The Book of Wilds was the previous iteration of the Book of Druidism. The book's theme and gameplay revolves around minion control, melee-range attacks, and buffing the other spells in the book through its level 3 spell "Ritual". The art for this book was done by DamselOfDistress#9231. The book was added into the game through the October 9, 2022 patch, at the same time as the Book of Cosmos.
Spells[]
Icon
Spell
Tier
Type
Number of Charges
Initial Charge Time/Recharge
Maximum Damage
Description
Wild Mushrooms
1
Targeted
4
3/1
15 heal
Stay happy and healthy with these nutritious mushrooms. If used on a minion it heals double. This spell does not end your turn. Ritual Bonus: 25 heal.
Commune With Nature
2
Personal
Infinite
3/5
N/A
At the end of your turn, until your next turn, you and your minions share all damage taken (The primary target takes 50% of that damage unless that damage is less than damage/communed, in which case it's shared amongst the healthiest communed). This spell does not end your turn. Ritual Bonus: Lasts 2 turns.
Imbued Axes
1
Bolt
Infinite
0/1
2x30
Throw two axes in the direction of your choosing. Ritual Bonus: Axes ignore effectors which would influence its velocity such as Wind Shield, Nature's Wrath, Magical Barrier, Clouds, and other movement-inhibiting effectors.
Summon Spirit Owl
2
Arcane Minion
Infinite
3/5
N/A
Has the spells: Spirit Walk & Spirit Link. Ritual Bonus: Can summon your Wolf/Bear/Owl minions if they are in your spellbook. Also grants the ability to cast spirit walk multiple times in one turn.
Spear Throw
1
Ball
Infinite
1/5
75
Chuck a spear. Missing will leave the spear in the terrain, as a reminder of your poor aim. Ritual Bonus: Maximum 95 damage.
Devil's Snare
2
Targeted
Infinite
3/5
30
This will damage anyone who gets too close. Will spread each turn, but all controlled snares share the same damage source. Ritual Bonus: Each snare can deal damage individually.
Leap
1
Bolt
Infinite
0/5
0
Leap in the chosen direction, allowing you to get to hard to reach places. This spell does not end your turn. Ritual Bonus: 1 turn cooldown.
Ferocious Strike
2
Melee
Infinite
0/1
50
Whether you're hacking through trees or enemies, it'll get the job done. Ritual Bonus: Greatly increased area of effect.
Summon Wolf
1
Minion
Infinite
0/5
N/A
If there is a nearby enemy at the start of your turn, the wolf will lunge towards it dealing 15 damage on impact. Ritual Bonus: Summons a larger, mountable, Alpha Wolf with more hitpoints, agility, and damage.
Summon Bear
2
Minion
Infinite
3/5
N/A
Has the spells: Bite/Leap and the passive 'Provoke' allowing it to deal extra damage for every 2 missing health it has. Ritual Bonus: +35 health and better jump.
Ritual
3
Personal
Infinite
5/5
N/A
Pick a Wilds spell (level 1 & 2 only) to boost its effectiveness until the end of the game. Maximum 3 active rituals, so choose wisely as these cannot be changed; increases with the Raven familiar. This spell does not end your turn, however without the Raven familiar, the spell you empower is disabled until the end of your turn.
Werewolf Transformation
3
Personal
1
5/-
N/A
Transform into a werewolf, gaining 100 health and for the next 5 turns: Gives you the spells Rampage and Swipe, and allows you to move faster and jump further. Restricts you to The Wilds and Arcane spellbooks.
Familiar[]
The familiar for the Book of The Wilds is the Raven. Each time it is charged, it provides +15% base minion summon range as well as Spirit Link/Wild Mushroom cast range, +2 health to all of your minions, and increases the maximum active rituals you can have.
Familiar specific changes:
Level 1: Any spell you empower with Ritual will not be disabled at the start of your turn.
Minions[]
Icon
Minion
Health
Spells
Number of Charges
Initial Charge Time/Recharge
Maximum Damage
Spell Description
Spirit Owl
40
Spirit Walk
Infinite
0/1
N/A
Seperate mind and body, moving the owl a short distance, allowing it to navigate around obstacles. Does not end your turn. Can be cast infinite times in one turn if you have the Raven familiar active.
Spirit Link
1
0/1
N/A
Sacrifice the owl and teleport the nearby allied target to its location. This spell does not end your turn.
Wolf
40
Pack Mentality
1
3/-
N/A
Summons another wolf to fight alongside you. This spell does not end your turn.
Alpha Wolf
75
Bite
Infinite
0/1
55
A melee attack.
Pack Leader
1
3/1
N/A
Summons another wolf. This wolf will not be an alpha wolf.
Bear
100
Bite
Infinite
0/1
45
A melee-ranged attack that does extra damage based on how low the bear's hp is.
Leap
1
0/5
N/A
Leap in the chosen direction, allowing you to get to hard to reach places. This spell does not end your turn.