You have gained the following abilities in Wyrdenwood:
Wyrdenwood You are the Wyrd.
Treehollow Hollow out your trunk to store sap.
Oozing Oozing leaves cause wet misery.
Seeping Poison seeps from your scarred trunk.
Deadened These branches leave disfiguring scars.
Pepper Spicy pepper leaves cause uncontrollable violence.
Fibrous A thick bark to protect you.
Wyrden You are the guardian of Glomdoring's trees.
Worm Leaves infested with worms.
Insect Summon a merciless swarm of insects.
Flailing Your vines shall bind them.
Wasp Summon a terrible swarm of wasps.
Blood Maroon leaves shall open wounds.
Fuse Fuse runes to your flailing vines.
Clinging Hold your ground among the trees.
Razor Protect yourself with razor-sharp bark.
Hornet Summon a fierce swarm of hornets.
Coppice A dark union of the merciless forest.
Leafblight A peculiar blight to grow your leaves.
Noose Hang them from your boughs.
Thorn These branches are poisoned to thin blood.
Tangled Long, flexible branches to bind.
Creeping Slowly draw out every nearby insect.
CrimsonMoss Blood shall be your nourishment.
See AB WYRDENWOOD <ability> for more information on an ability.
WYRDENWOOD - WYRDENWOOD
You have shed your previous fleshly form and become a part of the legacy of the Wyrden Forest, one of the mighty Wyrdenwood.
WYRDENWOOD - TREEHOLLOW
Syntax: TREEHOLLOW CREATE
TREEHOLLOW STATUS
TREEHOLLOW TRANSMUTE [#] TO <sap>
TREEHOLLOW RELEASE [#] <sap>
Power: 10 (Master Ravenwood Tree) (to create)
Outlay: wood 50 (to create)
shadowessence 1 (to transmute)
The treehollow forms the foundation of the powerful art of the Wyrdenwood, storing the venomous saps you transmute from shadowy essence. A single piece of shadow essence can be used to create 5 globules of sap, and your hollow can hold up to 2000 of these at any time. You may release sap to make room for other types.
WYRDENWOOD - OOZING
Syntax: WYRDENWOOD GROW OOZING
WYRDENWOOD WITHER OOZING
WYRDENWOOD FOCUS [<target>|NOBODY]
WYRDENWOOD STATUS
WYRDENWOOD CONCENTRATE
Populating your branches with the venomous oozing leaves will allow you to poison your victims. The leaves will continue to spread illness for one Lusternian day. When focused upon someone, they will be afflicted with dysentery.
Concentrating on your leaves will cause them to release their effects at the same time.
WYRDENWOOD - SEEPING
Syntax: WYRDENWOOD BARK SEEPING
Outlay: wood 10 oozing sap 100
DMP: 20 poison (buff)
By growing an exterior of seeping bark, wyrdenwood will be able to increase the damage of any poisonous attacks. This bark will last fifty months.
WYRDENWOOD - DEADENED
Syntax: WYRDENWOOD GROW DEADENED BRANCHES
Outlay: wood 10 pepper 100
Deadened branches have a small chance of striking an attacker and afflicting them with disloyalty. These branches will last fifty months.
WYRDENWOOD - PEPPER
Syntax: WYRDENWOOD GROW PEPPER
WYRDENWOOD WITHER PEPPER
WYRDENWOOD FOCUS [<target>|NOBODY]
WYRDENWOOD STATUS
You can now grow toxic pepper leaves within your branches. Releasing them upon a victim will confuse the target, causing them to injure themselves. The leaves will continue to disperse for one Lusternian day. When focused upon someone, they will afflict the person with masochism.
WYRDENWOOD - FIBROUS
Syntax: WYRDENWOOD BARK FIBROUS
Outlay: wood 25 oozing 100 pepper 100
DMP: 20 blunt (resist)
The protection of fibrous bark will shield the wyrdenwood from blunt damage attacks. This bark will last fifty months.
WYRDENWOOD - WYRDEN
Syntax: WYRDENWOOD BARK WYRDEN
BARKGUARD <tree>
Outlay: wood 25 oozing 100 pepper 100
By growing wyrden bark, you establish a powerful connection with the Glomdoring. This bark will allow you to to protect other trees from the interference of heretics against the Wyrd. 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.
WYRDENWOOD - WORM
Syntax: WYRDENWOOD GROW WORM
WYRDENWOOD WITHER WORM
WYRDENWOOD FOCUS [<target>|NOBODY]
WYRDENWOOD STATUS
You can now grow infested worm leaves within your branches which you can then release in a grotesque shower upon your victim. The leaves will continue to fall for one Lusternian day. When focused upon someone, they will afflict the person with worms.
WYRDENWOOD - INSECT
Syntax: WYRDENWOOD SUMMON INSECT SWARM
Power: 5 (Master Ravenwood)
Damage Type: 50% poison 50% cutting
Damage Source: Brute (magical)
Summon forth the creepers and crawlers of the Wyrd. This insect swarm requires that both oozing and pepper leaves be grown, and the summon will consume them in the process. Their bites and stings will both cut and poison, and afflict the victim with dysentery and masochism.
WYRDENWOOD - FLAILING
Syntax: VINE GROW
VINE FLAIL [Target]
Power: 10 (Master Ravenwood)
Outlay: wood 50 oozing 100 pepper 100 worm 100
Damage Type: 50% poison 50% cutting
Damage Source: Brute (magical)
Grow a long vine filled with wickedly sharp thorns to attack those who would dare stand against you.
WYRDENWOOD - WASP
Syntax: WYRDENWOOD SUMMON WASP SWARM
Power: 5 (Master Ravenwood)
Damage Type: 33% poison 33% bleed 33% cutting
Damage Source: Brute (magical)
Summon a swarm of vicious wasps to engulf your enemy. This swarm requires that worm and pepper leaves be grown, and summoning it will consume these leaves in the process. Their venomous stings will leave victims unable to move their bodies.
WYRDENWOOD - BLOOD
Syntax: WYRDENWOOD GROW BLOOD
WYRDENWOOD WITHER BLOOD
WYRDENWOOD FOCUS [<target>|NOBODY]
WYRDENWOOD STATUS
Grow crimson, blood leaves within your branches to rain down upon your victim. The leaves will continue to fall for one Lusternian day. When focused upon a target, they will cause the victim to bleed.
WYRDENWOOD - FUSE
Syntax: VINES FUSE <rune list>
WIPE VINES (to remove runes)
You can now fuse up to five runes to your vines. Every time you perform an attack with your vines, one of the runes will be triggered.
WYRDENWOOD - CLINGING
Syntax: WYRDENWOOD GROW CLINGING BRANCHES
Outlay: wood 50 oozing 100 worm 100
Clinging branches claw their way into the surrounding environment, and offer the caster some protection from summoning. This effect is even stronger in forests. These branches will last for fifty months.
WYRDENWOOD - RAZOR
Syntax: WYRDENWOOD BARK RAZOR
Outlay: wood 50 pepper 100 blood 100
Grow razor bark to extract bloody tribute from those who would dare strike out against the Wyrd. Those who attack you will now risk cutting themselves and bleeding. These branches will last for fifty months.
WYRDENWOOD - HORNET
Syntax: WYRDENWOOD SUMMON HORNET SWARM
WYRDENWOOD FOCUS [Target]
Power: 5 (Master Ravenwood)
Damage Type: 50% poison 50% cutting
Damage Source: Brute (magical)
Summon a horde of stinging hornets to attack foes of the Glomdoring. This swarm requires that oozing, pepper, and blood leaves be grown and it will consume these leaves upon summoning. Their painful sticks will poison and cut your target, and will afflict them black lung.
WYRDENWOOD - COPPICE
Syntax: WYRDENWOOD LINK <Crow druid or wyrdenwood>
By allowing another druid's magics to meld with you roots, you can increase the power of your leaves. Each link will increase the radius of your effects by one room. Any damage caused by your attacks will be increased if the target is standing inside the demesne of a linked druid.
WYRDENWOOD - LEAFBLIGHT
Syntax: WYRDENWOOD GROW ALL
Power: 3
You can now simultaneously grow your oozing, pepper, worm, and blood leaves all at once.
WYRDENWOOD - NOOSE
Syntax: VINE GROW NOOSE
VINE NOOSE <target> [<dir>]
Power: 10 (Master Ravenwood)
Outlay: wood 25 blood 100
Damage Type: 50% cutting 50% asphyxiation
Damage Source: Brute (magical)
Twist your thorny vines into a macabre noose to lynch those who would dare stand against the dark forest. By using one blood sap you can wrap a noose around the neck of your victim causing cutting and asphyxiation damage whilst entangling them.
WYRDENWOOD - THORN
Syntax: WYRDENWOOD GROW THORN BRANCHES
Outlay: wood 50 worm 100 blood 100
Thorny branches can prick your victims when they attack you and afflict them with haemophelia. These branches will decay after fifty months.
WYRDENWOOD - TANGLED
Syntax: WYRDENWOOD GROW TANGLED BRANCHES
Outlay: wood 50 oozing 100 blood 100
Grow tangled branches to entrap those who strike out at you. Every attacker has a small chance of being entangled within your branches. These branches will last fifty months before decaying.
WYRDENWOOD - CREEPING
Syntax: WYRDENWOOD SUMMON CREEPING DOOM
Power: 10 (Master Ravenwood)
Damage Type: 33% poison 33% bleed 33% cutting
Damage Source: Brute (magical)
Summon the ultimate swarm of insects to devour enemies of the Wyrd. This swarm will require that you have grown oozing, pepper, worm, and blood leaves and it will consume these leaves upon summoning. This carpet of insects will target everyone in the room with painful stings and a stun, both of which are increased depending on the presence of any of the following ailments: bleeding, worms, paralysis, haemophilia, and entanglement.
WYRDENWOOD - CRIMSONMOSS
Syntax: WYRDENWOOD GROW CRIMSON MOSS
Power: 5 (Master Ravenwood)
Outlay: oozing 10 blood 10 worm 10 pepper 10
Grow a bed of crimson moss to absorb the blood of your enemies for strength. Any bleeding by others in the room will be soaked up by the moss and restore health to the wyrdenwood proportional to how long the moss has been active. Also, any bleeding by a wyrdenwood will be reduce over time, but will not heal others nearby. The moss will last for one Lusternian day.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
2
Comments
Reactive entangling will be lulzy. At least it no longer breaks combos, I guess.
Lolol @ the anti-blunt on top of the racial blunt resistance. Poor bonecrushers.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Branch attacks are all changed to give their afflictions at the end of the attack that proc'd it, in the case of combos, at the end of it, so they won't break combos. And yes, the two woods are thematically opposites, wildewood get blunt buff and poison dmp, viceversa for wyrdenwood. Still, the blunt stacking on top of racials is going to make them even tankier than wildewood against blunt users. Using cutting, the damage type wyrdenwood is weak to is also less effective than using it on wildewood, because lol automatic clotting from the trans skill.
You are wielding a putrid thornvine whip in your right hand.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
Forgiveness is the fragrance that the violet sheds on the heel that has crushed it.
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!
I've given it some thought over the past couple of hours, and looking at the affs of the skillset, it's clearly not going to be pressuring cure balances any time soon, probably not even with liberal blackouts from dreamweaving or rune spam. The only thing it has going for it is, as Shuyin says, the ability to quickly give a few of the boosting affs at once, and timing the delayed cure nature of those affs to the big bomb. It might be able to pressure vitals far more efficiently than its wildewood counterpart, though. Haegl imbued vines mean that haegl can not only be combined with both damage, but also some bleeding to put pressure on clotting or health (and maybe a charybdon proc if they are lucky). Not sure if the rune embeds work with the advanced version, that gives entangle: that would be even better, health + mana damage simultaneously with hangedman. Good thing changing perspectives take balance, or crow swoop might become too easy.
As with all of the other versions of the new spec, though, the real danger lies in stacking. Just having 2 wyrdenwood together spamming vines is going to be painful. This is doubly so as bleeding is an 'aff' that benefits from being stacked more than actual afflictions do. There's no real downside to having two wyrdenwood focusing their leaves on you. Not to mention, of course, the bombs.
On the plus side, worms and dysentry are pretty much throw-away leaves. They don't have a reliable manner of procing (unless they are changed to proc their tics on getting the affliction like vapours), they aren't even really stackable with either motes or runes, nor are they synergistic with the other glom guilds even if they do proc. The only reason to even put them up ever is to use them for bombs. From my perspective, it seems like the bleeding is what will make or break Wyrdenwood. If it's of a level high enough to be effective, we've got a skillset that's respectably powerful and pretty much devastating when grouped with their natural allies. If it's not, then they have nothing else to fall back on, since their only other affs are non stackable (paralysis/entanglement) or don't contribute anything to a coherent offence (dysentry/worms).
Will need to test the spec in spars and look at the bleeding it gives, I guess.
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!
What's barktouch, anyway?
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!