Difference between revisions of "Calamity"
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| style="text-align: left" | Health || +20% || +25% || +30% || +40% | | style="text-align: left" | Health || +20% || +25% || +30% || +40% | ||
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| style="text-align: left" | Damage | | style="text-align: left" | Damage || colspan=2 | +1 || colspan=2 | +2 | ||
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[[Category:Campaign]] | [[Category:Campaign]] | ||
[[Category:Difficulty]] | [[Category:Difficulty]] |
Revision as of 02:42, 11 February 2022
Calamity cards strengthen the enemy's monster deck. Current calamities in effect are shown on the Doom Tracker. The frequency and strength of these cards is a major factor determining game difficulty.
Calamity effects include:
- increasing a monster's health, armor, or damage
- increasing the number of monsters
- adding new types of monsters to battles
- introducing monster abilities that can stun, hobble, or poison heroes
A calamity card is drawn after every battle, win or lose. They also occur at at timed intervals on the overland map; these calamities can be averted by spending legacy points. The frequency of the calamity draw depends on difficulty level.
Storyteller | Adventurer | Tragic Hero | Walking Lunch | |
---|---|---|---|---|
Doom Track Time | 220-240 | 160-180 | 120-140 | 100-120 |
Cards per fight | 1 | 1.35 |
Completing a campaign chapter also can dispel some calamity cards from the monster deck.
Monster buffs
Calamity cards that increase a monster's stats do so by the following amount:
Storyteller | Adventurer | Tragic Hero | Walking Lunch | |
---|---|---|---|---|
Protection | +1 Armor | +1 Armor, +1 Warding | +2 Armor, +1 Warding | |
Health | +20% | +25% | +30% | +40% |
Damage | +1 | +2 |