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- "Groves Guide, by Jonners Smithson 545 AF" (Page 1)
- + GROVES +
- Enclosed is a detailed guide to Groves abilities, for the use of all
- Sylvans and Druids. If I've missed anything or you have a comment about
- this scroll, please send me a message and I will see to it.
- <> PERCEIVE <>
- Lets you see if a forest or jungle room is a Grove.
- <> IMPRINT <>
- Bond with your Grove by imprinting it. You start out with zero sunlight
- energy, so it will take a bit of time, roughly an Achaean month, to get
- your Grove to full energy, 12,000. If you have friends with Groves, you
- can ask them to GROVE CHANNEL some of their energy to you. Having a
- Lupine Plinth artefact increases your max energy by 50% to 18,000.
- <> GROVE SEVER <>
- Sever the link between you and your Grove, letting you bond with another
- at a new place. NOTE that this is very saddening to do (not to mention
- bad RP unless you have a viable reason). Please do not do this often, if
- at all.
- <> ENERGY: 1 energy <>
- Check how much energy you have in your Grove.
- [Type MORE if you wish to continue reading. (5% shown)]
- [File continued via MORE]
- <> GROVE WHO: No energy <>
- Check to see who is in a forest, jungle, or garden on the same plane and
- continent as you. Useful for Arena fights when you just need quick
- information. Requires nothing, takes nothing. Does -not- show location.
- <> GROVE STATUS: 2 energy <>
- Shows your active grove defences. Requires both balance and equilibrium,
- takes only equilibrium.
- <> GROVE LOOK: No energy <>
- See where an adventurer is with GROVE LOOK (person). They must be in a
- forest or jungle, gives you their room name and shows any other
- adventurers, denizens, or objects there. Does not work on Veil of the
- Sphinx artefact owners. Requires both balance and equilibrium, takes
- neither.
- <> GROVE SHAKE: 100 energy <>
- Shake the tree limbs of your Grove and neighbouring rooms, causing
- anyone up there without CLINGING in Survival to fall and break their
- legs. Requires both balance and equilibrium, takes only equilibrium.
- <> GROVE ELEVATE: 20 energy <>
- You may elevate yourself to the treetops with GROVE ELEVATE. You may
- also elevate another person with GROVE ELEVATE (person). Note that this
- causes you to lose GROVE ROOTS if you have it active, and anything or
- [Type MORE if you wish to continue reading. (11% shown)]
- [File continued via MORE]
- person following you. Requires both balance and equilibrium, takes only
- equilibrium.
- <> GROVE WATCH/UNWATCH: 10 energy <>
- While you are away, your Grove will communicate with you when anyone
- enters it and does actions, like attacking. Requires nothing, takes
- nothing. Using GROVE UNWATCH in your grove will cancel this.
- <> GROVE EJECT: 15 energy <>
- Move everyone out of your Grove, save for yourself and allies, in a
- random direction. Those with the mass defence active will likewise be
- unnaffected. Requires both balance and equilibrium, takes only
- equilibrium. Works on those in your trees as well.
- <> GROVE RETURN: 100 energy <>
- Return instantly to your Grove from any forest, garden, or jungle
- location on the same plane and continent as your grove. You may be
- either on the ground or in the trees, though both will return you to the
- ground. You must be unhindered, and you have to have balance and
- equilibrium, takes only equilibrium. This will cause anyone following
- you, both adventurers and denizens to lose you.
- <> GROVE EYES: 20 energy <>
- Shows the location of anyone in a forest or jungle, including off plane.
- Does not pierce the veil artefact or Grove Concealment. Requires
- nothing, takes nothing.
- [Type MORE if you wish to continue reading. (18% shown)]
- [File continued via MORE]
- <> GROVE FORESTWATCH ON: 25 energy <>
- This skill will show everyone in the room whenever someone enters or
- leaves a forest, jungle, or garden on plane. Very spammy, only useful
- when looking out for suspects for crimes against Nature. Requires only
- equilibrium, though doesn't take it. GROVE FORESTWATCH OFF to cease your
- watch of the woods.
- <> GROVE SEAL: 60 energy <>
- Stops nighttime energy bleed; may be put up every Achaean month.
- Requires both balance and equilibrium, only takes equilibrium.
- <> GROVE TEND: No energy <>
- Usable once per Achaean year, this skill boosts your grove energy by
- 10%. This will let you go past the 12,000 (or 18,000 if you have the
- Plinth artefact) energy limit for a short time. Excess energy will
- slowly bleed down to your normal max if not used.
- <> GROVE SCREEN: 80 energy <>
- This skill will prevent Monks from gaining a Mindlock upon anyone in the
- Grove. Lasts for a random amount of time, usually a few minutes.
- <> GROVE ROOTS: 40 energy <>
- This skill acts as a constant mass defence, though it doesn't show up on
- DEFences. Cannot be stripped unless you leave the room or swing/elevate
- [Type MORE if you wish to continue reading. (23% shown)]
- [File continued via MORE]
- into the trees.
- <> GROVE PRESERVATION: 200 energy <>
- Used every Achaean year, this skill will prevent you losing your Grove
- or the plants within it if the area is Holocaust bombed or Exterminated.
- Holocaust bomb is a skill in Elementalism that does massive damage to
- everyone in the room, and if in a forest, jungle, or garden room, will
- destroy all plant life. Extermination, in Necromancy, destroys the land
- and kills off all plant life. Note that if you Preserve your Grove, and
- port one in the Arena, holocausts will not affect it.
- <> GROVE SMUDGE: 50 energy <>
- With this skill, you may Smudge a Shaman or Runewarden's Rune that they
- have placed in your Grove. Requires both balance and equilibrium, only
- takes equilibrium. Will not work in an allies shared grove.
- <> GROVE QUARTERSTAFF: 1000 energy <>
- Lets you summon a quarterstaff from your Grove. Requires both balance
- and equilibrium, takes only equilibrium. With a staff you may SPIN STAFF
- to gain a defensive aura to help against damage, though it is advised to
- FLAIL STAFF, as it is a stronger version. SWING STAFF will knock
- everyone in the room down that doesn't have the BALANCING skill in
- Pranks or Swashbuckling. You may BASH (person) to inflict a bit of blunt
- damage, though the accuracy isn't grand. Does about 600 damage. You may
- SHARPEN STAFF, which requires both balance and equilibrium, but takes
- neither. Now you may STAB (person), which will always hit, and inflict a
- venom along with it, assuming you've coated your staff with a venom.
- [Type MORE if you wish to continue reading. (31% shown)]
- [File continued via MORE]
- This does about 350 damage. You may also TAP STAFF to be able to see in
- unholy darkness, and you may also give a tapped staff to another
- adventurer so that they may see in unholy darkness. You may shatter with
- a quarterstaff, and with 13 strength, it will do about 700 damage and
- break a limb to level 2 (restoration and mending to cure) in one hit.
- You may WHIRL STAFF for 120 mana to show people who are hidden in your
- room via shroud in woodlore (sentinels), subterfuge (serpents), and
- occultism (occultists). Will also reveal ghosted people by name, though
- they appear in Look as well. Will not reveal hide in woodlore and
- subterfuge, astralform in occultism, or blackwind in necromancy
- (apostates, infernals). You may not summon quarterstaves in the Arena.
- <> GROVE CALLING: No energy <>
- Instantly call all loyals to you. Requires nothing, takes nothing. You
- may instantly do this after you GROVE RETURN. Groves, the original
- platinum whistles. May use this in an allies shared grove to call your
- golem there.
- <> GROVE TRACK: 20 energy <>
- You may GROVE TRACK (person) to follow their movements in your forest.
- To turn off, just GROVE TRACK (your name), and walk one room. Requires
- only equilibrium, though doesn't take it.
- <> GROVE PORTAL: 150 energy <>
- You may send a portal to another person in your forest only, though they
- can only come to you. You cannot go to them. Requires both balance and
- equilibrium, takes only equilibrium.
- [Type MORE if you wish to continue reading. (38% shown)]
- [File continued via MORE]
- <> GROVE SUMMON: 150 energy <>
- Summon someone from anywhere in any forest or jungle into your Grove.
- This is stopped if you do an action, or if the person Phases,
- Blackwinds, Astralforms, or leaves the forest. Summon requires both and
- takes equilibrium.
- <> GROVE FLOW: 150 energy <>
- Flow instantly to another person in any forest or jungle with GROVE FLOW
- (person). Requires balance and equilibrium, takes only equilibrium. You
- must be unhindered to do this. Respects elevation, if in trees will flow
- to in trees at targets location. You may also flow to an adventurer's
- soul, hence why they call it a flow rezz.
- <> GROVE IMBUE: 3500 energy <>
- The ab scroll lies. You actually imbue yourself with energy that may
- only be used through a Quarterstaff. Thus, if you use up your staff to
- port your grove you will not lose the energy you've imbued, but will be
- unable to use evocations until you get a new staff. 1000 energy is lost
- in the transfer via GROVE IMBUE transferring 2500 sunlight to your
- reserve. EVOKE STATUS costs no sunlight and will display your current
- level of sunlight as well as your max. EVOKE SUNLIGHT during the daytime
- (the sun must be shining) will fill your reserve with 150 or 250 energy
- in rotation and causes 10% health damage. Both Evoke Sunlight and Grove
- Imbue require Balance and Eq, and take Eq. Evoke Status requires and
- takes neither. Having a Lupine Plinth artefact reduces the cost of Grove
- Imbue from 3500 to 2500 energy.
- [Type MORE if you wish to continue reading. (46% shown)]
- [File continued via MORE]
- <> REGROWTH: 10 sunlight <>
- Using REGROW quarterSTAFF causes a sharpened staff to regrow its tip to
- become dull again. You may then sharpen staff again as necessary.
- Require and takes neither.
- <> GROVE CURE: 10 energy <>
- Cure an affliction that ails you with GROVE CURE, does not cure
- blindness nor deafness. You may also GROVE CURE (person). Requires
- balance and equilibrium, takes only equilibrium.
- <> GROVE ISOLATION: 220 energy <>
- You may use GROVE ISOLATION, requires equilibrium, takes nothing. This
- takes you to the Glade of Isolation in Limbo, where you may reach many
- forests quickly. NORTH takes you to the Northern Ithmia. NORTHEAST takes
- you to the Northreach. EAST to the Shamtota hills. SOUTH to the Aalen.
- WEST to the Western Ithmia. NORTHWEST to the Black Forest. You are able
- to use this while paralyzed, entangled, sitting, and impaled. Takes
- roughly six seconds from command until you are transported. Note, you
- can be followed to Iso, if avoiding an attacker use Elusiveness in
- Jaguar to ensure they can't follow you.
- <> GROVE CHANNEL : 200 energy per tick <>
- You may share some of the energy in your Grove with another, they must
- be in their Grove to begin. Requires nothing, takes nothing. GROVE
- CHANNEL STOP will stop the energy transfer. Each time 'Energy continues
- [Type MORE if you wish to continue reading. (52% shown)]
- [File continued via MORE]
- to flow from your Grove' 200 energy will be transferred to your target's
- grove.
- <> EVOKE VIGOUR: 300 sunlight <>
- Costs 150 mana in addition to the sunlight. When cast on yourself it
- will last 3 minutes, on others it will last 55 seconds. Gives a level 2
- health regen 10% that stacks with all other regens. Gives others a level
- 3% / 6% health regen, meaning the regen will give them 6% and then 3%
- health in alternation.
- <> EVOKE REMEDY: 50 sunlight <>
- May not be used on self. Cures your target of various afflictions.
- <> GROVE RAIN: 250 energy <>
- With Grove Rain you summon a soothing rain to quickly heal back lost
- endurance and willpower for all within your Grove. Can be used once per
- Achaean month and lasts for about ten minutes, roughly.
- <> EVOKE FERTILITY: 100 sunlight <>
- Costs 200 mana. Bolsters plant growth at the next growth cycle. Will
- work on grasslands, forest, hills, mountains, jungle, swamp, natural
- underground, and ocean terrains. Will not work on river, valley, lake,
- desert, and garden terrains.
- <> GROVE CONCEALMENT: 60 energy <>
- [Type MORE if you wish to continue reading. (58% shown)]
- [File continued via MORE]
- Requires both balance and equilibrium, takes neither. With this skill
- you may hide yourself from those trying to seek you out via most scrying
- abilities, Grove Look is a notable exception. Lasts for a random amount
- of time, usually ten to twenty minutes.
- <> HARVESTING <>
- This allows you to harvest plants for Concoctions. The Gloves of
- Harvesting artefact allows you to yield more plants per harvest attempt
- as well as accomplish the task faster.
- <> GROVE SHARE: 200 energy <>
- Lets all on your ALLIES list use your Grove like it was their own,
- allowing them to use their skills in your Grove. Requires nothing, takes
- nothing. GROVE WITHDRAW will cease Grove Sharing. The following
- abilities will not work in a shared allies Grove: Sever, Grove Smudge,
- Grove Sharing, Forestbinding, Guardian, and you may not use their hive
- or bees.
- <> EVOKE FLASH: 300 sunlight <>
- Costs 150 mana. Will reveal all hidden adventurers hidden in the room,
- including those using hide in woodlore, subterfuge, and occultism,
- shroud in woodlore, subterfuge, and occultism, blackwind in necromancy
- and astralform in occultism. Does not reveal those using ghost in
- subterfuge, but you may look or whirl staff to reveal them.
- <> GROVE GATE: 150 energy <>
- [Type MORE if you wish to continue reading. (65% shown)]
- [File continued via MORE]
- Requires only equilibrium, and takes it. You may now gate to anyone,
- anywhere on the same continent and plane as your Grove. ENTER GATEWAY or
- PORTAL to use it. You may go to the person, or vice versa. Each Grove
- gate allows for two uses. As in, someone may enter it twice before it
- vanishes, though it will vanish on it's own after about 20 seconds. This
- skill is stopped by a monolith sigil on the ground at your target's end.
- Owning a Prismatic Lantern artefact will allow you to see the room name
- of the other side of the gate and the name of the Gate creator.
- <> GROVE HIVE: 120 energy <>
- This skill calls forth a bee swarm to construct a beehive in your Grove.
- You may TAP HIVE to get a swarm of bees to emerge, follow you, and
- attack your enemies. You may also HARVEST HIVE each month to completely
- heal your health, afflictions, mana, endurance, and willpower. As a side
- bonus, you also gain two to seven lessons put into a random skill each
- time you harvest your hive, though it can randomly choose a transcendent
- skill and do nothing. Arguably the best skill in Groves. Your bee swarm
- will do about 500 poison damage. They will also randomly paralyze,
- shrivel arms, or shrivel legs when they attack. You may also use 'CALL
- SWARM' to summon your lost swarm to you, must already be tapped from the
- hive. Note that you may do this while off balance, but not equilibrium,
- and it takes the latter. There is about a five second eq loss for this.
- You will lose your swarm if you were tentacle'd down from the skies by
- the tentacle tattoo, or a similar skill, or if the wind blows you in a
- different direction.
- <> EVOKE OVERGROWTH: 250 energy <>
- Will envelop a planted totem with vines, leaving the totem useless until
- [Type MORE if you wish to continue reading. (73% shown)]
- [File continued via MORE]
- firelash is cast upon it. If the totem is empowered it will warn the
- owner of your act. Very useful in raid situations.
- <> GROVE REJUVENATE: No energy <>
- Use your skills as a Druid to heal the tormented land that has been
- ravaged by a Necromancer or Magi, whether it be extermination or a
- holocaust bomb. You must have a piece of elemental ice in your hands to
- do this, which you may buy at the Tsol'aa commodity store in the Aalen.
- You may store elemental ice within your Rift with INR ICE. Oakstone now
- reimburses used Ice for rejuvenation, be sure to report any rooms you
- rejuvenate to the Heirophants and they will pay you back at their next
- reimbursement cycle.
- <> EVOKE SNOWSTORM: 200 sunlight <>
- Costs 150 mana. Causes a blizzard to happen in the room. Works anywhere,
- even indoors.
- <> EVOKE WILDGROWTH: 200 sunlight <>
- Costs 150 mana. Causes hindering of your enemies similar to a banana
- peel or gravehands. They have a large percentage of being stopped from
- leaving the room each time they attempt it.
- <> EVOKE BARRIER: 350 sunlight <>
- Costs 150 mana. This powerful skill requires both balance and
- equilibrium, and takes only equilibrium. It will cause a prismatic
- barrier to raise up and defend you from attacks. May be used on another
- [Type MORE if you wish to continue reading. (80% shown)]
- [File continued via MORE]
- adventurer. It will disappear if you do mostly anything except speak.
- Checkout the Lasallian Lyre in HELP ARTEFACTS DEFENSIVE for a full
- listing of what -exactly- a prismatic barrier can do, and what you can
- do while barrier'd.
- <> GROVE FORESTBINDING: 3000 energy <>
- This skill will stop all entry and exit from your home forest for about
- a quarter of a day. Does not stop you from flowing, gating, or using
- grove isolation to get out. Does stop tracking and walking of course.
- Note you won't be able to use the Isolation exit to enter your home
- forest again. May not be used in a ported or shared grove. Only one
- forest may be bound at a certain time, and the energy cost is doubled if
- you bind more than once every 24 Achaean days. Remember, there is a
- world message that everyone on continent sees when this is done and
- anyone who is blocked from moving into or out of the forest may call
- hindering pk on you. There is only a local area message when the
- forestbinding is over.
- <> GROVE RESURRECTION: 350 energy <>
- This skill lets you resurrect either yourself, with GROVE RESURRECTION,
- or another person with Grove Resurrection (person). You may resurrect
- someone if the body is there, or if the soul is there. Try not to
- resurrect someone when there are multiple bodies on the ground, as it
- causes some errors.
- <> GROVE GUARDIAN: 1000 energy <>
- Your faith in Nature is solid as stone, and as such you may summon a
- [Type MORE if you wish to continue reading. (87% shown)]
- [File continued via MORE]
- stone guardian to watch over your Grove and attack your enemies. You
- must ORDER GOLEM KILL (whomever) for them to attack. They attack fairly
- fast, dealing about 300 damage to the enemy, and also have a hammer
- tattoo. They will sleep if they get too damaged. You may not bring these
- creatures into the Arena. They may move to an allies Grove if you GROVE
- CALLING while there. Attaching a Collar of Lupus artefact to a Golem
- allows you to drop it from your inventory anywhere, however it may not
- move short of GROVE CALLING until it resets to your inventory.
- <> EVOKE DAMPENING: 200 energy <>
- Costs 150 mana. This skill will constantly and quickly destroy Mage
- Vibrations and Bardic Harmonics. You must have both balance and
- equilibrium to use, and it will take equilibrium. It wears off after a
- certain amount of time. Note that it will still dampen the Vibrations
- and Harmonics of your allies.
- <> EVOKE LIGHTNING: 10 sunlight <>
- Costs 150 mana. Will blast a target at between one and ten rooms away
- with electricity damage in a straight line. Sometimes causes epilepsy,
- paralysis or blackout. Scales with targets health approximately 15%
- damage varying with targets resistance to electricity and your
- intelligence.
- <> EVOKE PANACEA: 250 sunlight <>
- Costs 150 mana. Will heal a random affliction on yourself every so
- often.
- [Type MORE if you wish to continue reading. (94% shown)]
- [File continued via MORE]
- <> GROVE PORTABILITY: No energy <>
- Your Grove is now a part of your very being, and as such you may PLANT
- QUARTERSTAFF to bond a temporary Grove elsewhere, causing you to lose
- the staff. Will pull a staff from your inventory before the one you've
- wielded. You may not use the following skills in a port'd Grove:
- Channel, Sharing, Hive, Guardian, Sever, or Forestbind. Note that allies
- may not use your Grove either. It requires both balance and equilibrium
- to plant a quarterstaff, though it doesn't take either. GROVE UNIFY in
- your temporary Grove to release the bond of back to your home Grove,
- though it will release the bond back after a time anyway. NOTE that you
- can't use your real Grove while having a port'd one, and if you die in
- the Arena your Grove will go back to your real one automatically, and no
- energy will be taken from your real Grove.
- Grove Tips
- For a combat ready Grove, you should have the following defences up:
- Roots and Concealment. Also FREEZE GROUND with the Icewyrm morph.
- Depending on the class, put up Screen, and Dampen.
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