Difference between revisions of "Peril"

From Wildermyth Wiki
(initial creation of peril page)
 
m (adjusted colors to improve visibility)
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| 8 || Monster Dodge +10%
| 8 || Monster Dodge +10%
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| 9 || <span style="color:#f2da7b>(Replaces Peril 2) Monster Health +60%</span>
| 9 || <span style="color:darkorange>(Replaces Peril 2) Monster Health +60%</span>
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| 10 || Heroes can only be maimed once
| 10 || Heroes can only be maimed once
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| 11 || <span style="color:#f2da7b>(Replaces Peril 3) Monster Armor and Warding +2</span>
| 11 || <span style="color:darkorange>(Replaces Peril 3) Monster Armor and Warding +2</span>
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| 12 || Reward timers reduced by 1
| 12 || Reward timers reduced by 1
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| 13 || <span style="color:#f2da7b>(Replaces Peril 8) Monster Dodge +20%</span>
| 13 || <span style="color:darkorange>(Replaces Peril 8) Monster Dodge +20%</span>
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| 14 || Bosses spawn with extra foe
| 14 || Bosses spawn with extra foe
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| 15 || Rewards Spawn Enemies
| 15 || Rewards Spawn Enemies
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| 16 || <span style="color:#f2da7b>(Replaces Peril 6) Monster Damage +60%</span>
| 16 || <span style="color:darkorange>(Replaces Peril 6) Monster Damage +60%</span>
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| 17 || <span style="color:orange>(Replace Peril 8 and 13) Monster Dodge +30%</span>
| 17 || <span style="color:darkred>(Replace Peril 8 and 13) Monster Dodge +30%</span>
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| 18 || <span style="color:orange>(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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| 19 || <span style="color:orange>(Replaces Peril 3 and 11) Monster Armor and Warding +3</span>
| 19 || <span style="color:darkred>(Replaces Peril 3 and 11) Monster Armor and Warding +3</span>
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| 20 || <span style="color:orange>(Replaces Peril 6 and 16) Monster Damage +90%</span>
| 20 || <span style="color:darkred>(Replaces Peril 6 and 16) Monster Damage +90%</span>
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| 21 || <span style="color:red>No maiming, heroes just die</span>
| 21 || <span style="color:red>No maiming, heroes just die</span>
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Revision as of 16:58, 30 May 2024

Peril adjusts the difficulty of Omenroad Challenge Runs. Players must start at peril 0 and unlock higher peril by winning challenge runs.

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 (Replace 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 No maiming, heroes just die