Difference between revisions of "Wolfcall"
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* Delayed kills from poison or fire do not trigger Wolfcall. | * Delayed kills from poison or fire do not trigger Wolfcall. | ||
== | ==Tips== | ||
* Extra movement is never bad, but is perhaps most helpful for a melee-focused party, and perhaps especially for a dagger-wielding hunter looking for [[flanking]]. | * Extra movement is never bad, but Wolfcall is perhaps most helpful for a melee-focused party, and perhaps especially for a dagger-wielding hunter looking for [[flanking]]. | ||
* Also valuable for aging parties (in later [[chapter]]s) to give them decent mobility despite the effects of old age. | |||
[[Category:Battle]] | [[Category:Battle]] | ||
[[Category:Ability]] | [[Category:Ability]] | ||
[[Category:Warrior abilities]] | [[Category:Warrior abilities]] |
Latest revision as of 07:21, 14 February 2022
Wolfcall is a passive Warrior ability.
In-Game Description
(Passive) After a successful kill, the hero's allies gain +2 speed for this and the following turn.
Upgrade
Wolfcalled heroes also gain +1 damage on flanking attacks.
Specifics
- Speed gained =
2 + 1/3potency
- All heroes including the warrior gain the speed buff.
- The bonus does not stack from multiple wolfcalls or kills.
- A kill from a reaction strike during the enemy's turn gives a bonus that lasts for your following turn plus an additional one.
- Delayed kills from poison or fire do not trigger Wolfcall.
Tips
- Extra movement is never bad, but Wolfcall is perhaps most helpful for a melee-focused party, and perhaps especially for a dagger-wielding hunter looking for flanking.
- Also valuable for aging parties (in later chapters) to give them decent mobility despite the effects of old age.