Difference between revisions of "Nature"
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| style="background:lightyellow"|Nature is the prime skill of both | | style="background:lightyellow"|[[Nature]] is the prime skill of both [[druid]]s and [[wiccan]]s, and reflects their bond with the natural kingdom, especially forests. Earth magic is drawn from the [[Ethereal Plane]], and druids and most especially wiccans maintain close bonds with the [[fae]]. Upon mastering nature, druids and wiccans move on to specialize in two very different paths: [[Druidry]] and [[Wicca]]. | ||
|- | |- | ||
|} | |} | ||
{{SkillTableHeader}} | {{SkillTableHeader}} | ||
{{SkillTableRow|Sense|Inept|0|You can sense elementals infused in the ground.}} | {{SkillTableRow|Sense|Inept|0|You can sense elementals infused in the ground.}} | ||
{{SkillTableRow| | {{SkillTableRow|Talisman|Inept|0|Summon your nature talisman.}} | ||
{{SkillTableRow|Barkskin|Inept|33|Make your skin tough like bark.}} | {{SkillTableRow|Barkskin|Inept|33|Make your skin tough like bark.}} | ||
{{SkillTableRow| | {{SkillTableRow|Blend|Inept|66|Blend into the foliage of the forests.}} | ||
{{SkillTableRow|Rooting|Novice|0|Root yourself to the earth.}} | {{SkillTableRow|Rooting|Novice|0|Root yourself to the earth.}} | ||
{{SkillTableRow|Nut|Novice|50|Plant the sacred tree nuts in your commune.}} | {{SkillTableRow|Nut|Novice|50|Plant the sacred tree nuts in your commune.}} | ||
{{SkillTableRow|Torc|Apprentice|0|Store your mana reserves in a magical torc.}} | {{SkillTableRow|Torc|Apprentice|0|Store your mana reserves in a magical torc.}} | ||
{{SkillTableRow| | {{SkillTableRow|FaerieFire|Apprentice|33|Illuminate an enemy, making him easier to see and hit.}} | ||
{{SkillTableRow|Vines|Apprentice|66|Entangle others in a spray of vines.}} | {{SkillTableRow|Vines|Apprentice|66|Entangle others in a spray of vines.}} | ||
{{SkillTableRow|Growth|Capable|0|Increase the rate of plant growth.}} | {{SkillTableRow|Growth|Capable|0|Increase the rate of plant growth.}} | ||
{{SkillTableRow|Flow|Capable|50|Slip to the location of another standing in the forests.}} | {{SkillTableRow|Flow|Capable|50|Slip to the location of another standing in the forests.}} | ||
{{SkillTableRow|Guard|Adept|0|Protect plants from harm.}} | {{SkillTableRow|Guard|Adept|0|Protect plants from harm.}} | ||
{{SkillTableRow|Communing|Adept|0|Communing with the Ethereal Plane grants increased mental fortitude.}} | |||
{{SkillTableRow|Rain|Adept|33|Open the skies and deluge the earth.}} | {{SkillTableRow|Rain|Adept|33|Open the skies and deluge the earth.}} | ||
{{SkillTableRow|Gate|Adept|66|Open gates to the ethereal realm.}} | {{SkillTableRow|Gate|Adept|66|Open gates to the ethereal realm.}} | ||
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[[Image:Nature.jpg|thumb|Nature Curse (by Faeran)]] | [[Image:Nature.jpg|thumb|Nature Curse (by Faeran)]] | ||
{{AB | |||
|skillname = Sense | |||
|description = If you can survey a location, you will be able to sense whether or not an elemental is infused in that location. You can also sense any [[runes]] infused at that location. | |||
}} | |||
== | {{AB | ||
|skillname = Talisman | |||
|syntax = NATURE TALISMAN<br> | |||
NATURE CURSE <target> | |||
|cost = Damage Type: 100% Magic<br> | |||
Can Target Denizens | |||
|description = For those who travel nature's path, it is very important to wield a sacred talisman. If you take the [[wicca]] path, nature will gift you a mystic athame dagger, and if you take the path of the [[druid]], she will grant you a sacred golden sickle. The talismans have a special attack. | |||
}} | |||
{{AB | |||
|skillname = Barkskin | |||
|syntax = NATURE BARKSKIN | |||
|cost = Damage Modifier: 1/8 blunt and cutting resistance | |||
|description = Your skin will become as hard as bark, offering protection against physical damage. | |||
}} | |||
{{AB | |||
|skillname = Blend | |||
|syntax = NATURE BLEND ON/OFF | |||
|description = When you are in the forests, you can blend yourself into the foliage, hiding from prying eyes. | |||
}} | |||
{ | {{AB | ||
|skillname = Rooting | |||
| | |syntax = NATURE ROOTING [OFF] | ||
| | |description = With your talisman in hand, you can root yourself to the earth and become [[Rooting|resistant to unwanted summons]]. | ||
| | |||
| | |||
Appending <tt>OFF</tt> will remove this defense. | |||
}} | |||
{{AB | |||
|skillname = Nut | |||
|syntax = PLANT NUT | |||
|description = If you are a member of a nature commune, there is most likely some method of getting a nut from the [Great Tree|sacred tree]] of the forest with which you are associated. You can then plant that nut in any forest location and a sacred tree will grow. | |||
<br><br> | |||
When five saplings have been planted in that location, they will mature to the next growth stage. At this point, they will suffocate each other, so two of these trees must be cut down. | When five saplings have been planted in that location, they will mature to the next growth stage. At this point, they will suffocate each other, so two of these trees must be cut down. | ||
<br><br> | |||
When three mature trees become enormous trees, two will have to be cut down, then the one remaining tree will grow to be an elder tree. | When three mature trees become enormous trees, two will have to be cut down, then the one remaining tree will grow to be an elder tree. | ||
}} | |||
{{AB | |||
|skillname = Torc | |||
{ | |syntax = NATURE TORC | ||
|cost = Damage Modifier: 1/8 magic resistance | |||
|description = Nature will grant you a sacred torc to wear, which will offer some protection against magical attacks. Significantly, it also stores mana which will automatically be used when you cast spells. | |||
|notes = Reduces mana costs by 10%, until the stored mana is depleted. | |||
| | }} | ||
| | |||
| | |||
Nature will grant you a sacred torc to wear, which will offer some protection against magical attacks. Significantly, it also stores mana which will automatically be used when you cast spells. | |||
{ | {{AB | ||
| | |skillname = FaerieFire | ||
|syntax = NATURE FAERIEFIRE <target> | |||
|description = Surrounding someone with faerie fire will afflict them with [[luminosity]]. | |||
| | }} | ||
| | |||
Surrounding someone with faerie fire will | |||
{ | {{AB | ||
| | |skillname = Vines | ||
| | |syntax = NATURE VINES <target> | ||
| | |description = When in a forest, you can command the vines to come alive and [[entangled|wrap around an enemy]]. | ||
Note: If you are treeform ([[Wildewood]] or [[Wyrdenwood]]) you can use this anywhere, even outside of a forest. | |||
}} | |||
{ | {{AB | ||
|skillname = Growth | |||
| | |syntax = NATURE GROWTH | ||
| | |description = In order to help the green, you can use your powers of nature to make [[herbs]] grow faster in a location. | ||
}} | |||
| | |||
== | {{AB | ||
|skillname = Flow | |||
|syntax = NATURE FLOW <target><br> | |||
NATURE FLOW NODE <node num> (Druids only) | |||
|description = From a forest location, you can flow through to anyone who also stands in a forest location of the same type. | |||
}} | |||
{ | {{AB | ||
|skillname = Guard | |||
|syntax = NATURE GUARD | |||
|cost = Power: 1 (Any) (Or from Powerstone)<br> | |||
{ | |||
| | |||
| | |||
| | |||
Cost: 1 mistletoe | Cost: 1 mistletoe | ||
| | |description = Herbs and other plants are delicate creations, and you are able to protect them from fire, taint or anything else that may harm them. No [[Herbs|herbalist]] will be able to harvest plants in that location below 10. This protection even extends to preventing plants from going dormant during their natural yearly cycle, though their rate of growth will still be negligible during down cycles. You will also need a sprig of mistletoe to guard a location. | ||
}} | |||
Herbs and other plants are delicate creations, and you are able to protect them from fire, taint or anything else that may harm them. No herbalist will be able to harvest plants in that location below 10. This protection even extends to preventing plants from going dormant during their natural yearly cycle, though their rate of growth will still be negligible during down cycles. You will also need a sprig of mistletoe to guard a location. | |||
== | {{AB | ||
|skillname = Communing | |||
|description = Your close relationship with the [[Ethereal Plane]] grants you a 5/10 bonus to mana. | |||
Those that embrace [[Wildewood]] or [[Wyrdenwood]] will find themselves with a 5/10 bonus to health instead. | |||
}} | |||
== | {{AB | ||
|skillname = Rain | |||
|syntax = NATURE RAIN | |||
|description = Calling down a cool shower will put out fires or cleanse a room of bad smells. | |||
|notes = Removes [[Totems#Skunk|skunk spray]], room fires, and [[ablaze]] on everyone in the room. | |||
}} | |||
{ | {{AB | ||
| | |skillname = Gate | ||
|syntax = TRANSVERSE <plane> | |||
|description = You can travel to or from the ethereal realms from any planar gate. | |||
| | }} | ||
| | |||
You can travel to or from the ethereal realms from any planar gate. | |||
{{AB | |||
At this point in your training of Nature, you have progressed where you must specialize in an aspect of this skill to continue learning. If you have not yet selected a specialization, see <tt>SKILLCHOICE LIST</tt> to see what is available. There may be a choice between two or more specializations. | |skillname = Master | ||
|description = At this point in your training of Nature, you have progressed where you must specialize in an aspect of this skill to continue learning. If you have not yet selected a specialization, see <tt>SKILLCHOICE LIST</tt> to see what is available. There may be a choice between two or more specializations. | |||
|notes=Choices are as follows, | |||
*If [[Hartstone]], then [[Druidry (Stag)|Druidry]] or [[Wildewood]]. | |||
*If [[Blacktalon]], then [[Druidry (Crow)|Druidry]] or [[Wyrdenwood]]. | |||
*If [[Moondancer]] or [[Shadowdancer]], then [[Wicca]]. | |||
}} | |||
[[Category: Class Skills]] |
Latest revision as of 19:06, 23 July 2022
Nature is the prime skill of both druids and wiccans, and reflects their bond with the natural kingdom, especially forests. Earth magic is drawn from the Ethereal Plane, and druids and most especially wiccans maintain close bonds with the fae. Upon mastering nature, druids and wiccans move on to specialize in two very different paths: Druidry and Wicca. |
Skill | Learned At | Description |
---|---|---|
Sense | Inept+0% | You can sense elementals infused in the ground. |
Talisman | Inept+0% | Summon your nature talisman. |
Barkskin | Inept+33% | Make your skin tough like bark. |
Blend | Inept+66% | Blend into the foliage of the forests. |
Rooting | Novice+0% | Root yourself to the earth. |
Nut | Novice+50% | Plant the sacred tree nuts in your commune. |
Torc | Apprentice+0% | Store your mana reserves in a magical torc. |
FaerieFire | Apprentice+33% | Illuminate an enemy, making him easier to see and hit. |
Vines | Apprentice+66% | Entangle others in a spray of vines. |
Growth | Capable+0% | Increase the rate of plant growth. |
Flow | Capable+50% | Slip to the location of another standing in the forests. |
Guard | Adept+0% | Protect plants from harm. |
Communing | Adept+0% | Communing with the Ethereal Plane grants increased mental fortitude. |
Rain | Adept+33% | Open the skies and deluge the earth. |
Gate | Adept+66% | Open gates to the ethereal realm. |
Master | Master+0% | Move on to a master specialization. |
Sense
If you can survey a location, you will be able to sense whether or not an elemental is infused in that location. You can also sense any runes infused at that location.
Talisman
Syntax |
NATURE TALISMAN NATURE CURSE <target> |
Damage Type: 100% Magic Can Target Denizens |
For those who travel nature's path, it is very important to wield a sacred talisman. If you take the wicca path, nature will gift you a mystic athame dagger, and if you take the path of the druid, she will grant you a sacred golden sickle. The talismans have a special attack.
Barkskin
Syntax |
NATURE BARKSKIN |
Damage Modifier: 1/8 blunt and cutting resistance |
Your skin will become as hard as bark, offering protection against physical damage.
Blend
Syntax |
NATURE BLEND ON/OFF |
When you are in the forests, you can blend yourself into the foliage, hiding from prying eyes.
Rooting
Syntax |
NATURE ROOTING [OFF] |
With your talisman in hand, you can root yourself to the earth and become resistant to unwanted summons.
Appending OFF will remove this defense.
Nut
Syntax |
PLANT NUT |
If you are a member of a nature commune, there is most likely some method of getting a nut from the [Great Tree
Torc
Syntax |
NATURE TORC |
Damage Modifier: 1/8 magic resistance |
Nature will grant you a sacred torc to wear, which will offer some protection against magical attacks. Significantly, it also stores mana which will automatically be used when you cast spells.
Additional Notes: |
Reduces mana costs by 10%, until the stored mana is depleted. |
FaerieFire
Syntax |
NATURE FAERIEFIRE <target> |
Surrounding someone with faerie fire will afflict them with luminosity.
Vines
Syntax |
NATURE VINES <target> |
When in a forest, you can command the vines to come alive and wrap around an enemy.
Note: If you are treeform (Wildewood or Wyrdenwood) you can use this anywhere, even outside of a forest.
Growth
Syntax |
NATURE GROWTH |
In order to help the green, you can use your powers of nature to make herbs grow faster in a location.
Flow
Syntax |
NATURE FLOW <target> NATURE FLOW NODE <node num> (Druids only) |
From a forest location, you can flow through to anyone who also stands in a forest location of the same type.
Guard
Syntax |
NATURE GUARD |
Power: 1 (Any) (Or from Powerstone) Cost: 1 mistletoe |
Herbs and other plants are delicate creations, and you are able to protect them from fire, taint or anything else that may harm them. No herbalist will be able to harvest plants in that location below 10. This protection even extends to preventing plants from going dormant during their natural yearly cycle, though their rate of growth will still be negligible during down cycles. You will also need a sprig of mistletoe to guard a location.
Communing
Your close relationship with the Ethereal Plane grants you a 5/10 bonus to mana.
Those that embrace Wildewood or Wyrdenwood will find themselves with a 5/10 bonus to health instead.
Rain
Syntax |
NATURE RAIN |
Calling down a cool shower will put out fires or cleanse a room of bad smells.
Additional Notes: |
Removes skunk spray, room fires, and ablaze on everyone in the room. |
Gate
Syntax |
TRANSVERSE <plane> |
You can travel to or from the ethereal realms from any planar gate.
Master
At this point in your training of Nature, you have progressed where you must specialize in an aspect of this skill to continue learning. If you have not yet selected a specialization, see SKILLCHOICE LIST to see what is available. There may be a choice between two or more specializations.
Additional Notes: |
Choices are as follows,
|