Difference between revisions of "Guardian"
From Wildermyth Wiki
(→Tips) |
Psionusoid (talk | contribs) (updated with 1.9 changes) |
||
| Line 3: | Line 3: | ||
== Ingame Description == | == Ingame Description == | ||
<q>''(Active) End your turn and wait for an enemy to come within range. Hit up to one enemy with a melee attack.''</q> | <q>''(Active) End your turn and wait for an enemy to come within range. Hit up to one enemy with a melee attack. (Also works with ranged theme attacks in melee range)''</q> | ||
== Specifics == | == Specifics == | ||
* Attacks the first enemy to come into range before the party's next turn. | * Attacks the first enemy to come into range before the party's next turn. | ||
* Guardian prefers to strike with a melee [[weapon]], but it will use a [[theme]] arm's melee attack | * Guardian prefers to strike with a melee [[weapon]], but it will use a [[theme]] arm's melee or ranged attack if no melee weapon is equipped. If none of these options are available, the hero will punch the target for 1 damage (boosted by [[bonus damage]]). | ||
* Guardian can [[stunt]]. In this case the bonus from a water stunt is lost; other stunt effects work normally. | * Guardian can [[stunt]]. In this case the bonus from a water stunt is lost; other stunt effects work normally. | ||
* Foes will attempt to avoid the guarded area. | * Foes will attempt to avoid the guarded area. | ||
Revision as of 19:53, 3 December 2022
Guardian is the Warrior's starting ability.
Ingame Description
(Active) End your turn and wait for an enemy to come within range. Hit up to one enemy with a melee attack. (Also works with ranged theme attacks in melee range)
Specifics
- Attacks the first enemy to come into range before the party's next turn.
- Guardian prefers to strike with a melee weapon, but it will use a theme arm's melee or ranged attack if no melee weapon is equipped. If none of these options are available, the hero will punch the target for 1 damage (boosted by bonus damage).
- Guardian can stunt. In this case the bonus from a water stunt is lost; other stunt effects work normally.
- Foes will attempt to avoid the guarded area.
Tips
- Combine with a mace to knock back melee attackers, causing them to forfeit their attack when they are no longer in range.
- Guardian can attack during your turn if another hero uses an ability that repositions a foe into the guarded area.