A collection of advices to serve as complements to your first campaigns. Welcome to the Yondering Lands.
Starting a New Game
Your first campaign
I strongly recommend starting with the Age of Ulstryx campaign in the J.K. Rowling difficulty level. It's a 3-chapter story which includes cleverly introduced tutorials.
If you need any help or reminder with the basics, visit the How to Play page in the main menu. For further information, hit the links to the official wiki and the Wildermyth Combat Basics video in the top right corner of the How to Play page.
Hooks and passive bonus
When creating a new character, visit the History part of their character sheet. Their procedurally-generated origin story grants them a set of 2 to 3 hooks (which affect story choices) and a set of passive bonus.
Example of an origin story (left) and its hooks and passive stat bonus (right).
Since you can randomize the whole character sheet as many times as your patience allows, you may try your luck to get some nice passive bonus. This optimization is certainly not mandatory though it can prove useful if you play with a high difficult setting. For instance Hunters will benefit from a good Range Accuracy and Mystics from a good Potency. A Retirement Age bonus will allow your heroes to be active during 4 or 5 chapters instead of typically 3, which can make a real difference in long campaigns.
Know Your Enemies
Foes are divided into (currently) five different factions.
Human cultists living in deep caves. Have a strange fetish for horned headwear. Eaters of terrible breakfast. Masters of terrible humour. If you see them aboveground, it means trouble.
Quarrelsome dragon-like creatures living in a society divided in rival clans and strict castes. Cultural affinity for all things brutal: weaponsmithing, duels, warfare, slavery, sacrifices. Bad neighbors.
Ancient, towering tentacled monsters leading warped beasts out of the woods. Spread corruption, disease, and ultimately silence. Presented in details in the campaign Age of Ulstryx.
The Clockwork Dead. Golems built of bones and cogs. Steampunk skeletons, if you prefer. Presented in details in the campaign The Enduring War.
Weird, elegant beings mixing insectoid and reptilian features. Definitely magic.
And more to come
At least one minotaur-like folk has been spotted in a dev stream. Best not wear anything red in your next travels.
Legacy Points economy
Legacy Points (LP) play a core role in the balancing of your campaign. You can gain 2 LP the first time that you liberate a region by driving out the local monsters. You can't get extra LP if the region falls back under monster control and you liberate it again.
You can spend your LP by:
- Recruiting a new hero (3 LP) or a legacy hero (4+ LP). Tip: the Bard passive skill for warriors reduces the cost of recruiting by 1 LP, in addition to bonus to overland chores and combat. A great skill if selected early in your campaign.
- Cancelling an incursion (5 LP). Incursions are invasions from a monster-occupied region to an adjacent liberated region.
- Cancelling a timed calamity (1 LP).
Cards added to the deck of an enemy faction. They either introduce a new monster or upgrade an existing one, such as this drauv stump here.
A calamity card is drawn at the end of each fight whether you won or lost. In addition, extra calamities are triggered at timed intervals depending on your overland campaign difficulty level. These extra calamities can be dispelled by spending Legacy Points, unlike the automatic post-fight calamities.
Charisma and Tenacity
These character stats factor passively into story choice rolls, like a skill check in a classic RPG. The higher the stat, the higher the chance of a positive outcome. Positive outcomes go from temporary stats bonus in your next fight to opportunities to get a permanent change to your character in a theme event.
Random events can be triggered when scouting a new region, arriving to or departing from a battle site, or simply travelling the world with a specific personality (e.g. leader) or history hook (e.g. dreamer).
Rivers and mountains
Are your heroes unable to reach a region of the map because a river or a mountain range is blocking their way?
You can click on a section of the river to build a permanent bridge above it, or click on the mountains to dig a pass through. Warning: these are time-consuming actions. You'd best travel around the blocker if it's physically possible.
Combat and Weapons Stats
Make an informed decision when you find or craft a new piece of equipment.
Potency vs Warding
- Potency adds extra damage to Interfuse spells. Only useful to Mystics.
- Warding cancels some damage from fire and enemy magical attacks. Beneficial to any Hero.
Shred vs Pierce
- Shred destroys a fixed amount of the target's armor on every attack, down to zero. Typical of axes. Survivors get their full armor back at the end of the mission.
- Pierce ignores a fixed amount of the target's armor. Note that hunters' attacks from grayplane always ignore all armor.
A weapon stat noted from 1 to 5 and affecting the target's chance to dodge:
- Attacks are +35% easier to dodge (most hammers).
- Attacks are +15% easier to dodge (some staves).
- No positive or negative impact (most axes, swords and staves).
- Attacks are -15% easier to dodge (most spears and bows).
- Attacks are -35% easier to dodge (most wands, daggers and dueling swords).
Critical hit chance. A successful stunt applies double damage to physical attacks or other bonuses to elemental attacks.
The nature and intensity of a relationship between two of your heroes can improve their stunt chance:
- Two friends get a +5 to +25 stunt chance when positioned side-by-side.
- A rival gets a one-time +25% to +100% stunt chance bonus when their rival lands a stunt hit.
Dictates how many tiles a character can move per action. Great for hit-and-run tactics.
No enemy in sight
Be wary of unseen dangers. For instance, don't exhaust all of your movement to dash into unknown territory, as you might not be able to fall back to safety. In the same spirit, opening a door is something which should be done early in your turn, when most of your heroes can react to whatever is lurking behind the door.
Around an enemy
- Always minimize the number of enemies that will be able to attack you on their turn. Set up strangeholds with doorsteps and Mystics props such as fire to slow or weaken the enemy.
- Hover your mouse over an enemy and hold the shift key to see their move range. Make sure your characters stay out of reach, unless it's part of your battle plan.