Groves

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Revision as of 04:28, 24 October 2011 by Krypton (talk | contribs) (harmony)
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Groves is a skill available to those of the Druid and Sylvan classes. It allows practitioners to create a physical bond with the forest and, through that bond, exercise a variety of unique forestal abilities. This bond can be enhanced with the artefact known as the Lupine Plinth.

Abilities in Groves

Harmony is available only to cityless or Eleusian Druids.
Ability Description
Perceive Determine if a forest area is a Druidic grove.
Imprint Choose a forest location as your Druidic grove.
Sever Erase your imprint permanently from your grove.
Energy Determine how much sunlight your grove has stored.
Who Sense who is in the forest.
Status Discover information on the status of your grove.
Look See through the eyes of a forest into a distant location.
Shake Send a tremor throughout your grove.
Elevate Ascend into the treetops.
Watch Command your grove to report certain activity within it.
Eject Toss all but yourself out of your grove.
Return Return instantly to your grove from anywhere in the forest.
Eyes Locate everyone in the forest.
Forestwatch Know all entry and exit from the forest.
Seal Prevent night-time draining sunlight from your grove.
Tend Lovingly caring for your grove.
Screen Raise a screen against telepathy within your grove.
Roots Secure yourself to the ground with tree roots.
Preservation For one year, shield your grove from damage.
Smudge Remove ground-based runes from your Grove.
Quarterstaff Summon a Druidic quarterstaff from your grove.
Calling Call your loyal creatures back to your grove.
Track Constantly track the movement of anyone in the forest.
Portal Open a portal to your grove for anyone in the forest.
Summon After a time, bring anyone in the forest to your grove.
Flow Slip instantly from your grove to anyone in the forest.
Imbue Infuse your quarterstaff with the power of sunlight.
Regrowth Reform a sharpened quarterstaff.
Cure Cure someone of an affliction.
Isolation Transport yourself to the Grove of Isolation.
Channel Transfer energy to another Druid's grove.
Vigour Call on the invigorating warmth of sunlight.
Remedy Heal another of maladies and ailments.
Rain Conjuring a magical shower of rejuvenating rain.
Fertility Speed herb growth throughout the forest.
Concealment Hide all those within your grove from prying eyes.
Harvesting The ability to harvest plants for Concoctions.
Harmony Seek Nature's blessing through absolute harmony.
Sharing Granting the use of your grove to your allies.
Flash Send a flash of revealing light about your grove.
Gate Open a gateway of light.
Hive Create a hive of stinging bees to defend your Grove.
Overgrowth Return a runic totem to the embrace of Nature.
Rejuvenate Restore an exterminated room to its natural state.
Snowstorm Spread the white cloak of winter across the land.
Wildgrowth Ensnare your enemies with tenacious plantlife.
Barrier Tap into the earth magic to enable a magical defence.
Forestbinding Prevent all entry and exit from the forest.
Resurrection Restore yourself or a friend to life.
Guardian Summon an earth golem to guard your grove.
Dampen Destroy Magi vibrations and Bard harmonics in your grove.
Lightning During a storm, strike at your foe from the heavens.
Panacea Nature's touch can heal all ills.
Portability The ultimate expression of the bond with your Grove.


At some point in the past, the following abilities were changed and/or removed from the skill and replaced:

Entangle Command your grove to bind your enemies.
Cage Command the branches of your grove to seal it closed.
Vigour Absorb energy from your grove directly into your body.
Thorns Give life to the surrounding undergrowth to harm your foes.
Trap Form a cage of branches around anyone in the forest.
Join Lend support to another Druid in his grove.
Exorcise Drive entities of Chaos from your Grove.
Displacement Swap places with a target in the forest.
Hinder Call upon the forest to impede the progress of a foe.
Hypercure Constant healing of afflictions.