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Here we go again!

I believe Wickerbottom is the luxury character. Nearly everything she can do, can be done in other ways; those ways probably won't result in the same surplus of resources, but will be more than enough outside of some niche megabasing purposes. She has lenghty setups that will indeed get results, especially long term, but if we compare her to most of the cast, other characters have much simpler and faster setups that reward them a lot more, a lot earlier. 

I think Winona is a good comparison to Wickerbottom: Long setups, lots of utility, perks cost inventory space if you plan on bringing your character items with you, items crafting costs are expensive but they don't break. But... Winona's payoffs go much further than Wicker's. The effort to result ratios are out of whack.

Of course, there is the Maxwell in the room. From my perspective, he being able to read her books is fine, as long as there is still a reason to play as Wickerbottom; which with this skill tree concept there would be. It's probably better overall to avoid taking away his ability to read her books if we can help it (but Maxwell mains, do keep in mind this perk of his will probably be taken into consideration in his balancing when Klei decides to make his skill tree).

The objective of this concept is to fill in the gaps in Wickerbottom's gameplay where she doesn't have a good enough reason to use her character perks, while keeping in mind the vast variety of players' playstyles.

WickerSTConceptv2.png.d6365c99d86df21970e1bf4795fdd291.png

The background was inspired by the bookcases we can see in Wickerbottom's character short. The tree is mainly organized in groups of three, having what skills I perceived as the ones that made sense to require the most insight as the last ones in the rows, below the other two; with the exception of the first three skills, which are unrelated to one another.

Overexplanation (feel free to skip this):

Spoiler

The skills are stacked in rows meant to resemble books, its meant to be read from left to right, top to bottom. We have the 9 Knowledge skills on the left, with a lock in-between them and the 12 Whispers skills on the middle, then we have another lock, with the 6 Affinity skills to its right, having four locks of their own. Totalizing 27 skills which is on par with some of the other skill trees we currently have.

The left lock is unlocked by having at least 3 insight spent, and the Polymath skill being invested in; the lock between the middle section and the right is unlocked after spending 9 insight, and then there's the locks in-between the Affinity skills, the upper ones are unlocked after killing the adequate boss (Celestial Champion or Ancient Fuelweaver), and not having the opposite Affinity skill invested in; the lower ones are unlocked by having at least one of the two specific Whispers the skills they give access to affect.

The Affinity skills above the upper locks can be invested in as soon as the 9 insight lock is unlocked, and can be acquired simultaneously regardless of Affinity, similar to how Winona's skill tree works.

The spoiler below has a few examples of ways the skill tree could be leveled, hopefully these along with the explanation above is enough to take care of any doubts.

Spoiler

GoodExampleonepointleft.png.63aa8b7456b594f5a22367c3d7e94215.pngFuelWeaverRush.png.88fd602214a0a129ea4fa6d04e6b3a0b.pngMegabasing.png.2857b41ade04114d339bffbe0dab75dc.pngCelestialChampionRush.png.6ff1ba1d379122001c8db8c832b26457.png
You can click on them to expand them. If for some reason you can't in your current browser/phone/thingy, please let me know.


Feel free to skip the overexplanations. Without further ado, let's get into it.
Knowledge

Spoiler

Chartopois.png.d7b887968e677afd09a76471b14e0a4f.png







● Chartopoiós
"Learn how to craft papyrus faster and more efficiently at a lower cost. Wickerbottom sometimes is able to get more papyrus when erasing specific papers in the cartographer's desk."

Crafting papyrus costs three reeds instead of four, and Wicker gets to enjoy the 0.5s animation when doing so. When she erases recipe cards, lost scrapbook pages or tackle advents in the cartographer's desk, she has a 33% chance of getting an extra papyrus.

Overexplanation:

Spoiler

This should help Wickerbottom get set up more comfortably in the early game, and makes so you have to farm less monkeytails/bananas late game to make books for large farms. There's also a bunch of good non-Wicker-exclusive recipes that use papyrus, so this skill would be useful for those as well.

Sketches and rare blueprints are not included since they could be duped into infinite papyrus as GimplyGoose pointed out; maybe the devs could differentiate between crafted sketches/blueprints and dropped ones? The skill is still pretty good without them.


StudyGroup.png.48f948cdbd4f10291c8e7a616c68191b.png
● Study Group
"Share your crafting knowledge with nearby survivors, and incentivize them to do the same."

Wickerbottom acts as a science station for nearby survivors, letting them prototype any recipe she already knows. Other survivors nearby act the same way towards Wicker, letting her prototype any recipe they know (not character specific, of course).


Overexplanation:

Spoiler

Would be really useful in the early game, it skips the process of having to give items to Wicker for her to craft them for you. Instead, the survivor can just get near her and prototype the items themselves; useful, and very in character for Wicker. Also handy when it comes to Boss blueprints, giving everyone access to the craft right away, and leaving any extra blueprints as a source of papyrus for Wickerbottom.

Synergizes with Everything Encyclopedia as well, other survivors can use Study Group to craft things like ropes and boards, instead of spending an EE charge. Players' crafting charges from Everything Encyclopedia are individual, so they cannot be used up by other players through Study Group.


HypnicSparks.png.bdfbbbe6e3449ecc4926e26dcc688d77.png
● Hypnic Sparks
"Groggy lasts twice as long, and gives speed instead of slowing you down. Your regular seeds have a small chance to grow into a mandrake."

Wicker could farm moon shrooms (or get someone to for her), enabling her to get speed boosts on demand from this skill. I was thinking a ~40% speed boost, it needs to be worth going through the trouble of farming the shrooms at least.

I think a 1% chance for mandrakes from regular seeds would be perfect, they would be considered a weed.

Overexplanation:

Spoiler

It would be really funny to see Wicker zooming around while doing the groggy animation. Depending on how much speed it gives, it probably shouldn't affect mounted beefalos like how Wolfgang's Leg Day skill currently works.

Making alive mandrakes renewable would allow people to use more of them for decoration, and make players less stingy with the world generated ones. If someone wants a bunch of regular seeds for mandrakes, they could farm a bunch of fish to give to Wurt's merm king, which Wicker is great at. Other plants getting mad at them would make a lot of sense, knowing how annoying they can be.

The skill name comes from Hypnic Jerks, which is that weird jumpscare people get sometimes when going to sleep. Ergo, a speed boost instead of being slowed down. The spark part is to make sense of her being able to plant mandrakes, as if Wicker dozes off a little bit while planting, ending up doing something that makes the seed grow into a mandrake without noticing.


FoodSafety1.png.cda6ed1a5e892db90237a26783d93313.pngFoodSafety2.png.46e4f715c18a8420bc7b320799a0aae6.png
● Food Safety I and II
"Sanity gained from food is 25%/50% more efficient."

A simple, but powerful passive that allows Wickerbottom to use spells more often without worrying about shadow creatures.

ComposMentis.png.939c669195534419f8a5308e17f4a2ac.png
● Compos Mentis
"Books or whispers cast while over 95% sanity spend no book durability."

Gives Wickerbottom leeway to carry a greater variety of books, by bringing sanity food instead of books of the same type. Powerful early game since it allows you to make a single book and use it many times at once. If you have a potent sanity food source I can see it also being helpful late game on the inventory management department, although some might still prefer to have many of the same book.

Overexplanation:

Spoiler

The 95% sanity threshold (equivalent to 237.5 sanity) is to prevent situations where you get robbed out of book durability because you have 249.9 sanity due to an insanity aura.

Maybe too overpowered when paired with a Willow? It should probably have a cooldown. We could have some sort of simple notch around the sanity meter to show when its available and when its on cooldown.


Polymath.png.1076dad4e8a81dcdbfd6baa6083f10bd.png
● Polymath
"Learn to craft the Unpretentious Book Marker, a conduit for whispers."

"Whisper" is what I will be calling Wickerbottom's character-exclusive incantations/spells. This would be the item that opens the spell radial.

Much like Willow that gets to use Flame Cast as soon as she unlocks Ember Tender, this skill would come with the "Mind Your Manners" Whisper: Wickerbottom grants a targeted survivor 50 of her own sanity, requiring 50 sanity, and having a 30 seconds cooldown. 


Overexplanation:

Spoiler

This item would work like embers work for Willow or the codex works for Maxwell, it opens up a radial circle with options to use your spells. Since I envisioned a spell for every book, this radial could get a little constricted, so I'd like to imagine you'd have to possess the book for the respective Whisper you want to use in your inventory, before the Whisper appears as an option in the radial.

Mind Your Manners synergizes with the Food Safety skills, allowing your team to somewhat benefit from them as well.

I think the Marker requiring cheap crafting components should be fine considering you'd still require your books to use most Whispers. Something like 1 Petals, 1 Papyrus and 1 Nightmare Fuel, or even cheaper.

Credits to @marshyds, who presented the concept of spells exclusive to Wickerbottom in a post before.


LivingBookcase.png.64c775f53fd36238871e6e6957878f9f.png
● Living Bookcase
"Using your Unpretentious Book Marker, you can enchant a bookcase. Living Bookcases can move, but have less storage capacity."


Using the U. Book Marker on a bookcase makes it drop its follower item, picking the item up makes it follow you like chester/glommer would. It has 12 slots instead of 20, otherwise works like a bookcase would.

Overexplanation:

Spoiler

The player would have to hover over a previously built bookcase with an U. Book Marker to get the prompt to enchant it at no material cost, the bookcase would then drop an item (like a piece of its wood or its doily) that would then become its follower item. The player would then be able to unenchant the bookcase at any point by giving it back its follower item, taking away its mobile capabilities while restoring the storage capacity. The follower item would function much like the Beefalo Bell: You can only hold one at a time, its not dropped on the ground when entering or leaving caves, and disconnecting with it also disconnects the Living Bookcase. Other characters, and Wickerbottoms without the skill wouldn't be able to pick it up, similar to Lucy.

The Living Bookcase has 12 slots and restores books at a rate of 2% per 30 seconds (32% in 8 minutes), it has the same movespeed as chester/hutch, while having the same health and regenerative capabilities as beefalos (1000 hp, regenerating 6.9 hp every 10 seconds). Items that were inside of it while it was a regular bookcase that go over the now reduced storage capacity are simply dropped into the ground around it.

This would solve both the issue of books consuming inordinate amounts of inventory space, and the issue of taking books into remote places often not being worth it. I think 12 slots is a good compromise with it being a follower that comes with all the problems that usually brings (picture seeing all your books spilling on the floor when it dies, a piece of your soul dying with it).

I'm sure its walking animation would be amazing, regardless of how the animators went about it.

Credits to @SpiderSister, who has presented this idea in another post.


AvantGarden.png.be1963796009a9630f957e85c5f1f4fa.png
● Avant Garden
"Using your Unpretentious Book Marker, you can enchant a lureplant. Enchanted Lureplants start producing Eyeplants immediately, and allow you to access their inventory."


The explanation above sums it up pretty well.

Overexplanation:

Spoiler

The player would have to hover over a previously planted lureplant with an U. Book Marker to get the prompt to enchant it at no material cost, the lureplant would then immediately start producing eyeplants, and allow Wicker's with the skill to access its inventory as if it was a chest (except it has the usual inventory space and consumes items, as expected). The Enchanted Lureplant drops the usual Fleshy Bulb on death, having to be enchanted again if so desired.

Being able to skip the 2 days wait for eyeplants, and to straight away open it up to access the items it has collected allows Wickerbottom to compete with Maxwell's Shadow Gatherers. You would be able to farm perishable items despite the increased decay rate, by simply taking them off as soon as the lureplant collects them.

Keep in mind Wicker still needs to wait for at least the first spring, and needs to have a setup to accommodate the lureplant.

Imagine how much dopamine you would be able to get seeing it fill up after a book read 😭 

Whispers
You have to be quiet in a library.


Overexplanation of whispers:

Spoiler

Using the Unpretentious Book Marker opens up a radial circle with options to use your spells; and since I envisioned a spell for every book, this radial could get a little constricted, so I'd like to imagine you'd have to possess the book for the respective Whisper you want to use in your inventory, before the Whisper appears as an option in the radial.

Whispers, unlike books, don't spawn shadow creatures when cast at low sanity, but cannot be cast if you don't have the required sanity. If a requirement to cast a Whisper is not fulfilled, Wicker will comment on what is still required just like she does for her books. For example, for sanity she could say something along the lines of "It would be unwise to recite that incantation without recomposing myself first." 

Whispers that buff players or creatures, or that give charges, cannot stack; if the same buff is applied to an entity twice, its duration or charges are refreshed and nothing more. Dying does not reset cooldowns, but it does get rid of any buffs or charges.


Cooldowns for buffs generally finish 5 seconds before the end of their duration, this is to give the player an estimative of when the buff is going to end. Of course, visual effects showing players buffs are active are always welcome, but I still decided to envision them this way for simplicity.

And of course, Whispers cannot be cast by Maxwell, since he wouldn't have access to her skill tree (at least while he hasnt breached containment).


The majority of skills will be presented in the following manner from now on:
────────────────────────────────────
Drawing of the skill icon
● Skill Title

"Explanation of the skill, as one would usually see in a skill tree."
Cast time ○ Range where the spell affects
Book durability spent ○ Sanity cost ○ Cooldown before it can be used again

A brief explanation of how it would work, if I think the "skill tree" explanation wasn't enough.

Overexplanation of how it could work inside a spoiler, along with ideas of how it could be useful, leaving OP's mental stability to be put into question. Just like previously, you can skip this section if you think the other explanation was enough.

Lastly, in here I will @someone and give them credit when suitable.
────────────────────────────────────

Cast time will vary between fast cast, which is the time Willow takes to cast her spells, to slow cast which is the time it takes for Wicker to read a book. There is one specific Whisper with a long 3 seconds cast time, which is a new cast time introduced within this concept.

These are the Ranges that will be presented:
Screen-Wide - Same range as current Applied Silviculture, which goes pretty far.
Surroundings - Same range as current Tempering temperatures, a circle surrounding Wickerbottom with 3 turfs to reach the outer edges.
image.png.d5a369bc330c5128ac35568da3f9d982.png
6x6 - Nearly the same as surroundings, except its a square, so it has a little bit more range on the edges.
Spell Circle - Same range as Maxwell's Shadow Prison.
Small Spell Circle - Same range as Willow's Flame Cast.
Current Position - Where the player is currently standing.
Self - Only affects the caster, Wickerbottom.

Book durability, sanity cost, and cooldown are well known concepts I think, so I will refrain from explaining those further.

Finally, here are the Whispers:

Spoiler

Beehave.png.8a643460edcddb13fdda8ca6a47b5769.png

● Beehave
"Devise the Beehave whisper: Use Apicultural Notes to rile up friendly Grumble Bees, keeping them in formation."

Fast Cast ○ Screen-Wide
15% Book Durability ○ 10 Sanity ○ 25s Cooldown

Riles up previously summoned Grumble Bees for 30 seconds, greatly increasing their movement speed and attack rate, similar to Bee Queen's screech. Additionally, makes them focus the last enemy attacked by Wickerbottom within the last 2 seconds, otherwise (that is, if Wicker hasn't attacked anything in the last 2 seconds) they will do their best to keep formation, surrounding Wickerbottom and only attacking enemies that get in their attack range. 

Overexplanation:

Spoiler

I think with enough speed boosts, you could fight in a way where you could deal your damage and still dodge the enemy attack for yourself and all your bees, enabling a dynamic new way to fight. It also helps when moving around the map, since they won't get distracted with unwanted enemies, and will be able to keep up with higher movement speeds. While I think this is enough to allow Wicker to use her bees in a greater amount of fights, some fights might still be too difficult or even undoable for Beehave, which is fine.

Credits to @Riddla, who has presented an idea similar to this in another post.

CrowAway.png.f9d4b4dd25191643296495ffcc87384c.png

● Crow Away
"Devise the Crow and Away whispers: Use Birds of the World to determine a landing spot, then enchant birds to fly you back to it."

Both whispers cannot be cast in the caves.

Crow - Marks a spot, replaced by "Away" in the spell radial once a spot is marked.
Fast Cast ○ Current Position
50% Book Durability ○ 25 Sanity ○ No Cooldown

Away - Brings Wickerbottom to the spot determined by "Crow", then is replaced by "Crow"  in the spell radial when the cooldown is finished.
Slow cast ○ Self
50% Book durability ○ 75 Sanity ○ 8m Cooldown
Cannot be casted while carrying a heavy object.


Similar to Wanda's Backtrek Watch. You mark a position, then you fly (I say fly for flavor, but its functionally a teleport) back to it. 

Overexplanation:

Spoiler

Keep in mind it has several limitations: Cannot be used in the caves, you are limited to one spot marked at a time, calls for proper planning to avoid breaking the book, and like every other whisper, cannot be cast if you don't have the required sanity. 

In long term worlds, Wicker often has many farms around the entire map, any way to get her to move around faster is extremely useful.

Ironically, Wicker would probably get to use this before Wanda can make her first Backtrek Watch, Wanda skill tree surely will go crazy to make up for it trust 😭 


EffishentTransportation.png.e01eadcb6cafa13a0b617479b8b81958.png
● Effishient Transportation
"Devise the Effishient Transportation whisper: Use The Angler's Survival Guide to enchant schools of fishes, leading them to create a Whirlportal."

Slow Cast ○ Spell Circle
80% Book Durability ○ 100 Sanity ○ 8m Cooldown
Can only be cast on ocean.

The player would select where they want the spell to be cast within the ocean, then the map opens and they could select which other location in the explored Ocean they want the exit to be.

Overexplanation:

Spoiler

So basically a Bootleg Getaway with a cost and a cooldown. You do require a boat to make use of it, but you bring with you anything on it. Could be fun to have a boat library that you travel with around the map as needed, potentially even allowing you to reuse the same books for different farms (currently one would have to carry EVERY book with them which is enough to make some give up). Would give Wickerbottom a lot of much needed flexibility.


InvasiveSpecies.png.523cd70b039d1537eebd3f5bff6dcdd3.png

● Invasive Species
"Devise the Invasive Species whisper: Use Applied Horticulture and 10 regular seeds to transform the flora in an area into entangling weeds, enemies in contact with it become entangled."

Slow Cast ○ Spell Circle
30 Sanity ○ No Cooldown
50%/20% (Abridged/Expanded) Book Durability, also costs 10 regular seeds (can't be specific seeds).
Can only be cast on land.

The area is affected for 20 seconds, enemies entering it are snared; rendering them unable to move.  The weeds can be set on fire to deal contact fire damage (fire still spreads as usual though).

Overexplanation:

Spoiler

Looks visually like entangled Spiny Bindweeds and Forget-Me-Lots (one snares, the other makes the enemy forget what it was trying to escape). 

Regarding Maxwell's Shadow Prison, I believe the 10 seeds cost is fair in comparison, you'd have to collect a lot of seeds to get enough to use this spell frequently, which could become a choice between setting up farm plots or using the whisper, not even mentioning the inventory slot cost. When playing with a Wurt, you could set up a fish farm to trade with her King to get seeds for the spell, giving an extra character specific reason to set up a fish farm. If it were to be cheap or too expensive, the seed or book durability cost could be adjusted. Another balancing factor could be if it is able to ensnare flying enemies.


Cloudburst.png.9743ee35583565f3cdb3695df29d087b.png

● Cloudburst
"Devise the Cloudburst whisper: Use Practical Rain Rituals to summon a blizzard, freezing enemies that are wet or cold."

Slow Cast ○ Spell Circle
10% Book Durability ○ 25 Sanity ○ 10s Cooldown

Freezes wet enemies in the area for 15 seconds. If the season is winter, the wet requirement is removed and they freeze regardless if they are wet or not. Fires and smoldering in the area are extinguished.

Overexplanation:

Spoiler

It's cheaper than Invasive Species but you need to be in winter or set up rain first, and after the enemy is hit it is also set free. Considering Practical Rain Rituals requires Down Feathers, Cloudburst would also require the first spring to come online, so I think these costs are reasonable.

Maybe dry enemies outside of winter and enemies immune to freezing get wet briefly? Or receive very low damage?

Credits to @marshyds, who has given this suggestion in another post.


LightningConductor.png.323cd3e8891ba454b05b68a95f2e1b19.png

● Lightning Conductor
"Devise the Lightning Conductor whisper: Use The End is Nigh! to endow your next 10 strikes with conductive properties, inviting lightning to impact your foes."

Fast Cast ○ Self
20% Book Durability ○ 33 Sanity ○ No Cooldown

It does NOT turn Wickerbottom's damage into electric damage, what it does instead is summon a special lightning slightly before your weapon hits. This lightning deals 34 damage, has considerably lowered volume, gives off a burst of light, and does not eletrocute or set enemies on fire. The damage is doubled if the enemy is wet or frozen (68), if the enemy is wet AND frozen the damage doubles again (136), but then the enemy would break free from the ice since it got hit. 

Overexplanation:

Spoiler

LightningCSR.png.6af869082974c9dde0c3ed674b066c47.png
You would be able to see how many strikes you have left through the spell radial icon. In this example two strikes have been spent, and you have eight remaining.

This not making her damage electrical makes so she can still benefit from it, if it comes from other sources, and might make so enemies that are otherwise immune to electrical damage are still able to be damaged by the whisper (my intention here is for it to be the damage of the impact, not focusing too much on the electric properties). It's possible that there are a few breakpoints for wet and frozen enemies, depending on the weapon you use.

Balancing factors could be if it works or not in the caves, damage dealt, and amount of strikes. I think working on caves is fine (maybe it makes a small black cloud to make an excuse for it). If it were to be too cumbersome to use in a fight or too strong, book durability and sanity costs are also factors that could be revised. Should Wicker be able to benefit from it while riding a beefalo? I think she should considering the cost.


Memorize.png.b677d6456c2878579bed59f2f3350acf.png

● Memorize
"Devise the Memorize whisper: Use Everything Encyclopedia to attain 10 Memory charges that allow crafts from the targeted research station."

Fast Cast ○ Small Spell Circle
Up to 100% Book Durability ○ 50 Sanity ○ No Cooldown

The player would aim the small spell circle at a research station (Tackle Receptacle, Potter's Wheel, Pseudoscience Station as examples), then they would be able to craft 10 items from that research station anywhere, taking away the need to be near it. The book cost is based on the research station targeted, stations that have recipes that cannot be learned (unlocked) consume the whole book, otherwise the whisper costs 20% book durability. 

Overexplanation:

Spoiler

Recipes which can be acquired by crafting will be learned as usual, otherwise the player will have to cast Memorize at the research station again once the charges run out to be able to keep crafting them. These charges are separate from the usual Everything Encyclopedia charges, so one could have both effects active at the same time. Casting it on the Broken Pseudoscience Station gives charges equivalent to the fully repaired station, so the player doesn't necessarily have to find or repair one if they are willing to sacrifice the book. Study Group does not interact directly with Memorize in any way.

The crafts will appear on the Memorized tab, as if it was its own crafting station (except it's always active since you don't have to get near anything), the Memorized tab is still replaced with the tab of any station you get near, making so you can't be near any station if you want access to it. If the target is a station that "absorbs" items to enable crafts, such as the Potter's Wheel, the charges will allow you to craft anything that was available at the time the whisper was cast.

MemorizeSR.png.a977a291bb6d9255f20b3cee9b3b2035.png
You would be able to see how many charges you have left through the spell radial icon. In this example three charges have been spent, and you have seven remaining.

There's situations that come up occasionally where you need to go all the way back to remote locations to craft one or two things, this would allow the player to reduce the amount of times those situations come up, saving a lot of time; especially for a low mobility character like Wicker. A big contender for the skills that prevent you from spending book durability.


InsulatedWard.png.d8bc8e1bbb96a7ddb2a0b4c45693c1b8.png

● Insulated Ward
"Devise the Insulated Ward whisper: Consume Tempering Temperatures to enchant surrounding survivors with a ward that prevents negative effects."

Slow cast ○ Surroundings
100% Book Durability ○ 100 Sanity, which is locked for the duration of the spell ○ 3m 55s Cooldown

Lasts 4 minutes. Negative effects would include: Being set on fire, being frozen, being stunned by lightning, Ewecus spit, and hinderances from sand/moonstorms. 

Negative effects that don't directly affect players such as Bee Queen's honey, and Fuelweaver's bone cage still function as normal.

Overexplanation:

Spoiler

Fuelweaver's mind control isn't on the list but considering its properties I think it is reasonable not to include it.

Good against Klaus, Ewecus, and Crystal Deerclops. Allows affected players to skip the need to go for sand/moonstorm protective headgear, or to simply use other headgears that don't have that component if they wish to. Could be especially useful for large groups that want to get to Celestial Champion before the first summer.

If whatever the players are doing take longer than 4 minutes to complete, Wickerbottom would have to go through all the steps to cast the whisper again (have the book available, 100 sanity, everyone in range of the spell), which could have hefty consequences for the unprepared. A big contender for the skills that prevent you from spending book durability.

Credits to @marshyds, who has given a suggestion similar to this in another post. 

PreventiveMeasures.png.5f7d4eb05a94349a47316b20425a8588.png

● Preventive Measures 
"Devise the Preventive Measures whisper: Use Pyrokinetics Explained to protect your surroundings with an enchantment that neutralizes and prevents moderate detrimental terrain effects."

Slow Cast ○ 6x6
50% Book Durability ○ 200 Sanity ○ 3m 55s Cooldown

Affects a 6x6 turf area (one less than Wurt's mudslinger 7x7 for comparison) for 4 minutes. Within this area, these effects are neutralized and prevented: Smoldering, fires, lightning strikes, regular rain, acid rain, earthquake debris, meteors, lunar hail, web flooring, Bee Queen's honey, Ancient Guardian's shadow tentacles, and Fuelweaver's bone cage.


Overexplanation:

Spoiler

Although the range says "turf" it should be able to be used anywhere, be it land, ocean, or Fuelweaver's arena; picture a square forcefield.

Keep in mind its whopping 200 sanity cost.

Balancing factors could be range, cooldown, and if the sanity spent is locked or not (which would prevent the casting of other spells, making so the player has to choose which to use). 


ANewSpin.png.b82ab29ed94990ad937f64799d03b709.png

● A New Spin
"Devise the New Spin whisper: Use Overcoming Arachnophobia to curse surrounding spiders with fear, making them retreat to their dens."

Slow Cast ○ Screen-Wide
20% Book Durability ○ 33 Sanity ○ 55s Cooldown

Forces nearby non-tamed spiders to drop their aggro and go back to their dens, makes spider queens transform into a t1 den immediately. Spiders affected by this cannot leave their dens for 1 minute. If a spider den is within range of the spell, all non-tamed spiders related to it are affected by this effect.


Overexplanation:

Spoiler

If a homeless spider is hit by the spell, it will panic for the entire duration. The spell ends prematurely if a den or a spider is attacked (regular herd aggro range shenanigans then apply).

Generally useful whenever spiders are involved. Especially useful now that crystal-crested buzzards are a thing.



FellerFellow.png.37829be1c735a1b1fda03fd8a00970b2.png

● Feller Fellow
"Devise the Feller Fellow whisper: Use On Tentacles to enchant an area and survivors within it with pheromones that pacify tentacles."

Slow Cast ○ Spell Circle
25% Book Durability ○ 25 Sanity ○ 55s Cooldown

Gives allies within range neutrality to tentacles for 1 minute. Tentacles and baby tentacles in range despawn, while big tentacles retreat to their holes without dropping any loot. Hitting a tentacle (by mistake or otherwise) disperses the pheromones on the player that hit it, deactivating the spell.


Overexplanation:

Spoiler

Big tentacles would still cause an earthquake when retreating, and return eventually like usual.

Allows survivors to fight alongside summoned tentacles; just make sure to remember to refresh the spell, and to not hit one by mistake while fighting. Keep in mind the 1 minute duration, if Wicker forgets to reapply the buff it most likely is going to end up with someone dead, she also has to take care not to hit the tentacles with the spell, ending up despawning them by mistake. Probably not a good idea to use while playing alongside characters with AoEs such as Wendy, Willow, etc. Very useful to help collect loot from enemies killed by your tentacles and to traverse caves.

Removes the need to block tentacle spawns to make use out of On Tentacles. Maybe Feller Fellow should end early if the survivor affected by it uses On Tentacles? I think it should be fine without it ending though.


TrunkateHostility.png.6503c6077631be46932b4c2781bdc458.pngTrunkateHostility2.png.dcb25b5e17a051a7137ca8779d0c18dc.png
● Trunkate Hostility
"Devise the Trunkate Hostility whisper: Use Applied Silviculture to transform the flora in a line into a Splintering Thicket Wall."

Fast Cast ○ 2 Small Spell Circles
20% Book durability ○ 20 Sanity ○ 30s Cooldown
Can only be cast on land.


The player selects the first small spell circle to determine where the wall will start, then the second to determine in which direction it will go, the spell is then cast. A wall comprised of 8 segments appears. When a segment dies, it sends out splinters dealing 75 damage to enemies nearby. Setting a segment on fire makes it scream (like when you burn a living log) and then splinter shortly after.

Overexplanation:

Spoiler

The wall has 8 segments, if the second spell circle is placed further than the distance those segments could cover, then it simply ends before it can reach the determined location, and if it placed closer than they could cover, then it keeps going in the same direction until all 8 segments have spawned (as long as there is land for them to spawn on). These wall segments ignore usual wall grid placing, so they can better form a line. They can be targeted by players to be broken manually, and enemies pathfind around them like any other wall; they belong to a different "faction" from usual walls though, to allow them to get damaged by friendly AoEs such as Winona's catapults, Abigail and the like. They cannot form below giants; segments going through a giant's collision will wither before being capable of fully forming.

The wall grows from the ground up, "impaling" enemies above for 20 damage, this damage pulls aggro towards the segment that damaged the enemy, withered segments deal impaling damage then despawn. Each fully grown segment has 100 health, last for 30 seconds, and upon death, destruction (hammering, being stomped by a giant), or expiring, they send out splinters; dealing 75 damage on its surroundings, the explosion damage pulls aggro towards the Wickerbottom that cast it. Segments are immune to the splintering explosion damage; so for the full 600 damage every wall segment needs to die, be destroyed, or expire individually; unable to start a chain reaction.

A wonky damaging spell, creates a kind of mini game where you have to find a way to break or set fire to all segments to deal your full damage. Can also be used defensively since its a wall. Able to block 2 turfs-wide bridges when placed correctly, since its formed by 8 segments. Decent AoE damage for a character that doesn't have any.

Affinity
Lunar

Spoiler

MagnusLux.png.2e06df8ed2cfae75a724c9bd72520208.png
● Magnus Lux
"Devise the Magnus Lux whisper: Use Lux Aeterna Redux to create an enchanted lightflower field surrounding you, affecting shadow creatures adversely and soothing other survivors."

3s Cast ○ Surroundings
50% Book Durability ○ 50 Sanity, which is locked for 4 minutes ○ 4m Cooldown

The field lasts for 10 seconds. The lightflowers give off light, and lesser shadow creatures that come into contact with the field are dispelled (Terrorbeak, Crawling Horror), other shadow-aligned enemies receive 90 damage per second. Dispelled basically means they despawn without dropping nightmare fuel.

Overexplanation:

Spoiler

Very strong, however do consider carefully all the costs and cast time. Can be used by Wicker to regain sanity, as long as she doesn't cast it from full sanity. Maybe it should instead cost 100 sanity and lock 50 to avoid that scenario? I think its fine as is, makes sense for a lunar leaning skill.

Some scenarios where it could be useful:
○ On the Fuelweaver fight: to damage him, get rid of his minions, and maybe his shield.
○ To dispell shadow creatures from Nightmare Lights/Fissures.
○ To help create an On Tentacles field before you have a Bone Helm.
○ When a lot of players are present with low sanity the one who gets insane first gets to have a bunch of creatures after them, this could save them.

Credits to @Ohan, who has given a similar suggestion to this in another post.

BrilliantRevelation.png.f5a9f3c7e8eef2ee5dbb5a0aa694674e.png
● Brilliant Revelation
"Entreat the moon to disclose the Enlightening Chant whisper: Use the Lunar Grimoire to open your mind's eye, attaining 5 Luminous Charges that allow you to use spells without expending sanity or item durability."

Slow Cast ○ Self
90% Book Durability ○ No Sanity ○ 8m Cooldown

Charges can be spent through the use of whispers, books, and staves. Depending on the potency of the spell, more charges are spent.

Away and Effishient Transportation require 2 charges.
Preventive Measures requires 3 charges.
Deconstruction Staff requires all 5 charges.
Everything else requires only 1 charge.


Overexplanation:

Spoiler

If there is not enough charges to cast the spell with Enlightening Chant, the spell is cast without. Enlightening Chant's expending sanity part also prevents sanity from being locked. Enlightening Chant cannot benefit from itself, and is not affected by Compos Mentis.

Enlightening Chant can be toggled ON/OFF even if it is presented as on cooldown, turning it OFF prevents charges from being spent. With Brilliant Revelation being both an activatable and toggleable skill, these actions should have different inputs; Such as left click to cast and right click to toggle.

BrilliantRSR.png.108b17a27af7a345312713b3f8973ba5.png
You would see all relevant information through the spell radial icon. In the example you can see that it has been toggled ON (based on the white symbols on the borders that should spin like it does for Walter's), has around ~5 minutes of its cooldown remaining, and there are three out of five charges left. The cooldown is on the background (unlike how it works for Wendy and Willow currently, where it is transparent but still on the foreground, above the art) to try and show the user it can still be clicked to be toggled ON/OFF.

Really good early game, and if you prefer to use your spells sparingly.

Keep in mind the 90% Lunar Grimoire durability cost, you would need 4 Lunar Grimoires to be able to cast Brilliant Revelation every day.


LunarLearnings.png.46975f24ad6c30c212a21f1f29b7c95e.png
● Lunar Learnings
"Learn intricacies within the Invasive Species and Preventive Measures whispers: Invasive Species is able to substitute seeds with Brightshade Husks, allowing it to ensnare shadows. While Preventive Measures can spend Pure Brilliance to infuse the forcefield with lunar energies."

Invasive Species can spend 3 Brightshade Husks instead of 10 seeds to cast a Brightshade version of Invasive Species; that is able to ensnare Terrorbeaks, Crawling Horrors, and the Shadow Pieces.

Preventive Measures can spend 4 Pure Brilliance to obtain the following additional effects within its AoE: Structures and walls become slightly transparent (similar to gestalts), lose their collision, and become indestructible. Celestial Champion's Sleep Crystals, Crystal-Crested Buzzard's/Possessed Varg's Cold Flames, and Scion's damaging field are neutralized and prevented. 

Overexplanation:

Spoiler

Lunar Learnings appears on the spell radial if Wicker has at least 3 Brightshade Husks or Pure Brilliance in her inventory. It can be toggled ON/OFF. While toggled ON, the affected Whispers will spend the resources to cast the amplified versions.
LunarLSR.png.a1d7cc3ac44f988004eaee50bcef501e.png
In the example, Lunar Learnings is turned ON, imagine the white symbols on the borders spinning around like they do on Walter's spell radial.

Further differentiates Invasive Species from Maxwell's Shadow Prison, I think 3 Husks is fine for the point in the game where you will be able to get them, if its too cheap we could consider raising it to 5 or more Husks, or reduce it to 1 Husk and keep the Regular Seeds cost.

Regarding the amplified Preventive Measures:

Structures such as Winona's catapults can still "die" inside the field, even though they are indestructible.

Its meant to be a giga protective spell, balancing factors could be the spell costing 5+ Pure Brilliance, ending sooner, or having its range reduced when blocking powerful planar effects; or it blocking things too well to the point of blocking even friendly AoEs, such as Wicker's own whispers, Max's cage, Winona's roses, Wurts merm floor, etc. I believe this could create interesting gameplay scenarios, such as Wicker casting the field near Scion but not on top of it, so Maxwell can still cage it outside.

Shadow

Spoiler

Insomniac.png.1d60bcb4f38286dace4d6abc89e93f4e.png

● Hurried Chant
"Devise the Hurried Chant whisper: Use Sleepytime Stories to get a burst of energy, making your whisper, book, and staff casts instant."

Instant Cast ○ Self
10% Book Durability ○ 10 Sanity ○ No Cooldown

The player has to toggle this whisper ON/OFF on the spell radial. If it is ON, then every spell cast will be instant provided there's enough sanity, and Sleepytime Stories is available.

Overexplanation:

Spoiler

While it is active, every whisper costs 10 sanity more to account for Hurried Chant's cost, if there's enough sanity for the whisper, but not for Hurried Chant, the player has to disable Hurried Chant to be able to cast the whisper.
 
HurriedCSR.png.9497d1b20fa07d5dd703cb7139102ae7.png
In the example, Hurried Chant is turned ON, imagine the white symbols on the borders spinning around like they do on Walter's spell radial.

The most notable instant cast targets I can think of are Sleepytime Stories, Overcoming Arachnophobia, Invasive Species, Cloudburst, Lightning Conductor, Trunkate Hostility, and Magnus Lux.

Credits to @MrMNWorm and @DrWebber, who have given a suggestion similar to this in another post.

AncientSecrets.png.93f94e3a5b8ea32840b96bf2f3777fad.png

● Ancient Secrets
"Tap into the darkness to reveal secrets within the Mind Your Manners whisper: Target yourself with Mind Your Manners to sacrifice it, attaining 10 Ancient Charges that allow you to refund specific cooldowns."

Slow Cast ○ Self
100 Sanity ○ 8m Cooldown


The following are capable of spending charges: Away (from Crow Away), Effishient Transportation, Cloudburst, Preventive Measures, Feller Fellow, Trunkate Hostility, Magnus Lux, and Bone Armor.

Overexplanation:

Spoiler

To spend a charge, the player must try to use a whisper on cooldown, or get hit having a in-cooldown Bone Armor equipped, while Ancient Secrets is toggled ON.

Mind Your Manners is replaced by Ancient Secrets during its 8 minutes duration/cooldown. Ancient Secrets can be toggled ON/OFF even if it is presented as on cooldown, turning it OFF prevents charges from being spent. The charges last for 8 minutes, charges not used up by then are lost.

AncientSSR.png.7e1eb331f31a6e73140f14b25b6e687e.png
You would see all relevant information through the spell radial icon. In the example you can see that it has been toggled OFF (based on the lack of white symbols on the borders), has around ~5 minutes of its cooldown remaining, and there are nine out of ten charges left. The cooldown is on the background (unlike how it works for Wendy and Willow currently, where it is transparent but still on the foreground, above the art) to try and show the user it can still be clicked to be toggled ON/OFF.

You could use it to move around the surface a bunch in a short amount of time with Away and Effishient Transportation, freeze a wide array of wet or cold mobs with Cloudburst, protect a larger area with Preventive Measures, despawn many tentacles with Feller Fellow, spawn 10 Trunkate Hostility walls for upwards of 6000 damage, cast Magnus Lux 5 times for 4500 damage (your sanity would be locked to 0 for 4 minutes though), or tank 10 hits with a single Bone Armor.

Keep in mind the immense book durability and sanity costs using this many spells in a row would have, you would need to have some potent sanity food sources before you could really get into it.


ShadowStudies.png.f461b2a201d6cfacb866b3112f29fdd6.png

● Shadow Studies
"Learn intricacies within the Memorize and Trunkate Hostility whispers: Memorize gets extra charges and reveals alternative craft recipes for the Ancient Pseudoscience Station; While Trunkate Hostility can spend Pure Horror to infuse its walls with shadow magic."

Memorize gets 5 extra charges, and when cast targeting the Pseudoscience Station will offer exclusive recipes for Star Caller's Staff, Deconstruction Staff, and Thulecite Club, in addition to their regular crafting recipes. These craft options replace Living Logs with Thulecite. Items crafted this way have slightly different sprites to represent the replacement, and are deconstructed into the expected materials.

Trunkate Hostility can spend a pure horror to deal an extra 50 planar damage per segment.

Overexplanation:

Spoiler

Good early game, so Wickerbottom can keep the Living Logs for her Bookcases and Silviculture, without having as much need of using Green Gems to dupe Living Logs (or of asking Wormwood to give up an arm). The extra charges are a nice bonus for the late game.

Shadows Studies appears on the spell radial if Wicker has Pure Horror in her inventory. It can be toggled ON/OFF. While it is toggled ON, casting Trunkate Hostility will spend Pure Horror in the inventory in addition to its regular costs to infuse the wall with shadow magic, making segments deal 50 additional planar damage when splintering (upwards of 600 physical + 400 planar damage if all segments splinter, totalizing up to 752 damage against enemies with Planar Entity Protection). The segments have slightly different sprites to represent the infusion (could be spooky black and red tentacles coming out of the cracks in the wood, or roses and vines if lore-wise she aligns with Charlie).

Helps Trunkate Hostility keep up with enemies that have PEP on their step (Planar Entity Protection).
 
ShadowSSR.png.d6d8e1d0b09cab7258501be412ba8b09.png

Conclusion
Hopefully my concept would help Wickerbottom use her books more in a day-to-day basis, and make her seem like a more appealing character choice regardless of you preferred playstyle. My evil plan is to raise people's expectations a lot for her skill tree, so when the time to make it comes, Klei is quaking in their boots. Thank you for reading my concept.

Did you find something too OP? How, and with what intention would you spend your 15 Insight if this was real? You are welcome to express your opinions and concerns below.

If I forgor to/just didn't give credit to you, and you want said credits, please let me know (with proof preferably). I can also alter (omg) or remove credits I gave you, if it bothers you in any way, no problem.


You can see the V1 in here, if you feel like it:

No AI was used in the making of this skill tree concept (or any of the other ones that I made for that matter). Its all pure, unbridled autism.

Edited by Pruinae
  • Like 8
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I love your lureplant idea. I even proposed it once but for wormwood (soo left side of his skill tree would be usefull on late game). But i also thnik Wicker could be more "witch" character and that means new spells for ice and fire staffs.

Also it would be nice if klei would thnik about Wicker + child characters combos (for instance arachnofobia buffing some aspects of Webber) since in lore she is "party mom" for rest of surviavors 

  • Thanks 1

A ton of really great ideas! Its clear that you really love Wickerbottom as a character which is so nice to see since she unfortunately rarely gets attention like this on the forums (which makes me anxious for her skilltree beta..) 

 

i especially love the idea of giving her a way to gain tentacle neutrality and a passive way to make tentapillars retreat, ive had that idea too in the past! Would feel so badass to dismiss a giant tentacle with just a single spell. 

 

i also absolutely looove the idea of a walking Bookcase! I can already imagine what it would look like skittering behind Wickerbottom, would be soo cute! Makes me think of Baba Yaga and her walking hut, which suits Wickerbottom so perfectly. 

people have come up with variations on a “book bag” idea to solve the book repair away from base thing but i love this idea so much more! 
 

I would also totally love to play with Crow Away and Effishient Transportation, such great ideas that totally fit Wickerbottom’s gimmick of having her own way of doing certain generic actions. 
 

 

Great ideas and great icon art throughout, i sincerely hope Klei will approach Wickerbottom’s skilltree with as much care as you have in this post! 

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22 hours ago, Pruinae said:

Crafting papyrus costs three reeds instead of four, and Wicker gets to enjoy the 0.5s animation when doing so. She also has a 25% chance to get an extra papyrus when erasing things in the cartographer's desk.

There are crafting recipes to for things that can be erased at the cartographer's desk so this skill would mean unlimited papyrus for free simply by crafting and erasing. I otherwise like the skill, having your reeds go further would be a good skill for Wicker, especially for the early game.

  • Thanks 1
7 hours ago, PonyOfApocalips said:

I love your lureplant idea. I even proposed it once but for wormwood (soo left side of his skill tree would be usefull on late game). But i also thnik Wicker could be more "witch" character and that means new spells for ice and fire staffs.

Also it would be nice if klei would thnik about Wicker + child characters combos (for instance arachnofobia buffing some aspects of Webber) since in lore she is "party mom" for rest of surviavors 

I decided to go more with the "Sage" archetype for Wickerbottom in the concept, but I've seen other people seeing her in a more Witch/Mage way and I understand where they are coming from. I see Willow as the Sorcerer and Maxwell as the Warlock (Charlie as his patron), but of course there's plenty of angles one can use to look at the same character.

Regardless of which identity (or identities, its not like they need to limit themselves to only one) Klei decides to use when making her skill tree, I just hope the base of the ideas presented are in there in some way (mobility, utility, gathering).

She really does give party mom vibes, there's some indirect synergies with the children in the concept like getting seeds from Wurt's Merm King to use Invasive Species, stopping or slowing down enemies with one of the crowd control spells so Walter can hit them from a distance, letting Abigail break the Trunkate Hostility walls for a burst of AoE damage, so on and so forth. But maybe you mean something more direct?

1 hour ago, GimplyGoose said:

There are crafting recipes to for things that can be erased at the cartographer's desk so this skill would mean unlimited papyrus for free simply by crafting and erasing. I otherwise like the skill, having your reeds go further would be a good skill for Wicker, especially for the early game.

Wow great catch, thank you.

I changed it to be more specific in the papers the perk works on, hopefully that solves the problem. I want the perk to still be useful for the playstyle of rushing ruins as Wicker and erasing everything you get from graves/skeletons/AG.

Edited by Pruinae

For the lunar alignment, i like the idea of mantaining the sanity because that's what Alter wants. 

For the shadow side, I’m imagining something similar to Woodie’s treatment with the Wereform, where shadow creatures simply don’t attack the character. But here’s where the fun part comes in:

Let’s remember of our beautiful, elegant, classy, universally adored: Resting Horror.

You’d be able to craft shadow reading chairs or desks. Then, when you place books on them, shadow creatures get drawn to the setup. They calmly sit down, put on glasses (or a monocle, of course), and transform into a Resting Horror. They stay there, peacefully reading, slowly draining the book’s durability.

This wouldn’t power creep Bernie — they don’t die from this, and if you attack them, they snap back into their hostile forms (Terrorbeaks or Crawling Horrors).

This would give Wickerbottom an elegant method to spam her books.

 

I mean, look at this guy. Now imagine it with glasses.

image.png.03791b61170bc080c44ed7357e237178.png

  • Like 1

I like the skill tree, but I have two notes and correct me if I’m wrong but Effishient Transportation just seems like crow away for the water and if I’m not wrong, bootlegs are fairly easy to get and do the same thing so maybe your place that whisper with something else and the other thing I wanted to say is for shadow studiesif I’m not wrong sources of living logs i’m much more common than sources of thusite unless there was an additional benefit that missing

  • Like 1
On 11/23/2025 at 8:36 AM, Loremorn said:

You’d be able to craft shadow reading chairs or desks. Then, when you place books on them, shadow creatures get drawn to the setup. They calmly sit down, put on glasses (or a monocle, of course), and transform into a Resting Horror. They stay there, peacefully reading, slowly draining the book’s durability.

This would give Wickerbottom an elegant method to spam her books.

That's a fun idea. In my concept we have Food Safety, Magnus Lux and Brilliant Revelation to deal with shadow creatures, but I could see your approach as well.

I don't know how willing Wicker would be to let shadow creatures read her books, maybe she only really dislikes the codex umbra shadow-wise? We need more Wicker lore 😠

 

19 hours ago, Dr.Webber said:

I like the skill tree, but I have two notes and correct me if I’m wrong but Effishient Transportation just seems like crow away for the water and if I’m not wrong, bootlegs are fairly easy to get and do the same thing so maybe your place that whisper with something else and the other thing I wanted to say is for shadow studiesif I’m not wrong sources of living logs i’m much more common than sources of thusite unless there was an additional benefit that missing

Crow Away only brings Wicker herself to a spot she has marked before, while Effishient Transportation brings the whole boat and anything in it (other players, mobs, structures, heavy objects) to anywhere in the ocean previously explored.

Bootlegs are indeed fairly easy to get, but you can get at most 10 per Frostjaw fight and he respawns only every 20 days, so with Effishient T. Wicker would be able to open the whirlportal at least once per day (more with Ancient Secrets) as long as she has enough The Angler's Survival Guides. It gives her a lot of flexibility, while still allowing her to use bootlegs if she wants to (you can even get to Frostjaw easier with Effishient Transportation).


Living logs only start becoming more common after the tree guards scale up as a world gets older (they can only spawn starting from day 4, then scale in quantity at day 30 and 80 according to the wiki), I've had worlds were there isn't a single Totally Normal Tree on world generation, leaving characters that need living logs to fight for scraps early on. This problem is even worse for Wicker since she needs living logs to make her Bookcase and Applied Silviculture, with Shadow Studies she would be able to make use of the staffs while still having enough living logs for bookcases early on (first autumn, first winter). But maybe this isn't enough to make someone spend the insight?

12 hours ago, Pruinae said:

Bootlegs are indeed fairly easy to get, but you can get at most 10 per Frostjaw fight and he respawns only every 20 days, so with Effishient T. Wicker would be able to open the whirlportal at least once per day (more with Ancient Secrets) as long as she has enough The Angler's Survival Guides. It gives her a lot of flexibility, while still allowing her to use bootlegs if she wants to (you can even get to Frostjaw easier with Effishient Transportation).

If I’m not wrong, you can also trade fish for bootlegs from frost jaw rather than fighting it

 

12 hours ago, Pruinae said:

Living logs only start becoming more common after the tree guards scale up as a world gets older (they can only spawn starting from day 4, then scale in quantity at day 30 and 80 according to the wiki), I've had worlds were there isn't a single Totally Normal Tree on world generation, leaving characters that need living logs to fight for scraps early on. This problem is even worse for Wicker since she needs living logs to make her Bookcase and Applied Silviculture, with Shadow Studies she would be able to make use of the staffs while still having enough living logs for bookcases early on (first autumn, first winter). But maybe this isn't enough to make someone spend the insight?

If I’m not wrong, you’d only encounter thusite sources not quiet late game, but like more towards it mid game Unless you’re doing a boss rush or speed running especially a renewable source

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5 hours ago, Dr.Webber said:

If I’m not wrong, you can also trade fish for bootlegs from frost jaw rather than fighting it

you need to fight first then trade

 

5 hours ago, Dr.Webber said:
18 hours ago, Pruinae said:



Living logs only start becoming more common after the tree guards scale up as a world gets older (they can only spawn starting from day 4, then scale in quantity at day 30 and 80 according to the wiki), I've had worlds were there isn't a single Totally Normal Tree on world generation, leaving characters that need living logs to fight for scraps early on. This problem is even worse for Wicker since she needs living logs to make her Bookcase and Applied Silviculture, with Shadow Studies she would be able to make use of the staffs while still having enough living logs for bookcases early on (first autumn, first winter). But maybe this isn't enough to make someone spend the insight?

( i donno how i quote it wrong like this)

you can still get living log from lunar mushroom thingys pretty consistently  

  • Like 1

I absolutely love the idea of making bookcases walk - it feels so magical, just like something straight out of Harry Potter.

Pure power can be boring sometimes, but these whimsical little utilities are what truly make magic fascinating.

  • Thanks 1
13 hours ago, Dr.Webber said:

If I’m not wrong, you can also trade fish for bootlegs from frost jaw rather than fighting it

As Edible Coal pointed out, you need to fight him first to be able to trade with him. You get 2 per heavy fish, and 1 per light fish, being able to trade 5 times max per fight, making the maximum amount you can get 10 bootlegs every 20 days.

13 hours ago, Dr.Webber said:

If I’m not wrong, you’d only encounter thusite sources not quiet late game, but like more towards it mid game Unless you’re doing a boss rush or speed running especially a renewable source

8 hours ago, Edible Coal said:

you can still get living log from lunar mushroom thingys pretty consistently  

Shadow Studies has Wicker rushing in mind, so if she can't find living logs before going into caves day 4~8, or the lunar grotto after she goes in, she has the option to use thulecite instead. Maybe it could also give 5+ extra memory charges so you still get a benefit after both living logs and thulecite start piling up?

In my experience you can certainly get living logs from mush gnomes, but they only drop 1.5 living logs per kill. I've gotten 3 living logs on average after visiting the grotto, which does let Wicker make one bookcase, but pretty much nothing else unless she uses green gems or waits for other opportunities to get more (which could take seasons). This is only exarcebated considering she may need more than one bookcase.

Edited by Pruinae
On 11/17/2025 at 8:42 PM, Pruinae said:

● Living Bookcase
"Using your Unpretentious Book Marker, you can enchant a bookcase. Living Bookcases can move, but have less storage capacity."

Just what I need...a sassy dresser. this is what i imagine with that skill :D

 

  • love all the puns
  • love the effort
  • love the fact that you offered actual new effects / spells instead of talents like +50% / +75%/ +100% bonus to X attribute
  • love the unique ideas especially the teleportation
  • love shadow minions replacement with enchanted lureplant

it gives her early game combat capabilities, more team buffs, and something that encourages players not to switch off of her (whispers)
Brilliant Revelation + Ancient Secrets combo sounds very cool, weaving books and spells mid combat like that is seriously fun and engaging

Edited by Parusoid
  • Haha 1
4 hours ago, Pruinae said:

Shadow Studies has Wicker rushing in mind, so if she can't find living logs before going into caves day 4~8, or the lunar grotto after she goes in, she has the option to use thulecite instead. Maybe it could also give 5+ extra memory charges so you still get a benefit after both living logs and thulecite start piling up?

Is the five extra memory charges an additional ability of the thulsite version or am I reading that wrong?because having an additional ability would be a good idea

  • Like 1
3 hours ago, Dr.Webber said:

Is the five extra memory charges an additional ability of the thulsite version or am I reading that wrong?because having an additional ability would be a good idea

Yep, in addition to enabling her to craft the thulecite version of things it could also give Memorize 5 or more extra charges so Shadow Studies is still relevant late game

Edited by Pruinae

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