Spell
Root
Described in the Codex; there is no Data/Spells file for it yet, so no strokes to draw.
Connected
Spells
Concept art
Elsewhere in the Codex
Tenders: growth and decay (Coil, Root, Wither).
A quick heal (Mend), healing over time (Root), a cleanse (Calm) and the strongest heal, which is Facet (Table Mend). That matches the lore: the Tenders heal only what nature would heal, while the Facets put no limit on it.
From Spell Set › Healing
What happens: the terraces climb in rings under a hall roofed with living vines, lit violet. Fallow shows the player that Tenders draw in long unbroken curves, never a corner, and that everything here is allowed to grow and allowed to die. The player can learn Root from the gardeners, a whole glyph cut in a living vine. A decay terrace is overrun by a bramble glint, a glint that has grown into the hedges; Coil, Mend and Root make it stronger, Gale, Repel and Wither hurt it. The Wither fragment, a curl of dead wood, is on the dead stump at its centre. Root's field effect opens the vine-locked doors here (the Spell Set's Bloom is folded into Root).
From Walkthrough: Act 2 › Chapter 6: Faction Visits (optional) › Greenvault: the terraces
Content to make: location
greenvault. YarnAct2_Greenvault_Arrive,Act2_Greenvault_Root,Act2_Greenvault_Decay.<<learn_spell root>>,<<learn_spell wither>>(spell dataroot.json,wither.json; spell roadmap). Itemfragment_wither(key item; setsitem.fragment_wither1). Encounterbramble_glint(enemybramble_glint, heals from growth spells, new code: an effect-type weakness and immunity table). Root's field cast opens vine-locked doors.+5 rep.tenders.From Walkthrough: Act 2 › Chapter 6: Faction Visits (optional) › Greenvault: the terraces
Content to make: Yarn
Act2_Bramble_Patient,Act2_Bramble_Choice,Act2_Bramble_Orchard. Field cast<<prompt_cast table_mend>>. Setsbramble.patient(1 accepted, 2 healed in the hall, 3 healed in the orchard, 4 carried),crime.table_mend1 for choice two. If the player knows Mend and Root, Bramble shows them the thread Wellspring (Mend into Root) before the patient is brought in (composite.known.wellspring1 on its first cast).
- Encounter
bramble_glint- Enemies
bramble_glint(150 HP, healed by Coil, Mend and Root)- Counters
- Gale, Repel; Wither once the stump's fragment is traced (it sits in the fight, so not the first time)
- Difficulty
- Normal, a puzzle
How much optional magic ships in Act 2? The Spell Set tab puts twelve optional spells here. Recommend: main line plus Tally, Drift, Table Mend, Root and Hush first; the rest later. VEL-60 decides.
[ ] 45. Shape changes. Accept the new Squall, Echo, Tailwind, Root and Hasten shapes, and update the Spell Set tab? Recommendation: yes, since the old shapes collide. Sources:
spell-roadmap.md Q10.From Walkthrough: Act 4 › Open questions for Ray, all tabs › Spells and casting
[ ] 97. How much optional magic ships in Act 2. The roadmap puts twelve optional spells there. Recommendation: main line plus Tally, Drift, Table Mend, Root and Hush first; the rest later. VEL-60 decides. Sources:
walkthrough-act-2.md Q13.From Walkthrough: Act 4 › Open questions for Ray, all tabs › Tech and production
Threads. Headwind (Repel into Gale) is the first, taught by Rook or Dace in Act 2; Tempest (Gale into Coil) and Bulwark (Repel into Facet Seal) follow the lesson; Thornshield (Coil into Facet Seal) and Wellspring (Mend into Root) are Act 2's other named threads. Thaw (Repel into Pavilion Wake, 1,360 ms) undoes the stilling of Corran in Act 3; the scene is still called the Unstilling, and Aske casts Brace across the warp at the same moment. The First Pair (Brace into Facet Seal,
#FFFFFF) is Act 4's reflected thread and replaces the roadmap's Stillhold. Knell stays on hold.From Walkthrough: Act 4 › Continuity notes › What is now the same everywhere
6.1: Bloom removed; Root's field effect opens vine-locked doors; Wither is key item
fragment_wither(item.fragment_wither) (VEL-63 spell schedule)
