Difference between revisions of "Nature"

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(Updating table and ABs)
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| style="background:lightyellow"|[[Nature]] is the prime skill of both [[druid|druids]] and [[wiccan|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]].
| 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]].
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{{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|Blend|Inept|0|Blend into the foliage of the forests.}}
{{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|Talisman|Inept|66|Summon your nature talisman.}}
{{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|Faeriefire|Apprentice|33|Illuminate an enemy, making him easier to see and hit.}}
{{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|25|Communing with the Ethereal Plane grants increased mental fortitude.}}
{{SkillTableRow|Communing|Adept|0|Communing with the Ethereal Plane grants increased mental fortitude.}}
{{SkillTableRow|Rain|Adept|50|Open the skies and deluge the earth.}}
{{SkillTableRow|Rain|Adept|33|Open the skies and deluge the earth.}}
{{SkillTableRow|Gate|Adept|75|Open gates to the ethereal realm.}}
{{SkillTableRow|Gate|Adept|66|Open gates to the ethereal realm.}}
{{SkillTableRow|Master|Master|0|Move on to a master specialization.}}
{{SkillTableRow|Master|Master|0|Move on to a master specialization.}}
|}
|}
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{{AB
{{AB
|skillname = Sense
|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.
|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.
}}
}}


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|skillname = Talisman
|skillname = Talisman
|syntax = NATURE TALISMAN<br>
|syntax = NATURE TALISMAN<br>
:NATURE CURSE <target>
NATURE CURSE <target>
|cost = Damage Type: 100% Magic<br>
|cost = Damage Type: 100% Magic<br>
Can Target Denizens
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.
|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.
}}
}}


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{{AB
{{AB
|skillname = Rooting
|skillname = Rooting
|syntax = NATURE ROOTING
|syntax = NATURE ROOTING [OFF]
|description = With your talisman in hand, you can root yourself to the earth and become resistant to unwanted summons.
|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.
}}
}}


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|skillname = Nut
|skillname = Nut
|syntax = PLANT 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 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.
|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.
}}
}}
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{{AB
{{AB
|skillname = FaerieFire
|skillname = FaerieFire
|syntax = NATURE FAERIEFIRE <target> [QUICK]
|syntax = NATURE FAERIEFIRE <target>
Power: 1 (any) for QUICK
|description = Surrounding someone with faerie fire will afflict them with [[luminosity]].
|description = Surrounding someone with faerie fire will make it easier to strike that person.
 
Casting Faeriefire with the <tt>QUICK</tt> modifier makes it cost no equilibrium (though it requires both equilibrium and balance) at the cost of 1p.
|notes = While afflicted with faeriefire, shroud has no effect.  
}}
}}


{{AB
{{AB
|skillname = Vines
|skillname = Vines
|syntax = NATURE VINES <target>
|syntax = NATURE VINES <target>
|description = When in a forest, you can command the vines to come alive and wrap around an enemy.
|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.
Note: If you are treeform ([[Wildewood]] or [[Wyrdenwood]]) you can use this anywhere, even outside of a forest.
}}
}}


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|skillname = Growth
|skillname = Growth
|syntax = NATURE 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.
|description = In order to help the green, you can use your powers of nature to make [[herbs]] grow faster in a location.
}}
}}


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|skillname = Flow
|skillname = Flow
|syntax = NATURE FLOW <target><br>
|syntax = NATURE FLOW <target><br>
NATURE FLOW <node num> (Druids only)
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.
|description = From a forest location, you can flow through to anyone who also stands in a forest location of the same type.
}}
}}
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|cost = Power: 1 (Any) (Or from Powerstone)<br>
|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 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.
|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.
}}
}}


{{AB
{{AB
|skillname = Communing
|skillname = Communing
|description = Your close relationship with the Ethereal Plane grants you a 5/10 bonus to mana.
|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.
Those that embrace [[Wildewood]] or [[Wyrdenwood]] will find themselves with a 5/10 bonus to health instead.
}}
}}


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|syntax = NATURE RAIN
|syntax = NATURE RAIN
|description = Calling down a cool shower will put out fires or cleanse a room of bad smells.
|description = Calling down a cool shower will put out fires or cleanse a room of bad smells.
|notes = Removes skunk spray, room fires, and ablaze on everyone in the room.  
|notes = Removes [[Totems#Skunk|skunk spray]], room fires, and [[ablaze]] on everyone in the room.  
}}
}}


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|skillname = Master
|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.
|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]].
}}
}}

Revision as of 08:55, 22 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.
Nature Curse (by Faeran)

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,