Wildewood

Due to the temporal disturbances during the War of the Goloths, a strange impossibility came to pass in the Serenwilde Forest. In a future where the Serenwilde perished and its few survivors sought the aid of the fae, they sacrificed their mortal forms to be reborn as what became known as the Wildewood. Caught in a temporal ripple, one such Wildewood - Wisdom Strongleaf - was drawn to the past, bringing the impossible into reality.

Wisdom Strongleaf, a true wildewood, shared her knowledge of their art with the Hartstone, empowering those who might have become druids - masters of the flora and fauna found in Nature - to forge a deeper bond with the Serenwilde, becoming wildewood themselves, all trace of what they were consigned to the deep dreams of the wildewood they have become. Those who take up this art are one with the wilde, and the wilde one with them, lest the art be forsaken.

Unfortunately, due to the shift in reality that led to the fact wildewood were never meant to exist in this potentiality, they are themselves sterile, and no pureborn wildewood shall ever grow, nor can any wildewood in this era reproduce.

Note: Being as tall as they are, Wildewood are capable of viewing either the ground or trees elevation. They can adjust where they are looking using PERSPECTIVE.

Languages: Common

Perks
Level 1 2/4 resistance to blunt damage.
Level 25 2/4 resistance to cold damage.
Level 50 1/3 health and mana regeneration in forest environments. 1/4 bonus to blunt and magical damage.
Demigod Trait: Last Guardian of the Wilde. Reduces the charge time for GLINSHARI, BLUEHORN, HARTPINE and FLOWERPOWER. by two seconds
Demigod+ Wildwood Wildecall animals will last longer and be more effective.


Skill Learned At Description
Wildewood Master+0% You are one with the Wildes.
Treetrunk Master+0% Your trunk is your base, from which all things grow.
BarkGuard Master+0% Your thick bark protects you from weapons and spells.
Bluebell Master+50% The sweetest of bluebells remember the Wilde to the last.
Iron Gifted+0% The bark of the ironwood proves to be bluntly effective.
Hornedlily Gifted+25% Even in the beautiful Wildes can flowers lull and disarm.
Knobbled Gifted+50% Notched and knobbled wood proves more likely to crack bone.
AutumnalSurge Gifted+75% Speed up the seasons around a single tree.
Evergreen Expert+0% The bark of an evergreen aids against toxins and infection.
Moonhart Expert+25% 'One with the Wilde and the trees.' - Wisdom Strongleaf.
Moontear Expert+50% These teardrop leaves remember the sad tale of the Moon.
Flurry Expert+75% Send your spores into a flurry of activity.
Bluehorn Virtuoso+0% Beware the foggy bluehorn clouds that wax in the moon.
Garland Virtuoso+20% Flower garlands are precious to the centaur of the Seren.
Hartpine Virtuoso+40% Beware the foggy hartpine clouds that agitate the mind.
Faeblossom Virtuoso+60% The dancing and swaying faeblossom confuse and illuminate.
Fuse Virtuoso+60% Fuse runes to your decorative garland.
Gossamer Fabled+0% Fine gossamer-coated branches can weaken and unbalance.
Lead Fabled+20% The heaviest bark can hold you down, denying even the winds.
FlowerPower Fabled+40% 'Imbue them with a meaning fit for fleeting lives.' - Maylea
Coppice Fabled+60% Join with those who are the Wilde in a Faeblossom Coppice.
Pollenate Fabled+80% Grow all of your flowers simultaneously.
TreeHug Mythical+0% Show them what it truly means to be a treehugger.
Flowering Mythical+25% Flowering branches may just trip up all the ill-intentioned.
Mossy Mythical+50% With age comes moss, and with moss comes a warning..
Glinshari Mythical+75% The Mists of Glinshari remember the wrath of the forest.
WildeCall Transcendent+0% From the sapling to the beast, the Wilde comes.


Wildewood

You have shed your previous form and become one with the Wildes, one of the mighty Wildewood. While not wearing armour, you will be protected by your naturally tough bark, providing 12-20% armour resistance.

Syntax
BARKTOUCH <target>
Damage Type: 100% Magic

As a Wildewood, you have the ability to turn an opponent's flesh into bark.


Treetrunk

Syntax
TREETRUNK CREATE

TREETRUNK STATUS
TREETRUNK TRANSMUTE [#] TO <sap>
TREETRUNK RELEASE # <sap>

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 and you may release sap to make room for other types.


BarkGuard

Your bark is thick enough to withstand the sharpest weapons and the heaviest bludgeons. You gain 12-20% resistance against cutting and blunt damage based on your skill in Wildewood.


Bluebell

Syntax
WILDEWOOD GROW BLUEBELL

WILDEWOOD WITHER BLUEBELL
WILDEWOOD FOCUS [<target>|NOBODY]
WILDEWOOD STATUS
WILDEWOOD CONCENTRATE

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 either be blinded or surrounded by luminous lights.

Concentrating on your flowers will cause them to release their spores at the same time.


Iron

Syntax
WILDEWOOD BARK IRON
Outlay: wood 10 bluebell 100

Damage Modifier: 1/8 blunt increase

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.


Hornedlily

Syntax
WILDEWOOD GROW HORNEDLILY

WILDEWOOD WITHER 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 cause the person's limbs to wither and break.

Additional Notes:
Causes one random damaged limb, unintelligently.


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.


AutumnalSurge

Syntax
WILDEWOOD SURGE <tree>

By speeding the flow of seasons around a particular tree, you can gracefully bring about the end of its cycles so that other trees nearby can take its place. The rich sap of the tree will be left behind, while all other nutrients will be absorbed by the soil.


Evergreen

Syntax
WILDEWOOD BARK EVERGREEN
Outlay: wood 25 bluebell 100 hornedlily 100

Damage Modifier: 2/8 poison resistance

By covering yourself in evergreen bark, you can guard against terrible poisons. This bark will last fifty months.


Moonhart

Syntax
WILDEWOOD BARK MOONHART

BARKGUARD <tree>

Outlay: wood 25 bluebell 100 hornedlily 100

By covering yourself in moonhart bark, you will learn how to protect other trees from the terrible actions of outsiders. You can guard up to ten non-elder commune trees per month from being chopped down. The protection will last until the tree reaches its next stage of growth, or for elders it will last approximately two years. You can guard any number of elders each month. This bark will last fifty months.


Moontear

Syntax
WILDEWOOD GROW MOONTEAR

WILDEWOOD WITHER 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 the skull to cave in.

Additional Notes:
Causes damaged skull.


Flurry

Syntax
WILDEWOOD FLURRY [ON|OFF]

By urging your spores to flurry wildly, you will impede your focused target's attempts to leave, slowing them proportionate to the number of spores you are currently producing.


Bluehorn

Syntax
WILDEWOOD SPORE BLUEHORN
Power: 5 (Moonhart Mother)

Damage Type: 50% blunt 50% magic

This spore requires bluebell and hornedlily flowers to be grown upon you and will suspend them all in the process. The spores are extremely painful to your enemies and will cause them to succumb to an extremely dangerous one-off mental drain and attack of asthma. Your enemy's movements will be greatly hindered while the effect is growing.


Garland

Syntax
TREELIMB GARLAND

TREELIMB SPRAY <target> [<direction>]

Power: 10 (Moonhart Mother) (to create)

Outlay: wood 50 bluebell 100 hornedlily 100 moontear 100
Damage Type: 50% blunt 50% magic
Can Target Denizens (in room only)

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.


Hartpine

Syntax
WILDEWOOD SPORE HARTPINE
Power: 5 (Moonhart Mother)

Damage Type: 50% poison 50% cutting

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.

Additional Notes:
Afflicts manabarbs.


Faeblossom

Syntax
WILDEWOOD GROW FAEBLOSSOM

WILDEWOOD WITHER 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 cause slickness.


Fuse

Syntax
TREELIMB FUSE <rune list>

WIPE GARLAND (to remove runes)

You can now fuse up to ten runes to your garland. Every time you perform an attack with your garland, one of the runes will be triggered. You can also append SUPER at the end of your treelimb attack to trigger two runes at once, assuming you have Supersling in Runes.


Gossammer

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.


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.


FlowerPower

Syntax
WILDEWOOD SPORE FLOWERPOWER
Power: 5 (Moonhart Mother)

Damage Type: 50% blunt 50% magic

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.


Coppice

Syntax
WILDEWOOD LINK <Hart druid or wildewood>

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.


Pollenate

Syntax
WILDEWOOD GROW ALL
Power: 3 (Moonhart Mother)

You can now simultaneously grow your bluebell, horned lily, moontear and faeblossom flowers at once.


Treehug

Syntax
TREEHUG <target>
Outlay: faeblossom 1

Damage Type: 50% blunt 50% asphyxiation

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...

Note: if you have Supersling in Runes, you may suffix SUPER to this attack to trigger two runes which are embedded in your garland.


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.

Additional Notes:
Sprawls the victim.


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.


Glinshari

Syntax
WILDEWOOD SPORE GLINSHARI
10 (Moonhart Mother)

Damage Type: 50% blunt 50% magic

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 a damaged skull.

Additional Notes:
Base damage increased to 300 + random 300 + 20% of maximum target health. Each affliction increases damage by 10% of maximum target health (Changelog #2840)


Wildecall

Syntax
WILDEWOOD WILDECALL [<animal>]
Outlay: bluebell 10 hornedlily 10 moontear 10 faeblossom 100

Power: 5 (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: 1/10 magic damage resistance.
Wolverine: may claw your attackers, causing bleeding.
Tree frog: may poison your attackers.
Sapling: can absorb poisons from your bloodstream.
Badger: 1/10 universal damage resistance.
Fawn: will periodically gaze into your mind, refreshing you.

*Demigod+ racial bonus will allow these animals to last longer and be more effective.

Additional Notes:
Fawn and Badger last for 3000 health blocked or mana healed. Sapling, Treefrog, Wolverine, and Fireflies last for ten procs. Sapling, Treefrog, and Wolverine have a 15% chance to fire. Treefrog deals one hit of charybdon. Wolverine deals ~200 bleeding.