The Viridian Wildwood
The Viridian Wildwood,a.k.a. the Azmeri Wildwood or just Wildwood, is a game mechanic and area containing an Affliction encounter and has a chance to spawn in Tier 16+ maps. It was first introduced during Affliction league.
Access
As of version 3.25.0, the Wildwood is accessible via a twisted burrow that can appear randomly in maps. The entrance to the Wildwood in any act or map area is marked by a ring of white Sacred Wisps. Players can explore through the Wildwood until the Sacred Wisps burn out after a set distance of travel. This encounter does not have a timer. The Wildwood's layout is randomized each time it is entered. As the Wildwood shares the instance with the main area, it is affected by map modifiers, including pack size and item quantity.
Once a player leaves the Wildwood, all currently collected wisps are dispersed to monsters throughout the rest of the map, and the Wildwood cannot be re-entered. It is possible to open portals inside the Wildwood to return to the hideout or Karui Shores, but dying or leaving the Wildwood to the main map area will despawn any portals inside the Wildwood, preventing re-entry.
Wisps
Wisps are a type of non-itemised resource that can be collected while exploring the Wildwood as well as killing Wisp-empowered monsters inside. The number of Wisps found or dropped by monsters do not scale with increased item quantity from equipment or area modifiers. After exiting the Wildwood area, wisps disperse across the rest of the map, affecting and enhancing random monsters in a manner somewhat similar to Sentinel's empowerment. Wisps come in three varieties: Primal, Wild, and Vivid. Each type provides different stats when affecting monsters:
- Vivid WispsVivid WispsStack Size: 50000 grant a more item quantity bonus. Empowered monsters take reduced damage and gain increased attack, cast, and movement speed.
- Wild WispsWild WispsStack Size: 50000 grant a more item rarity bonus. Empowered monsters take reduced damage and gain additional projectiles and more area of effect.
- Primal WispsPrimal WispsStack Size: 50000 cause monsters to drop additional currency items, including eldritch currency, Voidborn Reliquary KeyVoidborn Reliquary KeyAn heirloom of the champions of Wraeclast
Lies forgotten in an abandoned reliquary
Born of a starry void from which time cannot escape, and Valdo's Puzzle BoxValdo's Puzzle BoxStack Size: 10Contains a Mysterious Map with a Foil Unique RewardI can find no method of destroying the dangerous contents within...
perhaps, someday, you will find a way.Right click to open.. Empowered monsters take reduced damage and gain more critical strike chance and additional critical strike multiplier.
Wisps can affect almost all monsters, including unique monsters. The quantity of Wisps possessed upon exiting the Wildwood will determine the number of monsters empowered and the magnitude of empowerment provided. Multiple types of wisps can affect the same monster, stacking their bonuses.
Wisps can also affect monsters that have not been spawned yet such as Breach monsters, even if they are not on the map after completing the Wildwood encounter. Some monsters in the Wildwood can also spawn already affected by Wisps.
A fourth type of wisp, Sacred Wisps, are used exclusively to burn away the darkness in the Wildwood and does not have any other effects. Two types of special Sacred Wisp clusters can be found in the Wildwood; a larger pulsating orb that reveals an area around it, or a smaller dim orb that extends the distance the player can explore in the Wildwood. Sacred Wisps do not empower or affect monsters. They can also be found in The King in the Mists boss encounter, where they guide the player through the maze. This is not to be confused with the Sacred Wisps proxies spawned by Sacred Wisps SupportSacred Wisps SupportAttack, Support, Trigger, Duration, Spell
Icon: M
Level: (1-20)
Cost & Reservation Multiplier: 140%
Cast Time: 1.00 secRequires Level 18Supports attack skills that can be used with Wands. Cannot support Vaal skills, minion skills, movement skills, or skills used by totems, traps, or mines.Supported Skills deal (60-51)% less Damage when used by Sacred Wisps
Supported Skills will Trigger Summon Sacred Wisps on Hit
Supported Skills can only be used with Wands
Base duration is 10.00 seconds
Summons 2 Sacred Wisps
Maximum 2 Sacred Wisps
Sacred Wisps have 25% chance to use the Triggering Skill when you fire a
Projectile with that Skill
Sacred Wisps have +25% chance to use the Triggering Skill when you fire a Projectile with that Skill while a Rare or Unique Enemy is in your Presence
Additional Effects From 1-20% Quality:
Supported Skills deal (0.5-10)% increased Attack DamageThis is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.File:Summon Sacred Wisps skill icon.png.
The Affliction
The Wildwood is covered in a darkness called the "affliction". Enemies in the darkness cannot be damaged or damage you. Sacred Wisps burn the affliction away for a fixed distance of travel, creating a traversable path and unlocking smaller sub-areas containing various encounters. Enemies inside the affliction are despawned when the encounter ends and the portal to the exit appears. Traveling too deep into the affliction without Sacred Wisps will cause the player to gain a cosmetic debuff that kicks players out of the Wildwood at 10 stacks.
Layout
The Wildwood's actual layout is roughly in the shape of a diamond. In each Wildwood, there are four "events" (anything that causes the affliction to get cleared in a large circle), with one placed in the north, west, east, and south region of the layout. You will spawn anywhere in the Wildwood not too close to an event. If you can find two events, it should give you a better idea of where in the Wildwood you are and help you locate the center and then find the other two events.[1]
Phenomena
Name | Image | Mechanics |
---|---|---|
Azmeri God Shrine | Contains a faded inscription about the ancient Azmeri gods | |
Beyond Rift | Contains random Beyond monsters and a Beyond boss | |
Funerary Altar | Grants a permanent buff for the instance that has both an upside and downside | |
Harvest Field | Contains a random colour Harvest plot | |
King in the Mists' Ritual Grounds | Contains the King in the Mists encounter (Ritual version) | |
Nameless Shrine | Grants a buff for 5 minutes that is retained upon exiting the Wildwood | |
Omen Cairn | Drops a random Omen | |
Sacred Wisps | Extends the distance you have remaining to explore the Wildwood. Large clusters of Sacred Wisps also light the area around them on contact. | |
Well | Recovers all Life, Mana, and Energy Shield, and refills Flask Charges | |
Wisp Conversion Tree | Converts all possessed wisps into a chosen wisp type |
Nameless Shrine buffs
Nameless Shrines grant 5 minute buffs that are retained upon exiting the Wildwood:
- Ancient Wisdom: 200% increased experience
- Dark Gift: 200% increased Item Rarity and Quantity
- Sacred Infusion: 50% increased Action Speed, #% increased character size, 100% Area of Effect, #% increased Damage, and cannot be Damaged
Processions
Processions are a type of permanent buff that grants beneficial effects in exchange for a downside to all players throughout the instance, including outside of the Wildwood, which is removed on death. They are obtained by interacting with Funerary Altars:
- Batrachian Funerary Altar (frog):
200% increased Flask effect
80% reduced Flask charges gained - Cervine Funerary Altar (deer):
50% increased Damage taken
Basic Currency Items dropped by slain Enemies have 25% chance to be Duplicated - Chiropteran Funerary Altar (bat):
100% increased Movement Speed
150% increased Effect of Curses on you
You are Cursed with Vulnerability - Corvine Funerary Altar (crow):
Remove all Armor
25% increased Action Speed
Remove all Evasion - Feline Funerary Altar (cat):
Always Critically Hit
Your Minions always Critically Hit
50% reduced Recovery Rate of Life, Mana and Energy Shield - Lemuroid Funerary Altar (lemur):
100% increased damage taken from Damage over Time
Maps dropped by slain Enemies have 25% chance to be Duplicated - Leporine Funerary Altar (rabbit):
50% increased Item Quantity
100% increased Item Rarity
You do not gain Experience - Murine Funerary Altar (rat):
300% increased Experience
Monsters do not drop items - Procyonic Funerary Altar (raccoon):
-20% to all maximum Resistances
Divination Cards dropped by slain Enemies have 50% chance to be Duplicated - Ursine Funerary Altar (bear):
Hits against you are always Critical Strikes
Unique Items dropped by slain Enemies have 30% chance to be Duplicated
Rewards
Enemies native to the Viridian Wildwood have a chance to drop The Trickster's SmileThe Trickster's Smile
Visored SalletArmour: (102-160)
Evasion: (102-160)Requires Level 23, 28 Str, 28 Dex(60-100)% increased Armour and Evasion
Reflects 100 Cold Damage to Melee Attackers
Reflects 100 Fire Damage to Melee Attackers
Reflects 100 Lightning Damage to Melee Attackers
When an Enemy Hit deals Elemental Damage to you, their Resistance to those Elements becomes zero for 4 secondsThe Raven Trickster made no move to defend himself.
He merely grinned... and the foolish warrior charged., The Flawed RefugeThe Flawed Refuge
Maple Round ShieldChance to Block: 39%
Armour: (176-247)
Evasion: (176-247)
Movement Speed: -3%Requires Level 39, 52 Str, 52 Dex180% increased Block Recovery(100-150)% increased Armour and Evasion
+15% Chance to Block
You take 100% of Elemental Damage from Blocked Hits
40% of Elemental Damage from Hits taken as Physical DamageThe Wildwood was a gift, meant as a haven
against the Winter of the World., or NametakerNametaker
Graceful SwordOne Handed Sword
Physical Damage: 34-55
Critical Strike Chance: (6.00-7.00)%
Attacks per Second: 1.50
Weapon Range: 1.1 metresRequires Level 50, 78 Str, 94 Dex+350 to Accuracy Rating(20-40)% increased Critical Strike Chance
2% of Physical Attack Damage Leeched as Life
2% of Physical Attack Damage Leeched as Mana
Hits with this Weapon have +10% to Critical Strike Multiplier per Enemy Power
5% of Leech from Hits with this Weapon is Instant per Enemy PowerIt need not know your True Name. Our most
dearly held secrets spill forth in our blood..
Bosses
This section needs to be updated.
Reason: Confirm which of these unique encounters still exist (Confirmed Bile Trio, Black Morrigan).
Please update this article to reflect newly available information.
Name | Mechanics | Drops |
---|---|---|
Wildwood Abomination | Giant treant, uses Ersi, Mother of Thorns' Vine Wall skill, Vine Cascade | |
Troll Shaman | Based on Stagnation MapStagnation MapMap Level: 76 Map Tier: 9 Guild Character: ¢Aided by unrelenting rain, rot devours new life at the first fumble.Travel to this Map by using it in a personal Map Device. Maps can only be used once. boss |
|
The Incarnation of Agony | Teleports when hit, inflicts Aura of Death (prevents life/es recovery) | Multiple unique items |
The Bíle Trio | Based on Forbidden Woods MapForbidden Woods MapMap Level: 74 Map Tier: 7 Guild Character: 'Every instinct wills you to sleep through the bitter cold; a certain death. Those that yet survive must fight through every aching movement.Travel to this Map by using it in a personal Map Device. Maps can only be used once. boss |
Vivid WispsVivid WispsStack Size: 50000 |
The King in the Mists (Wildwood encounter) | Uses all Phase 1 skill from his boss fight | Ritual VesselRitual VesselStack Size: 10Stores the monsters slain for the first time from a completed Ritual Altar for future useRight-click this item then left-click a Ritual Altar to store the monsters from the completed Ritual in this item. Cannot be used on a Ritual in a map opened with a Blood-Filled Vessel. |
The Black Mórrígan | Large crow monster, uses Leap SlamLeap SlamAttack, AoE, Movement, Travel, Slam, Melee Level: (1-20) Cost: (6-10) Mana Attack Damage: (136-314)% of base Effectiveness of Added Damage: (136-314)% AoE Radius: 15Requires Level 10Jump through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff.(20-39)% increased Stun Duration against Enemies that are on Full Life +0.55 seconds to Attack Time Base radius is 1.5 metres Damaging Hits always Stun Enemies that are on Full Life Additional Effects From 1-20% Quality: (2-40)% increased Stun Duration against Enemies that are on Full LifePlace into an item socket of the right colour to gain this skill. Right click to remove from a socket., Ground SlamGround SlamAttack, AoE, Slam, Melee Level: (1-20) Cost: (6-11) Mana Attack Speed: 90% of base Attack Damage: (132-356)% of base Effectiveness of Added Damage: (132-356)% AoE Radius: 35Slams the ground in front of you, creating a wave that travels forward and damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.25% reduced Enemy Stun Threshold +(0-1) metre to radius Deals up to (40-49)% more Damage with Hits to closer targets Additional Effects From 1-20% Quality: Deals up to +(1-20)% more Damage with Hits to closer targetsPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket., SunderSunderAttack, AoE, Slam, Melee Level: (1-20) Cost: (8-13) Mana Attack Speed: 75% of base Attack Damage: (273-629)% of base Effectiveness of Added Damage: (273-629)%Requires Level 12Slams the ground, creating a slow wave of churning terrain that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies around them. Using the skill again will stop the previous wave. Requires a Mace, Sceptre, Axe, Staff or Unarmed.(0-19)% more Area of Effect Shockwaves deal 40% less Damage Wave causes Shockwaves from up to 5 Enemies in each Area Wave has (0-25)% reduced delay between Areas Wave Damages 5 Areas Wave cannot stop before Damaging 2 Areas Wave gains +0.2 metres to radius with each Area in the Sequence Additional Effects From 1-20% Quality: Wave gains +(0.005-0.1) metres to radius with each Area in the SequencePlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. |
Primal WispsPrimal WispsStack Size: 50000 |
It is unknown if these unique monsters still appear in the Viridian Wildwood[confirmation needed]. The Wildwood Abomination and Troll Shaman can also be encountered randomly near Ritual encounters alongside other packs of Wildwood monsters, and The Black Mórrígan is now a Bestiary beast.
Lore
The Viridian Wildwood was created to serve as a "haven" for those affected by the Winter of the World.[a]
Version history
The currently available version of the Wildwood no longer contains the Azmeri Wanderer NPCs or their associated quests, the Crux of Nothingness boss encounter for the King in the Mists, or the Nameless Seer. The King in the Mists is now an endgame encounter related to Ritual instead, while the Nameless Seer is encountered randomly in maps as an unrelated mechanic. Monsters exclusive to the Wildwood can now also be found near Ritual encounters. Tinctures were added to the core game with significant reworks, and corpse items are now exclusive to Ritual and the King in the Mists instead.
Version | Changes |
---|---|
3.25.0 |
|
3.23.1 |
|
3.23.0d |
|
3.23.0b |
|
3.23.0 |
|
Notes
- ↑ "The Wildwood was a gift, meant as a haven
against the Winter of the World." - The Flawed RefugeThe Flawed Refuge
Maple Round ShieldChance to Block: 39%
Armour: (176-247)
Evasion: (176-247)
Movement Speed: -3%Requires Level 39, 52 Str, 52 Dex180% increased Block Recovery(100-150)% increased Armour and Evasion
+15% Chance to Block
You take 100% of Elemental Damage from Blocked Hits
40% of Elemental Damage from Hits taken as Physical DamageThe Wildwood was a gift, meant as a haven
against the Winter of the World.