Used to evade attacks by moving out of the way. Used to calculate damage for Magic attacks, and the effectiveness of some Abilities - for instance, the range of Zealous Leap. Also factored into some abilities.Įxtra damage dealt by interfusion abilities. ![]() This is your base Attack Strength, modified by on several other factors like the enemy's evasion stats and cover.īase chance for you attack to stunt, which is an additional positive effect (something like crit in other games, but often a status effect instead of damage).ĭamage added to physical attacks, such as melee or ranged weapon attacks. Warding represents damage reduction for magic and elemental attacks. In addition, any physical attack will shred 1 point of armor if the attack's damage is reduced to zero. Shredding attacks reduce armor count for the current mission, while Piercing attacks ignore a certain amount of armor. Armor can come from many sources but most typically stems from gear. Each point of armor represents 1 less damage taken. The exception is Assault missions, which will wait until everyone has arrived.įor longer jobs, on the other hand, it can be more valuable to keep groups together in order to accelerate the arrival of the slower members.Īrmor, as indicated by blue shields on a unit, subtracts from incoming physical damage. If more than one group of heroes is moving to work on a job, work will begin as soon as the first group of heroes arrives, and in some cases might be completed before a distant group has even arrived. So for quick jobs, adding a slow hero to the task sometimes can make the whole thing take longer to finish, by delaying when work begins. Groups that start together and are moving to the same destination or task will move together with a speed equal to the weighted average of the overland speeds of the group members, where the fastest member's speed is given double the weight of the other members' speeds. Due to non-integer speed values and non-integer movement point costs, it is sometimes possible to cross more distance in one 2-action-point move than in two separate 1-action-point moves.Ī hero's speed on the overland map is proportional to 1+speed (where speed is their unrounded speed stat). Hazards such as Gorgon Corrupted Land also cost +0.5 movement point.Ī hero can also spend x action points to move a number of tiles equal to x times their speed. Passing through a tile that is already occupied by an ally costs +0.5 movement point. Diagonal movement costs 1.41 movement points. Click on the "Speed" line on the character sheet to see the actual value and the factors that go into it. On the "Stats" pane of the Character Sheet, the speed value is shown rounded down, but when moving on the battle map, a hero uses the full unrounded value of their speed. (Abilities like Heroism can let a hero start their turn with more than 2 AP.) Moving to a yellow-highlighted tile will end their turn. When the hero is selected, tiles they can move to without using all their available AP are highlighted in green. On the battle map a hero can spend an action point to move a number of tiles equal to their speed stat. It is also modified by age and by various augments and themes. Humans start with a base speed, modified +1.7 by each of their natural legs they still have. A hero's current hit points is equal to Health + temporary health – injury. Health is the hero's maximum hit points, and does not change in combat. Health determines how many injuries a hero can sustain before they must make a mortal choice. 4.5 armor), Wildermyth ultimately rounds these stats down. Though players may encounter fractional stats gains through gear and events (e.g. In particular, it has a wonderful, terrain-based take on magic, with mages conjuring spells from objects, ensnaring attackers in vines or using trees to teleport.The starting values for a young adult human depend slightly on the combat difficulty level. The game’s battle system is straightforward – player and computer take turns to move characters around a square grid – but it’s well-wrought and quietly inventive. Sadly, the threats evolve and multiply, too – by the end of a session (an evening or two’s play) even rank-and-file pests may have become deadly opponents. Heroes also age, with play broken into chapters separated by decades: if they survive long enough, they might raise children to continue the struggle when they retire. ![]() ![]() My current game includes two unlikely lovers, one with a wolf’s head and the other with a talkative parasitic infection. But, more importantly, they grow as people, kindling romance and rivalry, acquiring scars to go with their trophies and venturing on strange, personal quests that often leave them totally altered. Your heroes – each a bundle of abilities and traits such as “gritty” or “romantic” – grow as fighters, trading pitchforks for jewelled spears and enchanted capes.
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