Difference between revisions of "Peril"
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| 16 || <span style="color:darkorange>(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:darkred>( | | 17 || <span style="color:darkred>(Replaces Peril 8 and 13) Monster Dodge +30%</span> | ||
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| 18 || <span style="color:darkred>(Replaces Peril 2 and 9) Monster Health +90%</span> | | 18 || <span style="color:darkred>(Replaces Peril 2 and 9) Monster Health +90%</span> |
Revision as of 20:09, 1 June 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 | (Replaces 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 | (Replaces Peril 10) No maiming, heroes just die |