Wildercord Player Guide GitHub Download

Field Signatures

What it is

Six signature fusions that give two familiar runes a new, practical job: farming, smelting on the go, helping allies and short control.

The six carved field signature runes in the inventory

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 six are Tier III.

Signature Runes Counts as Mana Does
Springbed Basinfill + Grow Frost 14 Fills a small basin with water, then grows the crops on its bank one stage
Cinder Sieve Ember + Collect Fire 12 Burns one coal or charcoal you carry to smelt loose items nearby
Ashen Mercy Fireward + Cleanse Life 16 Puts out and cleanses allies, healing them for what it removed
Clockroot Root + Foresight Earth 16 Remembers where a foe stood and pulls it back once if it runs
Skylatch Levitate + Anchor Wind 14 Lifts an ally a block and holds them there for a moment
Thresherwind Harvest + Windcut Wind 12 Harvests three rows of ripe crops and replants them

The mana shown is the effect’s own cost; shapes, modifiers and gear change the full price. Amplify and repeats don’t raise these spells’ limits.

How to use it

Springbed

Springbed gathers water threads around branching roots before firing

  • Aim Touch or Bolt at the floor of a basin one block deep, closed on every side, up to 16 blocks of space (the same as Basinfill). The water stays.
  • Up to 8 young crops or moist Moonreed buds within the water’s reach grow one stage. It never plants anything, and you need permission to build there.

Cinder Sieve

Cinder Sieve prepares its ember ribs and hollow intake

  • Uses one coal or charcoal from your inventory to smelt up to 16 loose items within 4 blocks of where it lands, into your inventory.
  • Nothing happens unless everything fits. A full inventory keeps your fuel and the items.
  • It skips other players’ drops and items in protected land. No furnace XP.

Ashen Mercy

  • Puts out burning allies and removes their harmful effects.
  • Heals 2 for each thing it removed (being on fire counts), up to 4 health. An ally with nothing to remove isn’t healed.
  • Gives 5 seconds of Fire Resistance. Up to 8 allies per cast. It won’t cleanse enemies.

Clockroot

  • Marks a foe standing on safe ground for 4 seconds. If it moves more than 2 blocks away, it’s pulled back once.
  • The pull fails if the way back is blocked, the ground is gone, or the foe got more than 8 blocks away.
  • Doesn’t work on bosses, Cinnamon, riders, anchored targets or in warded dungeon arenas. Up to 8 foes per cast; each foe can’t be marked again for 8 seconds. It does no damage.

Skylatch

  • Lifts an ally about 1 block and holds their height for 4 seconds. They can still move sideways.
  • Sneaking lets go early, with 2 seconds of Slow Falling. A stronger Levitation takes over.
  • Doesn’t work on someone already flying or levitating, riders, anchored targets or bosses. Up to 8 allies per cast; each ally can’t be lifted again for 8 seconds.

Thresherwind

  • Aim at a ripe crop or its ground. 3 rows, each 3 blocks wide, sweep forward and harvest up to 9 ripe crops.
  • Each crop is replanted with a seed from its own drops. A crop that drops no seed isn’t replanted.
  • The harvest goes to your inventory; what doesn’t fit drops for you. You need permission to build there.

Tips and counterplay

  • Springbed beside a small garden, then Thresherwind over the rows once they ripen.
  • Carry fuel and leave inventory room before using Cinder Sieve.
  • Keep Ashen Mercy ready for burning or poisoned friends.
  • Against Clockroot, break the way back or get far away fast.
  • See also Expedition Signatures.

Type to find a guide, rune or recipe.