Difference between revisions of "Groves"

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==Abilities in Groves==
==Abilities in Groves==
:'' ** Harmony only available to those druids in appropriate forestal organisations. ** ''
:''Harmony is only available to those druids in appropriate forestal organisations.''
{{Skill_detail
{{Skill_detail
  |skill=Imprint
  |skill=Imprint
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  |unique=Yes
  |unique=Yes
  |cooldown=
  |cooldown=
  |detail=When standing in one of several natural environments, a Druid may attempt to harmonise him or herself to that environment with EVOKE HARMONY.<br>Once three Druids are in harmony with the same environment, all Druids* will be able to bestow a blessing associated with that harmonisation on<br>him/herself or another adventurer**, using EVOKE HARMONY <ME{{!}}target>.<br><br>Only one environment may be fully harmonised at a time, and this harmonisation will last until the end of the year.<br>EVOKE HARMONY STATUS will show the current state of harmony of the various environments.<br><br>The effects of each environment are:<br>Forest: Increased health regeneration.<br>Ocean: Increased mana regeneration.<br>Mountains: Increased willpower and endurance regeneration.<br>Desert: Increased damage versus denizens.<br>Tundra: Increased effectiveness of frost and venom elixirs.<br><br>* 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.<br>** Harmony blessings may be granted to members of Eleusis and cityless members of the Heartwood Kin and the Scions of the Ithmia.
  |detail=When standing in one of several natural environments, a Druid may attempt to harmonise him or herself to that environment with EVOKE HARMONY.<br>Once three Druids are in harmony with the same environment, all Druids* will be able to bestow a blessing associated with that harmonisation on<br>him/herself or another adventurer**, using EVOKE HARMONY <ME{{!}}target>.<p>Only one environment may be fully harmonised at a time, and this harmonisation will last until the end of the year.<br>EVOKE HARMONY STATUS will show the current state of harmony of the various environments.</p><p>The effects of each environment are:<br>'''Forest''': Increased health regeneration.<br>'''Ocean''': Increased mana regeneration.<br>'''Mountains''': Increased willpower and endurance regeneration.<br>'''Desert''': Increased damage versus denizens.<br>'''Tundra''': Increased effectiveness of frost and venom elixirs.</p><p>* 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.<br>** Harmony blessings may be granted to members of Eleusis and cityless members of the Heartwood Kin and the Scions of the Ithmia.</p>
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  |target=Adventurers and self
  |target=Adventurers and self
  |cooldown=10.00 seconds of equilibrium
  |cooldown=10.00 seconds of equilibrium
  |detail=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.<br><br>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.<br><br>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.
  |detail=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.<p>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.</p><p>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.</p>
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  |target=Room
  |target=Room
  |cooldown=6.00 seconds of equilibrium
  |cooldown=6.00 seconds of equilibrium
  |detail=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.<br><br>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.
  |detail=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.<p>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.</p>
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  |target=Room
  |target=Room
  |cooldown=5.00 seconds of balance
  |cooldown=5.00 seconds of balance
  |detail=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.<br><br>It should be noted that a few abilities will not work in a temporary grove.<br>Channel &nbsp;&nbsp;&nbsp; Sever &nbsp;&nbsp;&nbsp; Guardian &nbsp;&nbsp;&nbsp; Sharing &nbsp;&nbsp;&nbsp; Hive &nbsp;&nbsp;&nbsp; Forestbinding
  |detail=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.<p>It should be noted that a few abilities will not work in a temporary grove.<br>Channel &nbsp;&nbsp;&nbsp; Sever &nbsp;&nbsp;&nbsp; Guardian &nbsp;&nbsp;&nbsp; Sharing &nbsp;&nbsp;&nbsp; Hive &nbsp;&nbsp;&nbsp; Forestbinding</p>
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[[Category:Skills]][[Category:Edit needed]]
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