Plant file · Mechanical Snowfield — Suburbs
Wiremoss
Turns single-point damage into line-wide settlement.
Lore
Wiremoss appears in the suburbs with a speech about local government before introducing the scientist behind it. The self-described little-known inventor gives machines names grand enough to be remembered, with a flourish often larger than the apparatus itself.
Views on BISHOP sharply oppose Power Peony's, though support for Wiremoss's research is readily praised. Their first argument brings a battery and a good conductor too close together: the short circuit arrives before agreement does. Joining the team does not put an end to either the debate or the invention pitches.
Red Stinger finds the style extravagant, and Homing Thistle sometimes chooses not to listen. Yet Wiremoss really can connect circuits and does seek opportunities to exchange ideas. Judging one's creations and living with disagreement become further problems for the traveling inventor to work on.
Mechanics
Role
Corner plant · Damage conduction · Electric wiring
Base data: 25 sun; 7.5s recharge; 400 HP.
Can only be planted on tile corners; orthogonally adjacent Wiremosses form one wire.
When an on-wire zombie takes conductible damage, Wiremoss excludes the origin and splits damage among other valid on-wire zombies.
Powered wires shorten shared conduction rest and let nearby electric plants read activation.
Power Peony supplies strong current; Lightning Reed supplies weak current that lights wires but cannot activate Lightning Reed itself.
Wiremoss on all four corners of a Power Peony tile triggers a short-circuit explosion, consuming the Peony and participating wires, including connected branches.
Adjacent vertices define a line, which then distributes damage and power. Conduction rest belongs to the whole connected line; a loop grants no extra damage multiplier.
Vertex connections and line membership
Orthogonally adjacent Wiremoss nodes join a line; diagonal contact or a missing vertex breaks connectivity. Straight, bent, and branching lines work without a loop.
A zombie is on a line when any corner of its current tile belongs to that line. The same rule applies to the original victim and conduction recipients.
Damage distribution and shared rest
After an on-line zombie takes positive conductible damage and passes the line-rest check, recipients are other present, hostile, vulnerable zombies on that line. The original target is excluded; no recipients means no distribution.
For input d and n recipients, start with ⌊d√n⌋ and divide into integers. Remainders add one to the earliest recipients in traversal order, with a minimum positive input of one each. The connected line then rests; power shortens rest without changing the split formula.
Source levels and loss of power
Peony supplies L=6 and Reed L=2. A line uses the maximum reachable source level; since 0.17o, energy no longer decays node by node along its path.
After source loss, the connected component decays together. Brightness reflects energy, but each consumer retains its own activation conditions; Reed’s weak current cannot enable its second slot.
Consumers and short-circuit boundaries
Under each plant’s power condition, Lightning Reed gains a second slot, Enzymei catalyzes actively, Sweetbriar Rose checks twice, and Magnet-shroom halves post-pull rest. Wiremoss supplies state rather than one universal bonus.
All four corners around a Peony trigger a short circuit even on an unpowered line. Participating and connected external wires are removed; small line blasts precede the central blast, which also consumes Peony.
Journey notes
Wiremoss joins as a scientist from the snowfield outskirts. Dialogue with Peony introduces short circuits, while its research into conducting damage extends the vertex circuit into combat.
Interactions & counters
- Power Peony
Supplies strong current, shortens shared conduction rest, and activates nearby electric plants.
- Lightning Reed
Powered wire opens the second target slot; Reed's own weak current cannot self-activate it.
- Enzymei
Powered Wiremoss touching a tile corner makes the inner plant act at 1.5× normal speed, or 2.5× while damage catalysis is also active.
- Sweetbriar Rose
Powered wire adds a second independent charm check.
- Magnet-shroom
Powered wire halves the rest after metal absorption.
In-game tooltip
Can only be planted on tile corners. Multiple Wiremosses can connect to create wires. Damage taken by a zombie on a wire is passed to all other zombies on that wire (with a cooldown). Charging them with a power source enhances conductivity and activates nearby electrical plants.