliction for it to count.
Pound Gorilla
Syntax: POUND <target>
Required:
Works against: Adventurers
Cooldown: 3.75 seconds of balance
Details: Pound your opponent's body with an enormously powerful blow that is even more devastating if the poor victim is frozen.
Resistance Basilisk, Hydra and Jaguar
Syntax: RESISTANCE
Required:
Works against: Self
Cooldown:
Details: Gain resistance to magical attack.
Rest Sloth
Syntax: REST
Required:
Works against: Self
Cooldown: 5.00 seconds of balance
Details: Use this ability to regain endurance at a vastly increased rate.
Roar Hydra
Syntax: HYDRA ROAR <target>
Required: 150 mana
Works against: Adventurers
Cooldown:
Details: The sheer power of your roar can knock those that hear it from their feet.
ScanArea Condor, Eagle and Wyvern
Syntax: SCAN AREA
Required: 150 mana
Works against: Room
Cooldown: 5.00 seconds of equilibrium
Details: While you are flying, you will detect everyone in your local area who is visible and not indoors (suitable for TRAVERSE-ing to). This will not show specific locations, just names.
Scent Bear, Cheetah, Hydra, Hyena, Icewyrm, Jaguar, Wolf and Wyvern
Syntax: SCENT <target>
Required:
Works against: Adventurers
Cooldown: 2.50 seconds of balance
Details: Attempt to discern the location of an adventurer by his scent.
Scratch Wildcat
Syntax: SCRATCH <target>
Required:
Works against: Adventurers and denizens
Cooldown: 3.25 seconds of balance
Details: Scratch your opponent with your small claws.
Secretion Hydra
Syntax: HYDRA SECRETE <venom>
Required: 20 mana
Works against: Self
Cooldown:
Details: By channeling toxins from the pit of your stomach, the hydra can naturally secrete the following venoms: xentio, darkshade, prefarar, vernalius, aconite, gecko and nechamandra.
Shatter Hydra
Syntax: HYDRA SHATTER <adventurer>
Required:
Works against: Adventurers
Cooldown: 3.00 seconds of hydra head balance
Details: Your many heads will strike out at your target, shattering any protective shield found.
Shred Bear and Wyvern
Syntax: SHRED <target>
Required:
Works against: Adventurers
Cooldown: 2.50 seconds of balance
Details: Using your formidable claws, you're able to shred the flesh of your opponent, causing more than normal bleeding damage.
Snap Hydra and Turtle
Syntax: SNAP <target>
HYDRA SNAP <target>*
Required:
Works against: Adventurers
Cooldown: 3.25 seconds of balance
Details: Snap at an adventurer opponent with your beak.

* Hydra morph only.
Sniff Gopher and Wolverine
Syntax: SNIFF
Required:
Works against: Room
Cooldown: 1.00 seconds of equilibrium
Details: While burrowed down to the first level, sniff will tell you who is above you.
Sprint Cheetah, Icewyrm and Jaguar
Syntax: SPRINT <direction> [1-10]
Required:
Works against: Self
Cooldown:
Details: Quickly sprint in a chosen direction.
Spy Condor, Eagle, Owl and Wyvern
Syntax: SPY <target>
Required:
Works against: Adventurers
Cooldown:
Details: Using your lofty vantage point in the sky, you attempt to spy on an outdoors adventurer.
Stampede Elephant and Hydra
Syntax: STAMPEDE <target>
Required:
Works against: Adventurers
Cooldown: 4.00 seconds of balance
Details: From an adjacent location, you may use your elephantine bulk to stampede over someone.
Stealth Basilisk, Hyena and Jaguar
Syntax: STEALTH [ON|OFF]
RELAX STEALTH
Required:
Works against: Self
Cooldown: 4.00 seconds of equilibrium
Details: This will allow you to sneak about the land in a very stealthy manner.
Sting Hydra and Wyvern
Syntax: STING <target>
HYDRA STING <target>*
Required:
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: With this ability, you may use your deadly tail to sting a hapless victim, delivering the loki venom.

* Hydra morph only.
Swinging Gorilla
Syntax: SWING UP
SWING DOWN
Required:
Works against: Room
Cooldown: 2.00 seconds of balance
Details: When in a forest location, you will be able to swing up into the trees.
Swoop Condor, Eagle, Owl and Wyvern
Syntax: SWOOP <target>
Required:
Works against: Adventurers
Cooldown: 4.50 seconds of balance
Details: While you are flying, you may swoop down on an adventurer on the ground, causing him damage with your claws.
Temperance Hydra, Icewyrm and Wyvern
Syntax: TEMPERANCE
Required:
Works against: Self
Cooldown: 3.50 seconds of equilibrium
Details: Bestow fire resistance on yourself.
Track Eagle and Wyvern
Syntax: TRACK <target>
PURSUE <target>
Required: 50 mana
Works against:
Cooldown: TRACK: 4.50 seconds of equilibrium
PURSUE: 1.00 seconds of equilibrium
Details: While flying, you will be able to fly to an adventurer very quickly using TRACK. PURSUE is a complementary ability, and allows you to aerially pursue someone. Your target must be on the ground, and you will follow him from the air while he moves.
Traverse Condor, Eagle and Wyvern
Syntax: TRAVERSE <target>
Required: 50 mana
Works against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Details: From within the heavens, you may move instantly to the skies above an adventurer that is nearby.
Trumpet Elephant
Syntax: TRUMPET <target>
Required:
Works against: Adventurers
Cooldown: 3.00 seconds of equilibrium
Details: With your mighty bulk, you are able to blast a wall of sound at someone, attempting to knock them to the ground even from the trees or air.
View Condor, Eagle and Wyvern
Syntax: VIEW
Required:
Works against: Room
Cooldown:
Details: While you are flying, you may locate all who are nearby and below you.
Vitality Bear, Elephant, Hydra, Icewyrm, Jaguar and Wyvern
Syntax: VITALITY
Required:
Works against: Self
Cooldown: 5.00 seconds of equilibrium
Details: You may only activate this ability when very near full health and mana. Once active, when you drop to less than twenty-five percent of your maximum health without dying, you will get a sudden rush of adrenaline that will heal you significantly.
Wreathe Wyvern
Syntax: WREATHE
Required:
Works against: Self
Cooldown:
Details: This ability will decrease your inner flame by one level. For a short time your hands will be wreathed in flame. When mauling an opponent, this will deliver the ablaze affliction; if they are already on fire, it will do significantly increased damage.
Yank Elephant
Syntax: YANK <target>
Required:
Works against: Adventurers
Cooldown: 2.50 seconds of balance
Details: From an adjacent location, you may yank an adventurer into your location with your trunk, providing that the adventurer isn't being held there by some means.