Wildermyth themes1/10/2023 ![]() ![]() The Yondering Lands, where the game is set, is a richly layered world populated with hand-painted 2D characters and scenery. Reintroduce them in the next adventure, and over many lifetimes the myths you make will form your own legendary pantheon. All heroes die someday… but you get to hold on to your favorites.Each hero brings their own organic history and personality with them, but your choices and combat skills are what decide their paths and outcomes.They age, transform, fall in love, disagree, and make harrowing sacrifices. Reminiscent of tabletop roleplaying, unique heroes are born in unique settings every game.Where does your myth lead? Come help us uncover it! Unravel mysteries and share pensive moments in an ever-new fantasy setting that blends hard truths and sacrifice with humor and personal storytelling. Combat unexpected threats and strange monsters across interactive battlefields. ![]() Lead a band of heroes as they grow from reluctant farmers into unique, legendary fighters. Like the best tabletop roleplaying experiences, Wildermyth gives you choices and answers your every decision with consequences that drive your characters forward. With all the kills when correctly timing axe throws they seem to bypass armour all the time.Wildermyth is a character-driven, procedurally-generated tactical RPG. My hunter always go for (greyplane -> )axe throw -> greyplane, axe throw -> greyplane, shoot -> getting AP refunded + greyplane and then shoot again before going into hiding again. Especially with the right skills it feels like I am having a party of invincible assassins. I like it very much how - depending on the equipment it seems - you can customise your heroes a lot. One battle mage with staff and water crossbow and hurling axe with focus on ignition and party support in addition to general area damage (mystic) One poison dealer/trapper with water crossbow and hurling axe too, to bypass armour and crowd control (hunter) One rougeish sniper with water crossbow and hurling axe who acts as scout and incredible strong damage dealer (hunter) One fire great axe user to shred through armour and dealing damage (warrior) One shield bearer with water sword/mace who is the defender (warrior) Nothing like laying down a bone wall, lighting everything on fire and the entire screen is deleted within a turn or so. Multiple Mystics are more fun and perfectly viable. I don't see much use in taking that many warriors, especially on maps with weird terrain. Meanwhile a Rogue+ with viciousness can one shot most enemies in the game, delete multiple per turn game and while perma invis'd. Hunters seem to only excel when it's a party of only Hunters as they can all just hide in stealth the whole time. They're more accurate than hunters, they hit harder than hunters, they can tank better the hunters. Meanwhile Warriors with 2handers, Windwalk, Leap and Double attack can just teleport around the battlefield for free and kill almost anything with their double attacks. ![]() ![]() Mages just have some nice AoE attacks for smaller opponents, but yea as other people have said sometimes the scenery prevents you from going crazy with it, even abilities that allow you to create your own scenery aren't the best. Warrior is just so much more powerful than both Hunters and Mages. Originally posted by Nokturnal:As much warriors as possible, 1 hunter, 1 mage at most. ![]()
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