Wildmender
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- You can always fast travel away from a gate, but it'll be a one-way trip. You need to repair them to make them two-way.
- There are two craftable rings, one on the earliest ring skill, one on the last, that increase inventory size. You can equip both at once, but multiples of the same ring don't stack.
- Your storage baskets have a prompt to press "V" for crafting when you're looking into them - this opens their upgrade menu, e.g. to make them larger, or build baskets that slow item decay for their contents.
- Spending skill points increases your stats - Survival points increase your Max HP, Spiritual points increase your essence cap. I believe Arcane points increase max MP.
- Sigil stones, even without the upgrades that make them do things, act as Essence storage and networking nodes. The mid-game "Root" sigil, unlocked through the tier 3 "Symbiosis" skill, allows moist plants and dry plants to share water, making you much less dependent on digging canals or manual watering
- The soil you get from your compost bin can be used directly interacting with a plant to remove "tired" or "exhausted" statuses (reducing/removing the plants' growth), or can be spread on the ground from your inventory, where it'll provide a temporary growth rate boost. This boost stacks with your Sing For Growth ability.
- Acorns are always valuable. Collect as many as you find and keep them safe until you need them. (don't be afraid to spend them, but definitely don't throw them away or ignore them)
- Freeing any of the gods rewards you with a magic tool that makes your life much easier:
- The lion goddess Naia, gives you the memory flower. The flower lets you spawn ghostly vines to climb faster, spawn ghost roots as a temporary bridge, and lay down a "flower path" that lets you walk faster like the walkways you can build. These abilities only use a cooldown, and you can switch off the flower but keep spawning a flower path. You can also spawn vines whilst climbing, allowing you to scale cliffs much faster.
- The bee god Gleb gives you the Earth Chisel. This tool basically turns you into an Earthbender from Avatar. The chisel's Fissue skill digs a trench between two points markers you place in the world. Some rocks can be destroyed with fissure, dropping lots of sandstone and flint. The Uplift skill requires you to surround a polygonal area with markers; once your polygon is closed, the area within is raised up. The Earthquake skill will flatten the ground around it in a wide radius, but also damages or destroy plants, rocks, and your buildings. This skill can be charged (for more magic) for a wider radius.
- Gleb also unlocks bee statues, which repair structures in their area (Worker Bees) or stun enemies (Soldier Bees). They also act as essence relays. The Ancient Worker Bee sigils you find in the canyon do not repair your structures, they only relay essence.
- You get skill points (called memories) by listening to ghosts. This requires giving the ghost Essence from your plants. Some ghosts will also give you a quest before you get their memories; you get the memory points immediately on completing the quest and don't have to return to the Ghost. Ghosts are only visible at night and fade at 6am.
- The Ancestral Altar will allow you to divine the location of one ghost of your choice, which is displayed on your map (but not your fast travel map). Upgrading the altar both adds more marker capacity, as well as the ability to scan for other types of markers.
- A mid to lategame skill allows you to build windmills that act as water pumps, and pipes. The windmill has four flags around its base, one of which is longer than the others. That longer flag indicates the direction water will be pumped.
- Certain plants can be transformed into "mothers", which slowly change their surrounding soil. There are meadow mothers (from sunburst shrubs) for meadows, and grove mothers (from oracle tree) for grove. Your common plants will adapt to the environment they're in, i.e. a common dunegrass may turn into a Grove dunegrass. Ancient and Wild plants will not change. Grove plants restore more essence; meadow plants require less water.
- The game's various areas have different hazard to impede your progress. Advancing your regular skills unlocks the ability to craft items to reduce that effect. The game tells you restoring the Knowledge Spirit can help you, but the spirit only vaguely points out the skill.
- The Salt Flats quickly drain your water without the correct ring, requiring you to unlock more springs
- The Canyon city is filled with poisonous fog until all gates are open. You can build a Jade Ring to take poison damage in your stead, or from the quest, learn to build a Cleansing Totem. The Totem will attract wraiths to destroy it.
- The Mountains rapidly decrease your food meter. Pack high-value food items such as Giant Oracle Figs.
- Certain enemy structures are unkillable outside of story sequences. If your mirror or fire attack don't damage a red floaty crystal, you're supposed to use other means to defeat it.
- The enemy fortifications in the Salt Flats require you to call the Titan Crab to crush them - look for a giant conch shell and bring Mistberries.