Difference between revisions of "Peril"
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Peril adjusts the difficulty of [[Omenroad Challenge Run|Omenroad Challenge Runs]]. Players must start at peril 0 and unlock higher peril by winning challenge runs. | Peril adjusts the difficulty of [[Omenroad Challenge Run|Omenroad Challenge Runs]]. Players must start at peril 0, 1, or 2 and unlock higher peril by winning challenge runs. Winning a run unlocks one level of peril higher than the level of peril used in that run, with an additional two levels of peril unlocked if the run was completed without needing to make any [[Mortal Choice|mortal choices]]. | ||
[[File:Peril21.png|thumb|600px|right|The peril page at maximum peril]] | |||
{| class="wikitable" | {| class="wikitable" | ||
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| 6 || Monster Damage +30% | | 6 || Monster Damage +30% | ||
|- | |- | ||
| 7 || Every fight, a number of monsters equal to the page will start with specterstep | | 7 || Every fight, a number of monsters equal to the page will start with [[Status_Effects#Specterstep|specterstep]] | ||
|- | |- | ||
| 8 || Monster Dodge +10% | | 8 || Monster Dodge +10% | ||
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| 16 || <span style="color:darkorange>(Replaces Peril 6) Monster Damage +60%</span> | | 16 || <span style="color:darkorange>(Replaces Peril 6) Monster Damage +60%</span> | ||
|- | |- | ||
| 17 || <span style="color:darkred>( | | 17 || <span style="color:darkred>(Replaces Peril 8 and 13) Monster Dodge +30%</span> | ||
|- | |- | ||
| 18 || <span style="color:darkred>(Replaces Peril 2 and 9) Monster Health +90%</span> | | 18 || <span style="color:darkred>(Replaces Peril 2 and 9) Monster Health +90%</span> | ||
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| 20 || <span style="color:darkred>(Replaces Peril 6 and 16) Monster Damage +90%</span> | | 20 || <span style="color:darkred>(Replaces Peril 6 and 16) Monster Damage +90%</span> | ||
|- | |- | ||
| 21 || <span style="color:red>No maiming, heroes just die</span> | | 21 || <span style="color:red>(Replaces Peril 10) No maiming, heroes just die</span> | ||
|} | |} |
Latest revision as of 09:27, 21 October 2024
Peril adjusts the difficulty of Omenroad Challenge Runs. Players must start at peril 0, 1, or 2 and unlock higher peril by winning challenge runs. Winning a run unlocks one level of peril higher than the level of peril used in that run, with an additional two levels of peril unlocked if the run was completed without needing to make any mortal choices.
Peril Level | Description |
---|---|
0 | Monster Health, Damage, Armor, and Warding reduced by 20% |
1 | None (No modifications from tragic hero) |
2 | Monster Health +30% |
3 | Monster Armor and Warding +1 |
4 | Monster Speed +1 |
5 | A foe card will spawn at the hero spawn region on the 5th turn of each fight |
6 | Monster Damage +30% |
7 | Every fight, a number of monsters equal to the page will start with specterstep |
8 | Monster Dodge +10% |
9 | (Replaces Peril 2) Monster Health +60% |
10 | Heroes can only be maimed once |
11 | (Replaces Peril 3) Monster Armor and Warding +2 |
12 | Reward timers reduced by 1 |
13 | (Replaces Peril 8) Monster Dodge +20% |
14 | Bosses spawn with extra foe |
15 | Rewards Spawn Enemies |
16 | (Replaces Peril 6) Monster Damage +60% |
17 | (Replaces Peril 8 and 13) Monster Dodge +30% |
18 | (Replaces Peril 2 and 9) Monster Health +90% |
19 | (Replaces Peril 3 and 11) Monster Armor and Warding +3 |
20 | (Replaces Peril 6 and 16) Monster Damage +90% |
21 | (Replaces Peril 10) No maiming, heroes just die |