Difference between revisions of "Weapons"

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=== Artifact ===
=== Artifact ===


Artifact items give unique bonuses, and will be saved with the hero in your [[legacy]]. You can craft an upgrade to an artifact weapon without losing the artifact bonus, but it does cost more [[resource]]s.
Artifact items give unique bonuses, and will be saved with the hero in your [[legacy]]. You can [[craft]] an upgrade to an artifact weapon without losing the artifact bonus, but it does cost more [[resource]]s.


[[Category:Battle]]
[[Category:Battle]]

Revision as of 13:39, 1 July 2021

note: this page is a work in progress. i gotta sleep sometime. -lizbot3000, 1/11/21

Weapons are the equipment heroes carry in their primary and/or secondary equipment slots. All weapons are either one-handed (such as a dagger or spear) or two-handed (such as a bow or a hammer). They can either be basic quality (i.e. the randomly generated weapons that you come across during your play), artifact (named weapons that have set descriptions and stats/abilities), or elemental (a stunt effect is added to the weapon).

If a hero loses arm(s) or undergoes some transformation, some of these weapons may not be equipped.

Weapons cannot be transferred or traded among heroes. Wildermyth does not intend for players to spend time managing inventory.

A list of unique/artifact weapons can be found here.

Tier 0

Tier 0 weapons are the ones that the heroes start the game with. Unless otherwise specified, all Tier 0 weapons have a range of 1.6 and stunt damage of 1.

Tier 0 Weapons
Item Image Description Type Stats
Old Sword image A notched old thing that's seen better days, it belonged to a relation, once upon a time. Sword Damage:
Pitchfork image A wood shaft affixed with an iron fork for shoveling hay, it's effective and traditional. Greatspear Damage: 4
Range: 2.1
Frying Pan image A roughly made mace. Mace Damage: 4
Knockback: 1.6
Root Club image Hacked from the foot of an uprooted tree, it's heavy and dangerous in the right hands. Mace Damage:
Pick Axe image Normally used against rocks and tree roots, it can do some damage if you can connect. Axe Damage: 4
Shred: 1
Shovel image "This shovel will dig... your grave!" Spear Damage:
Farm Bow image "A bit of pliable wood and some horsehair makes a fine weapon to warn off wolves with." Bow Damage: 3
Range: 1.9–7.6
Soupspoon Soupspoon.png Good at serving people soup. I don't know why you think you can cast a spell with it. Wand Damage: 1
Spell Damage: 1
Warding +1
Walking Staff image Isn't this literally just a gnarled branch you picked up when you were out hiking?. Staff Damage:

Weapons

See Weapons for a list of unique and/or named weapons.


Not going to get very far fighting monsters without weapons, are you? Our farmers start off with whatever weapons they can scrounge up—hammers, pitchforks, etc. But soon, they'll discover and create much better ones.

Generally, a hero can only hold/equip one weapon at a time, but an extra weapon can be stored on the back. Switching to it in combat is an unlimited free action.

Weapon types are currently: swords, axes, maces, spears, daggers, bows, staves, and wands. A hero may choose to carry two weapons in order to have a melee and a ranged attack option, or may prefer to have options with different wield for high-dodge enemies, or different attack effects like shred or knockback, or different elemental stunt bonuses.

Tier

Weapons come in four tiers. Tier 0 is the makeshift weapons of the farmers. Tier 1 weapons are your rusty sword, your standard hunting bow, and a nice stick for a wand. Tier 3 starts to get way more fun/ridiculous, including maces made from fallen stars and staves with glowing orbs and curling antlers.

Elemental Enchantments

Every once in a while your party might encounter an elemental spirit during a mission (See Spirit Captured for an example). This spirit will vanish in four turns and run away from your party, ignoring obstacles like doors while doing so. If you complete all objectives of the mission while the spirit hasn't been caught or hasn't vanished yet, you still get the opportunity to catch the spirit before it vanishes and the mission completes.

Every elemental spirit can enchant one of the currently wielded weapons of the hero who catches it. Catching a spirit is done automatically while moving adjacent to it. This can be done mid movement or when ending your turn. A spirit can be caught from all eight tiles next to it.

Every element gives a different bonus when a hero stunts.

Fire Damages up to three nearby enemies.
Water Refunds one action point. (Can only occur once per turn)
Leaf Grants two temporary hit points. (This effect can stack)
Stone Shreds 1 Armour of all enemies in a two tile radius.

Enchanting a weapon replaces that weapon with a weapon of the same type and Tier with the enchantment. An exception being Tier 0 weapons who get replaced by a Tier 1 weapon of the same type.

Enchanting a weapon type unlocks all Tiers for that weapon to craft. For example, enchanting a Tier 1 sword with Fire allows you to craft up to Tier 3 swords with the Fire enchantment.

Whenever an enchantment is unlocked for a weapon type you can craft that weapon type with the enchantment in future campaigns without having to catch the spirit in that campaign. Salvaging a weapon while you do not have its enchantment unlocked yet does not give you access to crafting it in the future.


Artifact

Artifact items give unique bonuses, and will be saved with the hero in your legacy. You can craft an upgrade to an artifact weapon without losing the artifact bonus, but it does cost more resources.