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	<id>https://wildermyth.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Croald</id>
	<title>Wildermyth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wildermyth.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Croald"/>
	<link rel="alternate" type="text/html" href="https://wildermyth.com/wiki/Special:Contributions/Croald"/>
	<updated>2026-04-10T13:46:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wildermyth.com/w/index.php?title=Hero&amp;diff=17371</id>
		<title>Hero</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Hero&amp;diff=17371"/>
		<updated>2021-07-19T16:29:02Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Experience and promotion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Heroes are the . . . uh, heroes . . . of the game. Each hero has a [[personality]], acquires or develops [[Equipment#Augments|augments]] over time, and carries [[equipment]].&lt;br /&gt;
&lt;br /&gt;
Heroes travel in a [[party]]. The party starts as a [[bunch of farmers]] and every hero develops over time. A farmer can become a [[warrior]], a [[hunter]], or a [[mystic]].&lt;br /&gt;
&lt;br /&gt;
Heroes have:&lt;br /&gt;
* [[History]], which develops through play&lt;br /&gt;
* [[Aspect]]s, including character [[hook]]s&lt;br /&gt;
* [[Stat]]s&lt;br /&gt;
&lt;br /&gt;
== Recruitment ==&lt;br /&gt;
&lt;br /&gt;
One recruitment event is offered per chapter, in which the player can pay [[legacy point]]s to hire a new hero for the party. &lt;br /&gt;
&lt;br /&gt;
Any time the party has fewer than 3 members another recruitment event will be offered.&lt;br /&gt;
&lt;br /&gt;
The [[Bard (Ability)|Bard]] ability reduces the cost of recruitment by 1 LP.&lt;br /&gt;
&lt;br /&gt;
During [[interval]]s, a child of one of the heroes will often join the party for free.&lt;br /&gt;
&lt;br /&gt;
=== Legacy recruits ===&lt;br /&gt;
&lt;br /&gt;
You can choose to recruit heroes from your [[legacy]], for +1 LP cost per [[legacy tier]] (stars). The legacy hero returns as a younger version of their past self, including permanent Aspects and personality. They start at level equal to their legacy tier. (Think of it perhaps as a descendent or reincarnated self, or the way folktales of a character will put them in a hundred places, in a hundred stories at once.) You can choose a number of their previous Abilities for them to return with, equal to their [[legacy tier]]. They arrive equipped with tier-1 versions of their prior equipment, including any elemental enchantment but not other augments. &lt;br /&gt;
&lt;br /&gt;
Returning with permanent Aspects means that if they lost a limb previously, it&amp;#039;s still lost, and if they gained a transformation or pet, they return with it.&lt;br /&gt;
&lt;br /&gt;
When the [[overland map]] is generated at the start of the game, it is determined which legacy heroes live in which towns. They can be recruited in only one place each.&lt;br /&gt;
&lt;br /&gt;
== Class and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Each hero is trained in a [[class]] as one of [[warrior]], [[hunter]], or [[mystic]]. They gain [[Stat#Experience|experience]] through combat and at thresholds they &amp;#039;&amp;#039;promote&amp;#039;&amp;#039; to a higher level.&lt;br /&gt;
&lt;br /&gt;
=== Experience and promotion ===&lt;br /&gt;
&lt;br /&gt;
The party usually gains 5 xp per monster card for a successful [[mission]], divided as evenly as possible among heroes who finished the mission; campaign plot missions award predefined amounts. Certain events may also grant xp.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable col-1-center col-3-right col-4-right col-5-right&amp;quot;&lt;br /&gt;
! Level !! Title !! Warrior !! Hunter !! Mystic&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Greenhorn || 0 xp || 0 xp  || 0 xp  &lt;br /&gt;
|- &lt;br /&gt;
| 2 || Bloodhorn || 20 || 30 || 36  &lt;br /&gt;
|- &lt;br /&gt;
| 3 || Bluehorn || 50 || 76  || 90  &lt;br /&gt;
|- &lt;br /&gt;
| 4 || Bronzehorn || 90 || 138 || 162&lt;br /&gt;
|- &lt;br /&gt;
| 5 || Silverhorn || 140 || 216 ||  252&lt;br /&gt;
|- &lt;br /&gt;
| 6 || Goldhorn || 200 || 310 ||  360&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Blackhorn || 270 || 420 || 486&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Starting with Greenhorn, each time a character &amp;#039;&amp;#039;promotes&amp;#039;&amp;#039;, they gain an [[ability]]. The player is offered a random choice of three new abilities to select from, plus (if available) a fourth choice that is an &amp;#039;&amp;#039;upgrade&amp;#039;&amp;#039; of one of their current abilities. Some abilities are specific to a class, and some are [[:Category:General abilities|general abilities]] available to any hero.&lt;br /&gt;
&lt;br /&gt;
Each ability has one possible upgrade. If all of the hero&amp;#039;s abilities are already upgraded, then no upgrade option is offered.&lt;br /&gt;
&lt;br /&gt;
Heroes can also promote and gain [[Ability|abilities]] by completing [[Opportunity|Opportunities]] ([[hook]] events).&lt;br /&gt;
&lt;br /&gt;
With each promotion, heroes also gain additional stats according to their class:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable col-2-center col-3-center col-4-center&amp;quot;&lt;br /&gt;
! Stat !! Warrior !! Hunter !! Mystic&lt;br /&gt;
|- &lt;br /&gt;
| Health || 1 || 1 || 0,9&lt;br /&gt;
|-&lt;br /&gt;
| Recovery Rate || 5 || 3 || 3&lt;br /&gt;
|- &lt;br /&gt;
| Speed || || 0,2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Armor || 0,3 || 0,2 || 0,1&lt;br /&gt;
|-&lt;br /&gt;
| Warding || 0,3 || 0,4 || 0,4&lt;br /&gt;
|-&lt;br /&gt;
| Melee Accuracy || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Range Accuracy || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Bonus Damage || 0,6 || 0,4 || 0,2&lt;br /&gt;
|-&lt;br /&gt;
| Potency || 0,4 || 0,4 || 0,5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* See [[Equipment]]&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
* See [[Relationship]]s&lt;br /&gt;
&lt;br /&gt;
== Injury and Healing ==&lt;br /&gt;
&lt;br /&gt;
When heroes take [[Combat mechanics#Damage|damage]] they are given a transient stat called Injury, that is subtracted from Health to give current health.&lt;br /&gt;
&lt;br /&gt;
Injuries heal when time passes on the [[overland map]]. Healing rate is determined by:&lt;br /&gt;
* The hero&amp;#039;s [[Stat#Recovery_Rate|recovery rate]] stat, which is modified by their age&lt;br /&gt;
* The hero&amp;#039;s activity during healing. Healing is faster resting in Towns or Stations, and slower while travelling. The remaining Injury and current healing modifier is shown on the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
Each point of injury takes a number of days to heal. The higher a hero&amp;#039;s Injury (lower health remaining), the &amp;#039;&amp;#039;&amp;#039;slower&amp;#039;&amp;#039;&amp;#039; they heal. A few scrapes go away fast; a near-death experience takes much much longer.&lt;br /&gt;
&lt;br /&gt;
=== Recovery calculation ===&lt;br /&gt;
&lt;br /&gt;
# Calculate a base heal time as &amp;lt;code&amp;gt;100 / [[Stat#Recovery_Rate|recovery rate]]&amp;lt;/code&amp;gt; (no rounding)&lt;br /&gt;
# Multiply by the healing factor from the table.&lt;br /&gt;
# Multiply by the factor for the hero&amp;#039;s current activity: stationary in a [[Town]] x2; stationary in other safe territory x1; stationary on unexplored or hostile tile x0.5; travelling x0.25&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Healing factor&lt;br /&gt;
|-&lt;br /&gt;
| Current Injury || &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; || 2 || &amp;#039;&amp;#039;&amp;#039;3&amp;#039;&amp;#039;&amp;#039; || 4 || 5 || 6 || &amp;#039;&amp;#039;&amp;#039;7&amp;#039;&amp;#039;&amp;#039; || 8 || 9 || 10 || 11 || 12 || &amp;#039;&amp;#039;&amp;#039;13&amp;#039;&amp;#039;&amp;#039; || 14 || 15 || 16 || 17 || 18 || 19 || 20 || &amp;#039;&amp;#039;&amp;#039;21&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Factor || colspan=2 | 1 || colspan=4 | 2 || colspan=6 | 3 || colspan=8 | 4 || colspan=10 | 5 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The pattern continues if you manage to get a hero with more than 20 health.&lt;br /&gt;
&lt;br /&gt;
On the [[character sheet]] Stats panel, the UI reports &amp;quot;1 health per &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x–y&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; days&amp;quot;. Here &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is the base heal time (time to recover from 1 Injury to 0 Injury), and &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;y&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is the worst case (time to recover from 1 hp to 2 hp).&lt;br /&gt;
&lt;br /&gt;
The values shown in the UI are rounded to whole numbers, but in game the values are not rounded until after all multipliers are applied.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
Suppose Nate the Hero has a recovery stat of 25. His base heal time will thus be 1 health per 4 days while stationary in a safe territory.&lt;br /&gt;
&lt;br /&gt;
If he&amp;#039;s healing 7 hit points of damage, the first one will take 12 days to recover, the second through fifth will take 8 days to recover each, and the sixth and seventh hit point will take 4 days to recover each, for a total of 12 + 4*8 + 2*4 = 52 days to recover all 7 hit points.&lt;br /&gt;
&lt;br /&gt;
If he has 12 Health (thus a maximum Injury of 11), then the [[character sheet]] will show the recovery rate as &amp;quot;1 health per 4-12 days&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Death and Maiming ==&lt;br /&gt;
&lt;br /&gt;
When a hero loses their last hit point, they get a [[mortal choice]]: either die immediately in exchange for a boon for the rest of the party, or be maimed and wait to be rescued by the surviving heroes at the end of the battle.&lt;br /&gt;
&lt;br /&gt;
Maimed heroes lose a randomly-selected limb, which gets replaced with a prosthetic. Heroes with only one hand cannot use two-handed or offhand items. If an event replaces an arm causing a hero to have no weapon, they pick up a basic weapon. Losing a leg causes the hero to move more slowly (the prosthetic leg grants less speed than a natural leg does). Maimed heroes do not receive their replacement limb immediately, but must return to the nearest safe [[Town]] to heal first.&lt;br /&gt;
&lt;br /&gt;
If the hero has an aspect that can replace limbs they get [[theme|special versions]] instead of a standard hook or peg leg. In some cases the replacement can be an upgrade from human normal. If a partially-transformed hero falls again and loses another limb, they always lose one of their remaining human limbs, not a transformed one.&lt;br /&gt;
&lt;br /&gt;
Heroes can be maimed at most once per [[chapter]]. If they fall a second time they die, and do not get a [[mortal choice]] boon.&lt;br /&gt;
&lt;br /&gt;
If a character dies in battle, you can build them a memorial tomb afterwards. This adds them to your [[legacy]].&lt;br /&gt;
&lt;br /&gt;
== Retirement ==&lt;br /&gt;
&lt;br /&gt;
When a hero exceeds [[Stat#Retirement_Age|retirement age]] &amp;#039;&amp;#039;during&amp;#039;&amp;#039; a [[chapter]], they will retire in the [[interval]] at the end of the chapter, taking their gear with them. They will be automatically added to your [[legacy]] if you win the campaign, and the party gains +3 LP (or maybe LP=Level?). You will get the option to have them train a younger character, passing along 25% of their experience points.&lt;br /&gt;
&lt;br /&gt;
* e.g If the hero&amp;#039;s retirement age is 65, they will trigger &amp;quot;retire at the end of this chapter&amp;quot; the day they turn 66.&lt;br /&gt;
&lt;br /&gt;
* If a hero reaches retirement age during an [[Interval]], they will adventure for one more chapter and &amp;#039;&amp;#039;then&amp;#039;&amp;#039; retire.&lt;br /&gt;
* If a hero earns a bonus to retirement age during a chapter, they will cancel retirement plans that no longer apply.&lt;br /&gt;
* Every hero has a hidden birthday.&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Humanist&amp;diff=17370</id>
		<title>Humanist</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Humanist&amp;diff=17370"/>
		<updated>2021-07-18T23:35:13Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Shards */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Humanist&amp;#039;&amp;#039;&amp;#039; is a [[Mystic]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;Advanced [[interfuse|interfusions]] based on human artifice, instruments, and accidents.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Upgrade ==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;Stunning Barrage: 100% stun chance on hit&amp;lt;br&amp;gt;Shackles: x2 damage&amp;lt;br&amp;gt;Shardnado: doesn&amp;#039;t dissipate over time&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
Gain these advanced [[interfusion]]s.&lt;br /&gt;
&lt;br /&gt;
=== Mechanism ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Insidious Filament.&amp;#039;&amp;#039;&amp;#039; (passive) Foes that move adjacent to this scenery are stricken through by needling bolts that apply &amp;#039;&amp;#039;&amp;#039;2 [[poison]]&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
* The poison is applied when the foe moves, not when the mystic interfuses with the Mechanism. Each step reapplies poison, and does damage to the Mechanism.&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shackles (Humanist).&amp;#039;&amp;#039;&amp;#039; Warp metal into grasping appendages that [[pin]] enemies within a chosen area for two turns, 100% success.&lt;br /&gt;
* 5.1 range&lt;br /&gt;
* gains an area effect, radius 1.1 (orthogonal adjacency), over unimproved Shackles&lt;br /&gt;
* damage &amp;lt;code&amp;gt;([[Potency]]+[[Spell Damage]])/2&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shackles (Humanist+).&amp;#039;&amp;#039;&amp;#039; damage &amp;lt;code&amp;gt;[[Potency]]+[[Spell Damage]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shards ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Shardnado.&amp;#039;&amp;#039;&amp;#039; Create a whirling vortex from the shards of this object and direct its wrath for 1 turn. Lasts the turn summoned and 1 additional turn. (3.6 range, &amp;lt;code&amp;gt;1+1d3 + [[Potency]] + [[Spell Damage]]&amp;lt;/code&amp;gt; damage, 1 shred). Note the damage reported in the UI is for targets the shardnado passes through; it does double that damage to the target in the tile it finished on. The shardnado does not damage your allies.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Lasso Shardnado.&amp;#039;&amp;#039;&amp;#039; Pull the shardnado across the floor, inflicting heavy carnage where it lands and dealing half damage to units it passes through.&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stunning Barrage.&amp;#039;&amp;#039;&amp;#039; Tools sharpen their heads and throw themselves into a horrific frenzy, rending and [[stun]]ning targets in a nearby area. (3.6 range, AOE 2.1 radius, attack strength &amp;lt;code&amp;gt;[[range accuracy]] + Tools health&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1d3 + [[Pot]] + [[Spell Damage]]&amp;lt;/code&amp;gt; damage, 50% [[stun]])&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Stunning Barrage (Humanist+).&amp;#039;&amp;#039;&amp;#039; 100% [[stun]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Mystic abilities]]&lt;br /&gt;
[[Category:Interfusion]]&lt;br /&gt;
[[Category:Stunned]]&lt;br /&gt;
[[Category:Poisoned]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Thundering_Challenge&amp;diff=17354</id>
		<title>Thundering Challenge</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Thundering_Challenge&amp;diff=17354"/>
		<updated>2021-07-17T23:26:18Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Thundering Challenge&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;lt;q&amp;gt;(Active) Once per combat, as a [[swift action]], [[Hero]] frightens the enemy, forcing them to spend their next turn running away.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Can now target multiple enemies in a small area.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
Target an enemy within &amp;lt;code&amp;gt;4 + [[Potency]]&amp;lt;/code&amp;gt; tiles, 100% hit. If there is a wall in the way, the target will go as far as they can and then stop.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
100% hit makes it a reliable oh-shit button.&lt;br /&gt;
&lt;br /&gt;
Keeps a big monster from attacking while the heroes kill its friends.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Thundering_Challenge&amp;diff=17353</id>
		<title>Thundering Challenge</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Thundering_Challenge&amp;diff=17353"/>
		<updated>2021-07-17T23:25:44Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* In-Game Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Thundering Challenge&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;lt;q&amp;gt;(Active) Once per combat, as a [[swift action]], [[Hero]] frightens the enemy, forcing them to spend their next turn running away.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Can now target multiple enemies in a small area.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
Target an enemy within &amp;lt;code&amp;gt;4 + [[Potency]]&amp;lt;/code&amp;gt; tiles, 100% hit. If there is a wall in the way, the target will go as far as they can and then stop.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Keeps a big monster from attacking while the heroes kill its friends.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Battledance&amp;diff=17352</id>
		<title>Battledance</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Battledance&amp;diff=17352"/>
		<updated>2021-07-17T23:21:07Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Battledance&amp;#039;&amp;#039;&amp;#039; is a [[passive ability|passive]] [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) Melee attacks only cost [[Hero]] one action.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade ==&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;After hitting with a non-swift melee attack, if Hero still has actions left, they can move up to half their speed as a [[free action]].&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* When the hero hits with a regular melee attack, they gain an [[free action]] called &amp;#039;&amp;#039;Whirl&amp;#039;&amp;#039; which gives the free movement&lt;br /&gt;
* &amp;#039;&amp;#039;Whirl&amp;#039;&amp;#039; never triggers off {{iconify|swift action}} moves like [[Shieldshear]], even if you have used more than one this turn and are spending an action point for it&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Allows two attacks in a turn against a melee enemy who closed with the warrior on their turn. Particularly useful to a bow-wielding warrior, who more often can make use of two attacks. It also combos with Zealous Leap, which allows movement with a swift action leaving two regular actions for attacks.&lt;br /&gt;
&lt;br /&gt;
Once in a while it is valuable to be able to attack and then retreat or activate Guardian.  &lt;br /&gt;
&lt;br /&gt;
For a melee warrior, [[Long Reach]] and/or spear weapons make it easier to get two enemies in range to be able to &amp;#039;&amp;#039;use&amp;#039;&amp;#039; the double attack.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Stormtouched&amp;diff=17351</id>
		<title>Stormtouched</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Stormtouched&amp;diff=17351"/>
		<updated>2021-07-17T16:49:31Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Storm Arm (1st) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Stormtouched&amp;#039;&amp;#039;&amp;#039; is a [[transformation]] that can be gained by a [[hero]] during the event [[The Stormwell]].&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
The event from which this transformation is received, [[The Stormwell]], only occurs after the heroes encounter the [[Distant Thunder]] event.&lt;br /&gt;
&lt;br /&gt;
The hero can choose whether to first gain the head transformation, an arm transformation, or a leg transformation.&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
[[File:Stormtouched.png|thumb|right|A fully transformed Stormtouched warrior. Shocking!]]&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;&amp;lt;Hero&amp;gt; contains the coiled power of a storm.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stormgaze ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s eyes flash ominously.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Static Shock&amp;#039;&amp;#039;&amp;#039;: Incoming melee damage has a 30% chance to deal &amp;#039;&amp;#039;&amp;#039;2 true damage&amp;#039;&amp;#039;&amp;#039; to the attacker.&lt;br /&gt;
&lt;br /&gt;
=== Storm Arm (1st) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; arm crackles and thrums.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Jumpjolt.&amp;#039;&amp;#039;&amp;#039; Lightning surges through up to two foes, dealing half damage to the second. &amp;#039;&amp;#039;&amp;#039;Stuns&amp;#039;&amp;#039;&amp;#039; on stunt.&lt;br /&gt;
* Range: 4.6 + [[Long Reach]] + [[Sharpshooter]]&lt;br /&gt;
* Damage: &amp;lt;code&amp;gt;3 + ([[Bonus Damage]] + [[Potency]])/2&amp;lt;/code&amp;gt; (magic)&lt;br /&gt;
* Jumps to a second target within 3 range of the first&lt;br /&gt;
* Upgrade: damage = &amp;lt;code&amp;gt;4 + [[Bonus Damage]] + [[Potency]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storm Arm (2nd) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; arm crackles and thrums.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Jumpjolt is upgraded to &amp;#039;&amp;#039;&amp;#039;Chain Lightning&amp;#039;&amp;#039;&amp;#039;: Lightning surges through up to three foes, dealing half damage to the second and third. &amp;#039;&amp;#039;&amp;#039;Stuns&amp;#039;&amp;#039;&amp;#039; on stunt. &lt;br /&gt;
** Damage: 2 + 1/2*(bonus damage + potency)&lt;br /&gt;
** Range: 4&lt;br /&gt;
&lt;br /&gt;
=== Storm Leg (1st) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; leg is stormy.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Thunder Stomp&amp;#039;&amp;#039;&amp;#039;: Once per turn as a swift action, stomps the ground with a small chance to &amp;#039;&amp;#039;&amp;#039;stun&amp;#039;&amp;#039;&amp;#039; enemies within range. Chance increases with &amp;#039;&amp;#039;&amp;#039;stunt chance&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Range: 1.6 + 1/3*potency&lt;br /&gt;
* -5 Block&lt;br /&gt;
&lt;br /&gt;
=== Storm Leg (2nd) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; leg is stormy.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Thunder Stomp&amp;#039;s range increases to 2.6 + 1/3*potency.&lt;br /&gt;
* -5 Block&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Theme]]&lt;br /&gt;
[[Category:Transformation]]&lt;br /&gt;
[[Category:Stunned]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Stormtouched&amp;diff=17350</id>
		<title>Stormtouched</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Stormtouched&amp;diff=17350"/>
		<updated>2021-07-17T16:47:01Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Storm Arm (1st) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Stormtouched&amp;#039;&amp;#039;&amp;#039; is a [[transformation]] that can be gained by a [[hero]] during the event [[The Stormwell]].&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
The event from which this transformation is received, [[The Stormwell]], only occurs after the heroes encounter the [[Distant Thunder]] event.&lt;br /&gt;
&lt;br /&gt;
The hero can choose whether to first gain the head transformation, an arm transformation, or a leg transformation.&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
[[File:Stormtouched.png|thumb|right|A fully transformed Stormtouched warrior. Shocking!]]&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;&amp;lt;Hero&amp;gt; contains the coiled power of a storm.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stormgaze ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s eyes flash ominously.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Static Shock&amp;#039;&amp;#039;&amp;#039;: Incoming melee damage has a 30% chance to deal &amp;#039;&amp;#039;&amp;#039;2 true damage&amp;#039;&amp;#039;&amp;#039; to the attacker.&lt;br /&gt;
&lt;br /&gt;
=== Storm Arm (1st) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; arm crackles and thrums.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Jumpjolt.&amp;#039;&amp;#039;&amp;#039; Lightning surges through up to two foes, dealing half damage to the second. &amp;#039;&amp;#039;&amp;#039;Stuns&amp;#039;&amp;#039;&amp;#039; on stunt.&lt;br /&gt;
* Range: 4.6 + [[Long Reach]] + [[Sharpshooter]]&lt;br /&gt;
* Damage: &amp;lt;code&amp;gt;2 + ([[Bonus Damage]] + [[Potency]])/2&amp;lt;/code&amp;gt; (magic)&lt;br /&gt;
* Jumps to a second target within 3 range of the first&lt;br /&gt;
* Upgrade: damage = &amp;lt;code&amp;gt;3 + [[Bonus Damage]] + [[Potency]]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Storm Arm (2nd) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; arm crackles and thrums.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Jumpjolt is upgraded to &amp;#039;&amp;#039;&amp;#039;Chain Lightning&amp;#039;&amp;#039;&amp;#039;: Lightning surges through up to three foes, dealing half damage to the second and third. &amp;#039;&amp;#039;&amp;#039;Stuns&amp;#039;&amp;#039;&amp;#039; on stunt. &lt;br /&gt;
** Damage: 2 + 1/2*(bonus damage + potency)&lt;br /&gt;
** Range: 4&lt;br /&gt;
&lt;br /&gt;
=== Storm Leg (1st) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; leg is stormy.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Thunder Stomp&amp;#039;&amp;#039;&amp;#039;: Once per turn as a swift action, stomps the ground with a small chance to &amp;#039;&amp;#039;&amp;#039;stun&amp;#039;&amp;#039;&amp;#039; enemies within range. Chance increases with &amp;#039;&amp;#039;&amp;#039;stunt chance&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Range: 1.6 + 1/3*potency&lt;br /&gt;
* -5 Block&lt;br /&gt;
&lt;br /&gt;
=== Storm Leg (2nd) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; leg is stormy.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Thunder Stomp&amp;#039;s range increases to 2.6 + 1/3*potency.&lt;br /&gt;
* -5 Block&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Theme]]&lt;br /&gt;
[[Category:Transformation]]&lt;br /&gt;
[[Category:Stunned]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Engage&amp;diff=17349</id>
		<title>Engage</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Engage&amp;diff=17349"/>
		<updated>2021-07-17T16:17:29Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Engage&amp;#039;&amp;#039;&amp;#039; is a [[active ability|active]] [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Active) As a swift action, [[Hero]] [[engage]]s a foe, forcing it to attack her. [[Hero]] must stay in range and maintain a clear line of sight. +1 armor per engaged foe.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Using Engage also [[engage]]s all enemies adjacent to [[Hero]]. +2 Armor per engaged enemy.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* May &amp;#039;&amp;#039;engage&amp;#039;&amp;#039; enemies within &amp;lt;code&amp;gt;4+[[Potency]]&amp;lt;/code&amp;gt; tiles as a {{iconify|swift action}}.&lt;br /&gt;
* Counts as an attack, for the purposes of [[flanking]].&lt;br /&gt;
* Engagement lasts 1 turn, so it must be reapplied every turn if you wish to keep it active. If the engaged foe cannot move to the hero, engagement is cancelled at the beginning of the enemy&amp;#039;s turn.&lt;br /&gt;
* The enemy is allowed to make a ranged attack if they have one.&lt;br /&gt;
* The enemy does not &amp;#039;&amp;#039;have&amp;#039;&amp;#039; to attack; they just can&amp;#039;t attack anyone different.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Is helpful for making an effective melee tank build. Against a group of foes who do physical damage, upgraded Engage can provide a lot of armor.&lt;br /&gt;
&lt;br /&gt;
Combo with the major tanking abilities, [[Vigilance]] and [[Stalwart]]. Has less synergy with [[Paladin]] or [[Sentinel]] because you don&amp;#039;t need extra movement if you have Engage to force the enemy to come to you.&lt;br /&gt;
&lt;br /&gt;
Weak combo with [[Backslam]] — Engage gives you extra armor, but uses up your swift action.&lt;br /&gt;
&lt;br /&gt;
Often its most useful effect is that it is a swift action ranged attack, for setting up flanking.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;br /&gt;
[[Category:Engaged]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Sentinel&amp;diff=17348</id>
		<title>Sentinel</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Sentinel&amp;diff=17348"/>
		<updated>2021-07-17T15:16:43Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Sentinel&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;Replaces [[Guardian]]. The warrior leaps up to two tiles in order to intercept a foe who passes nearby, performing a reaction strike.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Sentinel interrupts enemy movement.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
Using Sentinel ends a hero&amp;#039;s turn, while they wait for an enemy to approach. The hero will jump within a 2.7 tile radius in order to make a melee reaction strike against the first enemy they can hit. &lt;br /&gt;
&lt;br /&gt;
Upgraded Sentinel interrupts enemy movement. With [[knockback]] or [[Long Reach]], a melee enemy may be stopped in a place where they are unable to attack.&lt;br /&gt;
&lt;br /&gt;
* Reaction strikes from Sentinel work the same as from [[Guardian]] otherwise.&lt;br /&gt;
* Completely &amp;#039;&amp;#039;replaces&amp;#039;&amp;#039; Guardian, so it is not possible to choose a stationary defense once you gain this ability.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Sentinel allows a warrior to threaten quite a large area, especially if they are using a spear or have [[Long Reach]].  It also combos very well with [[Vigilance]].  &lt;br /&gt;
&lt;br /&gt;
Sentinel can be used to block pathways and/or jump to an ally to help them. The leap is useful for ignoring enemies and difficult terrain. &lt;br /&gt;
&lt;br /&gt;
To get value out of Sentinel, a warrior needs to have enough armor and health to survive a couple hits, and possibly advised to have a weapon with [[knockback]] as well to slam enemies into positions where they won&amp;#039;t get to make their own attacks. Without enough armor and health, Sentinel can become actively hazardous to the warrior, as they may leap out from the protection of their allies into an area where multiple foes can attack them. It can be wise to line up the sentinel warrior &amp;#039;&amp;#039;behind&amp;#039;&amp;#039; allies, so that when they leap they are still in a defensible position. &lt;br /&gt;
&lt;br /&gt;
If the Sentinel warrior deals enough damage to get frequent kills, [[Untouchable]] can add survivability.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;br /&gt;
[[Category:Reaction Strike]]&lt;br /&gt;
[[Category:Pinned]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Untouchable&amp;diff=17347</id>
		<title>Untouchable</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Untouchable&amp;diff=17347"/>
		<updated>2021-07-17T15:15:15Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Untouchable&amp;#039;&amp;#039;&amp;#039; is a [[:Category:Warrior abilities|Warrior ability]].&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) When [[Hero]] gets a kill, the next attack against them within one turn will miss.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;No longer wears off after one turn.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
* Increases survivability for a warrior who has otherwise optimized for dealing damage.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Untouchable&amp;diff=17346</id>
		<title>Untouchable</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Untouchable&amp;diff=17346"/>
		<updated>2021-07-17T15:05:57Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* In-Game Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Untouchable&amp;#039;&amp;#039;&amp;#039; is a [[:Category:Warrior abilities|Warrior ability]].&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) When [[Hero]] gets a kill, the next attack against them within one turn will miss.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;No longer wears off after one turn.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Riposte&amp;diff=17345</id>
		<title>Riposte</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Riposte&amp;diff=17345"/>
		<updated>2021-07-17T15:04:33Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Riposte&amp;#039;&amp;#039;&amp;#039; is a [[Passive ability|passive]] [[:Category:Ability|ability]] available to all heroes.&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) [[Hero]] will counter-attack after a successful melee [[Block]] or [[Dodge]].&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) Each time [[Hero]] is hit, they gain +20 [[Dodge]]. Resets after a successful [[Dodge]] or [[Block]].&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* If the incoming attack is melee, you can even Riposte with a bow&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
* Valuable on a front-line warrior who stacks [[Block]] &amp;amp; [[Dodge]] with [[Wildergard]], rather than armor with [[Knightmail]]&lt;br /&gt;
* This ability has the significant drawback that it does nothing unless you&amp;#039;re allowing the enemy to make attacks on your hero, and usually you want to play to avoid that.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:General abilities]]&lt;br /&gt;
[[Category:Reaction Strike]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Riposte&amp;diff=17344</id>
		<title>Riposte</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Riposte&amp;diff=17344"/>
		<updated>2021-07-17T14:59:30Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Riposte&amp;#039;&amp;#039;&amp;#039; is a [[Passive ability|passive]] [[:Category:Ability|ability]] available to all heroes.&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) [[Hero]] will counter-attack after a successful melee [[Block]] or [[Dodge]].&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) Each time [[Hero]] is hit, they gain +20 [[Dodge]]. Resets after a successful [[Dodge]] or [[Block]].&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* If the incoming attack is melee, you can even Riposte with a bow&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
* Valuable on a front-line warrior who stacks [[Block]] &amp;amp; [[Dodge]] with [[Wildergard]], rather than armor with [[Knightmail]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:General abilities]]&lt;br /&gt;
[[Category:Reaction Strike]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Windwalk&amp;diff=17343</id>
		<title>Windwalk</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Windwalk&amp;diff=17343"/>
		<updated>2021-07-17T14:51:59Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Windwalk&amp;#039;&amp;#039;&amp;#039; is a [[:Category:General abilities|General ability]].&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Active) Once per combat as a swift action, (Hero) can call on wind spirits to guide them to a distant tile.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Can use twice per combat.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;8 + [[Potency]]&amp;lt;/code&amp;gt; range&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&lt;br /&gt;
* Valuable as an emergency button for a slow melee fighter who needs to cross the battlefield to rescue a teammate, or to charge a ranged enemy. Sometimes being in the perfect position on one key turn can make all the difference.&lt;br /&gt;
* Synergizes with [[Heroism]] and [[Battledance]], letting the fighter get into range with the enemy while saving their action points for attacks.&lt;br /&gt;
* [[Thornfang]] [[Rogue]]s usually have a high base movement, but since positioning is so key for them, they&amp;#039;ll often want Windwalk anyway.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:General abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Windwalk&amp;diff=17342</id>
		<title>Windwalk</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Windwalk&amp;diff=17342"/>
		<updated>2021-07-17T14:46:27Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Windwalk&amp;#039;&amp;#039;&amp;#039; is a [[:Category:General abilities|General ability]].&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Active) Once per combat as a swift action, (Hero) can call on wind spirits to guide them to a distant tile.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Can use twice per combat.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;8 + [[Potency]]&amp;lt;/code&amp;gt; range&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&lt;br /&gt;
* Valuable as an emergency button for a slow melee fighter who needs to cross the battlefield to rescue a teammate, or to charge a ranged enemy. Sometimes being in the perfect position on one key turn can make all the difference.&lt;br /&gt;
* Synergizes with [[Heroism]] and [[Battledance]], letting the fighter get into range with the enemy while saving their action points for attacks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:General abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Windwalk&amp;diff=17341</id>
		<title>Windwalk</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Windwalk&amp;diff=17341"/>
		<updated>2021-07-17T14:32:01Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* In-Game Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Windwalk&amp;#039;&amp;#039;&amp;#039; is a [[:Category:General abilities|General ability]].&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Active) Once per combat as a swift action, (Hero) can call on wind spirits to guide them to a distant tile.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Can use twice per combat.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:General abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Paladin&amp;diff=17340</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Paladin&amp;diff=17340"/>
		<updated>2021-07-17T14:08:28Z</updated>

		<summary type="html">&lt;p&gt;Croald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Paladin&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive). If [[Hero]] ends her turn by moving, she will automatically enter [[Guardian]].&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Enter Guardian at the end of &amp;#039;&amp;#039;&amp;#039;every&amp;#039;&amp;#039;&amp;#039; turn, even if you ended your turn by attacking.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
* Useful for warriors in heavy armor or with slow-moving transformations, as they can use both action points on movement and still get their attack&lt;br /&gt;
* If you&amp;#039;re going to spend a lot of turns in Guardian, it&amp;#039;s valuable to get the other moves that improve it: [[Vigilance]] and [[Sentinel]].&lt;br /&gt;
* If you stack armor and health and are feeling lucky, this ability can allow extreme aggression in charging the enemy.&lt;br /&gt;
* Often frustrating to use with [[Engage]], as you have to use the swift action before the second move, and the range of Engage is rarely much longer than the warrior&amp;#039;s move speed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;br /&gt;
[[Category:Reaction Strike]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Paladin&amp;diff=17339</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Paladin&amp;diff=17339"/>
		<updated>2021-07-17T14:07:52Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Paladin&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive). If [[Hero]] ends her turn by moving, she will automatically enter [[Guardian]].&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Enter Guardian at the end of &amp;#039;&amp;#039;&amp;#039;every&amp;#039;&amp;#039;&amp;#039; turn, even if you ended your turn by attacking.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* Useful for warriors in heavy armor or with slow-moving transformations, as they can use both action points on movement and still get their attack&lt;br /&gt;
* If you&amp;#039;re going to spend a lot of turns in Guardian, it&amp;#039;s valuable to get the other moves that improve it: [[Vigilance]] and [[Sentinel]].&lt;br /&gt;
* If you stack armor and health and are feeling lucky, this ability can allow extreme aggression in charging the enemy.&lt;br /&gt;
* Often frustrating to use with [[Engage]], as you have to use the swift action before the second move, and the range of Engage is rarely much longer than the warrior&amp;#039;s move speed.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;br /&gt;
[[Category:Reaction Strike]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Stalwart&amp;diff=17338</id>
		<title>Stalwart</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Stalwart&amp;diff=17338"/>
		<updated>2021-07-17T13:31:35Z</updated>

		<summary type="html">&lt;p&gt;Croald: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Stalwart&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
==In-Game Description==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Active) As a swift action, Hero can enable/disable Stalwart, which grants +3 Armor and Warding but reduces their Speed by &amp;#039;&amp;#039;&amp;#039;1/2&amp;#039;&amp;#039;&amp;#039;.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;When Stalwart is active, Hero also becomes immune to negative status effects.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* +3 [[armor]] and [[warding]] to self&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Part of the major tanking archetype, with [[Engage]] and [[Vigilance]]. &lt;br /&gt;
&lt;br /&gt;
Synergizes with [[Sentinel]], as it provides the survivability that ability really needs, and Sentinel provides some mobility to mitigate Stalwart&amp;#039;s slowness.&lt;br /&gt;
&lt;br /&gt;
[[Zealous Leap]] can provide mobility to help a [[Stalwart]] warrior get around.&lt;br /&gt;
&lt;br /&gt;
Stalwart&amp;#039;s bonus armor provides extra damage for [[Backslam]], though because both moves use swift actions they can sometimes conflict with each other.&lt;br /&gt;
&lt;br /&gt;
Because Stalwart requires a swift action to activate or deactivate, it can conflict a bit with other abilities that rely on swift actions like [[Shieldshear]].&lt;br /&gt;
&lt;br /&gt;
[[Aid]], [[Endurance]], [[Hardiness]] and [[Tinker]] are all fine for a tank, but usually there are better choices.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
&lt;br /&gt;
* Prior to patch 0.8+86 Grifwit Marten the ability was named Centurion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Broadswipes&amp;diff=17337</id>
		<title>Broadswipes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Broadswipes&amp;diff=17337"/>
		<updated>2021-07-17T13:25:42Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Broadswipes&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) [[Hero]]&amp;#039;s melee attacks deal &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; damage to all other foes within range.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Broadswipes deals twice as much damage to enemies within range.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* Damage = &amp;lt;code&amp;gt;[[Bonus Damage]] + [[Potency]]&amp;lt;/code&amp;gt;, minimum 1&lt;br /&gt;
** Upgraded damage = &amp;lt;code&amp;gt;2*([[Bonus Damage]] + [[Potency]])&amp;lt;/code&amp;gt;, minimum 2&lt;br /&gt;
* Bonus damage and potency are both rounded down &amp;#039;&amp;#039;before&amp;#039;&amp;#039; being summed&lt;br /&gt;
* Damage from Broadswipes counts as an attack for setting up [[flanking]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
* Stack enough [[Bonus Damage]] and [[Potency]] and this ability can become mass-murdering.&lt;br /&gt;
* Part of a strong warrior archetype, with [[Long Reach]], [[Sentinel]], and [[Vigilance]]. [[Long Reach]] is especially valuable for increasing damage output by hitting more targets.&lt;br /&gt;
* Strong combo with [[Battledance]] or [[Spiritblade]] as a damage multiplier. &lt;br /&gt;
* Combo with [[Zealous Leap]] as both abilities benefit greatly from [[Potency]].&lt;br /&gt;
* Combo with [[Long Reach]] and or spear weapons to increase the number of targets within range.&lt;br /&gt;
* Combo with [[Shieldshear]] or [[Backslam]] to dish more damage on a swift action.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;br /&gt;
[[Category:Reaction Strike]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Stormtouched&amp;diff=17329</id>
		<title>Stormtouched</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Stormtouched&amp;diff=17329"/>
		<updated>2021-07-17T03:36:38Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Storm Arm (1st) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Stormtouched&amp;#039;&amp;#039;&amp;#039; is a [[transformation]] that can be gained by a [[hero]] during the event [[The Stormwell]].&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
The event from which this transformation is received, [[The Stormwell]], only occurs after the heroes encounter the [[Distant Thunder]] event.&lt;br /&gt;
&lt;br /&gt;
The hero can choose whether to first gain the head transformation, an arm transformation, or a leg transformation.&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
[[File:Stormtouched.png|thumb|right|A fully transformed Stormtouched warrior. Shocking!]]&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;&amp;lt;Hero&amp;gt; contains the coiled power of a storm.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stormgaze ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s eyes flash ominously.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Static Shock&amp;#039;&amp;#039;&amp;#039;: Incoming melee damage has a 30% chance to deal &amp;#039;&amp;#039;&amp;#039;2 true damage&amp;#039;&amp;#039;&amp;#039; to the attacker.&lt;br /&gt;
&lt;br /&gt;
=== Storm Arm (1st) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; arm crackles and thrums.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Jumpjolt.&amp;#039;&amp;#039;&amp;#039; Lightning surges through up to two foes, dealing half damage to the second. &amp;#039;&amp;#039;&amp;#039;Stuns&amp;#039;&amp;#039;&amp;#039; on stunt.&lt;br /&gt;
* Range: 4.6 + [[Long Reach]] + [[Sharpshooter]]&lt;br /&gt;
* Damage: &amp;lt;code&amp;gt;2 + ([[Bonus Damage]] + [[Potency]])/2&amp;lt;/code&amp;gt; (magic)&lt;br /&gt;
* Jumps to a second target within 3 range of the first&lt;br /&gt;
&lt;br /&gt;
=== Storm Arm (2nd) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; arm crackles and thrums.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Jumpjolt is upgraded to &amp;#039;&amp;#039;&amp;#039;Chain Lightning&amp;#039;&amp;#039;&amp;#039;: Lightning surges through up to three foes, dealing half damage to the second and third. &amp;#039;&amp;#039;&amp;#039;Stuns&amp;#039;&amp;#039;&amp;#039; on stunt. &lt;br /&gt;
** Damage: 2 + 1/2*(bonus damage + potency)&lt;br /&gt;
** Range: 4&lt;br /&gt;
&lt;br /&gt;
=== Storm Leg (1st) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; leg is stormy.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Thunder Stomp&amp;#039;&amp;#039;&amp;#039;: Once per turn as a swift action, stomps the ground with a small chance to &amp;#039;&amp;#039;&amp;#039;stun&amp;#039;&amp;#039;&amp;#039; enemies within range. Chance increases with &amp;#039;&amp;#039;&amp;#039;stunt chance&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Range: 1.6 + 1/3*potency&lt;br /&gt;
* -5 Block&lt;br /&gt;
&lt;br /&gt;
=== Storm Leg (2nd) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; leg is stormy.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Thunder Stomp&amp;#039;s range increases to 2.6 + 1/3*potency.&lt;br /&gt;
* -5 Block&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Theme]]&lt;br /&gt;
[[Category:Transformation]]&lt;br /&gt;
[[Category:Stunned]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Stormtouched&amp;diff=17328</id>
		<title>Stormtouched</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Stormtouched&amp;diff=17328"/>
		<updated>2021-07-17T03:35:41Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Storm Arm (1st) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Stormtouched&amp;#039;&amp;#039;&amp;#039; is a [[transformation]] that can be gained by a [[hero]] during the event [[The Stormwell]].&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
The event from which this transformation is received, [[The Stormwell]], only occurs after the heroes encounter the [[Distant Thunder]] event.&lt;br /&gt;
&lt;br /&gt;
The hero can choose whether to first gain the head transformation, an arm transformation, or a leg transformation.&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
[[File:Stormtouched.png|thumb|right|A fully transformed Stormtouched warrior. Shocking!]]&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;&amp;lt;Hero&amp;gt; contains the coiled power of a storm.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stormgaze ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s eyes flash ominously.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Static Shock&amp;#039;&amp;#039;&amp;#039;: Incoming melee damage has a 30% chance to deal &amp;#039;&amp;#039;&amp;#039;2 true damage&amp;#039;&amp;#039;&amp;#039; to the attacker.&lt;br /&gt;
&lt;br /&gt;
=== Storm Arm (1st) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; arm crackles and thrums.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Jumpjolt.&amp;#039;&amp;#039;&amp;#039; Lightning surges through up to two foes, dealing half damage to the second. &amp;#039;&amp;#039;&amp;#039;Stuns&amp;#039;&amp;#039;&amp;#039; on stunt.&lt;br /&gt;
* Range: 4.6 + [[Long Reach]] + [[Sharpshooter]]&lt;br /&gt;
* Damage: &amp;lt;code&amp;gt;2 + ([[Bonus Damage]] + [[Potency]])/2&amp;lt;/code&amp;gt; (magic)&lt;br /&gt;
&lt;br /&gt;
=== Storm Arm (2nd) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; arm crackles and thrums.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Jumpjolt is upgraded to &amp;#039;&amp;#039;&amp;#039;Chain Lightning&amp;#039;&amp;#039;&amp;#039;: Lightning surges through up to three foes, dealing half damage to the second and third. &amp;#039;&amp;#039;&amp;#039;Stuns&amp;#039;&amp;#039;&amp;#039; on stunt. &lt;br /&gt;
** Damage: 2 + 1/2*(bonus damage + potency)&lt;br /&gt;
** Range: 4&lt;br /&gt;
&lt;br /&gt;
=== Storm Leg (1st) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; leg is stormy.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Thunder Stomp&amp;#039;&amp;#039;&amp;#039;: Once per turn as a swift action, stomps the ground with a small chance to &amp;#039;&amp;#039;&amp;#039;stun&amp;#039;&amp;#039;&amp;#039; enemies within range. Chance increases with &amp;#039;&amp;#039;&amp;#039;stunt chance&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Range: 1.6 + 1/3*potency&lt;br /&gt;
* -5 Block&lt;br /&gt;
&lt;br /&gt;
=== Storm Leg (2nd) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; leg is stormy.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Thunder Stomp&amp;#039;s range increases to 2.6 + 1/3*potency.&lt;br /&gt;
* -5 Block&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Theme]]&lt;br /&gt;
[[Category:Transformation]]&lt;br /&gt;
[[Category:Stunned]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Stormtouched&amp;diff=17327</id>
		<title>Stormtouched</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Stormtouched&amp;diff=17327"/>
		<updated>2021-07-17T03:32:50Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Storm Arm (1st) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Stormtouched&amp;#039;&amp;#039;&amp;#039; is a [[transformation]] that can be gained by a [[hero]] during the event [[The Stormwell]].&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
The event from which this transformation is received, [[The Stormwell]], only occurs after the heroes encounter the [[Distant Thunder]] event.&lt;br /&gt;
&lt;br /&gt;
The hero can choose whether to first gain the head transformation, an arm transformation, or a leg transformation.&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
[[File:Stormtouched.png|thumb|right|A fully transformed Stormtouched warrior. Shocking!]]&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;&amp;lt;Hero&amp;gt; contains the coiled power of a storm.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Stormgaze ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s eyes flash ominously.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Static Shock&amp;#039;&amp;#039;&amp;#039;: Incoming melee damage has a 30% chance to deal &amp;#039;&amp;#039;&amp;#039;2 true damage&amp;#039;&amp;#039;&amp;#039; to the attacker.&lt;br /&gt;
&lt;br /&gt;
=== Storm Arm (1st) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; arm crackles and thrums.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Jumpjolt&amp;#039;&amp;#039;&amp;#039;: Lightning surges through up to two foes, dealing half damage to the second. &amp;#039;&amp;#039;&amp;#039;Stuns&amp;#039;&amp;#039;&amp;#039; on stunt.&lt;br /&gt;
** Damage: &amp;lt;code&amp;gt;2 + ([[Bonus Damage]] + [[Potency]])/2&amp;lt;/code&amp;gt; (magic)&lt;br /&gt;
** Range: 4&lt;br /&gt;
&lt;br /&gt;
=== Storm Arm (2nd) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; arm crackles and thrums.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Jumpjolt is upgraded to &amp;#039;&amp;#039;&amp;#039;Chain Lightning&amp;#039;&amp;#039;&amp;#039;: Lightning surges through up to three foes, dealing half damage to the second and third. &amp;#039;&amp;#039;&amp;#039;Stuns&amp;#039;&amp;#039;&amp;#039; on stunt. &lt;br /&gt;
** Damage: 2 + 1/2*(bonus damage + potency)&lt;br /&gt;
** Range: 4&lt;br /&gt;
&lt;br /&gt;
=== Storm Leg (1st) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; leg is stormy.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Thunder Stomp&amp;#039;&amp;#039;&amp;#039;: Once per turn as a swift action, stomps the ground with a small chance to &amp;#039;&amp;#039;&amp;#039;stun&amp;#039;&amp;#039;&amp;#039; enemies within range. Chance increases with &amp;#039;&amp;#039;&amp;#039;stunt chance&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
** Range: 1.6 + 1/3*potency&lt;br /&gt;
* -5 Block&lt;br /&gt;
&lt;br /&gt;
=== Storm Leg (2nd) ===&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;lt;Hero&amp;gt;&amp;#039;s &amp;lt;left/right&amp;gt; leg is stormy.&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Thunder Stomp&amp;#039;s range increases to 2.6 + 1/3*potency.&lt;br /&gt;
* -5 Block&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Theme]]&lt;br /&gt;
[[Category:Transformation]]&lt;br /&gt;
[[Category:Stunned]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Rogue&amp;diff=17326</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Rogue&amp;diff=17326"/>
		<updated>2021-07-17T02:58:52Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* In-Game Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Rogue&amp;#039;&amp;#039;&amp;#039; is a [[Passive ability|passive]] [[:Category:Hunter abilities|Hunter ability]] that allows the Hunter to enter [[grayplane]] after killing an enemy.&lt;br /&gt;
[[File:Rogue.png|200px|thumb|right|Duigtia entering [[grayplane]] after killing a [[Roe]]]]&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) Every time Hero kills an enemy, he/she enters grayplane for free.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Attacks against wounded targets deal &amp;#039;&amp;#039;&amp;#039;+1&amp;#039;&amp;#039;&amp;#039; damage.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
For the Rogue ability to trigger, the killing blow must be dealt by a direct Hunter ability. Standard attacks count, ranged or melee, as do damage-dealing abilities like [[Flashcone]] and counter-attacks from [[Archery]], but deaths resulting from indirect effects like [[Quellingmoss]] poison or [[Jumpjaw]] traps do not.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Rogue allows Hunters to position themselves more aggressively when they can guarantee a kill, as they will be safe from enemy attacks after entering grayplane. It also ensures that the Hunter&amp;#039;s next attack will benefit from the [[armor]]-ignoring bonus of being [[hidden]].&lt;br /&gt;
&lt;br /&gt;
Part of a strong combo with [[Thornfang]]. &lt;br /&gt;
&lt;br /&gt;
Rogue is also very valuable to an archer, since the piercing benefits of [[grayplane]] apply to arrows as well as daggers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Hunter abilities]]&lt;br /&gt;
[[Category:Hidden]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Rogue&amp;diff=17325</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Rogue&amp;diff=17325"/>
		<updated>2021-07-17T02:57:32Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Rogue&amp;#039;&amp;#039;&amp;#039; is a [[Passive ability|passive]] [[:Category:Hunter abilities|Hunter ability]] that allows the Hunter to enter [[grayplane]] after killing an enemy.&lt;br /&gt;
[[File:Rogue.png|200px|thumb|right|Duigtia entering [[grayplane]] after killing a [[Roe]]]]&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) Every time Hero kills an enemy, he/she enters grayplane for free.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
For the Rogue ability to trigger, the killing blow must be dealt by a direct Hunter ability. Standard attacks count, ranged or melee, as do damage-dealing abilities like [[Flashcone]] and counter-attacks from [[Archery]], but deaths resulting from indirect effects like [[Quellingmoss]] poison or [[Jumpjaw]] traps do not.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Rogue allows Hunters to position themselves more aggressively when they can guarantee a kill, as they will be safe from enemy attacks after entering grayplane. It also ensures that the Hunter&amp;#039;s next attack will benefit from the [[armor]]-ignoring bonus of being [[hidden]].&lt;br /&gt;
&lt;br /&gt;
Part of a strong combo with [[Thornfang]]. &lt;br /&gt;
&lt;br /&gt;
Rogue is also very valuable to an archer, since the piercing benefits of [[grayplane]] apply to arrows as well as daggers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Hunter abilities]]&lt;br /&gt;
[[Category:Hidden]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Zealous_Leap&amp;diff=17318</id>
		<title>Zealous Leap</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Zealous_Leap&amp;diff=17318"/>
		<updated>2021-07-16T14:48:49Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Zealous Leap&amp;#039;&amp;#039;&amp;#039; is an [[active ability|active]] [[Warrior]] ability.&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Active) Every other turn, as a {{iconify|swift action}}, [[Hero]] makes a daring leap up to &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; spaces away.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;Cooldown reduced from once every other turn to &amp;#039;&amp;#039;&amp;#039;once per turn&amp;#039;&amp;#039;&amp;#039;. Clears [[pin]] on use.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* {{iconify|swift action}}, range &amp;lt;code&amp;gt;3 + ½[[Potency]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Leap over enemies and scenery, but not through walls.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Combo with [[Battledance]], allowing the warrior to move with a swift action and save their action points for attacks.&lt;br /&gt;
&lt;br /&gt;
Often allows leaping behind an enemy to gain [[flanking]].&lt;br /&gt;
&lt;br /&gt;
Tends to synergize with [[Broadswipes]], as both abilities are greatly improved by [[Potency]].&lt;br /&gt;
&lt;br /&gt;
Relying on [[Zealous Leap]] for movement will tend to conflict with other abilities that need your swift action, like [[Engage]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Zealous_Leap&amp;diff=17317</id>
		<title>Zealous Leap</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Zealous_Leap&amp;diff=17317"/>
		<updated>2021-07-16T14:37:23Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Zealous Leap&amp;#039;&amp;#039;&amp;#039; is an [[active ability|active]] [[Warrior]] ability.&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Active) Every other turn, as a {{iconify|swift action}}, [[Hero]] makes a daring leap up to &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; spaces away.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;Cooldown reduced from once every other turn to &amp;#039;&amp;#039;&amp;#039;once per turn&amp;#039;&amp;#039;&amp;#039;. Clears [[pin]] on use.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* {{iconify|swift action}}, range &amp;lt;code&amp;gt;3 + ½[[Potency]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Leap over enemies and scenery, but not through walls.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Combo with [[Battledance]], allowing the warrior to move with a swift action and save their action points for attacks.&lt;br /&gt;
&lt;br /&gt;
Often allows leaping behind an enemy to gain [[flanking]].&lt;br /&gt;
&lt;br /&gt;
Combo with [[Broadswipes]], as both abilities are greatly improved by [[Potency]].&lt;br /&gt;
&lt;br /&gt;
Relying on [[Zealous Leap]] for movement will tend to conflict with other abilities that need your swift action, like [[Engage]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Zealous_Leap&amp;diff=17316</id>
		<title>Zealous Leap</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Zealous_Leap&amp;diff=17316"/>
		<updated>2021-07-16T14:34:49Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Zealous Leap&amp;#039;&amp;#039;&amp;#039; is an [[active ability|active]] [[Warrior]] ability.&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Active) Every other turn, as a {{iconify|swift action}}, [[Hero]] makes a daring leap up to &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; spaces away.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;Cooldown reduced from once every other turn to &amp;#039;&amp;#039;&amp;#039;once per turn&amp;#039;&amp;#039;&amp;#039;. Clears [[pin]] on use.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* {{iconify|swift action}}, range &amp;lt;code&amp;gt;3 + ½[[Potency]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Leap over enemies and scenery, but not through walls.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Combo with [[Battledance]], allowing the warrior to move with a swift action and save their action points for attacks.&lt;br /&gt;
&lt;br /&gt;
Often allows leaping behind an enemy to gain flanking.&lt;br /&gt;
&lt;br /&gt;
Combo with [[Broadswipes]], as both abilities are greatly improved by [[Potency]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Battledance&amp;diff=17315</id>
		<title>Battledance</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Battledance&amp;diff=17315"/>
		<updated>2021-07-16T14:32:19Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Battledance&amp;#039;&amp;#039;&amp;#039; is a [[passive ability|passive]] [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) Melee attacks only cost [[Hero]] one action.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade ==&lt;br /&gt;
 &lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;After hitting with a non-swift melee attack, if Hero still has actions left, they can move up to half their speed as a [[free action]].&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* When the hero hits with a regular melee attack, they gain an [[free action]] called &amp;#039;&amp;#039;Whirl&amp;#039;&amp;#039; which gives the free movement&lt;br /&gt;
* &amp;#039;&amp;#039;Whirl&amp;#039;&amp;#039; never triggers off {{iconify|swift action}} moves like [[Shieldshear]], even if you have used more than one this turn and are spending an action point for it&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Allows two attacks in a turn against a melee enemy who closed with the warrior on their turn. Particularly useful to a bow-wielding warrior, who more often can make use of two attacks. It also combos with Zealous Leap, which allows movement with a swift action leaving two regular actions for attacks.&lt;br /&gt;
&lt;br /&gt;
Once in a while it is valuable to be able to attack and then retreat or activate Guardian.  &lt;br /&gt;
&lt;br /&gt;
Combos with stacking [[stunt]], as double attacks give it double chances to trigger.&lt;br /&gt;
&lt;br /&gt;
[[Long Reach]] and/or spear weapons make it easier to get two enemies in range to be able to &amp;#039;&amp;#039;use&amp;#039;&amp;#039; the double attack.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Sentinel&amp;diff=17314</id>
		<title>Sentinel</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Sentinel&amp;diff=17314"/>
		<updated>2021-07-16T14:25:05Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Sentinel&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;Replaces [[Guardian]]. The warrior leaps up to two tiles in order to intercept a foe who passes nearby, performing a reaction strike.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Sentinel interrupts enemy movement.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
Using Sentinel ends a hero&amp;#039;s turn, while they wait for an enemy to approach. The hero will jump within a 2.7 tile radius in order to make a melee reaction strike against the first enemy they can hit. &lt;br /&gt;
&lt;br /&gt;
Upgraded Sentinel interrupts enemy movement. With [[knockback]] or [[Long Reach]], a melee enemy may be stopped in a place where they are unable to attack.&lt;br /&gt;
&lt;br /&gt;
* Reaction strikes from Sentinel work the same as from [[Guardian]] otherwise.&lt;br /&gt;
* Completely &amp;#039;&amp;#039;replaces&amp;#039;&amp;#039; Guardian, so it is not possible to choose a stationary defense once you gain this ability.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Sentinel allows a warrior to threaten quite a large area, especially if they are using a spear or have [[Long Reach]].  It also combos very well with [[Vigilance]].  &lt;br /&gt;
&lt;br /&gt;
Sentinel can be used to block pathways and/or jump to an ally to help them. The leap is useful for ignoring enemies and difficult terrain. &lt;br /&gt;
&lt;br /&gt;
To get value out of Sentinel, a warrior needs to have enough armor and health to survive a couple hits, and possibly advised to have a weapon with [[knockback]] as well to slam enemies into positions where they won&amp;#039;t get to make their own attacks. Without enough armor and health, Sentinel can become actively hazardous to the warrior, as they may leap out from the protection of their allies into an area where multiple foes can attack them. It can be wise to line up the sentinel warrior &amp;#039;&amp;#039;behind&amp;#039;&amp;#039; allies, so that when they leap they are still in a defensible position. &lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;br /&gt;
[[Category:Reaction Strike]]&lt;br /&gt;
[[Category:Pinned]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Sentinel&amp;diff=17313</id>
		<title>Sentinel</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Sentinel&amp;diff=17313"/>
		<updated>2021-07-16T14:24:18Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Sentinel&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;Replaces [[Guardian]]. The warrior leaps up to two tiles in order to intercept a foe who passes nearby, performing a reaction strike.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Sentinel interrupts enemy movement.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
Using Sentinel ends a hero&amp;#039;s turn, while they wait for an enemy to approach. The hero will jump within a 2.7 tile radius in order to make a melee reaction strike against the first enemy they can hit. &lt;br /&gt;
&lt;br /&gt;
Upgraded Sentinel interrupts enemy movement. With [[knockback]] or [[Long Reach]], a melee enemy may be stopped in a place where they are unable to attack.&lt;br /&gt;
&lt;br /&gt;
* Reaction strikes from Sentinel work the same as from [[Guardian]] otherwise.&lt;br /&gt;
* Completely &amp;#039;&amp;#039;replaces&amp;#039;&amp;#039; Guardian, so it is not possible to choose a stationary defense.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Sentinel allows a warrior to threaten quite a large area, especially if they are using a spear or have [[Long Reach]].  It also combos very well with [[Vigilance]].  &lt;br /&gt;
&lt;br /&gt;
Sentinel can be used to block pathways and/or jump to an ally to help them. The leap is useful for ignoring enemies and difficult terrain. &lt;br /&gt;
&lt;br /&gt;
To get value out of Sentinel, a warrior needs to have enough armor and health to survive a couple hits, and possibly advised to have a weapon with [[knockback]] as well to slam enemies into positions where they won&amp;#039;t get to make their own attacks. Without enough armor and health, Sentinel can become actively hazardous to the warrior, as they may leap out from the protection of their allies into an area where multiple foes can attack them. It can be wise to line up the sentinel warrior &amp;#039;&amp;#039;behind&amp;#039;&amp;#039; allies, so that when they leap they are still in a defensible position. &lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;br /&gt;
[[Category:Reaction Strike]]&lt;br /&gt;
[[Category:Pinned]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Sentinel&amp;diff=17312</id>
		<title>Sentinel</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Sentinel&amp;diff=17312"/>
		<updated>2021-07-16T14:23:06Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Sentinel&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;Replaces [[Guardian]]. The warrior leaps up to two tiles in order to intercept a foe who passes nearby, performing a reaction strike.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Sentinel interrupts enemy movement.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
Using Sentinel ends a hero&amp;#039;s turn, while they wait for an enemy to approach. The hero will jump within a 2.7 tile radius in order to make a melee reaction strike against the first enemy they can hit. &lt;br /&gt;
&lt;br /&gt;
Upgraded Sentinel interrupts enemy movement. With [[knockback]] or [[Long Reach]], a melee enemy may be stopped in a place where they are unable to attack.&lt;br /&gt;
&lt;br /&gt;
* Reaction strikes from Sentinel work the same as from [[Guardian]] otherwise.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Sentinel allows a warrior to threaten quite a large area, especially if they are using a spear or have [[Long Reach]].  It also combos very well with [[Vigilance]].  &lt;br /&gt;
&lt;br /&gt;
Sentinel can be used to block pathways and/or jump to an ally to help them. The leap is useful for ignoring enemies and difficult terrain. &lt;br /&gt;
&lt;br /&gt;
To get value out of Sentinel, a warrior needs to have enough armor and health to survive a couple hits, and possibly advised to have a weapon with [[knockback]] as well to slam enemies into positions where they won&amp;#039;t get to make their own attacks. Without enough armor and health, Sentinel can become actively hazardous to the warrior, as they may leap out from the protection of their allies into an area where multiple foes can attack them. It can be wise to line up the sentinel warrior &amp;#039;&amp;#039;behind&amp;#039;&amp;#039; allies, so that when they leap they are still in a defensible position. &lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;br /&gt;
[[Category:Reaction Strike]]&lt;br /&gt;
[[Category:Pinned]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Long_Reach&amp;diff=17311</id>
		<title>Long Reach</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Long_Reach&amp;diff=17311"/>
		<updated>2021-07-16T14:14:56Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* In-Game Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Long Reach&amp;#039;&amp;#039;&amp;#039; is a [[passive ability]] available to all heroes. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) The [[Hero]] has +1 range with all attacks and abilities.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Bonus Range increased from +1 to &amp;#039;&amp;#039;&amp;#039;+1.6&amp;#039;&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* +1 bonus range to melee or ranged attacks&lt;br /&gt;
&lt;br /&gt;
Receive range bonus:&lt;br /&gt;
* [[Interfusion]] range (from the mystic to the scenery object)&lt;br /&gt;
* the range of [[interfusion]] effects (from the scenery object to the targeted enemy or tile)&lt;br /&gt;
* the length of line attacks, like [[Interfuse#Fire|Fireleash]] or [[Interfuse#Bone|Bonelance]]&lt;br /&gt;
&lt;br /&gt;
These are &amp;#039;&amp;#039;NOT&amp;#039;&amp;#039; affected:&lt;br /&gt;
* the radius of AoE attacks like [[Interfuse#Wood|Splinterblast]]&lt;br /&gt;
* the radius of the [[Indignance]] aura&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
Almost every hero is glad to have more range on most things, though as a percentage increase it can be more noticeable on melee fighters.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* Strong combo with [[Broadswipes]]&lt;br /&gt;
* Extremely valuable for a [[Vigilance]] build, making it much harder for foes to just walk around you.&lt;br /&gt;
* Gives extra range on [[Zealous Leap]] and [[Windwalk]]&lt;br /&gt;
&lt;br /&gt;
=== Hunter ===&lt;br /&gt;
&lt;br /&gt;
* Helps a lot for using daggers. It&amp;#039;s especially valuable for getting value out of [[Thornfang]]+. &lt;br /&gt;
&lt;br /&gt;
=== Mystic ===&lt;br /&gt;
&lt;br /&gt;
* Extra range can often make the difference between being able to interfuse with the best target, or not.&lt;br /&gt;
* Adds affected tiles to line attacks like Bonespear and Fireleash.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:General abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Long_Reach&amp;diff=17310</id>
		<title>Long Reach</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Long_Reach&amp;diff=17310"/>
		<updated>2021-07-16T14:11:59Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Long Reach&amp;#039;&amp;#039;&amp;#039; is a [[passive ability]] available to all heroes. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) The [[Hero]] has +1 range with all attacks and abilities.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* +1 bonus range to melee or ranged attacks&lt;br /&gt;
&lt;br /&gt;
Receive range bonus:&lt;br /&gt;
* [[Interfusion]] range (from the mystic to the scenery object)&lt;br /&gt;
* the range of [[interfusion]] effects (from the scenery object to the targeted enemy or tile)&lt;br /&gt;
* the length of line attacks, like [[Interfuse#Fire|Fireleash]] or [[Interfuse#Bone|Bonelance]]&lt;br /&gt;
&lt;br /&gt;
These are &amp;#039;&amp;#039;NOT&amp;#039;&amp;#039; affected:&lt;br /&gt;
* the radius of AoE attacks like [[Interfuse#Wood|Splinterblast]]&lt;br /&gt;
* the radius of the [[Indignance]] aura&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
Almost every hero is glad to have more range on most things, though as a percentage increase it can be more noticeable on melee fighters.&lt;br /&gt;
&lt;br /&gt;
=== Warrior ===&lt;br /&gt;
* Strong combo with [[Broadswipes]]&lt;br /&gt;
* Extremely valuable for a [[Vigilance]] build, making it much harder for foes to just walk around you.&lt;br /&gt;
* Gives extra range on [[Zealous Leap]] and [[Windwalk]]&lt;br /&gt;
&lt;br /&gt;
=== Hunter ===&lt;br /&gt;
&lt;br /&gt;
* Helps a lot for using daggers. It&amp;#039;s especially valuable for getting value out of [[Thornfang]]+. &lt;br /&gt;
&lt;br /&gt;
=== Mystic ===&lt;br /&gt;
&lt;br /&gt;
* Extra range can often make the difference between being able to interfuse with the best target, or not.&lt;br /&gt;
* Adds affected tiles to line attacks like Bonespear and Fireleash.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:General abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Broadswipes&amp;diff=17309</id>
		<title>Broadswipes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Broadswipes&amp;diff=17309"/>
		<updated>2021-07-16T14:08:14Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Broadswipes&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) [[Hero]]&amp;#039;s melee attacks deal &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; damage to all other foes within range.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Broadswipes deals twice as much damage to enemies within range.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* Damage = &amp;lt;code&amp;gt;[[Bonus Damage]] + [[Potency]]&amp;lt;/code&amp;gt;, minimum 1&lt;br /&gt;
** Upgraded damage = &amp;lt;code&amp;gt;2*([[Bonus Damage]] + [[Potency]])&amp;lt;/code&amp;gt;, minimum 2&lt;br /&gt;
* Bonus damage and potency are both rounded down &amp;#039;&amp;#039;before&amp;#039;&amp;#039; being summed&lt;br /&gt;
* Damage from Broadswipes counts as an attack for setting up [[flanking]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
* Stack enough [[Bonus Damage]] and [[Potency]] and this ability can become mass-murdering.&lt;br /&gt;
* Part of a strong warrior archetype, with [[Long Reach]], [[Sentinel]], and [[Vigilance]]. [[Long Reach]] is especially valuable for increasing damage output by hitting more targets.&lt;br /&gt;
* Strong combo with [[Battledance]] or [[Spiritblade]] as a damage multiplier. &lt;br /&gt;
* Combo with [[Zealous Leap]] as both abilities benefit greatly from [[Potency]].&lt;br /&gt;
* Combo with [[Long Reach]] and or spear weapons to increase the number of targets within range.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;br /&gt;
[[Category:Reaction Strike]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Broadswipes&amp;diff=17308</id>
		<title>Broadswipes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Broadswipes&amp;diff=17308"/>
		<updated>2021-07-16T14:03:33Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Uses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Broadswipes&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) [[Hero]]&amp;#039;s melee attacks deal &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; damage to all other foes within range.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Broadswipes deals twice as much damage to enemies within range.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* Damage = &amp;lt;code&amp;gt;[[Bonus Damage]] + [[Potency]]&amp;lt;/code&amp;gt;, minimum 1&lt;br /&gt;
** Upgraded damage = &amp;lt;code&amp;gt;2*([[Bonus Damage]] + [[Potency]])&amp;lt;/code&amp;gt;, minimum 2&lt;br /&gt;
* Bonus damage and potency are both rounded down &amp;#039;&amp;#039;before&amp;#039;&amp;#039; being summed&lt;br /&gt;
* Damage from Broadswipes counts as an attack for setting up [[flanking]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
* Stack enough [[Bonus Damage]] and [[Potency]] and this ability can become mass-murdering.&lt;br /&gt;
* Part of a strong warrior archetype, with [[Long Reach]], [[Sentinel]], and [[Vigilance]]. [[Long Reach]] is especially valuable for increasing damage output by hitting more targets.&lt;br /&gt;
* Strong combo with [[Battledance]] or [[Spiritblade]] as a damage multiplier. &lt;br /&gt;
* Combo with [[Zealous Leap]] as both abilities benefit greatly from [[Potency]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;br /&gt;
[[Category:Reaction Strike]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Broadswipes&amp;diff=17307</id>
		<title>Broadswipes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Broadswipes&amp;diff=17307"/>
		<updated>2021-07-16T14:00:59Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Broadswipes&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) [[Hero]]&amp;#039;s melee attacks deal &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; damage to all other foes within range.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Broadswipes deals twice as much damage to enemies within range.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* Damage = &amp;lt;code&amp;gt;[[Bonus Damage]] + [[Potency]]&amp;lt;/code&amp;gt;, minimum 1&lt;br /&gt;
** Upgraded damage = &amp;lt;code&amp;gt;2*([[Bonus Damage]] + [[Potency]])&amp;lt;/code&amp;gt;, minimum 2&lt;br /&gt;
* Bonus damage and potency are both rounded down &amp;#039;&amp;#039;before&amp;#039;&amp;#039; being summed&lt;br /&gt;
* Damage from Broadswipes counts as an attack for setting up [[flanking]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
* Stack enough [[Bonus Damage]] and [[Potency]] and this ability can become mass-murdering.&lt;br /&gt;
* Part of a strong warrior archetype, with [[Long Reach]], [[Sentinel]], and [[Vigilance]]. [[Long Reach]] is especially valuable for increasing damage output by hitting more targets.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;br /&gt;
[[Category:Reaction Strike]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Broadswipes&amp;diff=17306</id>
		<title>Broadswipes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Broadswipes&amp;diff=17306"/>
		<updated>2021-07-16T14:00:31Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Broadswipes&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) [[Hero]]&amp;#039;s melee attacks deal &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; damage to all other foes within range.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Broadswipes deals twice as much damage to enemies within range.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* Damage done = &amp;lt;code&amp;gt;[[Bonus Damage]] + [[Potency]]&amp;lt;/code&amp;gt;, minimum 1; upgraded &amp;lt;code&amp;gt;2*([[Bonus Damage]] + [[Potency]])&amp;lt;/code&amp;gt;, minimum 2&lt;br /&gt;
* Bonus damage and potency are both rounded down &amp;#039;&amp;#039;before&amp;#039;&amp;#039; being summed&lt;br /&gt;
* Damage from Broadswipes counts as an attack for setting up [[flanking]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
* Stack enough [[Bonus Damage]] and [[Potency]] and this ability can become mass-murdering.&lt;br /&gt;
* Part of a strong warrior archetype, with [[Long Reach]], [[Sentinel]], and [[Vigilance]]. [[Long Reach]] is especially valuable for increasing damage output by hitting more targets.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;br /&gt;
[[Category:Reaction Strike]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Broadswipes&amp;diff=17305</id>
		<title>Broadswipes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Broadswipes&amp;diff=17305"/>
		<updated>2021-07-16T13:58:59Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* In-Game Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Broadswipes&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) [[Hero]]&amp;#039;s melee attacks deal &amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039; damage to all other foes within range.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Broadswipes deals twice as much damage to enemies within range.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* Damage done = &amp;lt;code&amp;gt;[[Bonus Damage]] + [[Potency]]&amp;lt;/code&amp;gt;&lt;br /&gt;
* Bonus damage and potency are both rounded down &amp;#039;&amp;#039;before&amp;#039;&amp;#039; being summed&lt;br /&gt;
* Damage from Broadswipes counts as an attack for setting up [[flanking]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
* Stack enough [[Bonus Damage]] and [[Potency]] and this ability can become mass-murdering.&lt;br /&gt;
* Part of a strong warrior archetype, with [[Long Reach]], [[Sentinel]], and [[Vigilance]]. [[Long Reach]] is especially valuable for increasing damage output by hitting more targets.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;br /&gt;
[[Category:Reaction Strike]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Spiritblade&amp;diff=17304</id>
		<title>Spiritblade</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Spiritblade&amp;diff=17304"/>
		<updated>2021-07-16T13:41:28Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Burning Arrow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Spiritblade&amp;#039;&amp;#039;&amp;#039; is a [[Mystic]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive/Active) When allies stand next to an [[interfuse]]d object, they gain +1 damage; Interfused blazes can be used to grant nearby allies fiery attacks.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Allies directly adjacent to an interfused object get +10 Stunt Chance &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Blazing Sword/Burning Arrow:&amp;#039;&amp;#039;&amp;#039; Changed from turn-ending actions to single actions.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* The ally must stand directly adjacent to the interfused object; diagonal does not count.&lt;br /&gt;
* The Spiritblade aura is only created around interfused objects, not Blazes (or any non-stationary target?)&lt;br /&gt;
* +1 [[bonus damage]] only benefits physical attacks&lt;br /&gt;
&lt;br /&gt;
The mystic gains the following abilities when interfused with a Blaze.&lt;br /&gt;
&lt;br /&gt;
=== Burning Arrow ===&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;When interfused with a blaze, grant a free ranged attack to a nearby ally. The attack has pierce equal to [[Hero]]&amp;#039;s potency and creates a blaze at the target.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Ally must be equipped with a ranged weapon, within 5.6 tiles of the blaze &lt;br /&gt;
* The attack happens immediately when the mystic takes the Burning Arrow action. &lt;br /&gt;
* The attack uses the ally&amp;#039;s ranged accuracy, weapon range, damage and some effects&lt;br /&gt;
* Attacker&amp;#039;s abilities that &amp;#039;&amp;#039;&amp;#039;are&amp;#039;&amp;#039;&amp;#039; used (as of v1.0):&lt;br /&gt;
** General:&lt;br /&gt;
** Warrior:&lt;br /&gt;
** Mystic:&lt;br /&gt;
** Hunter:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Not&amp;#039;&amp;#039;&amp;#039; used:&lt;br /&gt;
** General:&lt;br /&gt;
** Warrior: &lt;br /&gt;
** Mystic: [[Vigorflow]]&lt;br /&gt;
** Hunter: [[Ember Arrows]], [[Quellingmoss]]&lt;br /&gt;
&lt;br /&gt;
=== Blazing Sword ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;When interfused with a blaze, grant a free melee attack to a nearby ally. The attack deals bonus damage and creates a blaze.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Ally must be equipped with a melee weapon, within 5.6 tiles of the blaze&lt;br /&gt;
* The attack happens immediately when the mystic takes the Blazing Sword action&lt;br /&gt;
* The attack uses the ally&amp;#039;s melee accuracy, weapon range, damage and effects&lt;br /&gt;
* Attacker&amp;#039;s abilities that &amp;#039;&amp;#039;&amp;#039;are&amp;#039;&amp;#039;&amp;#039; used (as of v1.0):&lt;br /&gt;
** General:&lt;br /&gt;
** Warrior: [[Broadswipes]]&lt;br /&gt;
** Mystic:&lt;br /&gt;
** Hunter:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Not&amp;#039;&amp;#039;&amp;#039; used:&lt;br /&gt;
** General: [[Long Reach]]&lt;br /&gt;
** Warrior: &lt;br /&gt;
** Mystic: [[Vigorflow]]&lt;br /&gt;
** Hunter: [[Rogue]], [[Thornfang]]&lt;br /&gt;
&lt;br /&gt;
=== Both ===&lt;br /&gt;
&lt;br /&gt;
These details apply to both Burning Arrow and Blazing Sword:&lt;br /&gt;
&lt;br /&gt;
* A leashed Blaze is required; lamps, forges and campfires do not qualify&lt;br /&gt;
* The attack gains [[pierce]] equal to the mystic&amp;#039;s [[Potency]]&lt;br /&gt;
* The blaze created on the target&amp;#039;s tile causes additional damage at the beginning of the target&amp;#039;s next turn. &lt;br /&gt;
* If the ally is hidden they are revealed.&lt;br /&gt;
* If the target is killed, it counts as a kill by the mystic and not the ally, so abilities such as [[Wolfcall]] and [[Thornfang]] do not trigger.&lt;br /&gt;
* As of v1.0, the attacks do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; take advantage of bonus damage from [[Vigorflow]] or [[Bloodrage]].&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;Burning Arrow&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Blazing Shield&amp;#039;&amp;#039; are greatly improved when the party has a reliable means to start fires at will, such as [[Ignite]] or [[Raider]].&lt;br /&gt;
&lt;br /&gt;
[[Elementalist]] lets your leashed Blaze continue burning indefinitely without needing [[debris]].&lt;br /&gt;
&lt;br /&gt;
A spiritblade mystic doesn&amp;#039;t need [[Spell Damage]] and doesn&amp;#039;t need to compete with other mystics for interfusion targets, so can co-exist well in a party with more than one mystic.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Burning Arrow&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Blazing Shield&amp;#039;&amp;#039; are an excellent insurance policy for reducing RNG variance. Let all your heroes take their 85-90% attacks, and use spiritblade for a do-over on whatever misses.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Mystic abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Spiritblade&amp;diff=17303</id>
		<title>Spiritblade</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Spiritblade&amp;diff=17303"/>
		<updated>2021-07-16T13:41:08Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Blazing Sword */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Spiritblade&amp;#039;&amp;#039;&amp;#039; is a [[Mystic]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive/Active) When allies stand next to an [[interfuse]]d object, they gain +1 damage; Interfused blazes can be used to grant nearby allies fiery attacks.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Allies directly adjacent to an interfused object get +10 Stunt Chance &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Blazing Sword/Burning Arrow:&amp;#039;&amp;#039;&amp;#039; Changed from turn-ending actions to single actions.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* The ally must stand directly adjacent to the interfused object; diagonal does not count.&lt;br /&gt;
* The Spiritblade aura is only created around interfused objects, not Blazes (or any non-stationary target?)&lt;br /&gt;
* +1 [[bonus damage]] only benefits physical attacks&lt;br /&gt;
&lt;br /&gt;
The mystic gains the following abilities when interfused with a Blaze.&lt;br /&gt;
&lt;br /&gt;
=== Burning Arrow ===&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;When interfused with a blaze, grant a free ranged attack to a nearby ally. The attack has pierce equal to [[Hero]]&amp;#039;s potency and creates a blaze at the target.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Ally must be equipped with a ranged weapon, within 5.6 tiles of the blaze &lt;br /&gt;
* The attack happens immediately when the mystic takes the Burning Arrow action. &lt;br /&gt;
* The attack uses the ally&amp;#039;s ranged accuracy, weapon range, damage and some effects&lt;br /&gt;
* Attacker&amp;#039;s abilities that &amp;#039;&amp;#039;&amp;#039;are&amp;#039;&amp;#039;&amp;#039; used (as of v1.0):&lt;br /&gt;
** General:&lt;br /&gt;
** Warrior:&lt;br /&gt;
** Mystic:&lt;br /&gt;
** Hunter:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Not&amp;#039;&amp;#039;&amp;#039; used:&lt;br /&gt;
** General:&lt;br /&gt;
** Warrior: &lt;br /&gt;
** Mystic:&lt;br /&gt;
** Hunter: [[Ember Arrows]], [[Quellingmoss]]&lt;br /&gt;
&lt;br /&gt;
=== Blazing Sword ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;When interfused with a blaze, grant a free melee attack to a nearby ally. The attack deals bonus damage and creates a blaze.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Ally must be equipped with a melee weapon, within 5.6 tiles of the blaze&lt;br /&gt;
* The attack happens immediately when the mystic takes the Blazing Sword action&lt;br /&gt;
* The attack uses the ally&amp;#039;s melee accuracy, weapon range, damage and effects&lt;br /&gt;
* Attacker&amp;#039;s abilities that &amp;#039;&amp;#039;&amp;#039;are&amp;#039;&amp;#039;&amp;#039; used (as of v1.0):&lt;br /&gt;
** General:&lt;br /&gt;
** Warrior: [[Broadswipes]]&lt;br /&gt;
** Mystic:&lt;br /&gt;
** Hunter:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Not&amp;#039;&amp;#039;&amp;#039; used:&lt;br /&gt;
** General: [[Long Reach]]&lt;br /&gt;
** Warrior: &lt;br /&gt;
** Mystic: [[Vigorflow]]&lt;br /&gt;
** Hunter: [[Rogue]], [[Thornfang]]&lt;br /&gt;
&lt;br /&gt;
=== Both ===&lt;br /&gt;
&lt;br /&gt;
These details apply to both Burning Arrow and Blazing Sword:&lt;br /&gt;
&lt;br /&gt;
* A leashed Blaze is required; lamps, forges and campfires do not qualify&lt;br /&gt;
* The attack gains [[pierce]] equal to the mystic&amp;#039;s [[Potency]]&lt;br /&gt;
* The blaze created on the target&amp;#039;s tile causes additional damage at the beginning of the target&amp;#039;s next turn. &lt;br /&gt;
* If the ally is hidden they are revealed.&lt;br /&gt;
* If the target is killed, it counts as a kill by the mystic and not the ally, so abilities such as [[Wolfcall]] and [[Thornfang]] do not trigger.&lt;br /&gt;
* As of v1.0, the attacks do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; take advantage of bonus damage from [[Vigorflow]] or [[Bloodrage]].&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;Burning Arrow&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Blazing Shield&amp;#039;&amp;#039; are greatly improved when the party has a reliable means to start fires at will, such as [[Ignite]] or [[Raider]].&lt;br /&gt;
&lt;br /&gt;
[[Elementalist]] lets your leashed Blaze continue burning indefinitely without needing [[debris]].&lt;br /&gt;
&lt;br /&gt;
A spiritblade mystic doesn&amp;#039;t need [[Spell Damage]] and doesn&amp;#039;t need to compete with other mystics for interfusion targets, so can co-exist well in a party with more than one mystic.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Burning Arrow&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Blazing Shield&amp;#039;&amp;#039; are an excellent insurance policy for reducing RNG variance. Let all your heroes take their 85-90% attacks, and use spiritblade for a do-over on whatever misses.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Mystic abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Spiritblade&amp;diff=17302</id>
		<title>Spiritblade</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Spiritblade&amp;diff=17302"/>
		<updated>2021-07-16T13:39:45Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Burning Arrow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Spiritblade&amp;#039;&amp;#039;&amp;#039; is a [[Mystic]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive/Active) When allies stand next to an [[interfuse]]d object, they gain +1 damage; Interfused blazes can be used to grant nearby allies fiery attacks.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Allies directly adjacent to an interfused object get +10 Stunt Chance &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Blazing Sword/Burning Arrow:&amp;#039;&amp;#039;&amp;#039; Changed from turn-ending actions to single actions.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* The ally must stand directly adjacent to the interfused object; diagonal does not count.&lt;br /&gt;
* The Spiritblade aura is only created around interfused objects, not Blazes (or any non-stationary target?)&lt;br /&gt;
* +1 [[bonus damage]] only benefits physical attacks&lt;br /&gt;
&lt;br /&gt;
The mystic gains the following abilities when interfused with a Blaze.&lt;br /&gt;
&lt;br /&gt;
=== Burning Arrow ===&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;When interfused with a blaze, grant a free ranged attack to a nearby ally. The attack has pierce equal to [[Hero]]&amp;#039;s potency and creates a blaze at the target.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Ally must be equipped with a ranged weapon, within 5.6 tiles of the blaze &lt;br /&gt;
* The attack happens immediately when the mystic takes the Burning Arrow action. &lt;br /&gt;
* The attack uses the ally&amp;#039;s ranged accuracy, weapon range, damage and some effects&lt;br /&gt;
* Attacker&amp;#039;s abilities that &amp;#039;&amp;#039;&amp;#039;are&amp;#039;&amp;#039;&amp;#039; used (as of v1.0):&lt;br /&gt;
** General:&lt;br /&gt;
** Warrior:&lt;br /&gt;
** Mystic:&lt;br /&gt;
** Hunter:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Not&amp;#039;&amp;#039;&amp;#039; used:&lt;br /&gt;
** General:&lt;br /&gt;
** Warrior: &lt;br /&gt;
** Mystic:&lt;br /&gt;
** Hunter: [[Ember Arrows]], [[Quellingmoss]]&lt;br /&gt;
&lt;br /&gt;
=== Blazing Sword ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;When interfused with a blaze, grant a free melee attack to a nearby ally. The attack deals bonus damage and creates a blaze.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Ally must be equipped with a melee weapon, within 5.6 tiles of the blaze&lt;br /&gt;
* The attack happens immediately when the mystic takes the Blazing Sword action&lt;br /&gt;
* The attack uses the ally&amp;#039;s melee accuracy, weapon range, damage and effects&lt;br /&gt;
* Attacker&amp;#039;s abilities that &amp;#039;&amp;#039;&amp;#039;are&amp;#039;&amp;#039;&amp;#039; used (as of v1.0):&lt;br /&gt;
** General:&lt;br /&gt;
** Warrior: [[Broadswipes]]&lt;br /&gt;
** Mystic:&lt;br /&gt;
** Hunter:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Not&amp;#039;&amp;#039;&amp;#039; used:&lt;br /&gt;
** General: [[Long Reach]]&lt;br /&gt;
** Warrior: &lt;br /&gt;
** Mystic:&lt;br /&gt;
** Hunter: [[Rogue]], [[Thornfang]]&lt;br /&gt;
&lt;br /&gt;
=== Both ===&lt;br /&gt;
&lt;br /&gt;
These details apply to both Burning Arrow and Blazing Sword:&lt;br /&gt;
&lt;br /&gt;
* A leashed Blaze is required; lamps, forges and campfires do not qualify&lt;br /&gt;
* The attack gains [[pierce]] equal to the mystic&amp;#039;s [[Potency]]&lt;br /&gt;
* The blaze created on the target&amp;#039;s tile causes additional damage at the beginning of the target&amp;#039;s next turn. &lt;br /&gt;
* If the ally is hidden they are revealed.&lt;br /&gt;
* If the target is killed, it counts as a kill by the mystic and not the ally, so abilities such as [[Wolfcall]] and [[Thornfang]] do not trigger.&lt;br /&gt;
* As of v1.0, the attacks do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; take advantage of bonus damage from [[Vigorflow]] or [[Bloodrage]].&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;Burning Arrow&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Blazing Shield&amp;#039;&amp;#039; are greatly improved when the party has a reliable means to start fires at will, such as [[Ignite]] or [[Raider]].&lt;br /&gt;
&lt;br /&gt;
[[Elementalist]] lets your leashed Blaze continue burning indefinitely without needing [[debris]].&lt;br /&gt;
&lt;br /&gt;
A spiritblade mystic doesn&amp;#039;t need [[Spell Damage]] and doesn&amp;#039;t need to compete with other mystics for interfusion targets, so can co-exist well in a party with more than one mystic.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Burning Arrow&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Blazing Shield&amp;#039;&amp;#039; are an excellent insurance policy for reducing RNG variance. Let all your heroes take their 85-90% attacks, and use spiritblade for a do-over on whatever misses.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Mystic abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Spiritblade&amp;diff=17301</id>
		<title>Spiritblade</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Spiritblade&amp;diff=17301"/>
		<updated>2021-07-16T13:39:19Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Blazing Sword */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Spiritblade&amp;#039;&amp;#039;&amp;#039; is a [[Mystic]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive/Active) When allies stand next to an [[interfuse]]d object, they gain +1 damage; Interfused blazes can be used to grant nearby allies fiery attacks.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Allies directly adjacent to an interfused object get +10 Stunt Chance &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Blazing Sword/Burning Arrow:&amp;#039;&amp;#039;&amp;#039; Changed from turn-ending actions to single actions.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* The ally must stand directly adjacent to the interfused object; diagonal does not count.&lt;br /&gt;
* The Spiritblade aura is only created around interfused objects, not Blazes (or any non-stationary target?)&lt;br /&gt;
* +1 [[bonus damage]] only benefits physical attacks&lt;br /&gt;
&lt;br /&gt;
The mystic gains the following abilities when interfused with a Blaze.&lt;br /&gt;
&lt;br /&gt;
=== Burning Arrow ===&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;When interfused with a blaze, grant a free ranged attack to a nearby ally. The attack has pierce equal to [[Hero]]&amp;#039;s potency and creates a blaze at the target.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Ally must be equipped with a ranged weapon, within 5.6 tiles of the blaze &lt;br /&gt;
* The attack happens immediately when the mystic takes the Burning Arrow action. &lt;br /&gt;
* The attack uses the ally&amp;#039;s ranged accuracy, weapon range, damage and some effects&lt;br /&gt;
* Attacker&amp;#039;s abilities that &amp;#039;&amp;#039;&amp;#039;are&amp;#039;&amp;#039;&amp;#039; used:&lt;br /&gt;
** General:&lt;br /&gt;
** Warrior:&lt;br /&gt;
** Mystic:&lt;br /&gt;
** Hunter:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Not&amp;#039;&amp;#039;&amp;#039; used:&lt;br /&gt;
** General:&lt;br /&gt;
** Warrior: &lt;br /&gt;
** Mystic:&lt;br /&gt;
** Hunter: [[Ember Arrows]], [[Quellingmoss]]&lt;br /&gt;
&lt;br /&gt;
=== Blazing Sword ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;When interfused with a blaze, grant a free melee attack to a nearby ally. The attack deals bonus damage and creates a blaze.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Ally must be equipped with a melee weapon, within 5.6 tiles of the blaze&lt;br /&gt;
* The attack happens immediately when the mystic takes the Blazing Sword action&lt;br /&gt;
* The attack uses the ally&amp;#039;s melee accuracy, weapon range, damage and effects&lt;br /&gt;
* Attacker&amp;#039;s abilities that &amp;#039;&amp;#039;&amp;#039;are&amp;#039;&amp;#039;&amp;#039; used (as of v1.0):&lt;br /&gt;
** General:&lt;br /&gt;
** Warrior: [[Broadswipes]]&lt;br /&gt;
** Mystic:&lt;br /&gt;
** Hunter:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Not&amp;#039;&amp;#039;&amp;#039; used:&lt;br /&gt;
** General: [[Long Reach]]&lt;br /&gt;
** Warrior: &lt;br /&gt;
** Mystic:&lt;br /&gt;
** Hunter: [[Rogue]], [[Thornfang]]&lt;br /&gt;
&lt;br /&gt;
=== Both ===&lt;br /&gt;
&lt;br /&gt;
These details apply to both Burning Arrow and Blazing Sword:&lt;br /&gt;
&lt;br /&gt;
* A leashed Blaze is required; lamps, forges and campfires do not qualify&lt;br /&gt;
* The attack gains [[pierce]] equal to the mystic&amp;#039;s [[Potency]]&lt;br /&gt;
* The blaze created on the target&amp;#039;s tile causes additional damage at the beginning of the target&amp;#039;s next turn. &lt;br /&gt;
* If the ally is hidden they are revealed.&lt;br /&gt;
* If the target is killed, it counts as a kill by the mystic and not the ally, so abilities such as [[Wolfcall]] and [[Thornfang]] do not trigger.&lt;br /&gt;
* As of v1.0, the attacks do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; take advantage of bonus damage from [[Vigorflow]] or [[Bloodrage]].&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;Burning Arrow&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Blazing Shield&amp;#039;&amp;#039; are greatly improved when the party has a reliable means to start fires at will, such as [[Ignite]] or [[Raider]].&lt;br /&gt;
&lt;br /&gt;
[[Elementalist]] lets your leashed Blaze continue burning indefinitely without needing [[debris]].&lt;br /&gt;
&lt;br /&gt;
A spiritblade mystic doesn&amp;#039;t need [[Spell Damage]] and doesn&amp;#039;t need to compete with other mystics for interfusion targets, so can co-exist well in a party with more than one mystic.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Burning Arrow&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Blazing Shield&amp;#039;&amp;#039; are an excellent insurance policy for reducing RNG variance. Let all your heroes take their 85-90% attacks, and use spiritblade for a do-over on whatever misses.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Mystic abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Spiritblade&amp;diff=17300</id>
		<title>Spiritblade</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Spiritblade&amp;diff=17300"/>
		<updated>2021-07-16T13:38:07Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Burning Arrow */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Spiritblade&amp;#039;&amp;#039;&amp;#039; is a [[Mystic]] [[:Category:Ability|ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive/Active) When allies stand next to an [[interfuse]]d object, they gain +1 damage; Interfused blazes can be used to grant nearby allies fiery attacks.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Allies directly adjacent to an interfused object get +10 Stunt Chance &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Blazing Sword/Burning Arrow:&amp;#039;&amp;#039;&amp;#039; Changed from turn-ending actions to single actions.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* The ally must stand directly adjacent to the interfused object; diagonal does not count.&lt;br /&gt;
* The Spiritblade aura is only created around interfused objects, not Blazes (or any non-stationary target?)&lt;br /&gt;
* +1 [[bonus damage]] only benefits physical attacks&lt;br /&gt;
&lt;br /&gt;
The mystic gains the following abilities when interfused with a Blaze.&lt;br /&gt;
&lt;br /&gt;
=== Burning Arrow ===&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;When interfused with a blaze, grant a free ranged attack to a nearby ally. The attack has pierce equal to [[Hero]]&amp;#039;s potency and creates a blaze at the target.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Ally must be equipped with a ranged weapon, within 5.6 tiles of the blaze &lt;br /&gt;
* The attack happens immediately when the mystic takes the Burning Arrow action. &lt;br /&gt;
* The attack uses the ally&amp;#039;s ranged accuracy, weapon range, damage and some effects&lt;br /&gt;
* Attacker&amp;#039;s abilities that &amp;#039;&amp;#039;&amp;#039;are&amp;#039;&amp;#039;&amp;#039; used:&lt;br /&gt;
** General:&lt;br /&gt;
** Warrior:&lt;br /&gt;
** Mystic:&lt;br /&gt;
** Hunter:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Not&amp;#039;&amp;#039;&amp;#039; used:&lt;br /&gt;
** General:&lt;br /&gt;
** Warrior: &lt;br /&gt;
** Mystic:&lt;br /&gt;
** Hunter: [[Ember Arrows]], [[Quellingmoss]]&lt;br /&gt;
&lt;br /&gt;
=== Blazing Sword ===&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;When interfused with a blaze, grant a free melee attack to a nearby ally. The attack deals bonus damage and creates a blaze.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Ally must be equipped with a melee weapon, within 5.6 tiles of the blaze&lt;br /&gt;
* The attack happens immediately when the mystic takes the Blazing Sword action&lt;br /&gt;
* The attack uses the ally&amp;#039;s melee accuracy, weapon range, damage and effects&lt;br /&gt;
* As of v1.0, the attack does &amp;#039;&amp;#039;not&amp;#039;&amp;#039; use the ally&amp;#039;s [[Long Reach]]; this may be a bug&lt;br /&gt;
* Blazing Sword &amp;#039;&amp;#039;does&amp;#039;&amp;#039; trigger [[Broadswipes]].&lt;br /&gt;
&lt;br /&gt;
=== Both ===&lt;br /&gt;
&lt;br /&gt;
These details apply to both Burning Arrow and Blazing Sword:&lt;br /&gt;
&lt;br /&gt;
* A leashed Blaze is required; lamps, forges and campfires do not qualify&lt;br /&gt;
* The attack gains [[pierce]] equal to the mystic&amp;#039;s [[Potency]]&lt;br /&gt;
* The blaze created on the target&amp;#039;s tile causes additional damage at the beginning of the target&amp;#039;s next turn. &lt;br /&gt;
* If the ally is hidden they are revealed.&lt;br /&gt;
* If the target is killed, it counts as a kill by the mystic and not the ally, so abilities such as [[Wolfcall]] and [[Thornfang]] do not trigger.&lt;br /&gt;
* As of v1.0, the attacks do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; take advantage of bonus damage from [[Vigorflow]] or [[Bloodrage]].&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;Burning Arrow&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Blazing Shield&amp;#039;&amp;#039; are greatly improved when the party has a reliable means to start fires at will, such as [[Ignite]] or [[Raider]].&lt;br /&gt;
&lt;br /&gt;
[[Elementalist]] lets your leashed Blaze continue burning indefinitely without needing [[debris]].&lt;br /&gt;
&lt;br /&gt;
A spiritblade mystic doesn&amp;#039;t need [[Spell Damage]] and doesn&amp;#039;t need to compete with other mystics for interfusion targets, so can co-exist well in a party with more than one mystic.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Burning Arrow&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Blazing Shield&amp;#039;&amp;#039; are an excellent insurance policy for reducing RNG variance. Let all your heroes take their 85-90% attacks, and use spiritblade for a do-over on whatever misses.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Mystic abilities]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Stat&amp;diff=17287</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Stat&amp;diff=17287"/>
		<updated>2021-07-15T19:00:12Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Base values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Stats&amp;#039;&amp;#039;&amp;#039; in Wildermyth cover a broad range of situations. This article will discuss those stats that govern not just the combat ability of [[Hero]]es and [[Monster]]s, but also temporary conditions, such as injuries.&lt;br /&gt;
&lt;br /&gt;
== Base values ==&lt;br /&gt;
&lt;br /&gt;
The starting values for a young adult human depend slightly on the difficulty level. As of release 1.0, they are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! &amp;amp;nbsp; !! style=&amp;quot;width:7.5em&amp;quot; | Storyteller !! style=&amp;quot;width:7.5em&amp;quot; | Adventurer !! style=&amp;quot;width:7.5em&amp;quot; | Tragic Hero !! style=&amp;quot;width:7.5em&amp;quot; | Walking Lunch&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Health || 7 || 6 || colspan=2 | 5 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Speed || colspan=4 | 1 (+3.4 for 2 natural legs)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Armor || 1 || 0.4 || colspan=2 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Warding || colspan=4 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Melee Accuracy || 105 || colspan=2 | 100 || 97&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Range Accuracy || colspan=3 | 100 || 97&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Stunt Chance || colspan=3 | 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Bonus Damage || 1 || 0.4 || colspan=2 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Potency || 1 || 0.4 || colspan=2 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Dodge || 50 || colspan=3 | 45 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Block || colspan=4 | 45 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Perception || colspan=4 | 10 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Recovery Rate || 40 || 30 || colspan=2 | 25 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Retirement Age || colspan=4 | 45 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Charisma || colspan=4 | 15 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Tenacity || colspan=4 | 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Combat-Relevant Stats=&lt;br /&gt;
&lt;br /&gt;
Though players may encounter fractional stats gains through gear and events (e.g. 4.5 armor), Wildermyth ultimately rounds these stats down.&lt;br /&gt;
&lt;br /&gt;
==Health==&lt;br /&gt;
Health determines how many injuries a hero can sustain before they must make a [[mortal choice]]. &amp;#039;&amp;#039;Health&amp;#039;&amp;#039; is the hero&amp;#039;s &amp;#039;&amp;#039;maximum&amp;#039;&amp;#039; hit points, and does not change in combat. A hero&amp;#039;s &amp;#039;&amp;#039;current hit points&amp;#039;&amp;#039; is equal to Health + [[temporary health]] – [[injury]].&lt;br /&gt;
&lt;br /&gt;
==Speed==&lt;br /&gt;
How many squares you can [[move]] in one action.&lt;br /&gt;
&lt;br /&gt;
Humans start with a base speed, modified +1.7 by each of their natural legs they still have. It is also modified by age and by various [[Gear#Augments|augments]] and [[theme]]s.&lt;br /&gt;
&lt;br /&gt;
On the Stats pane of the [[Character Sheet]], the value is shown rounded down, but when [[move|moving]] on the [[battle map]], you use your full unrounded Speed value. Click on the Speed line on the character sheet to see the actual value and the factors that go into it.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&amp;#039;&amp;#039;See main article [[Armor]]&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Armor, as indicated by blue shields on a unit, subtracts from incoming physical damage. Each point of armor represents 1 less damage taken. Armor can come from many sources but most typically stems from gear.&lt;br /&gt;
&lt;br /&gt;
[[Shred|Shredding]] attacks reduce armor count for the current [[mission]], while [[Pierce|Piercing]] attacks ignore a certain amount of armor.&lt;br /&gt;
&lt;br /&gt;
==Warding==&lt;br /&gt;
[[Warding]] represents damage reduction for magic and elemental attacks.&lt;br /&gt;
&lt;br /&gt;
==Melee Accuracy==&lt;br /&gt;
&lt;br /&gt;
Aim with melee weapons. This is your base [[Attack Strength]], modified by on several other factors like the enemy&amp;#039;s evasion stats and [[cover]].&lt;br /&gt;
&lt;br /&gt;
==Range Accuracy==&lt;br /&gt;
Aim with ranged weapons and most [[interfusion]]s. This is your base [[Attack Strength]], modified by several other factors like the enemy&amp;#039;s evasion stats and [[cover]].&lt;br /&gt;
&lt;br /&gt;
==Stunt Chance== &lt;br /&gt;
Base 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).&lt;br /&gt;
==Bonus Damage ==&lt;br /&gt;
Damage added to physical attacks, such as melee or ranged weapon attacks. Also factored into some abilities.&lt;br /&gt;
&lt;br /&gt;
==Spell Damage==&lt;br /&gt;
Extra damage dealt by interfusion abilities.&lt;br /&gt;
&lt;br /&gt;
==Potency==&lt;br /&gt;
Used to calculate damage for Magic attacks, and the effectiveness of some [[Ability|Abilities]] — for instance, the range of [[Zealous Leap]].&lt;br /&gt;
&lt;br /&gt;
==Dodge==&lt;br /&gt;
&lt;br /&gt;
Used to evade attacks by moving out of the way. Works uniformly against all attacks. (Block and Dodge work the same since patch 0.11+103 Opellia Bluster.)&lt;br /&gt;
&lt;br /&gt;
==Block==&lt;br /&gt;
&lt;br /&gt;
Used to physically deflect attacks. Works uniformly against all attacks.&lt;br /&gt;
&lt;br /&gt;
==Perception==&lt;br /&gt;
How many squares you can see. Usually 10, until you get really old maybe.&lt;br /&gt;
==Obscured==&lt;br /&gt;
Some things might be hard to see unless you&amp;#039;re right up close? Unclear if this is used at all.&lt;br /&gt;
&lt;br /&gt;
=Campaign-Relevant Stats=&lt;br /&gt;
==Recovery Rate==&lt;br /&gt;
How quickly your injuries [[Healing|heal]]. Younger and more hearty characters heal faster, old characters heal very slowly.&lt;br /&gt;
&lt;br /&gt;
==Retirement Age==&lt;br /&gt;
When are you going to hang up your boots, roughly? Heroes [[Hero#Retirement|retire]] eventually, if they live long enough.&lt;br /&gt;
&lt;br /&gt;
Retirement age starts at 45 for a human and can be affected by:&lt;br /&gt;
* Upbringing (up to +30)&lt;br /&gt;
* Either reaching level 4 or being a legendary hero (+5)&lt;br /&gt;
* Being a Mystic (+20)&lt;br /&gt;
* Being a Hunter (+10)&lt;br /&gt;
* Certain story events (up to +1000)&lt;br /&gt;
&lt;br /&gt;
=Personality Stats=&lt;br /&gt;
Stats for Story Roles and Their Relationships: When one of these stats is called out as a role, it means that hero has the highest number for that stat in the present or affected party. If that stat is called out negatively (e.g. “Not Leader”) that character has the lowest number for the correlating stat.&lt;br /&gt;
&lt;br /&gt;
The hook describes a facet of a character’s personality and especially as pertains to that character’s place in stories. Affects what characters might say, and what language is associated with them, as well as relationships with other characters.&lt;br /&gt;
&lt;br /&gt;
It should be possible to call out Roles for party, or for the whole company in an event, if necessary.&lt;br /&gt;
&lt;br /&gt;
======Bookish======&lt;br /&gt;
 &amp;quot;I&amp;#039;ve read about this&amp;quot;&lt;br /&gt;
Nose in a book, this character is involved with stories and science, and shuns needless action.&lt;br /&gt;
&lt;br /&gt;
======Coward======&lt;br /&gt;
 &amp;quot;I don&amp;#039;t know, sounds dangerous...&amp;quot;&lt;br /&gt;
This character often quails when confronted with true horror, but will come through at unexpected times.&lt;br /&gt;
&lt;br /&gt;
======Goofball======&lt;br /&gt;
 &amp;quot;Whoa, that reminds me of a funny story!&amp;quot;&lt;br /&gt;
This character tends to joke and make a fool of herself, especially when tensions are high.&lt;br /&gt;
&lt;br /&gt;
======Greedy======&lt;br /&gt;
 &amp;quot;I&amp;#039;ll just take that. And that. And that.&amp;quot;&lt;br /&gt;
I want to keep this explanation all to myself. It&amp;#039;s mine, all mine. &lt;br /&gt;
&lt;br /&gt;
======Healer======&lt;br /&gt;
 &amp;quot;That looks like it hurts. Can I help you with that?&amp;quot;&lt;br /&gt;
This character is naturally gifted and nursing and nurturing others, and tends to have an intuitive sense for people’s pain.&lt;br /&gt;
&lt;br /&gt;
======Hothead======&lt;br /&gt;
 &amp;quot;Enough talk. Let&amp;#039;s attack!&amp;quot;&lt;br /&gt;
This character is quick to anger, quick to action, and will often be impatient when asked to wait.&lt;br /&gt;
&lt;br /&gt;
======Leader======&lt;br /&gt;
 &amp;quot;All right everyone, let&amp;#039;s stick to the plan.&amp;quot;&lt;br /&gt;
This character tends to take the lead, either explicitly or implicitly, in situations that require a firm or decisive statement.&lt;br /&gt;
&lt;br /&gt;
======Loner======&lt;br /&gt;
 &amp;quot;I&amp;#039;d rather to do it myself.&amp;quot;&lt;br /&gt;
This character is unafraid of loneliness, even embraces it. Often pulls in the direction of solitary action and survival.&lt;br /&gt;
&lt;br /&gt;
======Poet======&lt;br /&gt;
 &amp;quot;I see that! And taste it, hear it, feel it. Wonderful!&amp;quot;&lt;br /&gt;
This character sees things in a different way, alive to the sensory pleasures of the world and able to express her aliveness with some fluency.&lt;br /&gt;
&lt;br /&gt;
======Romantic======&lt;br /&gt;
 &amp;quot;Love is what makes life worth living.&amp;quot;&lt;br /&gt;
This character is a Casanova, or at least wishes he were, and will speak up in romantic matters and be influenced often by his attractions.&lt;br /&gt;
&lt;br /&gt;
======Snark======&lt;br /&gt;
 &amp;quot;I am so excited. That was sarcasm, by the way.&amp;quot;&lt;br /&gt;
This character is witty and sarcastic, and often negative, but may be shockingly hopeful and romantic when it comes right down to it.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Story Relevant Stats=&lt;br /&gt;
These are intended to range roughly from 1-100, and are to be used for event rolls in stories, things like that.&lt;br /&gt;
==Charisma==&lt;br /&gt;
A measure of how favored this character is, by other people, or even just fate. Starts out higher in youth and declines with age.&lt;br /&gt;
&lt;br /&gt;
High charisma heroes will gain [[relationship]] points more quickly, and also for some reason will work faster at building bridges and mountain passes.&lt;br /&gt;
&lt;br /&gt;
==Tenacity==&lt;br /&gt;
A measure of how mentally tough, patient, prepared, and determined this character is. Goes up with age.&lt;br /&gt;
&lt;br /&gt;
=Transient Stats=&lt;br /&gt;
==Age==&lt;br /&gt;
how old&lt;br /&gt;
==Injury==&lt;br /&gt;
Subtracted from Health to give current health. Injury [[Healing|heals]] over time in the Overland Map, according to Recovery Rate.&lt;br /&gt;
&lt;br /&gt;
==Shred==&lt;br /&gt;
&lt;br /&gt;
How much of your armor has been temporarily negated. It is repaired at the end of the [[mission]].&lt;br /&gt;
&lt;br /&gt;
==Shield==&lt;br /&gt;
Temporary health that is added to your health bar, and used up first, before accruing injury&lt;br /&gt;
==Actions==&lt;br /&gt;
How many actions you have remaining this turn. Reset every turn.&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
Used to track [[promote|promotions]]. Normal stuff. Note that the three hero classes have different experience curves.`&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;br /&gt;
[[Category:Difficulty]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Relationship&amp;diff=17285</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Relationship&amp;diff=17285"/>
		<updated>2021-07-15T17:11:37Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Compatibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hero]]es develop personal relationships with each other. In some cases these are the result of [[:Category:Event|events]], in others they arise or change without the input of the player. Fighting in [[battle]]s together increases the relationship.&lt;br /&gt;
&lt;br /&gt;
==Outcomes==&lt;br /&gt;
[[Hero]]es can be friends, lovers or rivals. Each relationship has 5 possible levels and each level affects stats.&lt;br /&gt;
&lt;br /&gt;
Relationships can be locked, so if you bring them back as Legacy Heroes they will keep their relationships. On the character sheet relationship tab, click on the relationship, then &amp;#039;Lock&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Relationship Points ==&lt;br /&gt;
&lt;br /&gt;
[[Hero]]es earn relationship points for fighting in battles together, spending time together on jobs and missions, and for participating in certain [[Opportunity]] quests and random events. Points earned may be scaled based on [[personality]] compatibility, which can provide a multiple as high as 2 or as low as 0.5.&lt;br /&gt;
&lt;br /&gt;
=== Levels ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Relationship Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Compatibility ===&lt;br /&gt;
&lt;br /&gt;
As of version 0.9+94 Cathryn Del Hunt, relationship points earned were multiplied by a compatibility factor clamped between a maximum of 3 and minimum of 0.33.&lt;br /&gt;
[[File:Wildermyth-relationships.png|400px|right|Personality compatibility (blue lines are positive; orange, negative)]]&lt;br /&gt;
First a raw compatibility score is calculated by looking at each [[personality]] stat Hero1 has at rating 50 or above. If Hero2 has the same stat or one of the positive compatible personality stats at 50+, add 1 to the compatibility score for each; for each of the negative compatible stats at 50+, subtract 1 from the compatibility score. (In the diagram, blue lines show positive compatibility; orange, negative. For details see [[Modding Relationship Points]].)&lt;br /&gt;
&lt;br /&gt;
  compatibility = charisma_mod * fascination&lt;br /&gt;
    charisma_mod = 0.5 + (hero1.charisma + hero2.charisma)/200&lt;br /&gt;
    fascination = 1 + abs(compat_score)/3&lt;br /&gt;
  clamp: 0.33 ≤ compatibility ≤ 3&lt;br /&gt;
  RP_earned = RP_base * compatibility&lt;br /&gt;
&lt;br /&gt;
Thus, &amp;lt;code&amp;gt;charisma_mod&amp;lt;/code&amp;gt; is a factor between 0.5 and 1.5 and &amp;lt;code&amp;gt;fascination&amp;lt;/code&amp;gt; is between 1 and 2. &amp;lt;code&amp;gt;abs(compat_score)&amp;lt;/code&amp;gt; could technically be large, but is rarely higher than 3 or 4. So one expects the &amp;lt;code&amp;gt;compatibility&amp;lt;/code&amp;gt; modifier to be between 0.5 and 3.&lt;br /&gt;
&lt;br /&gt;
The compatibility factor should be symmetrical for how much Hero 1 matches Hero 2 and Hero 2 matches Hero 1.&lt;br /&gt;
&lt;br /&gt;
==Friends==&lt;br /&gt;
&lt;br /&gt;
Friendship is indicated by the silhouette of a head and shoulders in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Crony&amp;#039;&amp;#039;&amp;#039; - +10 [[block]] chance when walling with this hero.&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Confidant&amp;#039;&amp;#039;&amp;#039; - +15 block chance when walling with this hero.&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Comrade&amp;#039;&amp;#039;&amp;#039; - +20 block chance when walling with this hero.&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Companion&amp;#039;&amp;#039;&amp;#039; - +25 block chance when walling with this hero.&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Bloodbond&amp;#039;&amp;#039;&amp;#039; - +30 block chance when walling with this hero.&lt;br /&gt;
&lt;br /&gt;
Note, the description in game says &amp;quot;walling&amp;quot; but actually only adjacency is required. [[Hero]]es in [[grayplane]] cannot wall, but do provide a &amp;#039;&amp;#039;&amp;#039;Got Your Back&amp;#039;&amp;#039;&amp;#039; Friend bonus.&lt;br /&gt;
&lt;br /&gt;
==Lovers==&lt;br /&gt;
&lt;br /&gt;
[[File:Paradiselove.PNG|400px|thumb|right|Romance blossoms]]&lt;br /&gt;
&lt;br /&gt;
Romance is indicated by a small heart in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Crush&amp;#039;&amp;#039;&amp;#039; - +1 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Flame&amp;#039;&amp;#039;&amp;#039; - +2 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Sweetheart&amp;#039;&amp;#039;&amp;#039; - +3 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Lover&amp;#039;&amp;#039;&amp;#039; - +4 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Soulmate&amp;#039;&amp;#039;&amp;#039; - +5 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
&lt;br /&gt;
=== Attraction ===&lt;br /&gt;
&lt;br /&gt;
Romances can start randomly if both heroes are &amp;quot;eligible&amp;quot;—i.e. can be mutually attracted to each other gender-wise, not already in a romance, and have compatible personalities. When a character is generated they have a hidden [[aspect]] that determines whether they&amp;#039;re attracted to males or females.&lt;br /&gt;
&lt;br /&gt;
[[Devmode]] allows you to view hidden aspects, and has a cheat to force a relationship between any two characters you like.&lt;br /&gt;
&lt;br /&gt;
==Rivals==&lt;br /&gt;
&lt;br /&gt;
[[File:Rivals.PNG|400px|thumb|right|Anything you can do, I can do better]]&lt;br /&gt;
&lt;br /&gt;
Watch this! Rivalry is indicated by a small lightning bolt in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Peer&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +25% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Irritant&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +35% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Frenemy&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +45% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Antagonist&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +55% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Rival&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +100% to [[stunt]], until you successfully stunt (guaranteed stunt vs single target) (does not chain).&lt;br /&gt;
&lt;br /&gt;
== Parents and Children ==&lt;br /&gt;
&lt;br /&gt;
The parent/child relationship exists in game, but as of version 0.10+98 (Ryvio Wartmarch) it has little effect. More development is intended.&lt;br /&gt;
== Implementation details ==&lt;br /&gt;
Several players and modders have requested to know the numeric details of how compatibility is determined.  Here is some information from the code; for the original reference see [https://discord.com/channels/505370324750172170/645071274648797194/718134688702660738 this link].&lt;br /&gt;
&lt;br /&gt;
Nate wrote on 06/04/2020:&lt;br /&gt;
    enum CompatibilityStats {&lt;br /&gt;
        bookish(BOOKISH, HEALER, SNARK, GREEDY, GOOFBALL),&lt;br /&gt;
        coward(COWARD, LEADER, HEALER, HOTHEAD, LONER),&lt;br /&gt;
        goofball(GOOFBALL, GREEDY, SNARK, BOOKISH, POET),&lt;br /&gt;
        healer(HEALER, COWARD, BOOKISH, HOTHEAD, ROMANTIC),&lt;br /&gt;
        hothead(HOTHEAD, LEADER, ROMANTIC, HEALER, COWARD),&lt;br /&gt;
        leader(LEADER, COWARD, HOTHEAD, LONER, SNARK),&lt;br /&gt;
        loner(LONER, ROMANTIC, POET, COWARD, LEADER),&lt;br /&gt;
        greedy(GREEDY, POET, GOOFBALL, ROMANTIC, BOOKISH),&lt;br /&gt;
        poet(POET, LONER, GREEDY, SNARK, GOOFBALL),&lt;br /&gt;
        romantic(ROMANTIC, LONER, HOTHEAD, HEALER, GREEDY),&lt;br /&gt;
        snark(SNARK, BOOKISH, GOOFBALL, LEADER, POET)&lt;br /&gt;
    }&lt;br /&gt;
The first three are positve, the last two are negative.  So, a bookish hero likes other bookish, healer, and snark characters, and dislikes greedy and goofball. A coward likes coward, leader, and healer, and dislikes hothead and loner.  The game sorta sums up all the interactions to come up with a compatibility for each potential couple. Only high stats (over 50) are counted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Relationship&amp;diff=17284</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Relationship&amp;diff=17284"/>
		<updated>2021-07-15T17:09:58Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Compatibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hero]]es develop personal relationships with each other. In some cases these are the result of [[:Category:Event|events]], in others they arise or change without the input of the player. Fighting in [[battle]]s together increases the relationship.&lt;br /&gt;
&lt;br /&gt;
==Outcomes==&lt;br /&gt;
[[Hero]]es can be friends, lovers or rivals. Each relationship has 5 possible levels and each level affects stats.&lt;br /&gt;
&lt;br /&gt;
Relationships can be locked, so if you bring them back as Legacy Heroes they will keep their relationships. On the character sheet relationship tab, click on the relationship, then &amp;#039;Lock&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Relationship Points ==&lt;br /&gt;
&lt;br /&gt;
[[Hero]]es earn relationship points for fighting in battles together, spending time together on jobs and missions, and for participating in certain [[Opportunity]] quests and random events. Points earned may be scaled based on [[personality]] compatibility, which can provide a multiple as high as 2 or as low as 0.5.&lt;br /&gt;
&lt;br /&gt;
=== Levels ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Relationship Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Compatibility ===&lt;br /&gt;
&lt;br /&gt;
As of version 0.9+94 Cathryn Del Hunt, relationship points earned were multiplied by a compatibility factor clamped between a maximum of 3 and minimum of 0.33.&lt;br /&gt;
[[File:Wildermyth-relationships.png|400px|right|Personality compatibility (blue lines are positive; orange, negative)]]&lt;br /&gt;
First a raw compatibility score is calculated by looking at each [[personality]] stat Hero1 has at rating 50 or above. If Hero2 has the same stat or one of the positive compatible personality stats at 50+, add 1 to the compatibility score for each; for each of the negative compatible stats at 50+, subtract 1 from the compatibility score. (In the diagram, blue lines show positive compatibility; orange, negative. For details see [[Modding Relationship Points]].)&lt;br /&gt;
&lt;br /&gt;
  compatibility = charisma_mod * fascination&lt;br /&gt;
    charisma_mod = 0.5 + (hero1.charisma + hero2.charisma)/200&lt;br /&gt;
    fascination = 1 + abs(compat_score)/3&lt;br /&gt;
  clamp: 0.33 ≤ compatibility &amp;lt; 3&lt;br /&gt;
  RP_earned = RP_base * compatibility&lt;br /&gt;
&lt;br /&gt;
Thus, &amp;lt;code&amp;gt;charisma_mod&amp;lt;/code&amp;gt; is a factor between 0.5 and 1.5 and &amp;lt;code&amp;gt;fascination&amp;lt;/code&amp;gt; is between 1 and 2. &amp;lt;code&amp;gt;abs(compat_score)&amp;lt;/code&amp;gt; could technically be large, but is rarely higher than 3 or 4. So one expects the &amp;lt;code&amp;gt;compatibility&amp;lt;/code&amp;gt; modifier to be between 0.5 and 3.&lt;br /&gt;
&lt;br /&gt;
The compatibility factor should be symmetrical for how much Hero 1 matches Hero 2 and Hero 2 matches Hero 1.&lt;br /&gt;
&lt;br /&gt;
==Friends==&lt;br /&gt;
&lt;br /&gt;
Friendship is indicated by the silhouette of a head and shoulders in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Crony&amp;#039;&amp;#039;&amp;#039; - +10 [[block]] chance when walling with this hero.&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Confidant&amp;#039;&amp;#039;&amp;#039; - +15 block chance when walling with this hero.&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Comrade&amp;#039;&amp;#039;&amp;#039; - +20 block chance when walling with this hero.&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Companion&amp;#039;&amp;#039;&amp;#039; - +25 block chance when walling with this hero.&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Bloodbond&amp;#039;&amp;#039;&amp;#039; - +30 block chance when walling with this hero.&lt;br /&gt;
&lt;br /&gt;
Note, the description in game says &amp;quot;walling&amp;quot; but actually only adjacency is required. [[Hero]]es in [[grayplane]] cannot wall, but do provide a &amp;#039;&amp;#039;&amp;#039;Got Your Back&amp;#039;&amp;#039;&amp;#039; Friend bonus.&lt;br /&gt;
&lt;br /&gt;
==Lovers==&lt;br /&gt;
&lt;br /&gt;
[[File:Paradiselove.PNG|400px|thumb|right|Romance blossoms]]&lt;br /&gt;
&lt;br /&gt;
Romance is indicated by a small heart in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Crush&amp;#039;&amp;#039;&amp;#039; - +1 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Flame&amp;#039;&amp;#039;&amp;#039; - +2 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Sweetheart&amp;#039;&amp;#039;&amp;#039; - +3 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Lover&amp;#039;&amp;#039;&amp;#039; - +4 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Soulmate&amp;#039;&amp;#039;&amp;#039; - +5 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
&lt;br /&gt;
=== Attraction ===&lt;br /&gt;
&lt;br /&gt;
Romances can start randomly if both heroes are &amp;quot;eligible&amp;quot;—i.e. can be mutually attracted to each other gender-wise, not already in a romance, and have compatible personalities. When a character is generated they have a hidden [[aspect]] that determines whether they&amp;#039;re attracted to males or females.&lt;br /&gt;
&lt;br /&gt;
[[Devmode]] allows you to view hidden aspects, and has a cheat to force a relationship between any two characters you like.&lt;br /&gt;
&lt;br /&gt;
==Rivals==&lt;br /&gt;
&lt;br /&gt;
[[File:Rivals.PNG|400px|thumb|right|Anything you can do, I can do better]]&lt;br /&gt;
&lt;br /&gt;
Watch this! Rivalry is indicated by a small lightning bolt in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Peer&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +25% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Irritant&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +35% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Frenemy&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +45% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Antagonist&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +55% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Rival&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +100% to [[stunt]], until you successfully stunt (guaranteed stunt vs single target) (does not chain).&lt;br /&gt;
&lt;br /&gt;
== Parents and Children ==&lt;br /&gt;
&lt;br /&gt;
The parent/child relationship exists in game, but as of version 0.10+98 (Ryvio Wartmarch) it has little effect. More development is intended.&lt;br /&gt;
== Implementation details ==&lt;br /&gt;
Several players and modders have requested to know the numeric details of how compatibility is determined.  Here is some information from the code; for the original reference see [https://discord.com/channels/505370324750172170/645071274648797194/718134688702660738 this link].&lt;br /&gt;
&lt;br /&gt;
Nate wrote on 06/04/2020:&lt;br /&gt;
    enum CompatibilityStats {&lt;br /&gt;
        bookish(BOOKISH, HEALER, SNARK, GREEDY, GOOFBALL),&lt;br /&gt;
        coward(COWARD, LEADER, HEALER, HOTHEAD, LONER),&lt;br /&gt;
        goofball(GOOFBALL, GREEDY, SNARK, BOOKISH, POET),&lt;br /&gt;
        healer(HEALER, COWARD, BOOKISH, HOTHEAD, ROMANTIC),&lt;br /&gt;
        hothead(HOTHEAD, LEADER, ROMANTIC, HEALER, COWARD),&lt;br /&gt;
        leader(LEADER, COWARD, HOTHEAD, LONER, SNARK),&lt;br /&gt;
        loner(LONER, ROMANTIC, POET, COWARD, LEADER),&lt;br /&gt;
        greedy(GREEDY, POET, GOOFBALL, ROMANTIC, BOOKISH),&lt;br /&gt;
        poet(POET, LONER, GREEDY, SNARK, GOOFBALL),&lt;br /&gt;
        romantic(ROMANTIC, LONER, HOTHEAD, HEALER, GREEDY),&lt;br /&gt;
        snark(SNARK, BOOKISH, GOOFBALL, LEADER, POET)&lt;br /&gt;
    }&lt;br /&gt;
The first three are positve, the last two are negative.  So, a bookish hero likes other bookish, healer, and snark characters, and dislikes greedy and goofball. A coward likes coward, leader, and healer, and dislikes hothead and loner.  The game sorta sums up all the interactions to come up with a compatibility for each potential couple. Only high stats (over 50) are counted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Relationship&amp;diff=17283</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Relationship&amp;diff=17283"/>
		<updated>2021-07-15T17:08:51Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Compatibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hero]]es develop personal relationships with each other. In some cases these are the result of [[:Category:Event|events]], in others they arise or change without the input of the player. Fighting in [[battle]]s together increases the relationship.&lt;br /&gt;
&lt;br /&gt;
==Outcomes==&lt;br /&gt;
[[Hero]]es can be friends, lovers or rivals. Each relationship has 5 possible levels and each level affects stats.&lt;br /&gt;
&lt;br /&gt;
Relationships can be locked, so if you bring them back as Legacy Heroes they will keep their relationships. On the character sheet relationship tab, click on the relationship, then &amp;#039;Lock&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Relationship Points ==&lt;br /&gt;
&lt;br /&gt;
[[Hero]]es earn relationship points for fighting in battles together, spending time together on jobs and missions, and for participating in certain [[Opportunity]] quests and random events. Points earned may be scaled based on [[personality]] compatibility, which can provide a multiple as high as 2 or as low as 0.5.&lt;br /&gt;
&lt;br /&gt;
=== Levels ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Relationship Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Compatibility ===&lt;br /&gt;
&lt;br /&gt;
As of version 0.9+94 Cathryn Del Hunt, relationship points earned were multiplied by a compatibility factor clamped between a maximum of 3 and minimum of 0.33.&lt;br /&gt;
[[File:Wildermyth-relationships.png|400px|right|Personality compatibility (blue lines are positive; orange, negative)]]&lt;br /&gt;
First a raw compatibility score is calculated by looking at each [[personality]] stat Hero1 has at rating 50 or above. If Hero2 has the same stat or one of the positive compatible personality stats at 50+, add 1 to the compatibility score for each; if one of the negative compatible stats at 50+, subtract 1 from the compatibility score. (In the diagram, blue lines show positive compatibility; orange, negative. For details see [[Modding Relationship Points]].)&lt;br /&gt;
&lt;br /&gt;
  compatibility = charisma_mod * fascination&lt;br /&gt;
    charisma_mod = 0.5 + (hero1.charisma + hero2.charisma)/200&lt;br /&gt;
    fascination = 1 + abs(compat_score)/3&lt;br /&gt;
  clamp: 0.33 ≤ compatibility &amp;lt; 3&lt;br /&gt;
  RP_earned = RP_base * compatibility&lt;br /&gt;
&lt;br /&gt;
Thus, &amp;lt;code&amp;gt;charisma_mod&amp;lt;/code&amp;gt; is a factor between 0.5 and 1.5 and &amp;lt;code&amp;gt;fascination&amp;lt;/code&amp;gt; is between 1 and 2. &amp;lt;code&amp;gt;abs(compat_score)&amp;lt;/code&amp;gt; could technically be very large, but is rarely higher than 3 or 4. So one expects the &amp;lt;code&amp;gt;compatibility&amp;lt;/code&amp;gt; modifier to be between 0.5 and 3.&lt;br /&gt;
&lt;br /&gt;
The compatibility factor should be symmetrical for how much Hero 1 matches Hero 2 and Hero 2 matches Hero 1.&lt;br /&gt;
&lt;br /&gt;
==Friends==&lt;br /&gt;
&lt;br /&gt;
Friendship is indicated by the silhouette of a head and shoulders in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Crony&amp;#039;&amp;#039;&amp;#039; - +10 [[block]] chance when walling with this hero.&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Confidant&amp;#039;&amp;#039;&amp;#039; - +15 block chance when walling with this hero.&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Comrade&amp;#039;&amp;#039;&amp;#039; - +20 block chance when walling with this hero.&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Companion&amp;#039;&amp;#039;&amp;#039; - +25 block chance when walling with this hero.&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Bloodbond&amp;#039;&amp;#039;&amp;#039; - +30 block chance when walling with this hero.&lt;br /&gt;
&lt;br /&gt;
Note, the description in game says &amp;quot;walling&amp;quot; but actually only adjacency is required. [[Hero]]es in [[grayplane]] cannot wall, but do provide a &amp;#039;&amp;#039;&amp;#039;Got Your Back&amp;#039;&amp;#039;&amp;#039; Friend bonus.&lt;br /&gt;
&lt;br /&gt;
==Lovers==&lt;br /&gt;
&lt;br /&gt;
[[File:Paradiselove.PNG|400px|thumb|right|Romance blossoms]]&lt;br /&gt;
&lt;br /&gt;
Romance is indicated by a small heart in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Crush&amp;#039;&amp;#039;&amp;#039; - +1 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Flame&amp;#039;&amp;#039;&amp;#039; - +2 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Sweetheart&amp;#039;&amp;#039;&amp;#039; - +3 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Lover&amp;#039;&amp;#039;&amp;#039; - +4 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Soulmate&amp;#039;&amp;#039;&amp;#039; - +5 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
&lt;br /&gt;
=== Attraction ===&lt;br /&gt;
&lt;br /&gt;
Romances can start randomly if both heroes are &amp;quot;eligible&amp;quot;—i.e. can be mutually attracted to each other gender-wise, not already in a romance, and have compatible personalities. When a character is generated they have a hidden [[aspect]] that determines whether they&amp;#039;re attracted to males or females.&lt;br /&gt;
&lt;br /&gt;
[[Devmode]] allows you to view hidden aspects, and has a cheat to force a relationship between any two characters you like.&lt;br /&gt;
&lt;br /&gt;
==Rivals==&lt;br /&gt;
&lt;br /&gt;
[[File:Rivals.PNG|400px|thumb|right|Anything you can do, I can do better]]&lt;br /&gt;
&lt;br /&gt;
Watch this! Rivalry is indicated by a small lightning bolt in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Peer&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +25% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Irritant&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +35% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Frenemy&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +45% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Antagonist&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +55% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Rival&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +100% to [[stunt]], until you successfully stunt (guaranteed stunt vs single target) (does not chain).&lt;br /&gt;
&lt;br /&gt;
== Parents and Children ==&lt;br /&gt;
&lt;br /&gt;
The parent/child relationship exists in game, but as of version 0.10+98 (Ryvio Wartmarch) it has little effect. More development is intended.&lt;br /&gt;
== Implementation details ==&lt;br /&gt;
Several players and modders have requested to know the numeric details of how compatibility is determined.  Here is some information from the code; for the original reference see [https://discord.com/channels/505370324750172170/645071274648797194/718134688702660738 this link].&lt;br /&gt;
&lt;br /&gt;
Nate wrote on 06/04/2020:&lt;br /&gt;
    enum CompatibilityStats {&lt;br /&gt;
        bookish(BOOKISH, HEALER, SNARK, GREEDY, GOOFBALL),&lt;br /&gt;
        coward(COWARD, LEADER, HEALER, HOTHEAD, LONER),&lt;br /&gt;
        goofball(GOOFBALL, GREEDY, SNARK, BOOKISH, POET),&lt;br /&gt;
        healer(HEALER, COWARD, BOOKISH, HOTHEAD, ROMANTIC),&lt;br /&gt;
        hothead(HOTHEAD, LEADER, ROMANTIC, HEALER, COWARD),&lt;br /&gt;
        leader(LEADER, COWARD, HOTHEAD, LONER, SNARK),&lt;br /&gt;
        loner(LONER, ROMANTIC, POET, COWARD, LEADER),&lt;br /&gt;
        greedy(GREEDY, POET, GOOFBALL, ROMANTIC, BOOKISH),&lt;br /&gt;
        poet(POET, LONER, GREEDY, SNARK, GOOFBALL),&lt;br /&gt;
        romantic(ROMANTIC, LONER, HOTHEAD, HEALER, GREEDY),&lt;br /&gt;
        snark(SNARK, BOOKISH, GOOFBALL, LEADER, POET)&lt;br /&gt;
    }&lt;br /&gt;
The first three are positve, the last two are negative.  So, a bookish hero likes other bookish, healer, and snark characters, and dislikes greedy and goofball. A coward likes coward, leader, and healer, and dislikes hothead and loner.  The game sorta sums up all the interactions to come up with a compatibility for each potential couple. Only high stats (over 50) are counted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Relationship&amp;diff=17282</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Relationship&amp;diff=17282"/>
		<updated>2021-07-15T17:07:55Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Compatibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hero]]es develop personal relationships with each other. In some cases these are the result of [[:Category:Event|events]], in others they arise or change without the input of the player. Fighting in [[battle]]s together increases the relationship.&lt;br /&gt;
&lt;br /&gt;
==Outcomes==&lt;br /&gt;
[[Hero]]es can be friends, lovers or rivals. Each relationship has 5 possible levels and each level affects stats.&lt;br /&gt;
&lt;br /&gt;
Relationships can be locked, so if you bring them back as Legacy Heroes they will keep their relationships. On the character sheet relationship tab, click on the relationship, then &amp;#039;Lock&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Relationship Points ==&lt;br /&gt;
&lt;br /&gt;
[[Hero]]es earn relationship points for fighting in battles together, spending time together on jobs and missions, and for participating in certain [[Opportunity]] quests and random events. Points earned may be scaled based on [[personality]] compatibility, which can provide a multiple as high as 2 or as low as 0.5.&lt;br /&gt;
&lt;br /&gt;
=== Levels ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Relationship Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Compatibility ===&lt;br /&gt;
&lt;br /&gt;
As of version 0.9+94 Cathryn Del Hunt, relationship points earned were multiplied by a compatibility factor clamped between a maximum of 3 and minimum of 0.33.&lt;br /&gt;
[[File:Wildermyth-relationships.png|400px|right|Personality compatibility (blue lines are positive; orange, negative)]]&lt;br /&gt;
First a raw compatibility score is calculated by looking at each [[personality]] stat Hero1 has at rating 50 or above. If Hero2 has the same stat or one of the positive compatible personality stats at 50+, add 1 to the compatibility score; if one of the negative compatible stats at 50+, subtract 1 from the compatibility score. (In the diagram, blue lines show positive compatibility; orange, negative. For details see [[Modding Relationship Points]].)&lt;br /&gt;
&lt;br /&gt;
  compatibility = charisma_mod * fascination&lt;br /&gt;
    charisma_mod = 0.5 + (hero1.charisma + hero2.charisma)/200&lt;br /&gt;
    fascination = 1 + abs(compat_score)/3&lt;br /&gt;
  clamp: 0.33 ≤ compatibility &amp;lt; 3&lt;br /&gt;
  RP_earned = RP_base * compatibility&lt;br /&gt;
&lt;br /&gt;
Thus, &amp;lt;code&amp;gt;charisma_mod&amp;lt;/code&amp;gt; is a factor between 0.5 and 1.5 and &amp;lt;code&amp;gt;fascination&amp;lt;/code&amp;gt; is between 1 and 2. &amp;lt;code&amp;gt;abs(compat_score)&amp;lt;/code&amp;gt; could technically be very large, but is rarely higher than 3 or 4. So one expects the &amp;lt;code&amp;gt;compatibility&amp;lt;/code&amp;gt; modifier to be between 0.5 and 3.&lt;br /&gt;
&lt;br /&gt;
The compatibility factor should be symmetrical for how much Hero 1 matches Hero 2 and Hero 2 matches Hero 1.&lt;br /&gt;
&lt;br /&gt;
==Friends==&lt;br /&gt;
&lt;br /&gt;
Friendship is indicated by the silhouette of a head and shoulders in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Crony&amp;#039;&amp;#039;&amp;#039; - +10 [[block]] chance when walling with this hero.&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Confidant&amp;#039;&amp;#039;&amp;#039; - +15 block chance when walling with this hero.&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Comrade&amp;#039;&amp;#039;&amp;#039; - +20 block chance when walling with this hero.&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Companion&amp;#039;&amp;#039;&amp;#039; - +25 block chance when walling with this hero.&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Bloodbond&amp;#039;&amp;#039;&amp;#039; - +30 block chance when walling with this hero.&lt;br /&gt;
&lt;br /&gt;
Note, the description in game says &amp;quot;walling&amp;quot; but actually only adjacency is required. [[Hero]]es in [[grayplane]] cannot wall, but do provide a &amp;#039;&amp;#039;&amp;#039;Got Your Back&amp;#039;&amp;#039;&amp;#039; Friend bonus.&lt;br /&gt;
&lt;br /&gt;
==Lovers==&lt;br /&gt;
&lt;br /&gt;
[[File:Paradiselove.PNG|400px|thumb|right|Romance blossoms]]&lt;br /&gt;
&lt;br /&gt;
Romance is indicated by a small heart in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Crush&amp;#039;&amp;#039;&amp;#039; - +1 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Flame&amp;#039;&amp;#039;&amp;#039; - +2 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Sweetheart&amp;#039;&amp;#039;&amp;#039; - +3 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Lover&amp;#039;&amp;#039;&amp;#039; - +4 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Soulmate&amp;#039;&amp;#039;&amp;#039; - +5 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
&lt;br /&gt;
=== Attraction ===&lt;br /&gt;
&lt;br /&gt;
Romances can start randomly if both heroes are &amp;quot;eligible&amp;quot;—i.e. can be mutually attracted to each other gender-wise, not already in a romance, and have compatible personalities. When a character is generated they have a hidden [[aspect]] that determines whether they&amp;#039;re attracted to males or females.&lt;br /&gt;
&lt;br /&gt;
[[Devmode]] allows you to view hidden aspects, and has a cheat to force a relationship between any two characters you like.&lt;br /&gt;
&lt;br /&gt;
==Rivals==&lt;br /&gt;
&lt;br /&gt;
[[File:Rivals.PNG|400px|thumb|right|Anything you can do, I can do better]]&lt;br /&gt;
&lt;br /&gt;
Watch this! Rivalry is indicated by a small lightning bolt in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Peer&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +25% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Irritant&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +35% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Frenemy&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +45% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Antagonist&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +55% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Rival&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +100% to [[stunt]], until you successfully stunt (guaranteed stunt vs single target) (does not chain).&lt;br /&gt;
&lt;br /&gt;
== Parents and Children ==&lt;br /&gt;
&lt;br /&gt;
The parent/child relationship exists in game, but as of version 0.10+98 (Ryvio Wartmarch) it has little effect. More development is intended.&lt;br /&gt;
== Implementation details ==&lt;br /&gt;
Several players and modders have requested to know the numeric details of how compatibility is determined.  Here is some information from the code; for the original reference see [https://discord.com/channels/505370324750172170/645071274648797194/718134688702660738 this link].&lt;br /&gt;
&lt;br /&gt;
Nate wrote on 06/04/2020:&lt;br /&gt;
    enum CompatibilityStats {&lt;br /&gt;
        bookish(BOOKISH, HEALER, SNARK, GREEDY, GOOFBALL),&lt;br /&gt;
        coward(COWARD, LEADER, HEALER, HOTHEAD, LONER),&lt;br /&gt;
        goofball(GOOFBALL, GREEDY, SNARK, BOOKISH, POET),&lt;br /&gt;
        healer(HEALER, COWARD, BOOKISH, HOTHEAD, ROMANTIC),&lt;br /&gt;
        hothead(HOTHEAD, LEADER, ROMANTIC, HEALER, COWARD),&lt;br /&gt;
        leader(LEADER, COWARD, HOTHEAD, LONER, SNARK),&lt;br /&gt;
        loner(LONER, ROMANTIC, POET, COWARD, LEADER),&lt;br /&gt;
        greedy(GREEDY, POET, GOOFBALL, ROMANTIC, BOOKISH),&lt;br /&gt;
        poet(POET, LONER, GREEDY, SNARK, GOOFBALL),&lt;br /&gt;
        romantic(ROMANTIC, LONER, HOTHEAD, HEALER, GREEDY),&lt;br /&gt;
        snark(SNARK, BOOKISH, GOOFBALL, LEADER, POET)&lt;br /&gt;
    }&lt;br /&gt;
The first three are positve, the last two are negative.  So, a bookish hero likes other bookish, healer, and snark characters, and dislikes greedy and goofball. A coward likes coward, leader, and healer, and dislikes hothead and loner.  The game sorta sums up all the interactions to come up with a compatibility for each potential couple. Only high stats (over 50) are counted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Relationship&amp;diff=17281</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Relationship&amp;diff=17281"/>
		<updated>2021-07-15T17:05:54Z</updated>

		<summary type="html">&lt;p&gt;Croald: /* Compatibility */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hero]]es develop personal relationships with each other. In some cases these are the result of [[:Category:Event|events]], in others they arise or change without the input of the player. Fighting in [[battle]]s together increases the relationship.&lt;br /&gt;
&lt;br /&gt;
==Outcomes==&lt;br /&gt;
[[Hero]]es can be friends, lovers or rivals. Each relationship has 5 possible levels and each level affects stats.&lt;br /&gt;
&lt;br /&gt;
Relationships can be locked, so if you bring them back as Legacy Heroes they will keep their relationships. On the character sheet relationship tab, click on the relationship, then &amp;#039;Lock&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Relationship Points ==&lt;br /&gt;
&lt;br /&gt;
[[Hero]]es earn relationship points for fighting in battles together, spending time together on jobs and missions, and for participating in certain [[Opportunity]] quests and random events. Points earned may be scaled based on [[personality]] compatibility, which can provide a multiple as high as 2 or as low as 0.5.&lt;br /&gt;
&lt;br /&gt;
=== Levels ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Relationship Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Compatibility ===&lt;br /&gt;
&lt;br /&gt;
As of version 0.9+94 Cathryn Del Hunt, relationship points earned were multiplied by a compatibility factor clamped between a maximum of 3 and minimum of 0.33.&lt;br /&gt;
[[File:Wildermyth-relationships.png|400px|right|Personality compatibility (blue lines are positive; orange, negative)]]&lt;br /&gt;
First a raw compatibility score is calculated by looking at each [[personality]] stat Hero1 has at rating 50 or above. If Hero2 has the same stat or one of the positive compatible personality stats at 50+, add 1 to the compatibility score; if one of the negative compatible stats at 50+, subtract 1 from the compatibility score. (In the diagram, blue lines show positive compatibility; orange, negative. For details see [[Modding Relationship Points]].)&lt;br /&gt;
&lt;br /&gt;
  compatibility = charisma_mod * fascination&lt;br /&gt;
    charisma_mod = 0.5 + (hero1.charisma + hero2.charisma)/200&lt;br /&gt;
    fascination = 1 + abs(compat_score)/3&lt;br /&gt;
  clamp: 0.33 ≤ compatibility &amp;lt; 3&lt;br /&gt;
  RP_earned = RP_base * compatibility&lt;br /&gt;
&lt;br /&gt;
Thus, &amp;lt;code&amp;gt;charisma_mod&amp;lt;/code&amp;gt; is a factor between 0.5 and 1.5, &amp;lt;code&amp;gt;abs(compat_score)&amp;lt;/code&amp;gt; is between 0 and 3, and &amp;lt;code&amp;gt;fascination&amp;lt;/code&amp;gt; is between 1 and 2. So one expects the &amp;lt;code&amp;gt;compatibility&amp;lt;/code&amp;gt; modifier to be between 0.5 and 3.&lt;br /&gt;
&lt;br /&gt;
The compatibility factor should be symmetrical for how much Hero 1 matches Hero 2 and Hero 2 matches Hero 1.&lt;br /&gt;
&lt;br /&gt;
==Friends==&lt;br /&gt;
&lt;br /&gt;
Friendship is indicated by the silhouette of a head and shoulders in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Crony&amp;#039;&amp;#039;&amp;#039; - +10 [[block]] chance when walling with this hero.&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Confidant&amp;#039;&amp;#039;&amp;#039; - +15 block chance when walling with this hero.&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Comrade&amp;#039;&amp;#039;&amp;#039; - +20 block chance when walling with this hero.&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Companion&amp;#039;&amp;#039;&amp;#039; - +25 block chance when walling with this hero.&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Bloodbond&amp;#039;&amp;#039;&amp;#039; - +30 block chance when walling with this hero.&lt;br /&gt;
&lt;br /&gt;
Note, the description in game says &amp;quot;walling&amp;quot; but actually only adjacency is required. [[Hero]]es in [[grayplane]] cannot wall, but do provide a &amp;#039;&amp;#039;&amp;#039;Got Your Back&amp;#039;&amp;#039;&amp;#039; Friend bonus.&lt;br /&gt;
&lt;br /&gt;
==Lovers==&lt;br /&gt;
&lt;br /&gt;
[[File:Paradiselove.PNG|400px|thumb|right|Romance blossoms]]&lt;br /&gt;
&lt;br /&gt;
Romance is indicated by a small heart in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Crush&amp;#039;&amp;#039;&amp;#039; - +1 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Flame&amp;#039;&amp;#039;&amp;#039; - +2 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Sweetheart&amp;#039;&amp;#039;&amp;#039; - +3 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Lover&amp;#039;&amp;#039;&amp;#039; - +4 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Soulmate&amp;#039;&amp;#039;&amp;#039; - +5 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
&lt;br /&gt;
=== Attraction ===&lt;br /&gt;
&lt;br /&gt;
Romances can start randomly if both heroes are &amp;quot;eligible&amp;quot;—i.e. can be mutually attracted to each other gender-wise, not already in a romance, and have compatible personalities. When a character is generated they have a hidden [[aspect]] that determines whether they&amp;#039;re attracted to males or females.&lt;br /&gt;
&lt;br /&gt;
[[Devmode]] allows you to view hidden aspects, and has a cheat to force a relationship between any two characters you like.&lt;br /&gt;
&lt;br /&gt;
==Rivals==&lt;br /&gt;
&lt;br /&gt;
[[File:Rivals.PNG|400px|thumb|right|Anything you can do, I can do better]]&lt;br /&gt;
&lt;br /&gt;
Watch this! Rivalry is indicated by a small lightning bolt in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Peer&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +25% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Irritant&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +35% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Frenemy&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +45% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Antagonist&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +55% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Rival&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +100% to [[stunt]], until you successfully stunt (guaranteed stunt vs single target) (does not chain).&lt;br /&gt;
&lt;br /&gt;
== Parents and Children ==&lt;br /&gt;
&lt;br /&gt;
The parent/child relationship exists in game, but as of version 0.10+98 (Ryvio Wartmarch) it has little effect. More development is intended.&lt;br /&gt;
== Implementation details ==&lt;br /&gt;
Several players and modders have requested to know the numeric details of how compatibility is determined.  Here is some information from the code; for the original reference see [https://discord.com/channels/505370324750172170/645071274648797194/718134688702660738 this link].&lt;br /&gt;
&lt;br /&gt;
Nate wrote on 06/04/2020:&lt;br /&gt;
    enum CompatibilityStats {&lt;br /&gt;
        bookish(BOOKISH, HEALER, SNARK, GREEDY, GOOFBALL),&lt;br /&gt;
        coward(COWARD, LEADER, HEALER, HOTHEAD, LONER),&lt;br /&gt;
        goofball(GOOFBALL, GREEDY, SNARK, BOOKISH, POET),&lt;br /&gt;
        healer(HEALER, COWARD, BOOKISH, HOTHEAD, ROMANTIC),&lt;br /&gt;
        hothead(HOTHEAD, LEADER, ROMANTIC, HEALER, COWARD),&lt;br /&gt;
        leader(LEADER, COWARD, HOTHEAD, LONER, SNARK),&lt;br /&gt;
        loner(LONER, ROMANTIC, POET, COWARD, LEADER),&lt;br /&gt;
        greedy(GREEDY, POET, GOOFBALL, ROMANTIC, BOOKISH),&lt;br /&gt;
        poet(POET, LONER, GREEDY, SNARK, GOOFBALL),&lt;br /&gt;
        romantic(ROMANTIC, LONER, HOTHEAD, HEALER, GREEDY),&lt;br /&gt;
        snark(SNARK, BOOKISH, GOOFBALL, LEADER, POET)&lt;br /&gt;
    }&lt;br /&gt;
The first three are positve, the last two are negative.  So, a bookish hero likes other bookish, healer, and snark characters, and dislikes greedy and goofball. A coward likes coward, leader, and healer, and dislikes hothead and loner.  The game sorta sums up all the interactions to come up with a compatibility for each potential couple. Only high stats (over 50) are counted.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Croald</name></author>
	</entry>
</feed>