Trailblazing Abilities

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These are all the abilities in the skill of Trailblazing.

Analyse

 ANALYSE <target>

Analysing a target will show you a detailed status report on the physical and mental state of a target.

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 Trailblazing and Concoctions, with a maximum bonus equivalent to that of Transcendent in one of those skills.

Nightsight

 NIGHTSIGHT

Your time spent in the wilds has trained your eyes to see moreeffectively 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.

Scan

 SCAN SKIES|TREES

You have become so attuned with the world around you that you are able to detect people and creatures above you.

Fitness

 FITNESS

With the increased lung power you have gained from your wandering, you are able to resist becoming out of breath.

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.

Stalk

 STALK <person|creature>

Searching for faint disturbances in the local area, you may be able to tell the general direction in which your quarry lies. The effectiveness of your tracking is dependent on how much of the world you have explored.

Encampment

 BUILD ENCAMPMENT [ENCLOSED]
 STOKE ENCAMPMENT

Requires:

Five wood for building (two wood in forest environments)

One wood for stoking

Two cloth if enclosed

The fire in an encampment will grant warmth and protection to you and your allies, and prevent most wild animals from wandering in.

Optionally, you can build an enclosed encampment, at the cost of two cloth commodities. An enclosed encampment makes the location indoors, in addition to providing the other encampment effects.

Landstriding

Using your knowledge of the woodlands of Aetherius, you may now travel more quickly through the forests. If you also have the 'Affinity' ability in Hunting, you will also gain the benefit of this ability in the environment that you have chosen as your affinity.

Barkskin

 BARKSKIN

This ability will cause your skin to become as bark, providing an increased measure of protection vs. attacks doing physical damage.

Roasting

 ROAST <corpse>

Requires: An encampment

You may roast the corpse of any creature or player over a fire in an encampment. While not particularly tasty, eating one's prey has kept many alive in the wilderness. The amount by which the meat will fill you is dependent on the strength of the creature roasted.

Memorise

 MEMORISE ROOM
 TRACK/STALK MEMORISED

You are able to imprint the landmarks and details of the surrounding area in your mind, allowing you to track to that location, should you be close enough.

Deadaim

 DEADAIM ON/OFF

While slightly draining on your willpower, you will concentrate more intently upon hitting the vital areas of your opponents with strategic blows.

Secure

 SECURE WIELDED
 UNSECURE WIELDED

Securing your weapons to your wrists with thin strips of leather will make it very difficult to knock them out of your grasp.

Crimsonflames

 SPRINKLE RED INK

Requires: an encampment

Demonkind are a blight to the natural flow of life, and frequently stain the wilds with their foul existence. Your knowledge of the wilds has taught you that a combination of plants and dyes, in the form of various inks, can attract, captivate, and damage demons. The red ink will attract the lowest orders of demons.

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.

Vitality

 VITALITY

A surge of andrenalin will heal you when you are near death.

Season

 SEASON <meat>

Requires: an encampment

Seasoning the meat that you have roasted will preserve it for a considerable amount of time, but will reduce its nutritional value.

Torch

 THROW TORCH [<dir>] AT <target>

Requires: an encampment

You may pick a burning log up out of the fire of an encampment and hurl it at a target, who may be in the same room as you or in an adjacent room.

Ceruleansparks

 SPRINKLE BLUE INK

Requires: an encampment

The chemical makeup of the blue ink will attract and harm the second echelon of demonkind.

Ditran

 PRESERVE TOXIN DITRAN IN <vial>

Requires: one part meadowhawk and fire ant venoms

The ditran toxin induces impatience in its target.

This toxin only has effect when used on icecoated and blackened spears or tridents. Unlike regular toxins, it is not cured by purging one's blood.

Cloak

 SKIN <corpse>
 CRAFT CLOAK

Requires: Five corpses, a dagger, an encampment

Skinning the corpses of creatures will give you hides, which you can then use to craft a cloak.

Conceal Weapons

 CONCEAL WEAPONS

Requires: a cloak crafted from the skins of your prey

Concealing your weapons underneath your cloak will prevent their observation by casual means, and will also prevent others from seeing you wield/unwield them.

Lifesense

 LIFESENSE ON/OFF

Due to your attunement with the lands, you are able to sense hidden beings within the landscape.

Narcal

Syntax: PRESERVE TOXIN NARCAL IN <vial>

Requires: two parts rattlesnake venom

The narcal toxin causes its victim to become addicted to elixirs.

This toxin only has effect when used on icecoated and blackened spears or tridents. Unlike regular toxins, it is not cured by purging one's blood.

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.

Amberglow

Syntax: SPRINKLE YELLOW INK

Requires: an encampment

The presence of yellow ink in a fire will harm the third order of demonkind.

Keeneye

Your knowledge of the lands gives you a greater sense of where hidden exits are likely to be found in the area.

Nyordian

 PRESERVE TOXIN NYORDIAN IN <vial>

Requires: one part frog, spider, and fire ant venoms

The volatile nature of the nyordian toxin puts its victim on fire.

This toxin only has effect when used on icecoated and blackened spears or tridents. Unlike regular toxins, it is not cured by purging one's blood.

Cover

 COVER TRACKS

While wearing a cloak crafted from the skins of your prey, you can attempt to hide your presence from those who would seek you out.

Chiltran

 PRESERVE TOXIN CHILTRAN IN <vial>

Requires: one part frog, centipede, and fire ant venoms

This toxin only has effect when used on icecoated and blackened spears or tridents. Unlike regular toxins, it is not cured by purging one's blood.

Mark

 MARK RETURN

You may swiftly run back to your memorised location, after waiting a short while to remember it.

Bodyheat

While wearing a cloak crafted from the skins of your prey, the amount of damage you would receive from heat and cold is decreased. The strength of your cloak is dependent on the hides of the creatures used to make it.

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.

Sleeplessness

Your time spent in the wild has trained you to awaken from sleeping faster than normally.

This ability is automatically in effect.

Emeraldblaze

 SPRINKLE GREEN INK

A green fire will harm the highest order of demons.

Pursue

 PURSUE <target>
 PURSUE NONE

Pursuing a target will give you constant feedback on your target's location, movement, and general state of health.

Whitesight

Your attuned senses allow you to see things even in the most horrible of weather conditions.

Prowling

 PROWLING ON|OFF

This ability will allow you to walk without being attacked by any aggressive creatures of the wilds. City guards and entities loyal to players will not be fooled, however. Any aggressive action will stop this.

You must be camouflaged in order to use it successfully.

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.

Campground

 SETUP CAMPGROUND
 TRACK/STALK CAMPGROUND
 BREAKDOWN CAMPGROUND
 STOKE CAMPGROUND
 RETURN TO CAMPGROUND

Requires: Five cloth, ten wood

The quintessential dwelling of the Trailblazer, the campground is an extreme upgrade from a simple encampment. While in the campground, you and your allies will benefit from enhanced health and endurance regeneration, the protection of an indoor location, and will require far less sleep.

In addition, you will now be able to track to your campground, provided you are close enough to it and are knowledgeable enough of the area around it.

The smoke rising from the fire will warn of shrouded figures attemping to enter the campground.

Coloured fires within a campground will also cause greater harm to demons that happen to enter it.

You may only have one campground at a time, and a constructed campground will last for three months.

You are able to STOKE the campground, extending its lifetime by half an Imperian month. This requires one wood commodity.

Breaking down a campground will remove the campground, giving you some portion of the commodities used in its construction, depending on how long the campground has been built.

You can also use RETURN TO CAMPGROUND to return to your campground.