WILDEWOOD - TREETRUNK
Syntax: TREETRUNK CREATE
TREETRUNK STATUS
TREETRUNK TRANSMUTE TO <reagent>
Power: 10 (Moonhart Mother Tree) (to create)
Outlay: wood 50 (to create)
silveressence 1 (to transmute)
The treetrunk forms the basis of the natural art of Wildewood, storing
sticky sap transmuted from silver essence. A single piece
of essence can be manipulated to create 5 globules of sap, and your
trunk can hold up to 2000 globs at any time.
WILDEWOOD - BLUEBELL
Syntax: WILDEWOOD GROW BLUEBELL
WILDEWOOD FOCUS [<target>|NOBODY]
WILDEWOOD STATUS
By growing bluebell flowers within your boughs, you can release their
spores upon your victim. The spores will continue to spread for one
Lusternian day. When focused upon someone, they will passively leech
your foe's mental energy.
WILDEWOOD - IRON
Syntax: WILDEWOOD BARK IRON
Outlay: wood 10 bluebell 100
DMP : 20 blunt (buff)
By creating an inner sheath of iron-like bark, you can increase the
damage of any of your blunt attacks. This bark will last fifty months.
WILDEWOOD - KNOBBLED
Syntax: WILDEWOOD GROW KNOBBLED BRANCHES
Outlay: wood 10 hornedlily 100
Knobbled branches have a small chance of lashing out whenever you are
struck and breaking the limbs of those who attack you. These branches
last fifty months.
WILDEWOOD - HORNEDLILY
Syntax: WILDEWOOD GROW HORNEDLILY
WILDEWOOD FOCUS [<target>|NOBODY]
WILDEWOOD STATUS
By growing horned lilies within your boughs, you can release their
spores upon your victim. The spores will continue to spread for one
Lusternian day. When focused upon someone, they will passively drain the
strength from your target's limbs, causing terrible weakness.
WILDEWOOD - EVERGREEN
Syntax: WILDEWOOD BARK EVERGREEN
Outlay: wood 25 bluebell 100 hornedlily 100
DMP : 20 poison (resist)
By covering yourself in evergreen bark, you can guard against terrible
poisons. This bark will last fifty months.
WILDEWOOD - MOONHART
Syntax: WILDEWOOD BARK MOONHART
BARKGUARD <tree>
Outlay: wood 25 bluebell 100 hornedlily 100
By covering yourself in evergreen bark, you will learn how to protect
other trees from the terrible actions of outsiders. You can guard up to
ten commune trees per month from being chopped down. The protection will
last until the tree reaches its next stage of growth. This bark will
last fifty months.
WILDEWOOD - MOONTEAR
Syntax: WILDEWOOD GROW MOONTEAR
WILDEWOOD FOCUS [<target>|NOBODY]
WILDEWOOD STATUS
By growing moontear flowers within your boughs, you can release their
spores upon your victim. The spores will continue to spread for one
Lusternian day. When focused upon someone, they will cause terrible
vertigo.
WILDEWOOD - BLUEHORN
Syntax: WILDEWOOD SPORE BLUEHORN
Power: 5 (Moonhart Mother)
Damage Type: 50% blunt 50% magic
Damage Source: Magical
This spore requires bluebell and hornedlily flowers to be grown upon you
and will consume them all in the process. The spores are extremely
painful to your enemies and will cause them to succumb to an extremely
dangerous and ongoing mental drain.
WILDEWOOD - GARLAND
Syntax: TREELIMB GARLAND
TREELIMB SPRAY <target> [<direction>]
Outlay: wood 50 bluebell 100 hornedlily 100 moontear 100
Damage Type: 50% blunt 50% magic
Damage Source: Brute (magical)
A decorative garland can be tied around some of your branches to create
a devastating weapon, allowing you to attack a nearby or distant foe
with a spray of acorns.
WILDEWOOD - HARTPINE
Syntax: WILDEWOOD SPORE HARTPINE
Power: 5 (Moonhart Mother)
Damage Type: 50% poison 50% cutting
Damage Source: Magical
This spore requires bluebell and moontear flowers to be grown upon you
and will consume them all in the process. The spores are extremely
painful to your enemies and will make them suffer from mana spikes, a
terrible ailment that will jar their physical body whenever they use
their mental faculties.
WILDEWOOD - FAEBLOSSOM
Syntax: WILDEWOOD GROW FAEBLOSSOM
WILDEWOOD FOCUS [<target>|NOBODY]
WILDEWOOD STATUS
By growing faeblossom flowers within your boughs, you can release their
spores upon your victim. The spores will continue to spread for one
Lusternian day. When focused upon someone, they will passively cause
faerie fire to surround your victim, or blind them entirely.
WILDEWOOD - GOSSAMER
Syntax: WILDEWOOD GROW GOSSAMER BRANCHES
Outlay: wood 50 hornedlily 100 faeblossom 100
Gossamer branches, with their fine and intricate weavings, may cause
those whom attack you to become bound up in their own clumsiness. These
branches last fifty months.
WILDEWOOD - LEAD
Syntax: WILDEWOOD BARK LEAD
Outlay: wood 25 bluebell 100 moontear 100 faeblossom 100
By covering yourself in lead bark, you can make yourself heavily
resistant to forced movement. This bark will last fifty months.
WILDEWOOD - FLOWERPOWER
Syntax: WILDEWOOD SPORE FLOWERPOWER
Power: 5 (Moonhart Mother)
Damage Type: 50% blunt 50% magic
Damage Source: Magical
This spore requires bluebell, hornedlily and moontear flowers to be
grown upon you and will consume them all in the process. The spores are
extremely painful to your enemies, will cause paralysis, and will break
some of their brittle bones.
WILDEWOOD - COPPICE
Syntax: WILDEWOOD LINK <Hartstone druid>
By allowing another druid's magics to meld with your roots, you can
increase the power of your clouds. Each link will increase the radius of
your effects by one room. Any damage caused by the clouds will be
increased if the target is standing inside the demesne of a linked
druid.
WILDEWOOD - TREEHUG
Syntax: TREEHUG <target>
They're all a bunch of tree huggers! Show them how much you care for
them with a hug, but be careful, not too tight! They only have frail
bones...
WILDEWOOD - FLOWERING
Syntax: WILDEWOOD GROW FLOWERING BRANCHES
Outlay: wood 50 moontear 100 faeblossom 100
When you are struck, these flowering branches may cause your opponent to
trip over their own feet. These branches last fifty months.
WILDEWOOD - MOSSY
Syntax: WILDEWOOD GROW MOSSY BRANCHES
Outlay: wood 50 bluebell 100 faeblossom 100
These mossy branches, with heavy sedative properties, release a cloud of
gas when struck that can leave your aggressor paralysed. These branches
last fifty months.
WILDEWOOD - GLINSHARI
Syntax: WILDEWOOD SPORE GLINSHARI
Power: 10 (Moonhart Mother)
Damage Type: 50% blunt 50% magic
Damage Source: Magical
This spore requires bluebell, hornedlily, moontear and faeblossom
flowers to be grown upon you and will consume them all in the process.
The spores are extremely painful to whomever they touch and will cause a
brief stun, both of which are increased depending on the presence of any
of the following ailments: broken arms or legs, clumsiness, faerie fire
and vertigo.
WILDEWOOD - WILDECALL
Syntax: WILDEWOOD WILDECALL
Outlay: bluebell 10 hornedlily 10 moontear 10 faeblossom 10
Power: 10 (Moonhart Mother) (to start)
By releasing a reverberating Wilde call through the forests of the First
World you can call all manner of animals to your aid. It will take some
time for each animal to arrive, and as your call dies away, it will take
longer still. If an animal arrives that you do not have use for, you may
call another, though it will take time to be replaced.
One of the following animals may aid you:
Fireflies: reduce magic-sourced damage by 10%.
Wolverine: may claw your attackers, causing bleeding.
Tree frog: may poison your attackers.
Sapling: can absorb poisons from your bloodstream.
Badger: intercepts some attacks, protecting you.
Fawn: will periodically gaze into your mind, refreshing you.
Comments
Is manaspikes like Manabarbs?
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
1) WILDEWOOD - GLINSHARI
The affs that boost this ability are:
broken arms or legs, clumsiness, faerie fire and vertigo.
Broken limbs and clumsiness can be given by a branch (passive, on-hit) effect. Faerie fire (AGAIN!?) and vertigo are given via the grown moss/spores (passive, once every 10s) abilities. Broken limbs, however, can also be given via treehug. This is a marked advantage over the Aquachemantics equivalent, where 4 of the 5 affs needed to boost aquoxitism is only given via their sheens (passive, on-hit) effect, whereas wildewood gets 3 of their boosting affs via non branch effects. One of which is a FOCUS SPIRIT cure, for gods sake.
Either Aquoxitism needs to be changed to reflect this (please no) or Glinshari needs to have the affs needed changed.
Also, I'm repeating myself, but a focus spirit cure given passively as part of their boosting aff for Glinshari? Really?
2) Combo breakers
I screamed and shouted in aquachemantics over their passive peacing. I made it clear that I was opposed to it because it disrupted combos MORE than it disrupted single-cast spells, NOT BECAUSE combos will proc it more, but because it stops a combo halfway if it procs.
Here, in this new skillset, we have THREE combo breakers as their branch effects. Broken limbs, paralysis and tripping (proning). So combo users (monks, 1h warriors, TK/TPs) get TRIPLE the chance of their combos getting broken halfway through.
Broken limbs will only affect monks and warriors, and only if it procs on the correct limb, so it's a very minute chance, I'll give you that. But both paralysis and proning will stop any combo dead in its tracks. WHY is this a good idea, after all the words I dedicated to arguing against it when Aquachemantics was put out? Are we going to make all the new specs specifically obnoxious to fight against for combo users?
3) Passive faerie fire.
Did I mention this above? Oh, I did? Sorry, mentioning it again now.
Editted to add:
If you're really concerned about the low con/tankiness of the new archetype (which is definitely a possible concern), arguing to keep those combo breakers as a crutch is the last thing you should be doing. It's not going to do anything to stop fire based spells, if nothing else. I can easily get behind changing those branches into something that gives them solid defences where they need it without rendering their disadvantages moot. Keeping those combo breakers are only counter productive to making combat against and as a wildewood fun.
You can test with anyone if you want to find out the proc rate. The proc rate for those branches are the same for monks as for anyone else. The difference is anyone else procing it will not have his attack stopped, the entire attack will go through, with all of its intended damage, wounds, afflictions, before the prone/paralysis/brokenlimbs come into effect. Whereas a monk or a 1h warrior has the chance to have the effect proc on their first or second hit, and then cancel the second/third hit, whichever is applicable, effectively negating up to half or possibly more of their attack.
@Enyalida: By moonhart trees, do you mean ones planted with nuts? Or just ones with the appearance "a moonhart tree" and the like? Does it work on naturally occuring trees outside the communes?
@Xena: Kill method appears to be about stacking broken limbs and flower passives to guild up a huge Glinshari spore that brings health low enough for Death Trance/Stag Gore kill. So if you're a dreamweaver or a runist, you're boned, but if you're one of the other terts, you're OK.
Bolded for easier reading.
@Asmodea hehe, nothing but good ole armor-protected (RoA blocked) blunt damage!
E: @Enyalida: It's only 3 power for the point, right? So you have 10s plus however long they stay stunned plus a little bit longer to regen the power. I think it could be done if you get a good enough stun off.
Enemy wide succumb and enemy wide manaspikes does sound nice for friendly SS/MDs. Doesn't help a solo wildewood that much, but well.
Could I ask how wildecall works? How many animals can be in effect at one time, how long does it take before the arrive, how long do they last, and at what point does the wildecall stop summoning them?
Also, can a wildewood be hit on both elevations at the same time, or only on whichever elevation their "perspective" is on?
And what are it's damage types?