Abilities in Groves:
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Imprint Choose a forest location as your grove.
Perceive Determine if a forest area has been claimed as a grove.
Sever Erase your imprint permanently from your grove.
Energy Determine how much sunlight your grove has stored.
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*** Next ability available in 4 lessons ***
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Who Sense who is in the forest.
Status Discover information on the status of your grove.
Look See through the eyes of a forest into a distant location.
Shake Send a tremor throughout your grove.
Elevate Ascend into the treetops.
Watch Command your grove to report certain activity within it.
Eject Toss all but yourself out of your grove.
Return Return instantly to your grove from anywhere in the forest.
Eyes Locate everyone in the forest.
Forestwatch Know all entry and exit from the forest.
Seal Prevent night-time draining sunlight from your grove.
Tend Lovingly caring for your grove.
Lastharvest The ability to see who last harvested in a room.
Naturalism Discover who exterminated a room last.
Screen Raise a screen against telepathy within your grove.
Roots Secure yourself to the ground with tree roots.
Preservation For one year, shield your grove from damage.
Smudge Remove ground-based runes from your grove.
Quarterstaff Summon a powerful quarterstaff from your grove.
Calling Call your loyal creatures back to your grove.
Track Constantly track the movement of anyone in the forest.
Portal Open a portal to your grove for anyone in the forest.
Summon After a time, bring anyone in the forest to your grove.
Flow Slip instantly from your grove to anyone in the forest.
Imbue Infuse your quarterstaff with the power of sunlight.
Regrowth Reform a sharpened quarterstaff.
Cure Cure someone of an affliction.
Isolation Transport yourself to the Glade of Isolation.
Channel Transfer energy to the grove of another.
Vigour Call on the invigorating warmth of sunlight.
Remedy Heal another of maladies and ailments.
Rain Conjuring a magical shower of rejuvenating rain.
Fertility Perform the rites of fertility.
Concealment Hide all those within your grove from prying eyes.
Sharing Granting the use of your grove to your allies.
Flash Illuminate the surroundings with a revealing flash of light.
Gate Open a gateway of light.
Hive Create a hive of stinging bees to defend your grove.
Overgrowth Return a totem to the embrace of Nature.
Rejuvenate Restore an exterminated room to its natural state.
Snowstorm Spread the white cloak of winter across the land.
Wildgrowth Ensnare your enemies with tenacious plantlife.
Barrier Form an impenetrable barrier of light itself.
Forestbinding Prevent all entry and exit from the forest.
Resurrection Restore yourself or a friend to life.
Guardian Summon an earth golem to guard your grove.
Dampen Put an end to aural interferences.
Lightning Strike your foes with nature's fury.
Vivify Bring forth life from blight.
Panacea Nature's touch can heal all ills.
Portability The ultimate expression of the bond with your grove.
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To gain further information on an ability, AB <ability>.

I know of no skill called 'abilities'.
Imprint (Groves) Known: Yes
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Syntax: IMPRINT
Extra Information: Energy: NONE

Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Details:
Once you have discovered a vacant forest or jungle location, this ability may be used to claim it as your own.
Be warned: this bond is nearly permanent, and nobody but you may undo it.
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Perceive (Groves) Known: Yes
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Syntax: PERCEIVE
Extra Information: Energy: NONE

Works on/against: Room
Details:
Use this ability to discover if a forest location has been claimed as a grove or not.
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--------------------------------------------------
Alternatively, did you want:
Perceive (Survival)
Sever (Groves) Known: Yes
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Syntax: GROVE SEVER
Extra Information: Energy: NONE

Works on/against: Room
Details:
This ability will permanently sever the link with your grove. All sunlight energy in your grove will be lost.
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Energy (Groves) Known: Yes
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Syntax: GROVE ENERGY
Works on/against: Room
Resource: 1 sunlight
Details:
By communing with your grove, you may discover how much sunlight energy remains.
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Who (Groves) Known: No (4 lessons required)
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Syntax: GROVE WHO
Works on/against: Room
Resource: Sunlight
Details:
This ability will cause the forest itself to report on the presence of other adventurers that are in it.
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Status (Groves) Known: No (7 lessons required)
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Syntax: GROVE STATUS
Works on/against: Room
Resource: 2 sunlight
Details:
Use this ability to discover various pieces of information on the status of your grove.
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--------------------------------------------------
Alternatively, did you want:
Status (Reclamation)
Look (Vision) Known: Yes
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Syntax: LOOK/L
Works on/against: Room
Details:
A simple ability inherent in all visual beings.
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--------------------------------------------------
Alternatively, did you want:
Look (Groves)
Shake (Groves) Known: No (16 lessons required)
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Syntax: GROVE SHAKE
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resource: 100 sunlight
Details:
Send a tremor through ground and trees alike in and near your grove. Nearby mounted adventurers will find
themselves on the ground, while those in the trees may experience rapid loss of altitude combined with injury.
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Elevate (Groves) Known: No (23 lessons required)
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Syntax: GROVE ELEVATE
GROVE ELEVATE <target>
Works on/against: Adventurers and self
Cooldown: 3.50 seconds of equilibrium
Resource: 20 sunlight
Details:
Using this ability, you may rise into the trees. Once there, you may travel normally, using DOWN to leave the
trees.
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Watch (Groves) Known: No (27 lessons required)
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Syntax: GROVE WATCH/UNWATCH
Works on/against: Room
Resource: 10 sunlight
Details:
This strange ability will allow you to share a mental kinship with others in your grove. It will cause you to
receive much information that would normally be seen only by the individual adventurers in your grove. UNWATCH
will stop you watching again.
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Eject (Groves) Known: No (34 lessons required)
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Syntax: GROVE EJECT
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resource: 15 sunlight
Details:
With this ability, you may cause the wilderness in your grove to throw out all in it, save for yourself and
your allies.
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Return (Groves) Known: No (67 lessons required)
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Syntax: GROVE RETURN
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resource: 100 sunlight
Details:
When activated, this ability will cause you to return to your grove from any wooded area.
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Eyes (Groves) Known: No (89 lessons required)
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Syntax: GROVE EYES
Resource: 20 sunlight
Details:
Grove eyes will, like GROVE WHO, tell you who is in the forest, with the added advantage of telling you where
in the forest they are.
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Forestwatch (Groves) Known: No (112 lessons required)
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Syntax: GROVE FORESTWATCH ON/OFF
Works on/against: Room
Resource: 25 sunlight
Details:
This ability will inform everyone in your grove every time an adventurer enters or exits the forest.
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Seal (Groves) Known: No (134 lessons required)
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Syntax: GROVE SEAL
Works on/against: Room
Cooldown: 5.00 seconds of equilibrium
Resource: 60 sunlight
Details:
For one Achaean month, this ability will seal off your grove from nighttime energy loss.
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Tend (Groves) Known: No (156 lessons required)
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Syntax: GROVE TEND
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Details:
Though this is only useable once an Achaean year, it will add ten percent to the sunlight energy in your grove
.
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Lastharvest (Groves) Known: No (178 lessons required)
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Syntax: LASTHARVEST
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Details:
Whenever a plant is harvested, or, indeed, anything that is alive is changed, traces are left in the fabric of
life-energy that sustains all living beings. The lastharvest ability allows you to tap into those energies for
a short time to see who last harvested from each plant in your location.
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Naturalism (Groves) Known: No (178 lessons required)
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Syntax: NATURALISM
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Details:
Naturalism allows you to detect the foul stain of a Necromancer's soul on an exterminated room, letting you
see who did it.
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Screen (Groves) Known: No (200 lessons required)
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Syntax: GROVE SCREEN
Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resource: 80 sunlight
Details:
While this ability is active, your grove will be safe from those attempting to gain a telepathic lock on
anyone within.
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Roots (Groves) Known: No (223 lessons required)
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Syntax: GROVE ROOTS
Works on/against: Room
Cooldown: 3.50 seconds of equilibrium
Resource: 40 sunlight
Details:
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.
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Preservation (Groves) Known: No (245 lessons required)
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Syntax: GROVE PRESERVATION
Works on/against: Room
Resource: 200 sunlight
Details:
For one Achaean year, this ability will render your grove immune to damage from certain abilities.
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Smudge (Groves) Known: No (256 lessons required)
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Syntax: GROVE SMUDGE
Works on/against: Room
Resource: 50 sunlight
Details:
With this ability, you may command your grove to remove a rune from
itself.

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Quarterstaff (Groves) Known: No (267 lessons required)
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Syntax: GROVE QUARTERSTAFF
SHARPEN QUARTERSTAFF
SPIN QUARTERSTAFF
TAP QUARTERSTAFF
WHIRL QUARTERSTAFF
SWING QUARTERSTAFF [target]
Works on/against: Self
Cooldown: 4.00 seconds of equilibrium
Resource: 1000 sunlight
Details:
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.
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Calling (Groves) Known: No (289 lessons required)
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Syntax: GROVE CALLING
Works on/against: Room
Details:
This ability will call all creatures loyal to you back to your grove.
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Track (Metamorphosis) Known: No (944 lessons required)
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Syntax: TRACK <target>
PURSUE <target>
Extra Information: PURSUE: 1.00 seconds of equilibrium and 50 mana.

Works on/against: Adventurers
Cooldown: 4.50 seconds of equilibrium
Resource: 50 mana
Details:
While flying, you will be able to fly to an adventurer very quickly using TRACK. PURSUE is a complementary
ability, and allows you to aerially pursue someone. Your target must be on the ground, and you will follow him
from the air while he moves.
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--------------------------------------------------
Alternatively, did you want:
Track (Groves)
Portal (Groves) Known: No (356 lessons required)
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Syntax: GROVE PORTAL <target>
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 75 sunlight
Details:
With this ability, you can create a portal to any adventurer in the same area, who may then come to you
through the portal. The portal is one-way: it may not be used to go to the adventurer.
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Summon (Groves) Known: No (400 lessons required)
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Syntax: GROVE SUMMON <target>
Works on/against: Adventurers
Resource: 50 sunlight
Details:
With this ability, you may begin the process of summoning any adventurer in a forest to your grove. It will
take a small amount of time, during which the adventurer may escape the summoning by moving. Also any actions
on your part during the summoning process will halt the summons.
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Flow (Groves) Known: No (423 lessons required)
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Syntax: GROVE FLOW <target>
Works on/against: Adventurers
Cooldown: 4.00 seconds of equilibrium
Resource: 150 sunlight
Details:
With this ability, you may instantly travel from your grove to anyone in forest or jungle.
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Imbue (Groves) Known: No (428 lessons required)
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Syntax: GROVE IMBUE
EVOKE SUNLIGHT
EVOKE STATUS
Extra Information: Energy: 3500 (GROVE IMBUE)

Cooldown: Equilibrium
Resource: 3500 sunlight and mana
Details:
Imbue your quarterstaff with the light of the sun. You must be standing in a sunlit place to EVOKE SUNLIGHT.
Be aware that empowering a quarterstaff in this way may cause some personal damage. The capacity of your
quarterstaff to store light will grow with your skill in Groves. EVOKE STATUS will inform you of its current
charge and capacity.

When in your grove, you may GROVE IMBUE to charge your quarterstaff rapidly, be it day or night, at a severe
drain to your grove.
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Regrowth (Groves) Known: No (434 lessons required)
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Syntax: REGROW QUARTERSTAFF
Extra Information: Imbued sunlight.

Works on/against: Self
Resource: 10 sunlight
Details:
Through the power of imbued sunlight, you may return a sharpened quarterstaff to its full length.
-------------------------------------------------------------------------------

--------------------------------------------------
Alternatively, did you want:
Regrowth (Reclamation)
Cure (Groves) Known: No (445 lessons required)
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Syntax: GROVE CURE
GROVE CURE <target>
Works on/against: Adventurers and self
Cooldown: 5.00 seconds of equilibrium
Resource: 10 sunlight
Details:
Cure will allow you to cure yourself or an adventurer of a random affliction.
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Isolation (Groves) Known: No (467 lessons required)
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Syntax: GROVE ISOLATION
Works on/against: Room
Resource: 220 sunlight
Details:
This powerful ability will take you, and anyone following you to a secret grove with exits to many places in
the land. Be warned though, that it is quite expensive in sunlight energy.
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Channel (Groves) Known: No (489 lessons required)
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Syntax: GROVE CHANNEL <target>
GROVE CHANNEL STOP
Works on/against: Adventurers
Resource: Sunlight
Drains: Sunlight
Details:
This ability will allow you to transfer sunlight energy from one grove to another. Both you and the target
adventurer must be standing in your respective groves. This can be a useful ability though it should be noted
some energy is lost maintaining the channel.
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Vigour (Groves) Known: No (512 lessons required)
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Syntax: EVOKE VIGOUR [target]
Extra Information: Imbued sunlight.

Works on/against: Adventurers and self
Cooldown: 5.00 seconds of equilibrium
Resource: 300 sunlight and 150 mana
Details:
By showering yourself or another with sunlight, you may encourage regeneration of health for a brief period.
The benefit experienced by another will not be as significant as that felt when this ability is used on one's
self.
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Remedy (Groves) Known: No (556 lessons required)
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Syntax: EVOKE REMEDY <target>
Extra Information: Imbued sunlight.

Works on/against: Adventurers
Cooldown: 5.00 seconds of equilibrium
Resource: 50 sunlight and 150 mana
Details:
This technique can heal another adventurer of a single affliction at a time. It may not be used on one's self.
Not all afflictions may be remedied.
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Rain (Groves) Known: No (578 lessons required)
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Syntax: GROVE RAIN
Works on/against: Room
Resource: 250 sunlight
Details:
By calling a refreshing rain into your grove, you will cause everyone in the grove to experience relatively
rapid refreshing of endurance and willpower.
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Fertility (Groves) Known: No (600 lessons required)
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Syntax: EVOKE FERTILITY
Extra Information: Imbued sunlight.

Works on/against: Room
Resource: 100 sunlight and 200 mana
Details:
The rites of fertility will temporarily bolster plant growth wherever
they are performed.

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Concealment (Groves) Known: No (806 lessons required)
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Syntax: GROVE CONCEALMENT
Works on/against: Room
Resource: 60 sunlight
Details:
Use this ability to conceal your grove from the prying eyes of all but the Gods Themselves.
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Sharing (Groves) Known: No (944 lessons required)
-------------------------------------------------------------------------------
Syntax: GROVE SHARE
GROVE WITHDRAW
Works on/against: Room
Resource: 200 sunlight
Details:
Grove sharing will allow any grove user on your allies list to use your grove as if it were his own. GROVE
WITHDRAW will disable grove sharing.
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Flash (Groves) Known: No (979 lessons required)
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Syntax: EVOKE FLASH
Extra Information: Imbued sunlight.

Works on/against: Room
Cooldown: 5.00 seconds of equilibrium
Resource: 300 sunlight and 150 mana
Details:
By channeling your sunlight reserves, Flash has the chance to reveal the
presence of all hidden adventurers in the room, save for the Divinities.

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Gate (Groves) Known: No (1013 lessons required)
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Syntax: GROVE GATE <adventurer>
EVOKE GATE <adventurer>
Extra Information: GROVE cooldown: 3.00 seconds of equilibrium and 150 sunlight.
EVOKE cooldown: 3.00 seconds of equilibrium, 150 imbued sunlight, and 250 mana.

Works on/against: Adventurers
Cooldown: Equilibrium
Resource: Sunlight
Details:
Grove gate will allow you to open a two-way portal between you and any adventurer, anywhere on the same
continent as yourself. It is also possible to evoke a portal from an imbued quarterstaff, though the range of
this gateway will be limited to the local area.
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Hive (Groves) Known: No (1082 lessons required)
-------------------------------------------------------------------------------
Syntax: GROVE HIVE
HARVEST HIVE
TAP HIVE
CALL BEES
CALL NEW SWARM
Extra Information: GROVE HIVE cooldown: 6.00 seconds of equilibrium and 120 sunlight.
TAP HIVE cooldown: 4.8 seconds of balance.
CALL BEES cooldown: 4.00 seconds of equilibrium.
CALL NEW SWARM cooldown: 5.00 seconds of equilibrium and 500 mana.

Cooldown: Equilibrium
Resource: Sunlight and mana
Details:
Hive will create a hive of bees in your grove that will live there and protect it. TAP HIVE will call forth
the bees, who will proceed to attack your enemies in your grove. Bees are also capable of following you around
Sapience (see HELP DENIZENS for more commands). 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 attempt to
increase a random skill of yours slightly. If the random skill happens to be Transcendent already, then no
benefit will be gained. This ability may only be used infrequently.
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Overgrowth (Groves) Known: No (1117 lessons required)
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Syntax: EVOKE OVERGROWTH
Extra Information: Imbued sunlight.

Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resource: 250 sunlight and 150 mana
Details:
This ability must be performed in a location where a totem is implanted.
By ensconcing the totem with an overgrowth of dense greenery, you may
conceal its runes from view, rendering it powerless. A well-placed lash
of fire may destroy the obscuring plantlife, returning the totem to full
function.

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Rejuvenate (Groves) Known: No (1151 lessons required)
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Syntax: REJUVENATE
Works on/against: Room
Cooldown: 6.00 seconds of equilibrium
Resource: 1000 mana
Details:
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.
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Snowstorm (Groves) Known: No (1186 lessons required)
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Syntax: EVOKE SNOWSTORM
Extra Information: Imbued sunlight.

Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resource: 200 sunlight and 150 mana
Details:
This technique will conjure up a blizzard to temporarily blanket the area, every bit as fierce and cold as a
naturally occurring snowstorm. The effects of the heat vibration may interfere with this evocation.
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Wildgrowth (Groves) Known: No (1255 lessons required)
-------------------------------------------------------------------------------
Syntax: EVOKE WILDGROWTH
Extra Information: Imbued sunlight.

Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resource: 200 sunlight and 150 mana
Details:
On using this technique, wild growth will sprout from the earth wherever you go for a short period of time.
Any personal enemies attempting to leave your location by most conventional means risk being hindered by this
plantlife.
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Barrier (Groves) Known: No (1324 lessons required)
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Syntax: EVOKE BARRIER
EVOKE BARRIER <target>
Extra Information: Imbued sunlight.

Works on/against: Adventurers and self
Cooldown: 6.00 seconds of equilibrium
Resource: 350 sunlight and 150 mana
Details:
By forming a wall of solid light around yourself, or another adventurer,
you may create a powerful defensive barrier able to withstand most
attacks. While largely impenetrable, the barrier will dissolve should
whomever it protects perform an action (with some exceptions).

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Forestbinding (Groves) Known: No (1427 lessons required)
-------------------------------------------------------------------------------
Syntax: GROVE FORESTBINDING
Cooldown: 6.50 seconds of equilibrium
Resource: 3000 sunlight
Details:
This powerful ability will prevent entry to and egress from the forest that is bound for all those not in an
organisation aligned with Nature.
Only one forest may be bound at a given time. The grove energy cost is doubled after the first use, if used
again within 24 Achaean days.
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Resurrection (Groves) Known: No (1496 lessons required)
-------------------------------------------------------------------------------
Syntax: GROVE RESURRECTION <target> [FORCE]
GROVE RESURRECTION
Works on/against: Adventurers and self
Cooldown: 10.00 seconds of equilibrium
Resource: 350 sunlight
Details:
This very costly ability will grant life to the corpse of any adventurer
you specify, provided the corpse is in your grove. The second form is
used for yourself.

The forest will resist attempts to resurrect its enemies. If you wish to
proceed with the resurrection, you will be required to FORCE the attempt
at a much higher personal cost. Note that forcing your grove to
resurrect an individual will ALWAYS have a higher cost.

Those grove users who are truly devoted to Nature are also able to
resurrect the souls of others, so long as they too are adherents to
Nature's worship and protection. Those who are citizens of Eleusis, or
members of the Scions of the Ithmia and Heartwood Kin Houses fall into
this category.

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Guardian (Groves) Known: No (1531 lessons required)
-------------------------------------------------------------------------------
Syntax: GROVE GUARDIAN
Extra Information: Grove sunlight.

Works on/against: Room
Cooldown: 4.00 seconds of equilibrium
Resource: 1000 sunlight
Details:
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.
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Dampen (Groves) Known: No (1546 lessons required)
-------------------------------------------------------------------------------
Syntax: EVOKE DAMPENING
Extra Information: Imbued sunlight.

Works on/against: Room
Cooldown: 5.00 seconds of equilibrium
Resource: 200 sunlight and 150 mana
Details:
With a swirling rush of leaves, you may dampen the complex tonal
structures that bind vibrations and harmonics together, immediately
putting one to an end.

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Lightning (Groves) Known: No (1565 lessons required)
-------------------------------------------------------------------------------
Syntax: EVOKE LIGHTNING <target> <direction>
Extra Information: Imbued sunlight.

Works on/against: Adventurers
Cooldown: 3.50 seconds of equilibrium
Resource: 150 mana and 10 sunlight
Details:
Harnessing the wrath of the sky, you may direct a powerful bolt of
lightning to strike a foe. Your target must be a sufficient distance
away from you, and within your line of sight. Lightning is a mercurial
force, and may occasionally leave your target plagued with ailments, or
fizzle out harmlessly.

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Vivify (Groves) Known: No (1599 lessons required)
-------------------------------------------------------------------------------
Syntax: VIVIFY
Works on/against: Room
Cooldown: 6.00 seconds of equilibrium
Resource: 1000 sunlight
Details:
The Blighted Isle upon which the city of Mhaldor stands is an affront to
Nature and her ilk. While standing upon the tainted land you may perform
this act of cleansing, calling forth growth to drive back the
corruption. The servants of Evil shall find that their mastery of
necromantic essence grows weaker, the more of their domain becomes
cleansed.

Take note: prolonged use of vivification will take a heavy toll on your
sunlight reserves. You will find each subsequent cleansing incurs a
higher cost than the last.
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Panacea (Groves) Known: No (1634 lessons required)
-------------------------------------------------------------------------------
Syntax: EVOKE PANACEA
Extra Information: Imbued sunlight.

Works on/against: Self
Cooldown: 4.00 seconds of equilibrium
Resource: 250 sunlight and 150 mana
Details:
Through your quarterstaff, you may focus the restorative powers of Nature on yourself. For a time, you will be
healed of afflictions at regular intervals.
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Portability (Groves) Known: No (1737 lessons required)
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Syntax: PLANT QUARTERSTAFF
GROVE UNIFY
Works on/against: Room
Cooldown: 5.00 seconds of balance
Details:
This, the most powerful of all grove abilities, allows you to temporarily move your grove to any forest or
jungle 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 Guardian Sharing
Hive Forestbinding
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