| *~=- The Heart of the Woods -=~* - - - A Druidic Life - - - |
||||||||||||||||||||
![]() |
![]() |
|||||||||||||||||||
| * * Groves * * | ||||||||||||||||||||
| Whats New Basics --Starting Out --What's a Druid? --Maps --Global Information --Bashing --Defenses Skills --General Skills --Mini Skills --Herbology & Concoctions --Metamorphics **Groves** Helpful Hints and Random Bits --Triggers --Aliases --Research and Development --The Library of the Oak --Firefighting & Patrolling --Gaelic, Latin, and the Ogham --Links |
The Guardians of the Wood --Chammilla Lena-Weltsdown --Deonymus TijuLena --Mistalis Vorondil --Silverwind Sa'Rithven-Jaydde Send us an EMail! |
|||||||||||||||||||
| Groves is the skill of interacting with the great forests of Achaea. It will allow you to establish a private Grove from which you will base your power. Groves absorb and accumulate sunlight, which you use to power the abilities. Every night, you 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. Before you can make a Grove of your own, you must use your abilities (Perceive) to discover an unclaimed forest location. Think about it wisely, for this is permanent until you reach great power in this skill. It is NOT permitted to place your Grove within a city garden, or anyplace sacred to Gaia. This also includes area's touched by the other gods. Use SURVEY to check them out. |
||||||||||||||||||||
| For those of you who have risen high enough in Groves, there are several skills you should use on a Yearly basis: Preservation Screen Tend And Monthly, you should use Grove Seal to keep your grove from losing sunlight at night. |
A couple other items of note: Trap can be used further away than your own forest area... And can be very affective if used in conjunction with Summon, as it keeps them in one place while the Summon takes affect. Trap can also be very useful with the Track or Traverse Metamorphosis skills. When using Gate, it will form a portal that will not disappear for a while unless it is passed through from both directions. For example: If you create a Gate and pass through to attack someone, it will not disappear until after you reenter it. Using a gate to Rescue someone from trouble, Portals as well is considered interfearing. They Can and more than likely will attack you. |
|||||||||||||||||||
| Skill- Perceive Imprint Who Energy Status Look Shake Elevate Watch Eject Cage Return Eyes Forestwatch Seal Tend Vigour Screen Roots Preservation Smudge Quarterstaff Calling Thorns Track Portal Entangle Summon Flow Cure Isolation Channel Trap Sever Join Rain Fertility Exorcise Lightning Concealment Flash Sharing Gate Rejuvenate Hive Displacement Hinder Barrier Forestbinding Resurrection Guardian Dampen Hypercure Portability |
Skill level- Inept Inept Inept Inept 50% Novice 0% Novice 50% Apprentice 0% Apprentice 45% Apprentice 61% Capable 0% Capable 21% Capable 61% Adept 0% Adept 26% Adept 53% Adept 77% Skilled 0% Skilled 22% Skilled 41% Skilled 62% Skilled ?% Skilled 82% Gifted 0% Gifted 17% Gifted 34% Gifted 50% Gifted 69% Gifted 90% Expert 0% Expert 13% Expert 25% Expert 38% Expert 50% Expert 62% Expert 75% Virtuoso 0% Virtuoso 22% Virtuoso 45% Virtuoso 75% Virtuoso 90% Fabled 0% Fabled 27% Fabled 40% Fabled 50% Fabled 61% Fabled 83% Mythical 0% Mythical 16% Mythical 33% Mythical 46% Mythical 56% Mythical 63% Mythical 76% Transcendant |
Syntax- Perceive Imprint Grove Who Grove Energy Grove Status Grove Look <player> Grove Shake Grove Elevate Grove Elevate <player> Grove Watch Grove Eject Grove Cage Grove Uncage Grove Return Grove Eyes Grove Forestwatch on/off Grove Seal Grove Tend Grove Vigour Grove Screen Grove Roots Grove Preservation Grove Smudge Grove Quarterstaff Spin Quarterstaff Flail Quarterstaff Tap Quarterstaff Sharpen Quarterstaff Swing Quarterstaff Whirl Quarterstaff Grove Calling Grove Thorns Grove Track <player> Grove Portal <player> Grove Entangle Grove Summon <player> Grove Flow <player> Grove Cure Grove Cure <player> Grove Isolation Grove Channel <player> Grove Trap <player> Grove Sever Grove Join <play |
Description- Use this ability to discover if a forest location has been claimed as a Grove or not. Once you have discovered a vacant forest location, this ability may be used to claim it as your own. Be warned: this bond is nearly permanent and may only be undone by you and only when you have reached a high level of skill in Groves. By communing with your Grove, you may discover how much sunlight energy remains. This ability will cause the forest itself to report on the presence of other players that are in it. Use this ability to discover various pieces of information on the status of your Grove. Use this ability to view a forest location that another player is standing in. If there are any players in the trees in your Grove, this will shake them out. Using this ability, you may rise into the trees with this ability. Once there, you may travel normally, using DOWN to leave the trees. If you elevate an enemy, you may Grove Shake, causing them to sustain two broken legs. However, be warned, you must wait for equilibrium to Shake, giving your enemy an opportunity to climb down. This strange ability will allow you to share a mental kinship with others in your Grove. It will cause you to recieve much information that would normally be seen only by the individual players in your Grove. UNWATCH will stop you watching again. With this ability, you may cause the wilderness in your Grove to throw out all in it, save for yourself. Using this ability, you may close it off to entry and exit. With it, you may prevent others from entering it via normal movement, as well as stopping most projectiles from entering. UNCAGE will turn this off. When activated, this ability will cause you to return to your Grove from anywhere in the forest. 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. This ability will allow you to know anytime a player enters or exits from the forest. For one Achaean month, this ability will seal off your Grove from nighttime energy loss. Though this is only useable once an Achaean year, it will add ten percent to the sunlight energy in your grove. With vigour, you may heal yourself with the accumulated energy of your Grove. While this ability is active, your Grove will be safe from those attempting to gain a telepathic lock on anyone within. 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. For one Achaean year, this ability will render your Grove immune to damage from certain abilities. With this ability, you may command your Grove to remove a rune from it. 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> or BASH <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. FLAIL QUARTERSTAFF to create a slightly more powerful aura of protection. SWING QUARTERSTAFF to produce a force that will knock everyone else to the ground. This ability will call all players loyal to you back to your Grove. This nasty ability will cause anyone that is your enemy to be damaged constantly by semi-conscious, thorny vines living in your Grove. Using this ability, you may track a player's movement through the forest. With this ability, you can create a portal to any player on the same continent. The portal is, however, one-way and may not be used to go to the player. This ability will only work in your grove, not in a shared grove. It will cause vines to periodically shoot out and entangle anyone on your enemies list that is in your grove either on the ground or in the trees. With this ability, you may began the process of summoning any player in a forest to your grove. It will take a small amount of time, during which the player may escape the summoning by moving. With this ability, you may instantly travel from your Grove to anyone in the forest. Cure will allow you to cure yourself or a player of a random affliction. This powerful ability will take you, and anyone in your Grove to a secret Grove with exits to many places in the land. Be warned though, that it is quite expensive in sunlight energy. This ability will allow you to transfer sunlight energy from one Grove to another. Both you and the target player must be standing in your respective Groves. This is a more powerful version of Cage. It allows you to form a cage around anyone, anywhere in the forest. This ability is the only move that will permanently sever the link with your Grove. All sunlight energy in your Grove will be lost. To use Join, both you and the target player must be standing in your Groves. With Join, you will lend support to the target player, enabling him to use abilities that require more than one Druid. By calling a refreshing rain into your Grove, you will cause everyone in the Grove to experience relatively rapid refreshing of endurance. Grove fertility will, temporarily, triple plant growth in your grove. With this ability, you may command your grove to regularly exorcise chaos entities from the grove, driving them back to the Chaos Plane. The presence of a Minion of Chaos (a type of Chaos Entity) will prevent this from working. During a storm, or so the helpfile says- although it does not seem to matter at this point- you will be able to call down a lightning strike on any player that is outside. This is a powerful ability, so use it wisely. Use this ability to conceal your grove from the prying eyes of all but the Gods themselves. While in your Grove, Flash will reveal the prescence of all players in your Grove, save for the Divinities. Grove sharing will allow all Druids on your allies list to use your Grove as if it was his own. Grove gate will allow you to open a two-way portal between you and any player, anywhere on the same continent as yourself. 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. Hive will create a hive of wasps in your Grove that will live there and protect it. Anyone but yourself who attempts to interact with the hive will be attacked by a swarm of angry bees! Doing TAP HIVE will call forth the bees, who will proceed to attack a random person in your Grove, save for yourself or your allies. 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 increase a random skill of yours slightly. This ability may only be used infrequently. This ability will cause you to switch places with any player in the forest, instantly. This ability will cause the forests to hinder the movement of a selected player. With this ability, you may command your grove to regularly put up a prismatic barrier to protect you and everyone in your grove, on the ground or in the trees, on your allies list. This powerful ability will prevent entry to and egress from the entire forest. This very costly ability will grant life to the soul of any player you specify, provided it is in your grove. You cannot use this skill on yourself. 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. This ability will allow you to command your grove to regularly dampen magi vibrations set up in your grove. It will last a random amount of time, and will eventually turn itself off. This ability will set up a forest ritual which will heal you, now and then, of an affliction every few seconds, for a random period of time. 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. These are: Channel Sever Join Fertility Sharing Hive Forestbinding |
|||||||||||||||||