Difference between revisions of "Ecology"

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Added links and class skills category
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(Added links and class skills category)
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{| align="right" border="1" cellpadding="4" cellspacing="0" width="40%"
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| style="background:lightyellow"|Ecology is the specialization of [[Hunting]] which is open for druids and commune bards. Those who choose Ecology tap into the essence of animal, plant and minerals. They are also charged with maintaining the balance of nature, protecting its delicate balance. Most notably, ecologists often have an animal familiar that follows them around.
| style="background:lightyellow"|'''Ecology''' is the specialization of [[Hunting]] which is open for [[druid]]s and commune [[bard]]s. Those who choose Ecology tap into the essence of animal, plant and minerals. They are also charged with maintaining the balance of nature, protecting its delicate balance. Most notably, ecologists often have an animal familiar that follows them around.
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{{AB
{{AB
|skillname = Empathy
|skillname = Empathy
|description = You are now able to connect empathically with animals, and so will be able to influence them. However, as animal minds are fairly simple, they only understand empowerment and weakening, so the influencing methods you use must be to one of these two purposes.
|description = You are now able to connect empathically with animals, and so will be able to [[influence]] them. However, as animal minds are fairly simple, they only understand empowerment and weakening, so the influencing methods you use must be to one of these two purposes.


Note well that an ego battle with an animal requires a direct conflict between your emotions and your very spirits, as this is the common ground needed to communicate with animals. You are not able to influence any kind of marine life, as their minds and emotions are too alien to you.
Note well that an ego battle with an animal requires a direct conflict between your emotions and your very spirits, as this is the common ground needed to communicate with animals. You are not able to influence any kind of marine life, as their minds and emotions are too alien to you.
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|cost = Power: 3 (for quickburn) (Any)<br>
|cost = Power: 3 (for quickburn) (Any)<br>
Ingredients: sage 1 weed 1
Ingredients: sage 1 weed 1
|description = You can create a smudge from the plants of a desert. When burned, this smudge will create a terrible sandstorm that will scour your enemies. See <tt>AB ECOLOGY HILLSSMUDGE</tt>.
|description = You can create a smudge from the plants of a desert. When burned, this smudge will create a terrible sandstorm that will scour your enemies. See [[#HillsSmudge|<tt>AB ECOLOGY HILLSSMUDGE</tt>]].
}}
}}


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|skillname = FinsFetish
|skillname = FinsFetish
|syntax = FETISH GRAFT FINS FROM <animal>
|syntax = FETISH GRAFT FINS FROM <animal>
|cost = Power: 10 (any)
|cost = Power: 10 (any)
|description = You can graft fins onto your bone fetish. Fins are made from the bones of any animal that produces the poisons <tt>SAXITIN, BOTULINUM, MANTAKAYA, CALCISE, TETRODIN, INYOKA or MORPHITE</tt>. Likewise, your fetish can now use any of these poisons. See <tt>AB ECOLOGY WINGSFETISH</tt>.
|description = You can graft fins onto your bone fetish. Fins are made from the bones of any animal that produces the poisons <tt>SAXITIN, BOTULINUM, MANTAKAYA, CALCISE, TETRODIN, INYOKA or MORPHITE</tt>. Likewise, your fetish can now use any of these poisons. See [[#WingsFetish|<tt>AB ECOLOGY WINGSFETISH</tt>]].
}}
}}


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|syntax = SMUDGE FASHION SWAMP <br>
|syntax = SMUDGE FASHION SWAMP <br>
SMUDGE [QUICK]BURN
SMUDGE [QUICK]BURN
|cost = Power:   3 (for quickburn) (Any)<br>
|cost = Power: 3 (for quickburn) (Any)<br>
Ingredients: calamus 1 myrtle 1
Ingredients: calamus 1 myrtle 1
|description = You can fashion a smudge from the plants of a swamp. When burned, your enemies may be caught in quicksand, making it impossible for them to move until freed. Note that the larger the size, the easier it is to get out of quicksand (ironically enough), but trying to move will cause a victim to sink deeper into it. See <tt>AB ECOLOGY HILLSSMUDGE</tt>.
|description = You can fashion a smudge from the plants of a swamp. When burned, your enemies may be caught in quicksand, making it impossible for them to move until freed. Note that the larger the size, the easier it is to get out of quicksand (ironically enough), but trying to move will cause a victim to sink deeper into it. See [[#HillsSmudge|<tt>AB ECOLOGY HILLSSMUDGE</tt>]].


}}
}}
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|syntax = CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...
|syntax = CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...
|cost = Damage Modifier: 2/2-X (total, divided as outlined below)
|cost = Damage Modifier: 2/2-X (total, divided as outlined below)
|description = Your protective charm is now more effective than it was before, and you can now fashion your charm with precious metals which give more options for protection. Otherwise the charm operates exactly the same as before. See <tt>AB ECOLOGY SOFTCHARM</tt>.
|description = Your protective charm is now more effective than it was before, and you can now fashion your charm with precious metals which give more options for protection. Otherwise the charm operates exactly the same as before. See [[#SoftCharm|<tt>AB ECOLOGY SOFTCHARM</tt>]].


*Gold    : Protection vs. Fire
*Gold    : Protection vs. Fire
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BOND ENVENOM CLEAR<br>
BOND ENVENOM CLEAR<br>
BOND STING <target> [FULL]<br>
BOND STING <target> [FULL]<br>
BOND PASSIVE<br>
BOND PASSIVE
|cost = Power: 3 (any)
|cost = Power: 3 (any)
|description = You may envenom your armoured familiar with 10 poisons. When commanded to sting, the familiar will attack its target with those poisons. You may also order it passive to stand down. When ordered passive, your bond will retain the remaining stings and you can continue from where you left off by re-issuing the sting command. If you re-issue the sting command and add the '<tt>FULL</tt>' qualifier, you will expend another 3 power and refill the number of attacks your bond will make.
|description = You may envenom your armoured familiar with 10 [[poisons]]. When commanded to sting, the familiar will attack its target with those poisons. You may also order it passive to stand down. When ordered passive, your bond will retain the remaining stings and you can continue from where you left off by re-issuing the sting command. If you re-issue the sting command and add the '<tt>FULL</tt>' qualifier, you will expend another 3 power and refill the number of attacks your bond will make.
}}
}}


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|cost = Power:  3 (for quickburn) (Any)<br>
|cost = Power:  3 (for quickburn) (Any)<br>
Ingredients: yarrow 1 rosehips 1 colewort 1
Ingredients: yarrow 1 rosehips 1 colewort 1
|description = You can create a smudge stick with herbs of the valley. Burning this smudge creates a tornado that can blow your enemies up into the sky. See <tt>AB ECOLOGY HILLSSMUDGE</tt>.
|description = You can create a smudge stick with herbs of the valley. Burning this smudge creates a tornado that can blow your enemies up into the sky. See [[#HillsSmudge|<tt>AB ECOLOGY HILLSSMUDGE</tt>]].


}}
}}
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|syntax = FETISH GRAFT STINGER FROM <animal>
|syntax = FETISH GRAFT STINGER FROM <animal>
|cost = Power:  10 (any)
|cost = Power:  10 (any)
|description = From the bones of an animal that use the poisons <tt>MACTANS, PYROTOXIN, CHANSU, MELLITIN, HADRUDIN or CHARYBDON</tt>, you can graft a stinger onto your bone fetish in order to use those poisons to attack with it. See <tt>AB ECOLOGY WINGSFETISH</tt>.
|description = From the bones of an animal that use the poisons <tt>MACTANS, PYROTOXIN, CHANSU, MELLITIN, HADRUDIN or CHARYBDON</tt>, you can graft a stinger onto your bone fetish in order to use those poisons to attack with it. See [[#WingsFetish|<tt>AB ECOLOGY WINGSFETISH</tt>]].
}}
}}


{{AB
{{AB
|skillname = Unite
|skillname = Unite
|syntax = BOND UNITE
|syntax = BOND UNITE
|cost = Power:  2 (Any)
|cost = Power:  2 (Any)
|description = Your bond with your animal familiar is now so strong that you are able to travel to it through sheer force of will. You must focus very hard on your bond, and after a short time the connection will become so powerful that you will be unable to be apart, and so you will be brought together. As opposed to recalling your familiar, this will bring you to its location, rather than it to yours.
|description = Your bond with your animal familiar is now so strong that you are able to travel to it through sheer force of will. You must focus very hard on your bond, and after a short time the connection will become so powerful that you will be unable to be apart, and so you will be brought together. As opposed to recalling your familiar, this will bring you to its location, rather than it to yours.
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|syntax = BANE SNAKE <target>
|syntax = BANE SNAKE <target>
|cost = Power:  3 (Any)
|cost = Power:  3 (Any)
|description = This curse will make the recipient much more receptive to poisons, greatly decreasing the chance to shrug off poison effects. There are no cures for banes but they will lift on their own after one minute.
|description = [[Snake Bane|This curse]] will make the recipient much more receptive to [[poisons]], greatly decreasing the chance to shrug off poison effects. There are no cures for banes but they will lift on their own after one minute.
}}
}}


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|syntax = CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...
|syntax = CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...
|cost = Damage Modifier: 2/2-X (total, divided as outlined below)
|cost = Damage Modifier: 2/2-X (total, divided as outlined below)
|description = The protections of your charm is now as great as they will ever be. You now also have the option of adding hard elements of the mineral kingdom for other protections. Otherwise, it operates the same as before. See AB ECOLOGY SOFTCHARM.
|description = The protections of your charm is now as great as they will ever be. You now also have the option of adding hard elements of the mineral kingdom for other protections. Otherwise, it operates the same as before. See [[#SoftCharm|<tt>AB ECOLOGY SOFTCHARM</tt>]].


*Marble : Protection vs. Blunt
*Marble : Protection vs. Blunt
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|cost = Power:  3 (for quickburn) (Any)<br>
|cost = Power:  3 (for quickburn) (Any)<br>
Ingredients: juniper 1 arnica 1 kafe 1
Ingredients: juniper 1 arnica 1 kafe 1
|description = You can fashion a smudge stick from mountain herbs. Burning this smudge will cause a tremendous avalanche of rocks to devastate your enemies. See <tt>AB ECOLOGY HILLSSMUDGE</tt>.
|description = You can fashion a smudge stick from mountain herbs. Burning this smudge will cause a tremendous avalanche of rocks to devastate your enemies. See [[#HillsSmudge|<tt>AB ECOLOGY HILLSSMUDGE</tt>]].


}}
}}
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|syntax = FETISH GRAFT FANGS FROM <animal>
|syntax = FETISH GRAFT FANGS FROM <animal>
|cost = Power:  10 (any)
|cost = Power:  10 (any)
|description = You can graft deadly fangs onto your fetish from the bones of an animal that produces <tt>DULAK, DENDROXIN, ANATINE, ALEUTIAN, CONTORTRIN, ESCOZUL or HAEMOTOX</tt>, after which your bone fetish can use those poisons. See <tt>AB ECOLOGY WINGSFETISH</tt>.
|description = You can graft deadly fangs onto your fetish from the bones of an animal that produces <tt>DULAK, DENDROXIN, ANATINE, ALEUTIAN, CONTORTRIN, ESCOZUL or HAEMOTOX</tt>, after which your bone fetish can use those poisons. See [[#WingFetish|<tt>AB ECOLOGY WINGSFETISH</tt>]].
}}
}}


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|syntax = SNAKEBOND <snake><br>
|syntax = SNAKEBOND <snake><br>
SNAKEBOND DISSOLVE
SNAKEBOND DISSOLVE
|description = By bonding with a poisonous snake, you can convince it to shack up inside your familiar's armour. It will strike every time your familiar attacks by virtue of FamiliarSting.
|description = By bonding with a poisonous snake, you can convince it to shack up inside your familiar's armour. It will strike every time your familiar attacks by virtue of [[#FamiliarSting|FamiliarSting]].


The snake must be alive, be poisonous, have full poison glands, and be in your hands. Your familiar must have armour clasped to it.
The snake must be alive, be poisonous, have full poison glands, and be in your hands. Your familiar must have armour clasped to it.
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|syntax = BANE HERB <target>
|syntax = BANE HERB <target>
|cost = Power:  3 (Any)
|cost = Power:  3 (Any)
|description = While under this powerful curse, the body rejects herbal remedies. There is a 50% chance that any purity wafer eaten will instead drain health from the one cursed. There are no cures for banes but they will lift on their own after one minute.
|description = While under [[Herb Bane|this powerful curse]], the body rejects herbal remedies. There is a 50% chance that any purity wafer eaten will instead drain health from the one cursed. There are no cures for banes but they will lift on their own after one minute.
}}
}}


{{AB
{{AB
|skillname = FamiliarShield
|skillname = FamiliarShield
|description = If you have this skill, your armoured familiar will automatically attempt to protect you from venoms.
|description = If you have this skill, your armoured familiar will automatically attempt to protect you from venoms. Your familiar must be in the same room as you and must be armoured.
Your familiar must be in the same room as you and must be armoured.
}}
}}


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|syntax = BOND BERSERK <target>
|syntax = BOND BERSERK <target>
|cost = Power:  6 (any)
|cost = Power:  6 (any)
|description = For a short period, your armoured familiar will attack at an extremely fast speed. See AB ECOLOGY FAMILIARSTING.
|description = For a short period, your armoured familiar will attack at an extremely fast speed. See [[#FamiliarSting|<tt>AB ECOLOGY FAMILIARSTING</tt>]].
}}
}}


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Warning: If your familiar dies while you are in the realm, you will be severely injured.
Warning: If your familiar dies while you are in the realm, you will be severely injured.
}}
}}
[[Category: Class Skills]]
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