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Bonding is the ability to bond with the spirits of various animals, ranging
from the mundane to the fantastic. When one bonds, they are forming a sacred,
spiritual link that is so connected, the characteristic of that animal will
manifest itself partially in the physical sense. You might find yourself with
the claws of a Jaguar or the wings of an Eagle for a temporary time, though
individuality is never lost. To begin the process, BOND . Once you have
successfully bonded, you will find it is great a strain on you to stay this
way. If you stay in a form for too long, you'll fall out of it and be unable to
morph again for a couple of minutes. RELEASE will bring you out of the form at
your command.
- Squirrel
- Powers
- Wildcat
- Wolf
- Jackdaw
- Cheetah
- Owl
- Hyena
- Condor
- Gopher
- Sloth
- Otter
- Basilisk
- Bear
- Bonding
- Nightingale
- Elephant
- Transbond
- Wolverine
- Jaguar
- Befriend
- Eagle
- Gorilla
- Icewyrm
- Affinity
- Wyvern
- Truebond
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Groves is the skill of interacting with the great forests of Imperian. It will
allow you to establish a private Grove from which you will base your power.
Groves absorb and accumulate sunlight, which you use to power the abilities.
Every night, you will lose some of the sunlight, as the Grove must maintain
itself even when everything else is sleeping soundly. Further, most abilities
in Groves will use up some of this sunlight energy.
Before you can make a Grove of your own, you must use your abilities to
discover an unclaimed forest location. Think about it wisely, for this is
permanent until you reach great power in this skill.
- Perceive
-
Syntax: PERCEIVE
Use this ability to discover if a location has been claimed as a Grove or not.
- Imprint
-
Syntax: IMPRINT
Once you have discovered a vacant location, this ability may be used to claim
it as your own. Be warned: this bond is nearly permanent and may only be undone
by you and only when you have reached a high level of skill in Groves.
You will only be able to imprint forest and jungle locations to begin with, but
as your skill grows, so you will your ability to imprint other types of
environments.
- Energy
-
Syntax: GROVE ENERGY
By communing with your Grove, you may discover how much sunlight energy
remains.
- Who
-
Syntax: GROVE WHO
This ability will cause your grove to report on the presence of other players
that are in the same environement.
- Status
-
Syntax: GROVE STATUS
Use this ability to discover various pieces of information on the status of
your Grove.
- Look
-
Syntax: GROVE LOOK (player)
Use this ability to view a location that another player is standing in.
- Shake
-
Syntax: GROVE SHAKE
If there are any players in the trees in your Grove, this will shake them out.
- Elevate
-
Syntax: GROVE ELEVATE
Using this ability, you may rise into the trees. Once there, you may travel
normally, using DOWN to leave the trees.
- Watch
-
Syntax:
GROVE WATCH/UNWATCH
GROVE LISTEN/UNLISTEN
This strange ability will allow you to share a mental kinship with others in
your Grove. It will cause you to recieve much information that would normally
be seen only by the individual players in your Grove. UNWATCH will stop you
watching again.
Listening requires the same exact powers as watch, but results in your grove
only reporting sounds to you rather than all actions.
- Eject
-
Syntax: GROVE EJECT
With this ability, you may cause the wilderness in your Grove to throw out all
in it, save for yourself.
- Cage
-
Syntax: GROVE CAGE
Using this ability, you may close it off to entry and exit. With it, you may
prevent others from entering it via normal movement, as well as stopping most
projectiles from entering. UNCAGE will turn this off.
- Return
-
Syntax: GROVE RETURN
When activated, this ability will cause you to return to your Grove from
anywhere in the same environment.
- Eyes
-
Syntax: GROVE EYES
Grove eyes will, like GROVE WHO, tell you who is in the same environment, with
the added advantage of telling you where they are.
- Naturewatch
-
Syntax: GROVE NATUREWATCH ON/OFF
This ability will allow you to know anytime a player enters or exits from the
area.
- Seal
-
Syntax: GROVE SEAL
For one Imperian month, this ability will seal off your Grove from nighttime
energy loss.
- Tend
-
Syntax: GROVE TEND
Though this is only useable once an Imperian year, it will add ten percent to
the sunlight energy in your grove.
- Vigour
-
Syntax: GROVE VIGOUR
With vigour, you may heal yourself with the accumulated energy of your Grove.
- Mountains
- Screen
-
Syntax: GROVE SCREEN
While this ability is active, your Grove will be safe from those attempting to
gain a telepathic lock on anyone within.
- Roots
-
Syntax: GROVE ROOTS
While using this ability, you will be secured to the ground and none of the
various abilities that attempt to lift a target will succeed on you.
- Preservation
-
Syntax: GROVE PRESERVATION
For one Imperian year, this ability will render your Grove immune to damage
from certain abilities.
- Smudge
-
Syntax: GROVE SMUDGE
With this ability, you may command your Grove to remove a rune from it.
- Quarterstaff
-
Syntax: GROVE QUARTERSTAFF
Using this ability, you will gain a quarterstaff from the heart of a tree in
your Grove. You may then SHARPEN QUARTERSTAFF to sharpen it. Once sharpened,
you may STAB (target). You may also SPIN QUARTERSTAFF to conjure an aura of
protection against physical and magical damage. TAP QUARTERSTAFF will turn your
quarterstaff into a source of light. WHIRL QUARTERSTAFF will reveal many hidden
or cloaked people that may be in your location. It is rumoured that there are
other abilities that may be performed with your quarterstaff, including one to
create a slightly more powerful aura of protection.
- Calling
-
Syntax: GROVE CALLING
This ability will call all creatures loyal to you back to your Grove.
- Swamp
- Thorns
-
Syntax: GROVE THORNS
This nasty ability will cause anyone that is your enemy to be damaged
constantly by semi-conscious, thorny vines living in your Grove.
- Track
-
Syntax:
GROVE TRACK (player)
GROVE TRACK OFF
Using this ability, you may track a player's movement.
- Portal
-
Syntax: GROVE PORTAL
With this ability, you can create a portal to any player in the same area. The
portal is, however, one-way and may not be used to go to the player.
- Entangle
-
Syntax: GROVE ENTANGLE
This ability will only work in your grove, not in a shared grove. It will cause
vines to periodically shoot out and entangle anyone on your enemies list that
is in your grove either on the ground or in the trees.
- Summon
-
Syntax: GROVE SUMMON (player)
With this ability, you may began the process of summoning any player in the
same environment to your grove. It will take a small amount of time, during
which the player may escape the summoning by moving.
- Flow
-
Syntax: GROVE FLOW
With this ability, you may instantly travel from your Grove to anyone in the
same environment.
- Beach
- Cure
-
Syntax: GROVE CURE or GROVE CURE (player)
Cure will allow you to cure yourself or a player of a random affliction.
- Isolation
-
Syntax: GROVE ISOLATION
This powerful ability will take you, and anyone following in your Grove to a
secret Grove with exits to many places in the land. Be warned though, that it
is quite expensive in sunlight energy.
- Channel
-
Syntax:
GROVE CHANNEL (player)
GROVE CHANNEL OFF
This ability will allow you to transfer sunlight energy from one Grove
to another. Both you and the target player must be standing in your
respective Groves.
- Trap
-
Syntax: GROVE TRAP (player)
This is a more powerful version of Cage. It allows you to form a cage around
anyone, anywhere in the same environment.
- Sever
-
Syntax: GROVE SEVER
This ability will permanently sever the link with your Grove. All sunlight
energy in your Grove will be lost.
- Join
-
Syntax: GROVE JOIN (player)
To use Join, both you and the target player must be standing in your Groves.
With Join, you will lend support to the target player, enabling him to use
abilities that require more than one Arboreal.
- Rain
-
Syntax: GROVE RAIN
By calling a refreshing rain into your Grove, you will cause everyone in
the Grove to experience relatively rapid refreshing of endurance. Grove
Rain can only be used once per month and requires a joined Arboreal.
- Fertility
-
Syntax: GROVE FERTILITY
Grove fertility will, temporarily, triple plant growth in your grove.
- Exorcise
-
Syntax: GROVE EXORCISE
With this ability, you may command your grove to regularly exorcise demons from
the grove, driving them back to the Demon Plane. The presence of a Demon Minion
(a type of Demon) will prevent this from working.
- Storage
-
Syntax:
GROVE STORAGE
GROVE STORAGE (item to store)
GROVE STORAGE GET (item to retrieve)
So loving are the woodland animals to their arboreal friends, they will help
them store their items, hiding them from would be thieves. You can only store 5
items in your grove storage.
- Lightning
-
Syntax: GROVE LIGHTNING (player)
During a storm, you will be able to call down a lightning strike on any player
that is outside and in your area. This is a powerful ability, so use it wisely.
- ClearSkies
-
Syntax: GROVE CLEARSKIES
This skill will force clear skies and good weather in even the worst
weather conditions. Requires a joined grove.
- Concealment
-
Syntax: GROVE CONCEALMENT
Use this ability to conceal your grove from the prying eyes of all but the Gods
themselves.
- DarkForest
- Flash
-
Syntax: GROVE FLASH
While in your Grove, Flash will reveal the prescence of all players in your
Grove, save for the Divinities.
- Sharing
-
Syntax: GROVE SHARE
Grove sharing will allow all Arboreals on your allies list to use your Grove as
if it was his own.
- Gate
-
Syntax: GROVE GATE (player)
Grove gate will allow you to open a two-way portal between you and any player,
anywhere on the same continent as yourself.
- Rainstorm
-
Syntax: GROVE RAINSTORM
This skill will cause a massive rainstorm in the area. It will assist in
putting out any rampant forest fires. This skill requires a joined grove.
- Hive
-
Syntax: GROVE HIVE
Hive will create a hive of bees in your Grove that will live there and protect
it. Anyone but yourself who attempts to interact with the hive will be attacked
by a swarm of angry bees! Doing TAP HIVE will call forth the bees, who will
proceed to attack a random person in your Grove, save for yourself or your
allies. An added benefit to this magical hive is that you may HARVEST HIVE.
Doing this will not only feed you and heal your mind and body fully, but it
will also increase a random skill of yours slightly. This ability may only be
used infrequently.
- Rejuvenate
-
Syntax: Rejuvenate
This ability will allow you to rejuvenate land that has been exterminated by a
foul Necromancer. It requires the presence of a cube of elemental ice in your
inventory.
- Displacement
-
Syntax: GROVE DISPLACEMENT (player)
This ability will cause you to switch places with any player in the same
environment, instantly.
- Canopy
-
Syntax: GROVE CANOPY
This skill will cause the trees in the area to grow, creating a massive
canopy of overgrowth, basically sealing off the sky. Be warned, people in
the trees or flying will be trapped from returning to the ground.
This skill requires a joined grove.
- Hinder
-
Syntax: GROVE HINDER (player)
This ability will cause the land to hinder the movement of a selected player.
- Tundra
- Barrier
-
Syntax:
GROVE BARRIER
GROVE BARRIER OFF
With this ability, you may command your grove to regularly put up a prismatic
barrier to protect you and everyone in your grove, on the ground or in the
trees, on your allies list.
- Naturebinding
-
Syntax: GROVE FORESTBINDING
This powerful ability will hinder movement of anyone in the same area as your
grove.
- Resurrection
-
Syntax: GROVE RESURRECTION (player)
This very costly ability will grant life to the soul of any player you specify,
provided it is in your grove.
- Guardian
-
Syntax: GROVE GUARDIAN
So strong is your bond with your grove that you are able to reach down into the
roots of the earth and call forth one of the fabled earth golem Guardians to
stand guard over your grove. It will protect your grove, attacking anyone on
your enemies list who comes in, and will stay until dead. Note, however, that
there is a very high grove energy cost.
- Dampen
-
Syntax: GROVE DAMPEN
This ability will allow you to command your grove to regularly dampen mage
vibrations set up in your grove. It will last a random amount of time, and will
eventually turn itself off.
- Snowstorm
-
Syntax: GROVE SNOWSTORM
Calling upon the power of your grove, blanket the entire area with a
raging blizzard. Be warned, the cold will be so intense it will cause
those within the area to be frozen. Requires one grove joined to yours.
- Hypercure
-
Syntax: GROVE HYPERCURE
This ability will set up a ritual which will heal you, now and then, of an
affliction every few seconds, for a random period of time.
- Maelstrom
-
Syntax: GROVE MAELSTROM
You must first cause a rainstorm to overtake the are before you can
call upon the power of the maelstrom. Once started, any enemies in the the
area will be struck with the power of nature. Requires one grove joined
to yours.
- Desert
- Evolution
-
Evolution is a skill that will allow you to plant a quarterstaff in
environments that evolve or are evolved from the one that your grove is in.
Refer to the following list.
- Forest
- Jungle
- Dark Forest
- Swamp
- Beach
- Tundra
- Mountains
- Desert
- Plains
For example, if you have an affinity with the tundra, you will be able to plant
a quarterstaff in rooms of the beach or mountains environment, allowing you to
temporarily move your grove to those rooms.
- Portability
-
Syntax:
PLANT QUARTERSTAFF
GROVE UNIFY
This, the most powerful of all Grove abilities, allows you to
temporarily move your Grove to any similar location where there
is not already a Grove or temporary Grove. Planting a quarterstaff in
such a location will move your grove there, though only temporarily.
With time, your Grove will return to its home. If you wish to
prematurely move your Grove back to its original location, simply GROVE
UNIFY.
It should be noted that a few abilities will not work in a temporary
grove. These are:
- Channel
- Sever
- Join
- Fertility
- Sharing
- Guardian
- Hive
- Naturebinding
- Storage
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Description coming soon.
- Bounty
-
When drinking a health or mana elixir, you will receive a bonus to the amount
of health or mana that will be restored.
The amount of the bonus is dependent on the sum of your lessons learnt in
Naturalism and Concoctions, with a maximum bonus equivalent to that of
Transcendent in one of those skills.
- Plant
-
Syntax:
PLANT (seed)
TRANSPLANT (sapling)
PLANT (sapling)
SEEDS
If you have a seed for one of the great trees in the forest, you may plant the
seed in the nursery in the Arboreal guildhall, just south of Dahlia.
After several months, the seed will have grown into a small sapling. You can
then pick up that sapling with TRANSPLANT , and find a forest or
jungle room in which you can plant the tree.
A room can only have one tree planted in it, and trees cannot be planted in a
location that has been imprinted as a Grove.
Using SEEDS in the nursery will show you what seeds and saplings you currently
have growing.
For the time being, seeds can be purchased from Dahlia.
You can only plant seeds and saplings for trees that you have knowledge of. You
gain knowledge that allows you to plant specific trees by training in
Naturalism. When you learn an ability that requires a specific type of tree,
you can then plant seeds for that type of tree.
- Gather
-
Syntax: GATHER SEED
This ability will allow you to gather a seed from one of the great trees. A
tree will only produce one seed per month.
- Perceive
-
Syntax: PERCEIVE
This ability will allow you to see if the room has been imprinted by an
Arboreal, as well as give you detailed information about any of the great trees
in the room.
- Tend
-
Syntax: TEND TREE
This ability will allow you to heal a great tree of any damage that has been
done to it.
In addition, if one of the great trees is being attacked and you are in the
same area or an adjacent area, you will be informed that a tree is being
attacked.
- Wisps
-
Syntax: ROUSE TREE FOR WISPS
Tree type: Honeysuckle
Rousing a tree to summon wisps will increase the potential for positive
magickal surges in the area.
- Temperature
-
Syntax:
CONJURE HEAT
CONJURE COLD
This ability will allow you to temporarily raise or lower the temperature in
your area.
- Nourish
-
Syntax: ROUSE TREE FOR NOURISHMENT
Tree type: Apple and Beech
The apple tree will provide for you a fruit that is extremely nourishing, but
will decay quickly.
The beech nut is less nourishing, but will last for far longer.
- Link
-
Syntax: LINK (sapling 1) WITH (sapling 2)
Linking two saplings together will create a permanent bond between the two when
they are fully grown into trees. Many abilities in Naturalism require linked
trees. If one linked tree is killed, the other tree to which it is linked will
also die.
- Channel
-
Syntax: ROUSE TREE FOR CHANNELING (message)
Tree type: Hazel
This ability will allow you to project your voice through one tree to another
tree that it is linked to.
- Humidity
-
Syntax:
CONJURE HUMIDITY
CONJURE ARIDITY
This ability will allow you to raise or lower the humidity level in your area.
- Wind
-
Syntax:
CONJURE WIND
CONJURE CALM
This ability will allow you to increase the wind level in your area.
- Listen
-
Syntax: ROUSE TREE FOR LISTEN
Tree type: Birch
This ability will, for a short time, allow you to hear any words spoken at the
tree linked to this one.
- Clearskies
-
Syntax: CONJURE CLEARSKIES
This ability will allow you to clear any temporary storms that have been
conjured in this area.
- Sequester
-
Syntax: ROUSE TREE FOR SEQUESTER
Tree type: Willow
This ability will rouse the willow tree into summoning a shroud of privacy that
will prevent you from being spied on. This shroud is so powerful that not even
the Gods themselves can pierce it.
- Rainstorm
-
Syntax: CONJURE RAINSTORM
If the area is humid enough, this ability will conjure a temporary rainstorm
that will put out any fires in the area.
- Intoxicate
-
Syntax: ROUSE TREE FOR INTOXICATION
Tree type: Elder
The elder tree will, when roused, provide you an extremely powerful alcoholic
beverage.
- Herald
-
Syntax: ROUSE TREE FOR HERALD (message)
Tree type: Hazel
This ability will channel your voice to all of the hazel trees in the area.
- Windstorm
-
Syntax: CONJURE WINDSTORM
A conjured windstorm will prevent people from flying.
- Wildflowers
-
Syntax: ROUSE TREE FOR WILDFLOWERS
Tree type: Honeysuckle
Rousing a tree for wildflowers will cause the honeysuckle tree to exude a
distracting scent. People who do not know how to control this tree will
frequently forget what they are doing around this tree.
- Hearken
-
Syntax: ROUSE TREE FOR HEARKEN
Tree type: Birch
This ability will, for a short time, allow you to hear anything said at any
other birch tree in the area.
- Thornweed
-
Syntax: ROUSE TREE FOR THORNWEED
Tree type: Blackthorn
The blackthorn tree will, when roused, lash out and cause bleeding damage to
people who attempt to move past it.
- Desecrator
-
Syntax: DESECRATOR
This ability will tell you who last harmed a tree.
- Snowstorm
-
Syntax: CONJURE SNOWSTORM
If the area is cold and humid enough, you will be able to conjure a snowstorm
which will make it very difficult for people to see through.
- Flood
-
Syntax: CONJURE FLOOD
If there is a substantial amount of rain in the area, you will be able to
conjure a flood which will turn some of the rooms in the area into watery
rooms.
- Thunderstorm
-
Syntax: CONJURE THUNDERSTORM
A thunderstorm may be summoned in an area that is humid and warm enough, and
will frequently strike people in the area with lightning.
- Entangle
-
Syntax: ROUSE TREE FOR ENTANGLEMENT
Tree type: Hawthorn
The hawthorn tree will, when roused, slow people from leaving the room that it
is in.
- Hailstorm
-
Syntax: CONJURE HAILSTORM
The hailstorm can be summoned in an area that is cold and moist, and will
frequently cause hail to break the limbs of the people in the area.
- Drought
-
Syntax: CONJURE DROUGHT
Conjuring a drought in a very dry area will prevent Mages from channeling
enough water to flood the room.
- Travel
-
Syntax: ROUSE TREE FOR TRAVEL
Tree type: Ash
The mighty ash tree will allow you to travel between two linked trees.
- Tornado
-
Syntax: CONJURE TORNADO
A tornado can be summoned in an extremely windy area, and will move randomly
through the area, throwing anybody caught in its path high up into the air.
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