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Wildermyth potency
Wildermyth potency












wildermyth potency
  1. #WILDERMYTH POTENCY UPGRADE#
  2. #WILDERMYTH POTENCY FULL#
  3. #WILDERMYTH POTENCY PLUS#

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.

#WILDERMYTH POTENCY FULL#

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.

wildermyth potency

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.

wildermyth potency

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.

#WILDERMYTH POTENCY UPGRADE#

You can increase the length of your jumps by giving your warrior more potency, and you can upgrade this ability so it cooldowns every turn.The starting values for a young adult human depend slightly on the combat difficulty level. As a swift action, every other turn, your warrior can use Zealous Leap to jump a few spaces away. When you need your warrior to leap into battle, Zealous Leap is a good way to have them jump into a fight. You can upgrade this ability to give allies additional damage whenever they flank an enemy. You want to make sure the warrior goes first so as many other heroes as possible can benefit from this buff.

wildermyth potency

#WILDERMYTH POTENCY PLUS#

Any time the warrior secures a kill, they give all of their allies plus two speed until the next turn. Similar to the Untouchable ability, if your warrior is fairly successful in securing kills against the enemy, giving them Wolfcall is a good buff for all your allies. If they’re unable to end a enemy, they’re going to be left exposed. You want to make sure a warrior can secure a kill. The ability allows one of your warrior heroes to take a few more risks in combat, to rush ahead of the pack, get a kill, and then cause trouble against enemies. Untouchable has it so when a warrior kills a enemy, the next attack against them will miss. If your warrior is an aggressive attacker, you want to give them the Untouchable ability whenever possible.














Wildermyth potency