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 | |
Works against: | Self | |
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 | |
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 | |
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 | |
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 | |
Details: | The aquatic turtle. Powers: Fluidswim, Snap |
Jackdaw | The black jackdaw. | Lessons: 33 |
Syntax: | MORPH JACKDAW | |
Required: | 30 mana | |
Works against: | Self | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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> | |
Works against: | Self | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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 | |
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> | |
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 | |
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>* | |
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 | |
Works against: | Room | |
Details: | This will allow you to block much movement in a particular direction. |
Burrow | Gopher and Wolverine | |
Syntax: | BURROW <direction>|ABOVE|BELOW | |
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> | |
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> | |
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 | |
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 | |
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 | |
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>* | |
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> | |
Works against: | Room | |
Details: | Move across flooding, rivers, lakes, and oceans with confidence and speed. |
Fly | Condor, Eagle, Jackdaw, Nightingale, Owl and Wyvern | |
Syntax: | FLY LAND | |
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 | |
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>] | |
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 | |
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 | |
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> | |
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 | |
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(*)] | |
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 | |
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 | |
Works against: | Self | |
Details: | Use your sensitive eyes to see in the dark. |
Petrify | Basilisk | |
Syntax: | PETRIFY <target> | |
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> | |
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 | |
Works against: | Self | |
Details: | Gain resistance to magical attack. |
Rest | Sloth | |
Syntax: | REST | |
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 | |
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> | |
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> | |
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 | |
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> | |
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> | |
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>* | |
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 | |
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] | |
Works against: | Self | |
Details: | Quickly sprint in a chosen direction. |
Spy | Condor, Eagle, Owl and Wyvern | |
Syntax: | SPY <target> | |
Works against: | Adventurers | |
Details: | Using your lofty vantage point in the sky, you attempt to spy on an outdoors adventurer. |
Stampede | Elephant and Hydra | |
Syntax: | STAMPEDE <target> | |
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 | |
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>* | |
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 | |
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> | |
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 | |
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 | |
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> | |
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 | |
Works against: | Room | |
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 | |
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 | |
Works against: | Self | |
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> | |
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. |