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"Groves Guide"

Feb 22nd, 2013
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  1. "Groves Guide, by Jonners Smithson 545 AF" (Page 1)
  2. + GROVES +
  3.  
  4. Enclosed is a detailed guide to Groves abilities, for the use of all
  5. Sylvans and Druids. If I've missed anything or you have a comment about
  6. this scroll, please send me a message and I will see to it.
  7.  
  8. <> PERCEIVE <>
  9.  
  10. Lets you see if a forest or jungle room is a Grove.
  11.  
  12. <> IMPRINT <>
  13.  
  14. Bond with your Grove by imprinting it. You start out with zero sunlight
  15. energy, so it will take a bit of time, roughly an Achaean month, to get
  16. your Grove to full energy, 12,000. If you have friends with Groves, you
  17. can ask them to GROVE CHANNEL some of their energy to you. Having a
  18. Lupine Plinth artefact increases your max energy by 50% to 18,000.
  19.  
  20. <> GROVE SEVER <>
  21.  
  22. Sever the link between you and your Grove, letting you bond with another
  23. at a new place. NOTE that this is very saddening to do (not to mention
  24. bad RP unless you have a viable reason). Please do not do this often, if
  25. at all.
  26.  
  27. <> ENERGY: 1 energy <>
  28.  
  29. Check how much energy you have in your Grove.
  30. [Type MORE if you wish to continue reading. (5% shown)]
  31. [File continued via MORE]
  32.  
  33. <> GROVE WHO: No energy <>
  34.  
  35. Check to see who is in a forest, jungle, or garden on the same plane and
  36. continent as you. Useful for Arena fights when you just need quick
  37. information. Requires nothing, takes nothing. Does -not- show location.
  38.  
  39. <> GROVE STATUS: 2 energy <>
  40. Shows your active grove defences. Requires both balance and equilibrium,
  41. takes only equilibrium.
  42.  
  43. <> GROVE LOOK: No energy <>
  44.  
  45. See where an adventurer is with GROVE LOOK (person). They must be in a
  46. forest or jungle, gives you their room name and shows any other
  47. adventurers, denizens, or objects there. Does not work on Veil of the
  48. Sphinx artefact owners. Requires both balance and equilibrium, takes
  49. neither.
  50.  
  51. <> GROVE SHAKE: 100 energy <>
  52.  
  53. Shake the tree limbs of your Grove and neighbouring rooms, causing
  54. anyone up there without CLINGING in Survival to fall and break their
  55. legs. Requires both balance and equilibrium, takes only equilibrium.
  56.  
  57. <> GROVE ELEVATE: 20 energy <>
  58.  
  59. You may elevate yourself to the treetops with GROVE ELEVATE. You may
  60. also elevate another person with GROVE ELEVATE (person). Note that this
  61. causes you to lose GROVE ROOTS if you have it active, and anything or
  62. [Type MORE if you wish to continue reading. (11% shown)]
  63. [File continued via MORE]
  64. person following you. Requires both balance and equilibrium, takes only
  65. equilibrium.
  66.  
  67. <> GROVE WATCH/UNWATCH: 10 energy <>
  68.  
  69. While you are away, your Grove will communicate with you when anyone
  70. enters it and does actions, like attacking. Requires nothing, takes
  71. nothing. Using GROVE UNWATCH in your grove will cancel this.
  72.  
  73. <> GROVE EJECT: 15 energy <>
  74.  
  75. Move everyone out of your Grove, save for yourself and allies, in a
  76. random direction. Those with the mass defence active will likewise be
  77. unnaffected. Requires both balance and equilibrium, takes only
  78. equilibrium. Works on those in your trees as well.
  79.  
  80. <> GROVE RETURN: 100 energy <>
  81.  
  82. Return instantly to your Grove from any forest, garden, or jungle
  83. location on the same plane and continent as your grove. You may be
  84. either on the ground or in the trees, though both will return you to the
  85. ground. You must be unhindered, and you have to have balance and
  86. equilibrium, takes only equilibrium. This will cause anyone following
  87. you, both adventurers and denizens to lose you.
  88.  
  89. <> GROVE EYES: 20 energy <>
  90.  
  91. Shows the location of anyone in a forest or jungle, including off plane.
  92. Does not pierce the veil artefact or Grove Concealment. Requires
  93. nothing, takes nothing.
  94. [Type MORE if you wish to continue reading. (18% shown)]
  95. [File continued via MORE]
  96.  
  97. <> GROVE FORESTWATCH ON: 25 energy <>
  98.  
  99. This skill will show everyone in the room whenever someone enters or
  100. leaves a forest, jungle, or garden on plane. Very spammy, only useful
  101. when looking out for suspects for crimes against Nature. Requires only
  102. equilibrium, though doesn't take it. GROVE FORESTWATCH OFF to cease your
  103. watch of the woods.
  104.  
  105. <> GROVE SEAL: 60 energy <>
  106.  
  107. Stops nighttime energy bleed; may be put up every Achaean month.
  108. Requires both balance and equilibrium, only takes equilibrium.
  109.  
  110. <> GROVE TEND: No energy <>
  111.  
  112. Usable once per Achaean year, this skill boosts your grove energy by
  113. 10%. This will let you go past the 12,000 (or 18,000 if you have the
  114. Plinth artefact) energy limit for a short time. Excess energy will
  115. slowly bleed down to your normal max if not used.
  116.  
  117. <> GROVE SCREEN: 80 energy <>
  118.  
  119. This skill will prevent Monks from gaining a Mindlock upon anyone in the
  120. Grove. Lasts for a random amount of time, usually a few minutes.
  121.  
  122. <> GROVE ROOTS: 40 energy <>
  123.  
  124. This skill acts as a constant mass defence, though it doesn't show up on
  125. DEFences. Cannot be stripped unless you leave the room or swing/elevate
  126. [Type MORE if you wish to continue reading. (23% shown)]
  127. [File continued via MORE]
  128. into the trees.
  129.  
  130. <> GROVE PRESERVATION: 200 energy <>
  131.  
  132. Used every Achaean year, this skill will prevent you losing your Grove
  133. or the plants within it if the area is Holocaust bombed or Exterminated.
  134. Holocaust bomb is a skill in Elementalism that does massive damage to
  135. everyone in the room, and if in a forest, jungle, or garden room, will
  136. destroy all plant life. Extermination, in Necromancy, destroys the land
  137. and kills off all plant life. Note that if you Preserve your Grove, and
  138. port one in the Arena, holocausts will not affect it.
  139.  
  140. <> GROVE SMUDGE: 50 energy <>
  141.  
  142. With this skill, you may Smudge a Shaman or Runewarden's Rune that they
  143. have placed in your Grove. Requires both balance and equilibrium, only
  144. takes equilibrium. Will not work in an allies shared grove.
  145.  
  146. <> GROVE QUARTERSTAFF: 1000 energy <>
  147.  
  148. Lets you summon a quarterstaff from your Grove. Requires both balance
  149. and equilibrium, takes only equilibrium. With a staff you may SPIN STAFF
  150. to gain a defensive aura to help against damage, though it is advised to
  151. FLAIL STAFF, as it is a stronger version. SWING STAFF will knock
  152. everyone in the room down that doesn't have the BALANCING skill in
  153. Pranks or Swashbuckling. You may BASH (person) to inflict a bit of blunt
  154. damage, though the accuracy isn't grand. Does about 600 damage. You may
  155. SHARPEN STAFF, which requires both balance and equilibrium, but takes
  156. neither. Now you may STAB (person), which will always hit, and inflict a
  157. venom along with it, assuming you've coated your staff with a venom.
  158. [Type MORE if you wish to continue reading. (31% shown)]
  159. [File continued via MORE]
  160. This does about 350 damage. You may also TAP STAFF to be able to see in
  161. unholy darkness, and you may also give a tapped staff to another
  162. adventurer so that they may see in unholy darkness. You may shatter with
  163. a quarterstaff, and with 13 strength, it will do about 700 damage and
  164. break a limb to level 2 (restoration and mending to cure) in one hit.
  165. You may WHIRL STAFF for 120 mana to show people who are hidden in your
  166. room via shroud in woodlore (sentinels), subterfuge (serpents), and
  167. occultism (occultists). Will also reveal ghosted people by name, though
  168. they appear in Look as well. Will not reveal hide in woodlore and
  169. subterfuge, astralform in occultism, or blackwind in necromancy
  170. (apostates, infernals). You may not summon quarterstaves in the Arena.
  171.  
  172. <> GROVE CALLING: No energy <>
  173.  
  174. Instantly call all loyals to you. Requires nothing, takes nothing. You
  175. may instantly do this after you GROVE RETURN. Groves, the original
  176. platinum whistles. May use this in an allies shared grove to call your
  177. golem there.
  178.  
  179. <> GROVE TRACK: 20 energy <>
  180.  
  181. You may GROVE TRACK (person) to follow their movements in your forest.
  182. To turn off, just GROVE TRACK (your name), and walk one room. Requires
  183. only equilibrium, though doesn't take it.
  184.  
  185. <> GROVE PORTAL: 150 energy <>
  186.  
  187. You may send a portal to another person in your forest only, though they
  188. can only come to you. You cannot go to them. Requires both balance and
  189. equilibrium, takes only equilibrium.
  190. [Type MORE if you wish to continue reading. (38% shown)]
  191. [File continued via MORE]
  192.  
  193. <> GROVE SUMMON: 150 energy <>
  194.  
  195. Summon someone from anywhere in any forest or jungle into your Grove.
  196. This is stopped if you do an action, or if the person Phases,
  197. Blackwinds, Astralforms, or leaves the forest. Summon requires both and
  198. takes equilibrium.
  199.  
  200. <> GROVE FLOW: 150 energy <>
  201.  
  202. Flow instantly to another person in any forest or jungle with GROVE FLOW
  203. (person). Requires balance and equilibrium, takes only equilibrium. You
  204. must be unhindered to do this. Respects elevation, if in trees will flow
  205. to in trees at targets location. You may also flow to an adventurer's
  206. soul, hence why they call it a flow rezz.
  207.  
  208. <> GROVE IMBUE: 3500 energy <>
  209.  
  210. The ab scroll lies. You actually imbue yourself with energy that may
  211. only be used through a Quarterstaff. Thus, if you use up your staff to
  212. port your grove you will not lose the energy you've imbued, but will be
  213. unable to use evocations until you get a new staff. 1000 energy is lost
  214. in the transfer via GROVE IMBUE transferring 2500 sunlight to your
  215. reserve. EVOKE STATUS costs no sunlight and will display your current
  216. level of sunlight as well as your max. EVOKE SUNLIGHT during the daytime
  217. (the sun must be shining) will fill your reserve with 150 or 250 energy
  218. in rotation and causes 10% health damage. Both Evoke Sunlight and Grove
  219. Imbue require Balance and Eq, and take Eq. Evoke Status requires and
  220. takes neither. Having a Lupine Plinth artefact reduces the cost of Grove
  221. Imbue from 3500 to 2500 energy.
  222. [Type MORE if you wish to continue reading. (46% shown)]
  223. [File continued via MORE]
  224.  
  225. <> REGROWTH: 10 sunlight <>
  226.  
  227. Using REGROW quarterSTAFF causes a sharpened staff to regrow its tip to
  228. become dull again. You may then sharpen staff again as necessary.
  229. Require and takes neither.
  230.  
  231. <> GROVE CURE: 10 energy <>
  232.  
  233. Cure an affliction that ails you with GROVE CURE, does not cure
  234. blindness nor deafness. You may also GROVE CURE (person). Requires
  235. balance and equilibrium, takes only equilibrium.
  236.  
  237. <> GROVE ISOLATION: 220 energy <>
  238.  
  239. You may use GROVE ISOLATION, requires equilibrium, takes nothing. This
  240. takes you to the Glade of Isolation in Limbo, where you may reach many
  241. forests quickly. NORTH takes you to the Northern Ithmia. NORTHEAST takes
  242. you to the Northreach. EAST to the Shamtota hills. SOUTH to the Aalen.
  243. WEST to the Western Ithmia. NORTHWEST to the Black Forest. You are able
  244. to use this while paralyzed, entangled, sitting, and impaled. Takes
  245. roughly six seconds from command until you are transported. Note, you
  246. can be followed to Iso, if avoiding an attacker use Elusiveness in
  247. Jaguar to ensure they can't follow you.
  248.  
  249. <> GROVE CHANNEL : 200 energy per tick <>
  250.  
  251. You may share some of the energy in your Grove with another, they must
  252. be in their Grove to begin. Requires nothing, takes nothing. GROVE
  253. CHANNEL STOP will stop the energy transfer. Each time 'Energy continues
  254. [Type MORE if you wish to continue reading. (52% shown)]
  255. [File continued via MORE]
  256. to flow from your Grove' 200 energy will be transferred to your target's
  257. grove.
  258.  
  259. <> EVOKE VIGOUR: 300 sunlight <>
  260.  
  261. Costs 150 mana in addition to the sunlight. When cast on yourself it
  262. will last 3 minutes, on others it will last 55 seconds. Gives a level 2
  263. health regen 10% that stacks with all other regens. Gives others a level
  264. 3% / 6% health regen, meaning the regen will give them 6% and then 3%
  265. health in alternation.
  266.  
  267. <> EVOKE REMEDY: 50 sunlight <>
  268.  
  269. May not be used on self. Cures your target of various afflictions.
  270.  
  271. <> GROVE RAIN: 250 energy <>
  272.  
  273. With Grove Rain you summon a soothing rain to quickly heal back lost
  274. endurance and willpower for all within your Grove. Can be used once per
  275. Achaean month and lasts for about ten minutes, roughly.
  276.  
  277. <> EVOKE FERTILITY: 100 sunlight <>
  278.  
  279. Costs 200 mana. Bolsters plant growth at the next growth cycle. Will
  280. work on grasslands, forest, hills, mountains, jungle, swamp, natural
  281. underground, and ocean terrains. Will not work on river, valley, lake,
  282. desert, and garden terrains.
  283.  
  284. <> GROVE CONCEALMENT: 60 energy <>
  285.  
  286. [Type MORE if you wish to continue reading. (58% shown)]
  287. [File continued via MORE]
  288. Requires both balance and equilibrium, takes neither. With this skill
  289. you may hide yourself from those trying to seek you out via most scrying
  290. abilities, Grove Look is a notable exception. Lasts for a random amount
  291. of time, usually ten to twenty minutes.
  292.  
  293. <> HARVESTING <>
  294.  
  295. This allows you to harvest plants for Concoctions. The Gloves of
  296. Harvesting artefact allows you to yield more plants per harvest attempt
  297. as well as accomplish the task faster.
  298.  
  299. <> GROVE SHARE: 200 energy <>
  300.  
  301. Lets all on your ALLIES list use your Grove like it was their own,
  302. allowing them to use their skills in your Grove. Requires nothing, takes
  303. nothing. GROVE WITHDRAW will cease Grove Sharing. The following
  304. abilities will not work in a shared allies Grove: Sever, Grove Smudge,
  305. Grove Sharing, Forestbinding, Guardian, and you may not use their hive
  306. or bees.
  307.  
  308. <> EVOKE FLASH: 300 sunlight <>
  309.  
  310. Costs 150 mana. Will reveal all hidden adventurers hidden in the room,
  311. including those using hide in woodlore, subterfuge, and occultism,
  312. shroud in woodlore, subterfuge, and occultism, blackwind in necromancy
  313. and astralform in occultism. Does not reveal those using ghost in
  314. subterfuge, but you may look or whirl staff to reveal them.
  315.  
  316. <> GROVE GATE: 150 energy <>
  317.  
  318. [Type MORE if you wish to continue reading. (65% shown)]
  319. [File continued via MORE]
  320. Requires only equilibrium, and takes it. You may now gate to anyone,
  321. anywhere on the same continent and plane as your Grove. ENTER GATEWAY or
  322. PORTAL to use it. You may go to the person, or vice versa. Each Grove
  323. gate allows for two uses. As in, someone may enter it twice before it
  324. vanishes, though it will vanish on it's own after about 20 seconds. This
  325. skill is stopped by a monolith sigil on the ground at your target's end.
  326. Owning a Prismatic Lantern artefact will allow you to see the room name
  327. of the other side of the gate and the name of the Gate creator.
  328.  
  329. <> GROVE HIVE: 120 energy <>
  330.  
  331. This skill calls forth a bee swarm to construct a beehive in your Grove.
  332. You may TAP HIVE to get a swarm of bees to emerge, follow you, and
  333. attack your enemies. You may also HARVEST HIVE each month to completely
  334. heal your health, afflictions, mana, endurance, and willpower. As a side
  335. bonus, you also gain two to seven lessons put into a random skill each
  336. time you harvest your hive, though it can randomly choose a transcendent
  337. skill and do nothing. Arguably the best skill in Groves. Your bee swarm
  338. will do about 500 poison damage. They will also randomly paralyze,
  339. shrivel arms, or shrivel legs when they attack. You may also use 'CALL
  340. SWARM' to summon your lost swarm to you, must already be tapped from the
  341. hive. Note that you may do this while off balance, but not equilibrium,
  342. and it takes the latter. There is about a five second eq loss for this.
  343. You will lose your swarm if you were tentacle'd down from the skies by
  344. the tentacle tattoo, or a similar skill, or if the wind blows you in a
  345. different direction.
  346.  
  347. <> EVOKE OVERGROWTH: 250 energy <>
  348.  
  349. Will envelop a planted totem with vines, leaving the totem useless until
  350. [Type MORE if you wish to continue reading. (73% shown)]
  351. [File continued via MORE]
  352. firelash is cast upon it. If the totem is empowered it will warn the
  353. owner of your act. Very useful in raid situations.
  354.  
  355. <> GROVE REJUVENATE: No energy <>
  356.  
  357. Use your skills as a Druid to heal the tormented land that has been
  358. ravaged by a Necromancer or Magi, whether it be extermination or a
  359. holocaust bomb. You must have a piece of elemental ice in your hands to
  360. do this, which you may buy at the Tsol'aa commodity store in the Aalen.
  361. You may store elemental ice within your Rift with INR ICE. Oakstone now
  362. reimburses used Ice for rejuvenation, be sure to report any rooms you
  363. rejuvenate to the Heirophants and they will pay you back at their next
  364. reimbursement cycle.
  365.  
  366. <> EVOKE SNOWSTORM: 200 sunlight <>
  367.  
  368. Costs 150 mana. Causes a blizzard to happen in the room. Works anywhere,
  369. even indoors.
  370.  
  371. <> EVOKE WILDGROWTH: 200 sunlight <>
  372.  
  373. Costs 150 mana. Causes hindering of your enemies similar to a banana
  374. peel or gravehands. They have a large percentage of being stopped from
  375. leaving the room each time they attempt it.
  376.  
  377. <> EVOKE BARRIER: 350 sunlight <>
  378.  
  379. Costs 150 mana. This powerful skill requires both balance and
  380. equilibrium, and takes only equilibrium. It will cause a prismatic
  381. barrier to raise up and defend you from attacks. May be used on another
  382. [Type MORE if you wish to continue reading. (80% shown)]
  383. [File continued via MORE]
  384. adventurer. It will disappear if you do mostly anything except speak.
  385. Checkout the Lasallian Lyre in HELP ARTEFACTS DEFENSIVE for a full
  386. listing of what -exactly- a prismatic barrier can do, and what you can
  387. do while barrier'd.
  388.  
  389. <> GROVE FORESTBINDING: 3000 energy <>
  390.  
  391. This skill will stop all entry and exit from your home forest for about
  392. a quarter of a day. Does not stop you from flowing, gating, or using
  393. grove isolation to get out. Does stop tracking and walking of course.
  394. Note you won't be able to use the Isolation exit to enter your home
  395. forest again. May not be used in a ported or shared grove. Only one
  396. forest may be bound at a certain time, and the energy cost is doubled if
  397. you bind more than once every 24 Achaean days. Remember, there is a
  398. world message that everyone on continent sees when this is done and
  399. anyone who is blocked from moving into or out of the forest may call
  400. hindering pk on you. There is only a local area message when the
  401. forestbinding is over.
  402.  
  403. <> GROVE RESURRECTION: 350 energy <>
  404.  
  405. This skill lets you resurrect either yourself, with GROVE RESURRECTION,
  406. or another person with Grove Resurrection (person). You may resurrect
  407. someone if the body is there, or if the soul is there. Try not to
  408. resurrect someone when there are multiple bodies on the ground, as it
  409. causes some errors.
  410.  
  411. <> GROVE GUARDIAN: 1000 energy <>
  412.  
  413. Your faith in Nature is solid as stone, and as such you may summon a
  414. [Type MORE if you wish to continue reading. (87% shown)]
  415. [File continued via MORE]
  416. stone guardian to watch over your Grove and attack your enemies. You
  417. must ORDER GOLEM KILL (whomever) for them to attack. They attack fairly
  418. fast, dealing about 300 damage to the enemy, and also have a hammer
  419. tattoo. They will sleep if they get too damaged. You may not bring these
  420. creatures into the Arena. They may move to an allies Grove if you GROVE
  421. CALLING while there. Attaching a Collar of Lupus artefact to a Golem
  422. allows you to drop it from your inventory anywhere, however it may not
  423. move short of GROVE CALLING until it resets to your inventory.
  424.  
  425. <> EVOKE DAMPENING: 200 energy <>
  426.  
  427. Costs 150 mana. This skill will constantly and quickly destroy Mage
  428. Vibrations and Bardic Harmonics. You must have both balance and
  429. equilibrium to use, and it will take equilibrium. It wears off after a
  430. certain amount of time. Note that it will still dampen the Vibrations
  431. and Harmonics of your allies.
  432.  
  433. <> EVOKE LIGHTNING: 10 sunlight <>
  434.  
  435. Costs 150 mana. Will blast a target at between one and ten rooms away
  436. with electricity damage in a straight line. Sometimes causes epilepsy,
  437. paralysis or blackout. Scales with targets health approximately 15%
  438. damage varying with targets resistance to electricity and your
  439. intelligence.
  440.  
  441. <> EVOKE PANACEA: 250 sunlight <>
  442.  
  443. Costs 150 mana. Will heal a random affliction on yourself every so
  444. often.
  445.  
  446. [Type MORE if you wish to continue reading. (94% shown)]
  447. [File continued via MORE]
  448. <> GROVE PORTABILITY: No energy <>
  449.  
  450. Your Grove is now a part of your very being, and as such you may PLANT
  451. QUARTERSTAFF to bond a temporary Grove elsewhere, causing you to lose
  452. the staff. Will pull a staff from your inventory before the one you've
  453. wielded. You may not use the following skills in a port'd Grove:
  454. Channel, Sharing, Hive, Guardian, Sever, or Forestbind. Note that allies
  455. may not use your Grove either. It requires both balance and equilibrium
  456. to plant a quarterstaff, though it doesn't take either. GROVE UNIFY in
  457. your temporary Grove to release the bond of back to your home Grove,
  458. though it will release the bond back after a time anyway. NOTE that you
  459. can't use your real Grove while having a port'd one, and if you die in
  460. the Arena your Grove will go back to your real one automatically, and no
  461. energy will be taken from your real Grove.
  462.  
  463. Grove Tips
  464.  
  465. For a combat ready Grove, you should have the following defences up:
  466. Roots and Concealment. Also FREEZE GROUND with the Icewyrm morph.
  467. Depending on the class, put up Screen, and Dampen.
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