Difference between revisions of "Ecology"

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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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{{SkillTableRow|MountainSmudge|Fabled|20|Only in mountains is there a danger of avalanches.}}
{{SkillTableRow|MountainSmudge|Fabled|20|Only in mountains is there a danger of avalanches.}}
{{SkillTableRow|FangsFetish|Fabled|40|Your bone fetish can grow vicious fangs.}}
{{SkillTableRow|FangsFetish|Fabled|40|Your bone fetish can grow vicious fangs.}}
{{SkillTableRow|SnakeBond|Fabled|50|Place a stinger upon your bone fetish.}}
{{SkillTableRow|HerbBane|Fabled|60|Curse a body to violently reject healing herbs.}}
{{SkillTableRow|HerbBane|Fabled|60|Curse a body to violently reject healing herbs.}}
{{SkillTableRow|FamiliarShield|Fabled|80|Your armoured familiar will attempt to protect you.}}
{{SkillTableRow|FamiliarShield|Fabled|80|Your armoured familiar will attempt to protect you.}}
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[[Image:Ecology.jpg|thumb|Tending the Bats (by Gavriel)]]
[[Image:Ecology.jpg|thumb|Tending the Bats (by Gavriel)]]


==Empathy==
{{AB
 
|skillname = Empathy
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.
}}


==HillsSmudge==
{{AB
 
|skillname = HillsSmudge
{|
|syntax = SMUDGE FASHION HILLS<br>
|-
SMUDGE [QUICK]BURN
| style="background:darkblue; color:white"|'''Syntax:'''
|cost = Power: 3p (for quickburn) (Any)<br>
|-
Ingredients: pennyroyal 2
| style="background:lightblue"|<tt>SMUDGE FASHION HILLS</tt><br/>
|description = You can fashion a smudge stick from herbs found in the hills. When you burn the smudge, the smoke will eventually form into fleeting hills, causing a mudslide to harm your enemies.
<tt>SMUDGE [QUICK]BURN (4p from Any if quickburn)</tt>
|-
|style="background:pink"|Ingredients: pennyroyal 2
|-
|}
You can fashion a smudge stick from herbs found in the hills. When you burn the smudge, the smoke will eventually form into fleeting hills, causing a mudslide to harm your enemies.


NOTES ON SMUDGE STICKS: Smudges are powerful items made of the plant kingdom, infused with your own spirit through use of your ego. As such, you can only ever have one prepared at a time, and only you will be able to burn it. Gusts of wind will temporarily blow a smudge stick out, but it will eventually rekindle on its own. Smudges can be burned both on the ground or in trees.
NOTES ON SMUDGE STICKS: Smudges are powerful items made of the plant kingdom, infused with your own spirit through use of your ego. As such, you can only ever have one prepared at a time, and only you will be able to burn it. Gusts of wind will temporarily blow a smudge stick out, but it will eventually rekindle on its own. Smudges can be burned both on the ground or in trees.
}}


==SoftCharm==
{{AB
 
|skillname = SoftCharm
{|
|syntax = CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...
|-
|cost = Damage Modifier: 2/2-X (total, divided as outlined below)
| style="background:darkblue; color:white"|'''Syntax:'''
|description = Charms are made of the mineral kingdom and can be powerful protections when worn. A charm must be made with exactly 20 commodities. The commodities you use determine what the charm will protect against and the weight it will protect you. You begin by learning to work with with soft minerals and ores, which protect against the following:
|-
| style="background:lightblue"|<tt>CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...</tt>
|-
|style="background:pink"|Damage Modifier: 20 (total, divided as outlined below)
|-
|}
Charms are made of the mineral kingdom and can be powerful protections. A charm must be made with exactly 20 commodities. The commodities you use determine what the charm will protect against and the weight it will protect you. You begin by learning to work with with soft minerals and ores, which protect against the following:
 
* Sulfur : Protection vs. Poison
* Salt  : Protection vs. Electricity
* Coal  : Protection vs. Asphyxiation


For example, a charm made with 10 sulfur commodities and 10 salt commodities will use 50% of its protective powers against poison damage and 50% against electric damage. You can fashion your charm in any proportion so long as 20 commodities are used. You can fashion your charm as often as you like, though there will never be more than one charm and it is only usable by you.
*Sulfur : Protection vs. Poison
*Salt  : Protection vs. Electricity
*Coal  : Protection vs. Asphyxiation


==WingsFetish==
For every 5 commodities of a type in your charm, the cap for that type increases by 2. For instance, a charm with 5 sulfur and 15 salt confers a 2/4 protection vs. poison and a 2/8 protection vs. electricity. You can fashion your charm in any proportion so long as 20 commodities are used. You can fashion your charm as often as you like, though there will never be more than one charm and it is only usable by you.
}}


{|
{{AB
|-
|skillname = WingsFetish
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FETISH FASHION FROM <animal><br>
|-
FETISH GRAFT WINGS FROM <animal><br>
| style="background:lightblue"|<tt>FETISH FASHION FROM <animal></tt><br/>
FETISH ATTACK <target> <poison><br>
<tt>FETISH GRAFT WINGS FROM <animal></tt><br/>
FETISH CALL
<tt>FETISH ATTACK <target> <poison></tt><br/>
|cost = Power:  10 (any) (to fashion and graft only)
<tt>FETISH CALL</tt>
|description = Bone fetishes are representations of the power of the animal kingdom. First, you begin by making a basic fetish from the bones of an animal. This is your basic bone fetish and is not useful until you begin grafting parts of animals onto it. You first begin by learning those animals who produce the following poisons: <tt>ANEROD, NIRICOL, BOTULINUM, CONTORTRIN, or PYROTOXIN</tt>.
|-
|style="background:pink"|Power:  10 (any) (to fashion and graft only)
|-
|}
Bone fetishes are representations of the power of the animal kingdom. First, you begin by making a basic fetish from the bones of an animal. This is your basic bone fetish and is not useful until you begin grafting parts of animals onto it. You first begin by learning those animals who produce the following poisons: ANEROD and NIRICOL.


Generally, animals who produce these poisons fly and you will need to find the bones of one of them. Contact a poison expert if you are not sure what animal produces ANEROD or NIRICOL. Then you can graft representations of wings onto your fetish. At this point, through use of your ego, you can use your bone fetish as a weapon to deliver these two poisons. You will, of course, need vials of these poisons handy for your bone fetish to use.
Generally, animals who produce these poisons fly and you will need to find the bones of one of them. Contact a poison expert if you are not sure what animal produces <tt>ANEROD, NIRICOL, BOTULINUM, CONTORTRION or PYROTOXIN</tt>. Then you can graft representations of wings onto your fetish. At this point, through use of your ego, you can use your bone fetish as a weapon to deliver these poisons. You will, of course, need vials of these poisons handy for your bone fetish to use.


If you lose your fetish, you can always <tt>CALL</tt> it back to you.
If you lose your fetish, you can always <tt>CALL</tt> it back to you.
}}


==BatBane==
{{AB
|skillname = BatBane
|syntax = BANE BAT <target>
|cost = Power:  3 (Any)
|description = Those under the curse of the Bat Bane are particularly sensitive to sound, and will suffer increased damage from all sources coming from sound, including mana barbs, power spikes and ego vices. There are no cures for banes but they will lift on their own after one minute.
}}


{|
{{AB
|-
|skillname = Rebirth
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = REBIRTH <animal>
|-
|cost = Power:  5 (commune nexus)
| style="background:lightblue"|<tt>BANE BAT <target></tt>
|description = Sometimes you may want to give the spirit of a dead animal another chance upon the cycle of life and death. Though not all animals may be given a chance at rebirth, if successful it will be granted a new animal body.
|-
|style="background:pink"|Power:  3 (Any)
|-
|}
Those under the curse of the Bat Bane is particularly sensitive to sound, and will suffer increased damage from all sources coming from sound, including mana barbs, power spikes and ego vices. There are no cures for banes but they will lift on their own after one minute.


==Rebirth==
The first animal you give rebirth to will form a close bond with you, and if your bonded animal dies, you will suffer great damage so it is important to keep your bonded animal safe. After its death, the next animal spirit you grant rebirth to will become your bonded animal. Of course, you can continue to grant rebirth to as many other animals as you desire but you will only ever have one at any time that has the special bond.


{|
{{sub
|-
|syntax = BOND LOOK<br>
| style="background:darkblue; color:white"|'''Syntax:'''
BOND MOVE <direction><br>
|-
BOND LISTEN <ON/OFF><br>
| style="background:lightblue"|<tt>REBIRTH <animal></tt>
BOND ATTACK <target><br>
|-
BOND PASSIVE<br>
|style="background:pink"|Power: 5 (commune nexus)
BOND RECALL<br>
|-
BOND PROBE <item><br>
|}
BOND DISMISS FAMILIAR<br>
Sometimes you may want to give the spirit of a dead animal another chance upon the cycle of life and death. Though not all animals may be given a chance at rebirth, if successful it will be granted a new animal body.
|cost = Power: 5 (any) (To recall from another plane)
}}


The first animal you give rebirth to will form a close bond with you, and if your bonded animal dies, you will suffer great damage so it is important to keep your bonded animal safe. After its death, the next animal spirit you grant rebirth to will become your bonded animal. Of course, you can continue to grant rebirth to as many other animals as you desire but you will only ever have one at any time that has the special bond.
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>BOND LOOK</tt><br/>
<tt>BOND MOVE <direction></tt><br/>
<tt>BOND LISTEN <ON/OFF></tt><br/>
<tt>BOND ATTACK <target></tt><br/>
<tt>BOND RECALL</tt><br/>
<tt>BOND PROBE <item></tt><br/>
<tt>BOND DISMISS FAMILIAR</tt>
|-
|style="background:pink"|Power: 5 (any) (To recall from another plane)
|-
|}
After you develop this bond, you are able to give your familiar various commands using your bond with it, provided you are on the same plane as your bonded animal.
After you develop this bond, you are able to give your familiar various commands using your bond with it, provided you are on the same plane as your bonded animal.


Commanding your familiar 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 familiar to attack an enemy that is with it. You can also order your familiar to observe its surroundings. In the event you wish to dismiss your familiar, you can as well.
Commanding your familiar 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 familiar to attack an enemy that is with it. You can also order your familiar to observe its surroundings. In the event you wish to dismiss your familiar, you can as well.
}}


==DesertSmudge==
{{AB
 
|skillname = DesertSmudge
{|
|syntax = SMUDGE FASHION DESERT<br>
|-
SMUDGE [QUICK]BURN
| style="background:darkblue; color:white"|'''Syntax:'''
|cost = Power: 3 (for quickburn) (Any)<br>
|-
Ingredients: sage 1 weed 1
| style="background:lightblue"|<tt>SMUDGE FASHION DESERT</tt><br/>
|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>]].
<tt>SMUDGE [QUICK]BURN (4 power from any if quickburn)</tt>
}}
|-
|style="background:pink"|Ingredients: sage 1 weed 1
|-
|}
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.
 
==HerbRenewal==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>RENEW HERBS</tt>
|-
|style="background:pink"|Power:  5 (any)
|-
|}
In any natural environment capable of growing herbal plants that happens to be barren, you can renew the ground causing one type of plant to sprout. The type is a random type that naturally grows in that environment.
 
==FetishArmour==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FETISH ARMOUR <CLASP|UNCLASP></tt>
|-
|}
You may use your fetish to encase your familiar as a living armour, making your bonded familiar invulnerable to all damage. While your familiar is armoured, you will not have access to your fetish. Also, if your armoured familiar is not in the same room as you, it will always seek to return to you if it is attacked.
 
==FamiliarSmudge==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>BOND SMUDGE <target></tt>
|-
|}
If your familiar is armoured, you can have it deliver a smudge to a target up to 10 rooms away. The target can't be in the same room as you, nor will your familiar drop the smudge anywhere other than at ground level.
 
==FinsFetish==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FETISH GRAFT FINS FROM <animal></tt>
|-
|style="background:pink"|Power:  10 (any)
|-
|}
You can graft fins onto your bone fetish. Fins are made from the bones of any animal that produces the poisons MANTAKAYA, CALCISE, TETRODIN, INYOKA or MORPHITE. Likewise, your fetish can now use any of these poisons.
 
==SwampSmudge==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>SMUDGE FASHION SWAMP</tt><br/>
<tt>SMUDGE [QUICK]BURN (4p from any if quickburn)</tt>
|-
|style="background:pink"|Ingredients: calamus 1 myrtle 1
|-
|}
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.
 
==AnimalGrowth==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>ENLARGE <animal></tt>
|-
|style="background:pink"|Power:  5 (any)
|-
|}
You can temporarily enlarge any animal, increasing its size and strength.
 
==PreciousCharm==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...</tt>
|-
|style="background:pink"|Damage Modifier: 30
|-
|}
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.
 
* Gold    : Protection vs. Fire
* Platinum : Protection vs. Cold
* Silver  : Protection vs. Magic


==FamiliarSting==
{{AB
|skillname = HerbRenewal
|syntax = RENEW HERBS
|cost = Power:  5 (any)
|description = In any natural environment capable of growing herbal plants that happens to be barren, you can renew the ground causing one type of plant to sprout. The type is a random type that naturally grows in that environment.
}}


{|
{{AB
|-
|skillname = FetishArmour
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FETISH ARMOUR <CLASP{{!}}UNCLASP>
|-
|description = You may use your fetish to encase your familiar in living armour, making your bonded familiar invulnerable to all damage. While your familiar is armoured, you will not have access to your fetish. Also, if your armoured familiar is not in the same room as you, it will always seek to return to you if it is attacked.
| style="background:lightblue"|<tt>BOND ENVENOM <poison></tt><br/>
}}
<tt>BOND ENVENOM SHOW</tt><br/>
<tt>BOND ENVENOM CLEAR</tt><br/>
<tt>BOND STING <target></tt><br/>
<tt>BOND PASSIVE</tt>
|-
|style="background:pink"|Power:  3 (any)
|-
|}
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.


==SwiftFetish==
{{AB
|skillname = FamiliarSmudge
|syntax = BOND SMUDGE <target>
|description = If your familiar is armoured, you can have it deliver a smudge to a target up to 10 rooms away. The target can't be in the same room as you, nor will your familiar drop the smudge anywhere other than at ground level.
}}


{|
{{AB
|-
|skillname = FinsFetish
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FETISH GRAFT FINS FROM <animal>
|-
|cost = Power: 10 (any)
| style="background:lightblue"|<tt>FETISH SWIFT <person> <direction></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>]].
|-
}}
|}
Your bone fetish can now be used to target anyone within your line of sight.


==ValleySmudge==
{{AB
|skillname = SwampSmudge
|syntax = SMUDGE FASHION SWAMP <br>
SMUDGE [QUICK]BURN
|cost = Power: 3 (for quickburn) (Any)<br>
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 [[#HillsSmudge|<tt>AB ECOLOGY HILLSSMUDGE</tt>]].


{|
}}
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>SMUDGE FASHION VALLEY</tt><br/>
<tt>SMUDGE [QUICK]BURN (4p from any if quickburn)</tt>
|-
|style="background:pink"|Ingredients: yarrow 1 rosehips 1 colewort 1
|-
|}
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.


==StingerFetish==
{{AB
|skillname = AnimalGrowth
|syntax = ENLARGE <animal>
|cost = Power:  5 (any)
|description = You can temporarily enlarge any animal, increasing its size and strength.
}}


{|
{{AB
|-
|skillname = PreciousCharm
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...
|-
|cost = Damage Modifier: 2/2-X (total, divided as outlined below)
| style="background:lightblue"|<tt>FETISH GRAFT STINGER FROM <animal></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>]].
|-
|style="background:pink"|Power:  10 (any)
|-
|}
From the bones of an animal that use the poisons MACTANS, MELLITIN or CHARYBDON, you can graft a stinger onto your bone fetish in order to use those poisons to attack with it.


==Unite==
*Gold    : Protection vs. Fire
*Platinum : Protection vs. Cold
*Silver  : Protection vs. Magic
*Gems    : Protection vs. Psychic
}}


{|
{{AB
|-
|skillname = FamiliarSting
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = BOND ENVENOM <poison><br>
|-
BOND ENVENOM SHOW<br>
| style="background:lightblue"|<tt>BOND UNITE</tt>
BOND ENVENOM CLEAR<br>
|-
BOND STING <target> [FULL]<br>
|style="background:pink"|Power: 2 (Any)
BOND PASSIVE
|-
|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.
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.
}}


==SnakeBane==
{{AB
|skillname = SwiftFetish
|syntax = FETISH SWIFT <person> <direction> <poison>
|description = Your bone fetish can now be used to target anyone within your line of sight.
}}


{|
{{AB
|-
|skillname = ValleySmudge
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = SMUDGE FASHION VALLEY<br>
|-
SMUDGE [QUICK]BURN
| style="background:lightblue"|<tt>BANE SNAKE <target></tt>
|cost = Power:  3 (for quickburn) (Any)<br>
|-
Ingredients: yarrow 1 rosehips 1 colewort 1
|style="background:pink"|Power:  3 (Any)
|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>]].
|-
|}
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.
 
==HardCharm==
 
{|
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...</tt>
|-
|style="background:pink"|Damage Modifier: 40
|-
|}
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.


* Marble : Protection vs. Blunt
}}
* Iron  : Protection vs. Cutting


==MountainSmudge==
{{AB
 
|skillname = StingerFetish
{|
|syntax = FETISH GRAFT STINGER FROM <animal>
|-
|cost = Power: 10 (any)
| style="background:darkblue; color:white"|'''Syntax:'''
|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>]].
|-
}}
| style="background:lightblue"|<tt>SMUDGE FASHION MOUNTAIN</tt><br/>
<tt>SMUDGE [QUICK]BURN (4p from any if quickburn)</tt>
|-
|style="background:pink"|Ingredients: juniper 1 arnica 1 kafe 1
|-
|}
You can fashion a smudge stick from mountain herbs. Burning this smudge will cause a tremendous avalanche of rocks to devastate your enemies.


==FangsFetish==
{{AB
|skillname = Unite
|syntax = BOND UNITE
|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.
}}


{|
{{AB
|-
|skillname = SnakeBane
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = BANE SNAKE <target>
|-
|cost = Power:  3 (Any)
| style="background:lightblue"|<tt>FETISH GRAFT FANGS FROM <animal></tt>
|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.
|-
}}
|style="background:pink"|Power:  10 (any)
|-
|}
You can graft deadly fangs onto your fetish from the bones of an animal that produces DULAK, DENDROXIN, ANATINE, ALEUTIAN or HAEMOTOX, after which your bone fetish can use those poisons.


==HerbBane==
{{AB
|skillname = HardCharm
|syntax = CHARM FASHION <comm> <amt> [<comm>] [<amt>] ...
|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 [[#SoftCharm|<tt>AB ECOLOGY SOFTCHARM</tt>]].


{|
*Marble : Protection vs. Blunt
|-
*Iron  : Protection vs. Cutting
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>BANE HERB <target></tt>
|-
|style="background:pink"|Power:  3 (Any)
|-
|}
While under this powerful curse, the body rejects herbs. There is a 50% chance that any herb 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.


==FamiliarShield==
}}


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.
{{AB
|skillname = MountainSmudge
|syntax = SMUDGE FASHION MOUNTAIN<br>
SMUDGE [QUICK]BURN
|cost = Power:  3 (for quickburn) (Any)<br>
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 [[#HillsSmudge|<tt>AB ECOLOGY HILLSSMUDGE</tt>]].


==Conceal==
}}


{|
{{AB
|-
|skillname = FangsFetish
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = FETISH GRAFT FANGS FROM <animal>
|-
|cost = Power: 10 (any)
| style="background:lightblue"|<tt>BOND CONCEAL</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 [[#WingsFetish|<tt>AB ECOLOGY WINGSFETISH</tt>]].
|-
}}
|}
This ability will allow you to conceal your animal familiar, and while this does not make it invisible, it will make its movements undetectable to the mortal eye.


==ForgePath==
{{AB
|skillname = SnakeBond
|syntax = SNAKEBOND <snake><br>
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|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.
|-
}}
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>FORGEPATH <path forger></tt>
|-
|style="background:pink"|Power:  10 (any)
|-
|}
With another person with this skill, you can forge mystic pathways between two locations of the same type of natural environment on the same plane. While the path is being formed, you are very limited in what you can do lest you disrupt the process.


==ForestSmudge==
{{AB
|skillname = HerbBane
|syntax = BANE HERB <target>
|cost = Power:  3 (Any)
|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
|-
|skillname = FamiliarShield
| style="background:darkblue; color:white"|'''Syntax:'''
|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.
|-
}}
| style="background:lightblue"|<tt>SMUDGE FASHION FOREST</tt><br/>
<tt>SMUDGE [QUICK]BURN (4p from Any if quickburn)</tt>
|-
|style="background:pink"|Damage Type: 100% Heat<br/>
Damage Source: Magical<br/>
Ingredients: Mistletoe 1 Marjoram 1 Galingale 1 Coltsfoot 1
|-
|}


You can create a smudge with the plants found in forests. This will create a scene of a forest fire, which will burn your enemies with its hot wrath.
{{AB
|skillname = Conceal
|syntax = BOND CONCEAL
|description = This ability will allow you to conceal your animal familiar, and while this does not make it invisible, it will make its movements undetectable to the mortal eye.
}}


==BerserkFetish==
{{AB
|skillname = ForgePath
|syntax = FORGEPATH <path forger>
|cost = Power:  10 (any)
|description = With another person with this skill, you can forge mystic pathways between two locations of the same type of natural environment on the same plane. While the path is being formed, you are very limited in what you can do lest you disrupt the process.
}}


{|
{{AB
|-
|skillname = ForestSmudge
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = SMUDGE FASHION FOREST<br>
|-
SMUDGE [QUICK]BURN
| style="background:lightblue"|<tt>  FETISH ATTACK <person> BERSERK <poison> <poison></tt><br/>
|cost = Power: 3 (for quickburn) (Any)<br>
<tt>  FETISH SWIFT <person> <direction> BERSERK <poison> <poison></tt>
Ingredients: Mistletoe 1 Marjoram 1 Galingale 1 Coltsfoot 1<br>
|-
Damage Type: 100% Fire
|style="background:pink"|Power:    1 (any)
|description = You can create a smudge with the plants found in forests. This will create a scene of a forest fire, which will burn your enemies with its hot wrath. See [[#HillsSmudge|<tt>AB ECOLOGY HILLSSMUDGE</tt>]].
|-
}}
|}
You can put your fetish in a berserk state, causing it to attack with two poisons. This can be a normal attack or a swift attack in your line of sight.


==FamiliarBerserk==
{{AB
|skillname = BerserkFetish
|syntax = FETISH ATTACK <person> BERSERK <poison> <poison><br>
FETISH SWIFT <person> <direction> BERSERK <poison> <poison><br>
Power:    1 (any)
|description = You can put your fetish in a berserk state, causing it to attack with two poisons. This can be a normal attack or a swift attack in your line of sight.
}}


{|
{{AB
|-
|skillname = FamiliarBerserk
| style="background:darkblue; color:white"|'''Syntax:'''
|syntax = BOND BERSERK <target>
|-
|cost = Power:  6 (any)
| style="background:lightblue"|<tt>BOND BERSERK <target></tt>
|description = For a short period, your armoured familiar will attack at an extremely fast speed. See [[#FamiliarSting|<tt>AB ECOLOGY FAMILIARSTING</tt>]].
|-
}}
|style="background:pink"|Power:  6 (any)
|-
|}
For a short period, your armoured familiar will attack at an extremely fast speed. See AB ECOLOGY FAMILIARSTING.


==Transmigration==
{{AB
|skillname = Transmigration
|syntax = DEEPBOND
TRANSMIGRATION <on{{!}}off>
|cost = Power:  5 (commune nexus)
|description = You can form an even deeper bond with your animal familiar. This deep bond is the mingling of both your soul and its spirit. If you die, your soul will transmigrate into the body of your animal familiar and you will thus be reborn. You will only be able to transmigrate if you have Ecology as an active skillset.


{|
Your familiar will also provide you with unique bonuses.
|-
| style="background:darkblue; color:white"|'''Syntax:'''
|-
| style="background:lightblue"|<tt>DEEPBOND</tt>
|-
|style="background:pink"|Power:  5 (commune nexus)
|-
|}
You can form an even deeper bond with your animal familiar. This deep bond is the mingling of both your soul and its spirit. If you die, your soul will transmigrate into the body of your animal familiar and you will thus be reborn.


Your familiar will also provide you with a unique bonus.
*Owl      - 2/4 equilibrium recovery bonus, flight
*Badger    - 1/5 max health bonus, 1/8 universal damage increase
*Fox      - 2/4 balance recovery bonus, 1/8 cold resistance, 1/8 fire resistance
*Vixen    - 1/5 max ego bonus, level 2 empower influence


* Owl      - +1 int, flight
*Tarantula - 1/5 max health bonus, 1/8 poison resistance, 1/8 cold resistance
* Badger    - +1 con, 10DMP damage increase
*Viper    - 2/4 balance recovery bonus, high resistance to dendroxin venom
* Fox      - +1 dex, 10DMP cold/fire resistance
*Widow    - 1/5 max ego bonus, level 2 weaken influence
* Vixen    - +1 cha, level 2 seduction influence
*Bat      - 2/4 equilibrium recovery bonus, flight
* Tarantula - +1 con, 10DMP cold resistance
* Viper    - +1 dex, high resistance to dendroxin venom
* Widow    - +1 cha, high resistance to mactans venom
* Bat      - +1 int, flight


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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