The Atrium of the Wild Heart. Walls of plant roots, curtains of hyphae, writhing masses of tissue, and microbial ooze. All assembled into a shifting structure. Vyrm's living space is contained here, as well as her personal arena and gardens. This space is essentially a pocket dimension, steeped utterly in the Wild aesthetic. TURN ORDER: 1. Eraldrin + 2. Vyrm ERALDRIN: [WILD, Hunt, Trap, Collect] Swords HP: 1/10 ESOTERIA: 10/10 TRIVIA: 1 ♆: 13 ꩜: 0 ◹: 0 ◇: 1 ⊕: 1 ➺: 1 ෴: 2 ▓: 1 SPEED: 5 PASSIVES: Sharpened: +2 Silverware Stabby: +5 Silverware ITEMS: Starving Hedron Oddment, 413 trophies, A few Esoteric crystals, Preserved Trivia WEAPONS: WEAPON: Hunting Rifle frail: 2 dura: 8 dmg: 2 WEAPON: 13 Hunting Knives frail: 3 dura: 2 dmg: 2 EFFECTS: Parry: [0] damage stored Overwhelming Helminthiasis: Take damage equal to (Vyrm's HELM minus your ENTO) multiplied by 2 at the start of each turn. Your internal structures are full of worms of all sizes. You are rotting alive.
VYRM: [WILD, Worms, Horror, Perpetual] Cups HP: 960/960 ESOTERIA: 789/801 TRIVIA: 0 SILV: 11 QUAL: 15 ANEM: 20 COHE: 19 ENTO: 10 EGRE: 5 RADI: 6 HELM: 7 SPEED: 9 PASSIVES: Adapting: Can use a bonus action to shift stat points into other stats Snap Regrowth: On a round where you take no damage, heal 5 HP. Fair Fight [Protist]: Can only deal a maximum of 9 damage to a target in one turn. Chemotrophy: On being Steeped, you may end 1 status effect of your choice and heal 10 HP Moss Shroud: Take -1 damage. First Of The Wood: Leave Overgrown tiles behind when moving WEAPONS: No items of combat, but Vyrm has a great deal of natural weapons. EFFECTS: Phase 1: This effect ends when the target drops to 600 HP.