Tracking

Revision as of 15:10, 26 June 2018 by Brauthik (talk | contribs)
Tracking is the specialization of Hunting which is open to warriors. Trackers continue with learning the arts of capturing, mostly through the use of traps. Also, trackers can keep a hunting companion to help them. Trackers can be trained in any warrior guild, though often through ignoring development of the spiritual precepts of the guild. Warriors with this specialization who are not in a guild are sometimes referred to as mercenaries.
Skill Learned At Description
TreeHunter Master+0% Your stalking ability extends to the trees.
HuntingCompanion Master+33% Your loyal hunting companion is your best friend.
Traps Master+66% Search for and disarm hidden traps.
StinkTrap Gifted+0% Release a stinking cloud to help track your prey.
DeepseaHunter Gifted+25% You can stalk even in water by studying ripples and eddies.
Track Gifted+50% Track anyone who has been marked with a scent.
Cloak Gifted+75% Hide the actions of your hunting companion.
Trip Gifted+75% Intentionally trigger a trap.
LegSnare Expert+0% A trap triggered by walking, clamping onto the leg.
MountainHunter Expert+25% Not even mountain cliffs will prevent you from stalking.
Retriever Expert+50% Your hunting companion can sniff out creatures and things.
SpringTrap Expert+75% Stepping on this trap will fling you out of the room.
Bloodthirst Expert+80% Force your companion into a frenzy.
Headhunter Virtuoso+0% Remember your enemies with their shrunken heads.
Trophy Virtuoso+0% Mount heads on the wall as trophy displays.
Deliver Virtuoso+25% Use your companion to deliver items to your allies.
Deadfall Virtuoso+50% Dropping a heavy object on your prey can be effective.
Bell Virtuoso+75% Attach a silver bell to warn of trap activation.
Conceal Fabled+0% Conceal the effects of some traps.
Pit Fabled+25% Dig a pit and conceal it to catch your prey.
Mark Fabled+50% Allow your allies to recognize your trap as their own.
Armour Fabled+50% Restrictive armour for your companion.
Clamp Fabled+75% Train your hunting companion to clamp onto limbs.
Darts Mythical+0% Construct a trigger to release deadly darts.
Spikepit Mythical+25% Place sharp spikes at the bottom of your pits.
Unite Mythical+50% Unite through the bond with your hunting companion.
PoisonExpert Mythical+75% Allow your venoms to show your expertise.
Snakepit Transcendent+0% Fill a pit with live snakes, making it even deadlier.
Ambushed! (by Daganev)


TreeHunter

Syntax
CLIMB UP, CLIMB DOWN, CLING
Speed Bonus: 1/3 Balance (trees, forest, jungle)

You can climb and cling to trees if you don't have those abilities. More importantly, you will be able to stalk those who climb up into trees. This sort of climbing and clinging will be faster than the average person as well.
Furthermore, you will receive a 1/3 balance bonus in the following environments: trees, forest, jungle.


HuntingCompanion

Syntax
REQUEST <HOUND/WOLF>

BOND LOOK
BOND MOVE <direction>
BOND LISTEN <ON/OFF>
BOND ATTACK <target>
BOND PASSIVE
BOND RECALL

Power: 5 (any) (To recall from another plane)

You are now able to receive a hunting companion, some form of hound or wolf depending on your city/commune affiliation. After you receive this companion, you are able to give it various commands using your bond with it, provided you are on the same plane as your companion.

Commanding your companion to listen will allow you to use its ears as your own, picking up all conversations that it can hear, while commanding it to look will allow you to use its eyes, showing you what it sees. You may also command it to move remotely, and recall it to you if necessary, though this will take longer if it is out of your local area. Finally, you may command your companion to attack an enemy that is with it.


Traps

Syntax
TRAPS

TRAPS LIST
DISARM <trap> <direction> [CAREFULLY]

Power: 2 (to disarm carefully)

You can search for traps in the same room for you or list the traps you've laid. If you know the trap that is in the room, you can attempt to disarm it. Some traps will be invisible to you. Increasing your skill level in Tracking and Environment will help you see traps.

If you disarm a trap carefully, you will expend some power to enhance your dexterity and sensitivity to the trap's mechanisms, allowing you a much greater chance at disarming it without triggering the trap.

The status column will contain the letter "A" if the trap is active, otherwise "F" for fired. If the trap has recently fired and is temporarily inactive, it will show "I". If the trap has a bell attached, "B" will show and finally, you will see the letter "M" if it has been marked.


StinkTrap

Syntax
LAY STINKTRAP <direction>
Commodities: rope 2 weed 1 sulfur 2

A small trip wire will release a stinking cloud, making the victim cough and lose balance.


DeepSeaHunter

Syntax
DIVE

RISE
CAMOUFLAGE [ON/OFF]
SWIFTSWIM <DIRECTION>

Speed Bonus: 1/3 Balance (river, ocean, deep ocean, vast ocean)

You swim, dive, and camouflage yourself in the deep sea. Additionally, you can use SWIFTSWIM <direction> to swim quickly in a particular direction. More importantly, you can also stalk others in water locations even if they do dive into the deep sea.

Furthermore, you will receive a 1/3 balance bonus in the following environments: river, ocean, deep ocean, vast ocean.


Track

Syntax
BOND TRACK <target>

Being a trained hunting companion, your bonded animal is of course able to lead you to prey. This ability will allow you to direct your companion through your bond to the person you wish to be led to. If your companion finds a trail, it will lead you to one room adjacent to your target and indicate the direction in which he or she is located.

Due to the difficulty of leading you, with your own scent interfering with the trail, the target's scent must be particularly strong. This can be accomplished by spraying the target with skunk's stench, causing them to get hit by a stink trap, or anything else which will make them smell powerfully enough. For one Lusternian day after this occurs, even if the target washes themselves, they will still smell strong enough to be tracked. Also, the target must be in the same local area and corporeal.

Finally, if you move into a room where the ground has been sprayed with skunk's scent, your companion will be too confused by the overpowering smell to continue tracking your prey.


Cloak

Syntax
CLOAK <HOUND/WOLF> <ON/OFF>

This ability will allow your companion to remain cloaked from view.


Trip

Syntax
TRIP TRAP <direction>

You can trip a trap in a certain direction, triggering its effects and taking the trap into a fired state.


LegSnare

Syntax
LAY LEGSNARE <direction>
Commodities: iron 1 rope 1

You can lay a snare which will entangle an enemy's leg, which will also slightly wound that leg.


MountainHunter

Syntax
SCALE [UP|DOWN]
Speed Bonus: 1/3 Balance (mountains, natural underground)

You can scale mountains faster than a mountaineer. More importantly, you can stalk your prey up and down different mountain elevations.

Furthermore, you will receive a 1/3 balance bonus in the following environments: mountains, natural underground.


Retriever

Syntax
BOND SEEK <person/item/mobile>

BOND RETRIEVE <item>
BOND RELEASE

You have now evolved your bond to a point where you are able to send your companion to seek something or someone out. The thing it is seeking must be in the same local area and will be the first thing it finds that is recognisable as what you have asked it for, specific numbers will not work.

If your companion is successful in finding what you ask for, it will move into the room and wait for you there.

Once your companion is in sight of an objective, you can command it to RETRIEVE the item, which, providing it is less than a third of its weight, it will then pick up with its jaws. BOND RELEASE will command your companion to drop the item again.


SpringTrap

Syntax
LAY SPRINGTRAP <direction> <direction to fling target>
Commodities: rope 1 wood 1 iron 1

If your enemies step on the metal plate you have concealed on the ground, they will be flung by a powerful spring mechanism of your devising.


BloodThirst

Syntax
BOND BLOODTHIRST
Commodities: meat 1

By giving your hunting companion a meat commodity, you can urge it into a bloodthirst rage. Its attacks will be much more vicious than usual in attacking your enemies. Be careful, however, as your hunting animal may ignore your commands. The bloodthirst will last approximately 5 minutes. It will also make your companion more resilient against damage.


HeadHunter

Syntax
BEHEAD <corpse> (requires edged weapon)

SHRINK <head> (requires campfire)
PLANT SPIKE (requires wooden spike)
SPIKE <head> (requires planted spike)

This ability will allow you to preserve the decapitated heads of your enemies by removing the fat and bodily fluids from them, turning them into shrunken heads. You must first behead a corpse that rests on the ground before you, then you may shrink the head using a campfire. Finally, if you wish to fix the head in public to further prove your skill, you may plant a wooden spike into the ground, and then spike a shrunken head onto it.

Additional Notes:
Commune trackers only.


Trophy

Syntax
BEHEAD <corpse> (requires edged weapon)

CONSTRUCT TROPHY FROM <head> (requires 1 wood and 1 gold)
EXHIBIT <trophy>

This ability will allow you to make hunting trophies out of the decapitated heads of your fallen enemies. You must first behead a corpse on the ground before you, then you may construct a trophy from it, using a wood commodity and a gold commodity. Finally, if you wish to truly display your prowess as a hunter, you may exhibit the trophy, providing that you have the necessary skill in Arts.

Additional Notes:
City trackers only.


Deliver

Syntax
BOND DELIVER <item> TO <person>

Your hunting companion is now able to deliver items to your allies, provided they are on the same plane. After being given the item, your faithful companion will move off and begin searching for the person you specify. If the delivery is successful, you will be notified through your bond and your companion will begin to return to you. If not, your companion will simply return.


Deadfall

Syntax
LAY DEADFALL <direction>
Commodities: rope 1 iron 3

Setting up a variation on the trip wire, a small anvil will drop down upon the unfortunate target's head.


Bell

Syntax
TRAP <direction> ATTACH BELL
Commodities: silver 2

Attach a bell to a trap to be alerted to disturbances if in the same area.

Additional Notes:
'Disturbances' means the trap triggering. If you are in the same area as it, you are told who has tripped it.


Conceal

Syntax
CONCEAL PIT <dir>

CONCEAL ROOM

Power: 3 (Any), for Conceal Room.

You can conceal the effects of your traps. This only works for pit traps.

Conceal Room will conceal all traps in the room.

Additional Notes:
This is a required step to set a pit trap. Concealing an existing pit trap will reset the trap, changing its ownership to you if necessary.


Pit

Syntax
LAY PIT <direction>

CONCEAL PIT <direction>

Commodities: rope 1 wood 4

By digging a pit in the ground and concealing, you can create a very nasty trap indeed. You must, of course, have a shovel to dig the pit.

Once someone has fallen into a pit, it will still be there but no fool would walk into it again. If you CONCEAL it once again, then enemies will once again fall into it. CONCEALING a pit that is not yours will turn it into your pit.

Changelog:

  • Pits will now take 4 seconds of balance to lay and conceal. Pits will not fire for 30 seconds after a successful fire. (#1446 on 6-24-2018)


Mark

Syntax
MARK <trap> <direction>
Tints Required: green 2

You can mark a trap so your allies will be able to see it, even if their perception is not as attuned as yours.


Armour

Syntax
BOND ARMOUR [CREATE|REMOVE]
Commodities: iron 1

By pounding out a sheet of very thin iron, you can encase your companion in a suit of relatively durable armour. The armour will approximately halve the damage your companion receives and it will become immune to critical hits. While your bond is wearing armour you will be unable to unite, listen, or look through your bond.


Clamp

Requiring no extra direction from you, your hunting companion will now occasionally attempt to leap up and lock its jaws around the arm of your enemy when ordered to ATTACK. If successful, your foe will have to writhe to escape your companion's grip, and until then will be unable to use that arm at all. This will also do extra wounding damage to the arm that is clamped. Your companion will not clamp while in a bloodthirst rage.


Darts

Syntax
LAY DARTS <direction>

ENVENOM DARTS <direction> WITH <poison>

Commodities: rope 1 wood 3 iron 2

Small wooden darts can be set to a network of trip wires that will release the darts. Though the darts do no damage, they can be poisoned.


SpikePit

Syntax
LAY SPIKEPIT <direction>

ENVENOM SPIKEPIT <direction> WITH <poison>

Commodities: rope 1 wood 4 iron 3 spike 5

By digging a pit in the ground and setting 5 spikes at its base, you can poison the spikes for an extremely deadly variation on the pit trap.


Unite

Syntax
BOND UNITE

Your bond with your hunting companion 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 companion, this will bring you to its location, rather than it to yours.


PoisonMaster

Syntax
FOCUS POISONS
Power: 10 (Any)

Focusing on your poisons will increase the chance for poisons to hit your foe as you strike them.


SnakePit

Syntax
LAY SNAKEPIT <direction>

LAY SNAKE IN PIT <direction>

Commodities: rope 1 wood 4 snake 5

By digging a pit in the ground and filling it with five live snakes, you will create a pit trap that has a dangerous twist. You must, of course, have a shovel to dig the pit.

You can also lay snakes in a pit (excluding spike pits) one at a time, up to a maximum of five snakes. It will become a snakepit if it was not already one.