Wildewood skills!

EnyalidaEnyalida Nasty WomanMember Posts: 4,384 Transcendent
Lines are to follow, but here is the skill list:

You have gained the following abilities in Wildewood:
Treetrunk           Your trunk is your base, from which all things grow.
Bluebell            The sweetest of bluebells remember the Wilde to the last.
Iron                The bark of the ironwood proves to be bluntly effective.
Knobbled            Notched and knobbled wood proves more likely to crack bone.
Hornedlily          Even in the beautiful Wildes can flowers lull and disarm.
Evergreen           The bark of an evergreen aids against toxins and infection.
Moonhart            'One with the Wilde and the trees.' - Wisdom Strongleaf.
Moontear            These teardrop leaves remember the sad tale of the Moon.
Bluehorn            Beware the foggy bluehorn clouds that wax in the Moon.
Garland             Flower garlands are precious to the centaur of the Seren.
Hartpine            Beware the foggy hartpine clouds that agitate the mind.
Faeblossom          The dancing and swaying faeblossom confuse and illuminate.
Gossamer            Fine gossamer-coated branches can weaken and unbalance.
Lead                The heaviest bark can hold you down, denying even the winds.
Flowerpower         'Imbue them with a meaning fit for fleeting lives.' - Maylea
Coppice             Join with those who are the Wilde in a Faeblossom Coppice.
Treehug             Show them what it truly means to be a treehugger.
Flowering           Flowering branches may just trip up the ill-intentioned.
Mossy               With age comes mess, and with moss comes a warning.
Glinshari           The Mists of Glinshari remember the wrath of the forest.
Wildecall           From the sapling to the beast, the Wilde comes.
See AB WILDEWOOD <ability> for more information on an ability.


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.
«13

Comments

  • ShaddusShaddus His Imperial Altness Outside your window.Member Posts: 7,652 Transcendent
    I don't see too much synergy in this, but it looks interesting. 

    Is manaspikes like Manabarbs?

    If I'm not good enough for Lusternia, then it is no longer good enough for me.
  • ShaddusShaddus His Imperial Altness Outside your window.Member Posts: 7,652 Transcendent
    So far, it kind of looks like it's making you a tanky creature, and you''re supposed to draw an enemy's fire. Maybe there should be a taunting-type attack, or something that makes you bodyguard for others.

    If I'm not good enough for Lusternia, then it is no longer good enough for me.
  • XenaXena Member Posts: 90 Master
    So what's the kill method.. Mana Spike craziness?
    -----

    Nilofer says, "Xena is here, riding Xena, the Xenaesque Xena. She is wielding Xena in both of her hands."
  • ShaddusShaddus His Imperial Altness Outside your window.Member Posts: 7,652 Transcendent
    Kill method? We don't need a kill method, we break bones and hug people to death.

    If I'm not good enough for Lusternia, then it is no longer good enough for me.
  • KiradaweaKiradawea Member Posts: 1,750 Transcendent
    There is one thing that bothers me. They seem to have a lot of attacks that have magic as the damage source. But the race has incredible strength but only a modicum of intelligence. Granted, since this skill can be used with one race and one race only things can be balanced far more easily in that way, but it does feel a bit strange to have them grow into these big strong trees and then not have them use the newfound strength at all.
    Everyone is a genius. But if you judge a fish on its ability to climb a tree, it will live its whole life believing that it is stupid.
  • EventruEventru Member, Gods Posts: 719 Divine
    I think it was intended for them to be brute-source magic.
  • KiradaweaKiradawea Member Posts: 1,750 Transcendent
    Hrm. From what I can see, all but Garland have their damage source listed as entirely magical though. Might be a mistake in the ab file, but thought it should be mentioned either way.
    Everyone is a genius. But if you judge a fish on its ability to climb a tree, it will live its whole life believing that it is stupid.
  • KarlachKarlach God of Kittens. Member Posts: 3,730 Transcendent
    Not as impressed as I was when Aquachem came out, For a tank class, their race has low con, which considering it's already vulnerable to cutting (which is just about every Knight that PK's) and can't stance dodge too well with such poor dex comes across on paper as extremely squishy.

    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!


    image
  • LeradLerad Member Posts: 2,399 Transcendent
    Okay, a few things I noticed just from reading:

    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.

  • MoiMoi Member Posts: 990 Mythical
    That is a lot of stun.
  • ShaddusShaddus His Imperial Altness Outside your window.Member Posts: 7,652 Transcendent
    Needs more con.
    If I'm not good enough for Lusternia, then it is no longer good enough for me.
  • SilvanusSilvanus The Sparrowhawk Member Posts: 1,659 Transcendent
    edited January 2013
    Oh hey, they can protect up to ten trees to avoid being chopped, that's neat.

    Editted to add:

    Also, with such low dexterity and some terrible weakness, they need warriors/monk combo breakers. If they raise their size to increase their strength (what they would want to do?) would make their dexterity pathetically low. If they do the opposite to raise their dexterity and lower their strength, they would have a hard time achieving their kill condition, while also not improving their dex that much. It doesn't matter how high your resistances are when they don't affect wounding levels and you are being hit every time cause your dexterity is so low.

    However, they aren't that big of a danger to be a priority target from what it seems.
    2014/04/19 01:38:01 - Leolamins drained 2000000 power to raise Silvanus as a Vernal Ascendant.
    2014/07/23 05:01:29 - Silvanus drained 2000000 power to raise Munsia as a Vernal Ascendant.
    2015/05/24 06:03:07 - Silvanus drained 2000000 power to raise Arimisia as a Vernal Ascendant.
    2015/05/24 06:03:58 - Silvanus drained 2000000 power to raise Lavinya as a Vernal Ascendant.
  • EnyalidaEnyalida Nasty Woman Member Posts: 4,384 Transcendent
    Anything but the passive limb breaks reaction passive seem to fire vanishingly scarcely. Numbers against physical classes will come out as testing happens, but it's looking like it's very very low percent chance. I can only assume that combo users will have a reduced chance from there, and if not, that seems like a good change

    Right now, the aff potential is looking a bit weak (with many of the affs only working to effect physical classes), and without some kind of way to stick anything long enough to try and get off the finisher (Glinshari). I'm a bit confused as to what vertigo is doing on the list, for instance. I guess it's to stop the inevitable "I can climb up and when you perspective up, I'll just climb down, ad infinitum" defense against the class?
  • EnyalidaEnyalida Nasty Woman Member Posts: 4,384 Transcendent
    edited January 2013
    Wildecall seems very cool.

     I'm still really skeptical about the bark protect skill and when it'll be used. I'm going to test it on druidic saplings. If it works on them, it's first on the chopping block, absolutely.

    EDIT: Okay it doesn't.. Only works on Moonhart saplings/mature trees. Very very niche. 
  • EnyalidaEnyalida Nasty Woman Member Posts: 4,384 Transcendent
    Actually, if a friendly monk wants to attack me in the arena for a while with ppk just to see how often it ticks, I'm up for it. They're bugged right now, so they hit me instead of you, but it'd illustrate the point anyways
  • LeradLerad Member Posts: 2,399 Transcendent
    The combo breakers won't affect 2h warriors, whatever its proc chance. So it doesn't make up for their lack of tankiness by anything. It would frustrate and irritate monks and 1h warriors, and whatever its proc chance, it'll do so twice as often as aquachemantics, at least.

    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.

  • EnyalidaEnyalida Nasty Woman Member Posts: 4,384 Transcendent
    edited January 2013
    I'm not arguing for them as a crutch. I'm telling you that they're firing something like 5% of the time or less. No argument there, just a fact: they fire very infrequently!

    Perhaps no reactive (or less reactive) defenses, and some different sort of unique defensive ability for branches could fit the bill?

    EDIT: Don't quote me on any numbers at this point. 
  • ShaddusShaddus His Imperial Altness Outside your window.Member Posts: 7,652 Transcendent
    Didn't Aquamantics get something to protect against Excoro? Why can't Wildewood get some sort of extra fireproofing?

    If I'm not good enough for Lusternia, then it is no longer good enough for me.
  • LeradLerad Member Posts: 2,399 Transcendent
    In case it wasn't clear, my previous post was directed at Silvanus.
    Enyalida said:
    Actually, if a friendly monk wants to attack me in the arena for a while with ppk just to see how often it ticks, I'm up for it. They're bugged right now, so they hit me instead of you, but it'd illustrate the point anyways
    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.



  • MoiMoi Member Posts: 990 Mythical
    @Lerad: Procs do not work that way. Their proc chance is adjusted downward for combos so that they proc as often for blademasters as for pureblades as for monks in the long run.
    @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.
  • LeradLerad Member Posts: 2,399 Transcendent
    Iytha said:
    @Lerad: Procs do not work that way. Their proc chance is adjusted downward for combos so that they proc as often for blademasters as for pureblades as for monks in the long run.

    Lerad said:
    ...
    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.
    ...
    Bolded for easier reading.

  • AsmodeaAsmodea Member Posts: 24 Apprentice
    no 100% Divinus attack? :(
  • EnyalidaEnyalida Nasty Woman Member Posts: 4,384 Transcendent
    edited January 2013
    The barkguard only works on Moonhart trees planted via the 'nut' skill, and does NOT work on elder trees. Only on saplings/mature/enormous moonhart trees. If no elder is chopped, the skill cannot be used. 

    @Iytha remember that the glinshari spore skill takes 10p. By the time it hits, I'm not sure you can trance point (power regen), even if you timed it right. Going to count how long it takes before anything final on that front. Also, I think shield stops it, d'oh!

    @Asmodea hehe, nothing but good ole armor-protected (RoA blocked) blunt damage!

    EDIT: If you have any suggestions at this point for the likely impending special report, send them my way. I'll do my best to gather info and post it up, and test any suggestions made.
  • LeradLerad Member Posts: 2,399 Transcendent
    Shaddus said:
    Didn't Aquamantics get something to protect against Excoro? Why can't Wildewood get some sort of extra fireproofing?

    I don't know about you, but the glut of fire resistance dmp generally available means that extra fireproofing will only give marginal benefit. I doubt it'd be noticeable. Adjusting that level 3 weakness down to level 2 will probably be the better idea. No idea why they have an electrical weakness as well.

  • MoiMoi Member Posts: 990 Mythical
    edited January 2013
    Lerad said:
    Shaddus said:
    Didn't Aquamantics get something to protect against Excoro? Why can't Wildewood get some sort of extra fireproofing?

    I don't know about you, but the glut of fire resistance dmp generally available means that extra fireproofing will only give marginal benefit. I doubt it'd be noticeable. Adjusting that level 3 weakness down to level 2 will probably be the better idea. No idea why they have an electrical weakness as well.
    Ever see a tree get struck by lightning?

    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.
  • EnyalidaEnyalida Nasty Woman Member Posts: 4,384 Transcendent
    edited January 2013
    Ever seen a tree with iron bark get hurt by axes? Some aspect of realism is already out the window here! 

    Yeah, the maluses on the race could stand to be toned down. Fire down 1 level. I'd also make one of the metal bark things add in cutting resist. Makes the most sense on the Iron bark!

    EDIT: The elevation change needs a real looking at too. 3 second eq to change elevations? Sheesh.

    EDIT: Looks like the passive backlashes are firing more often than I thought, they're just really buggy right now. Half of them keep evaporating as defenses, quite vexing given the high cost.
  • LeradLerad Member Posts: 2,399 Transcendent
    edited January 2013
    This is just speculation, and I'm not sure, but are the wildewood getting succumb and manaspikes from their spores? I'm not sure where the mana draining skills are supposed to go, but I guess manaspikes into double haegl could be rather painful. Not sure how a solo wildewood is going to be expected to keep manaspikes up, though. On the other hand, they could always try to eternalsleep as a DW, maybe, since it looks like they get succumb, which can stack with punctured aura. Hrm, start a succumb spore, wait until just before it hits then force an allheale sip and puncture/memloss? Without demesne wide sleepmist, though, building tiredness is going to be more powerheavy.

    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?

  • LehkiLehki Member Posts: 1,196 Fabled

    Lerad said:
    Without demesne wide sleepmist, though, building tiredness is going to be more powerheavy.
    They can still spread sleepmist in a single room at time, which really works just as well.

    Also, can a wildewood be hit on both elevations at the same time, or only on whichever elevation their "perspective" is on?
    They show up on who, and you can see "X's branches/trunk is visible here." on look, but you can't interact with them.
  • EnyalidaEnyalida Nasty Woman Member Posts: 4,384 Transcendent
    edited January 2013
    We can't spread sleepmist in a single room, actually. Bug. Anyways, sleepmist plays only a mild part in building sleep attrition, the vast majority comes from the aforementioned powerheavy deepsleeping. 

    We get a very costly succumb and manabarbs option, but neither has any real way of sticking, unfortunately! None of our other affs stack with them at all. Even with the DW puncture combo, you're still only going to get 1-2 ticks out of the succumb, and you may not get back the power fast enough (From casting the spore) to Eternal sleep anyways. 

    With wildecall, you get a single pet from the list, after a delay. It adds to your defs and is on your LOOK, but is not an ent. Doing the wildecall again dismisses the pet and calls for another randomly, which arrives after a delay. After an hour, another call will cost 10p and your current pet vanishes. You can dismiss one only to get it right back AFAIK.
  • SaranSaran Member Posts: 1,686 Mythical
    So... is treehug our luminate?

    And what are it's damage types?
    image
    image
«13
Sign In or Register to comment.