Pioneering Abilities
These are all the abilities in the skill of Pioneering.
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 Pioneering and Concoctions, with a maximum bonus equivalent to that of Transcendent in one of those skills.
This ability is automatically in effect.
Nightsight
NIGHTSIGHT
Use your sensitive eyes to see in the dark.
Weathering
WEATHERING
Your budding control over your body will assist you in weathering the storm of life by increasing your constitution by one point.
Perceive
PERCEIVE
Use this ability to discover if a location has been claimed as a Grove or not.
Imprint
IMPRINT
Once you have discovered a vacant location, this ability may be used to claim it as your own. Be warned: this bond can only be broken once you have learned the Sever ability in Pioneering.
Groves can be imprinted in any outdoors natural location - they are not limited to forests.
Elevate
GROVE ELEVATE DOWN
Should your grove be in a forest location, you can use this ability to rise into the trees. Once there, you may travel normally, using DOWN to leave the trees.
Fitness
FITNESS
With the increased lung power you have gained from your wandering, you are able to resist becoming out of breath.
Return
GROVE RETURN
This ability allows you to return to your Grove from anywhere. It has a slight delay before activation.
Eyes
GROVE EYES
Grove eyes will allows you to sense all players who are in the same environment as your Grove.
Preservation
GROVE PRESERVATION
For one Imperian year, this ability will render your Grove immune to damage from certain abilities.
Landstriding
Using your knowledge of the woodlands of Aetherius, you may now travel more quickly through the forests.
Sever
GROVE SEVER
This ability will permanently sever the link with your Grove, allowing you to choose a new one.
Watching
WATCH <direction> UNWATCH
By attuning your senses in a specified direction, you will be able to hear and see much of what goes on in an adjacent room.
Bandages
APPLY BANDAGES [<target>]
Requires: Two cloth
By applying bandages to yourself or others, you can drastically alter the amount of health one will lose to open wounds. The bandages will last until they are too loaded with blood to be effective.
It is important to note that bandages do -not- reduce the actual bleeding amount - they only prevent the health loss.
Camouflage
APPLY CAMOUFLAGE SCRUB CAMOUFLAGE (in water)
Requires: Charcoal and wormwood
Applying camouflage will prevent you from being easily detected, as well as making it nearly impossible to be followed by anyone but your allies.
Vitality
VITALITY
A surge of andrenalin will heal you when you are near death.
Keeneye
Your knowledge of the lands gives you a greater sense of where hidden exits are likely to be found in the area.
This ability is automatically in effect.
Elusiveness
ELUSIVENESS ON/OFF
Make it impossible for others to follow you.
Lifesense
LIFESENSE ON/OFF
Due to your attunement with the lands, you are able to sense hidden beings within the landscape.
Leap
LEAP <direction>
This ability will allow you to leap over various obstacles in your way.
Alertness
ALERTNESS ON/OFF
Your sense of hearing is heightened enough to allow you to detect movement in adjacent locations.
Resistance
RESISTANCE
Gain resistance to magickal attacks.
Might
MIGHT
Using the power of your naturally strong body, you can heal certain afflictions.
Block
BLOCK <direction>
This ability will allow you to block movement in a particular direction.
Campfire
BUILD CAMPFIRE STOKE CAMPFIRE
Commodities: 3 wood to build, 1 wood to stoke
When you build a campfire, those in the room with it will regenerate a small amount of health and mana periodically. When the fire starts to burn out, you may stoke it to keep it going.
Locate
LOCATE <target>
This ability allows you to seek out the location of another individual. Should your target be in the same area, you will also discern the best path to get there.
Isolation
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.
While in Isolation, you cannot exit isolation to any room with an environment different from that of your Grove.
Storage
GROVE STORAGE GROVE STORAGE <item to store> GROVE STORAGE GET <item to retrieve>
So loving are the woodland animals to their Grove-tending friends, they will help them store their items, hiding them from would be thieves. You can only store 5 items in your grove storage.
Befriend
BEFRIEND <animal>
This skill is used in conjunction with taming. It will allow you to train a pet without having to 'capture' it with a lasso. Your ability to capture stronger pets is directly tied to your level vs the strength of the animal.
Pursue
PURSUE <target> PURSUE NONE
Pursuing a target will give you constant feedback on your target's location, movement, and general state of health.
Rejuvenate
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.
Whitesight
Your attuned senses allow you to see things even in the most horrible of weather conditions.
This ability is automatically in effect.
Scout
SCOUT AREA [PLAYERS/CREATURES/ADJACENT/ALL] [<search term>]
Your knowledge of the area around you is such that you are now able to learn much about what is going on around you.
You may also apply a search term to pare down the results of your scouting. Scouting with a search term will have a higher equilibrium cost.
Gate
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.
Concealment
GROVE CONCEALMENT
This ability conceals your grove from the prying eyes of all but the Gods themselves.
Mask
MASK EXITS
This ability allows you to carefully conceal all visible exits from your location, making it look as if none were there. This only affects perception - those who know that the exit is there will still be able to leave normally.