Wildercord Player Guide GitHub Download

Expedition Signatures

An illustrated field journal showing twelve carved rune icons and their distinct material assemblies: pockets, chimes, blood gates, stamps, a ward chamber, frost stitches, sap cradles, a sand lantern, a water envelope, glass links, stone seams and a mineral needle
The twelve expedition signatures, drawn as a field journal plate

What it is

Twelve signature fusions built around small, readable choices: catching a shot, giving a foe time to dodge, helping an ally who agrees to it, and tools for exploring.

How to get it

Put the exact pair of runes in a Fusion Altar with an Amethyst Shard and pay 3 XP levels. Other runes of the same elements still make the usual fusion. All twelve are Tier III effect runes: give them a shape.

Signature Runes Counts as Mana Try it with
Nullcatch Reflect + Collect Void 20 Self, facing an incoming shot
Second Bell Shock + Countdown Time 16 Beam, on a foe
Red Ledger Bleed + Reveal Blood 18 Beam, on a foe about to move
Quietus Manaburn + Stasis Arcane 20 Beam, just before an enemy casts
Blood Escrow Leech + Barrier Blood 14 Beam, on a friend
Frost Molt Frostward + Cleanse Frost 14 Self, while frozen and on the ground
Pulse Ferry Regrowth + Time Skip Life 18 Self, beside two wounded friends
Last Lantern Light + Rewind Arcane 18 Beam, on a friend
Pocket Current Bubble + Collect Frost 16 Touch, on your own chest
Wayline Span + Grapple Arcane 18 Touch or Beam, on nearby ground
Night Seam Light + Zipper Void 12 Beam, straight at a thin stone wall
Shard Compass Prospect + Treasure Sense Arcane 12 Beam, carrying a raw ore

The mana shown is the effect’s own cost; shapes, modifiers and gear change the full price. Amplify, longer duration and repeats don’t raise these spells’ limits. A spell that finds nothing to work on still costs its mana.

How to use it

Counters

Nullcatch. After a moment (0.3 seconds) a pocket opens in front of the target for up to 3 seconds and swallows one hostile projectile coming at their front. One catch per cast, however many allies it covers. Nothing is returned to you. Counter: shoot from behind, fire a second shot, or wait it out.

Second Bell. Two chimes strike a foe, 1 and 2 seconds later, for up to 2 damage each. If the foe moves more than 1 block from where it stood, the second chime misses. Up to 2 foes, 8 damage in all. Counter: step away before the second chime.

Red Ledger. For 3 seconds, each time the foe moves a block or more, a cut deals up to 2 damage (at most every 0.4 seconds, 3 cuts, 6 damage in all). A teleport ends it. Counter: stand still, or teleport.

Quietus. After 0.3 seconds, for 2 seconds, it catches one spell the marked foe casts. If the foe is a player, the catch drains up to 8 mana from them. Old bolts, arrows and melee aren’t caught. A foe can’t be marked again for 8 seconds. Counter: wait, or do something other than cast a spell.

Nullcatch and Quietus won’t open where more than 64 projectiles are crowded together. Bosses can’t be targeted.

Helping friends

Sneaking refuses these spells.

Blood Escrow. Gives a friend up to 3 of your own health as absorption for 6 seconds. You never go below 4 health. Not on yourself, or on someone who already has absorption. Each friend can receive it once every 8 seconds. Unused absorption is lost.

Frost Molt. Turns a friend’s frozen state into a frost plate for up to 3 seconds. It blocks one projectile hit of 6 damage or less, then breaks. They must be frozen and on the ground. Once every 8 seconds.

Pulse Ferry. Needs two wounded friends within 4 blocks. Over two beats a second apart it heals the most hurt one, then the other: up to 3 health each, 6 in all. You can be one of them if you’re hurt.

Last Lantern. Marks a friend’s spot for 6 seconds. If they sneak while within 8 blocks of it, they’re sent back there, if the spot is still safe and the way is clear. Already sneaking? Let go and sneak again. Once every 8 seconds.

Tools

Pocket Current. Aim at a chest you placed yourself. Up to 16 items lying within 3 blocks go into it. What doesn’t fit stays on the ground. It won’t touch other players’ chests or drops, or locked or loot chests. Chests placed before this rune existed don’t count: break it and place it again.

Wayline. Aim at safe ground within 6 blocks. Hold forward to be pulled toward it for up to 2 seconds; sneak to let go. It only moves you, and won’t pull you through walls.

Night Seam. Aim straight at a wall up to 3 blocks thick of stone, deepslate, cobblestone, stone bricks or tuff. For 4 seconds it shows whether there’s open space behind it and whether a hostile creature is there. No blocks change.

Shard Compass. Carry raw iron, raw copper or raw gold. It searches up to 8 blocks around the hit for matching ore and, if it finds some, lays a trail of pebbles toward it for 6 seconds. Only a find uses up one raw sample.

Tips and counterplay

  • Take Pocket Current and Shard Compass to camp: place your own chest and carry a raw ore.
  • Add Wayline for short climbs and Night Seam to check a stone wall before you dig.
  • Practise with a friend: dodge a Second Bell, stand still under a Red Ledger, and test Nullcatch with one arrow, then two.
  • See also Field Signatures.

Type to find a guide, rune or recipe.