Difficulty

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Revision as of 13:45, 8 February 2022 by Sten (talk | contribs) (slight recategorization)

Wildermyth has two difficulty settings: combat difficulty and overland difficulty. These are described as follows:

Combat difficulty mostly controls hero health, monster health, armor, and damage. High combat difficulty means heroes are more prone to getting killed in a given situation.
Overland difficulty mostly controls the pace of calamities, time pressure on the overland map, and the frequency of infestation and incursion. It can end up having a big impact on combat difficulty, too, because of calamities!

Hero stats

The starting stat values for a young adult human depend slightly on the combat difficulty level. They are:

  Storyteller Adventurer Tragic Hero Walking Lunch
Health 7 6 5
Speed 1 (+3.4 for 2 natural legs)
Armor 1 0.4 0
Warding 0
Melee Accuracy 105 100 97
Range Accuracy 100 97
Stunt Chance 15 14
Bonus Damage 1 0.4 0
Potency 1 0.4 0
Dodge 50 45
Block 45
Perception 10
Recovery Rate 40 30 25
Retirement Age 45
Charisma 15
Tenacity 15

Monster strength

Calamity cards that strengthen your foes are drawn at timed intervals on the overland map. The interval is shorter at higher overland difficulty levels. Calamity cards are also drawn after every battle, and the number of cards drawn in this fashion depends on the overland difficulty level.

Storyteller Adventurer Tragic Hero Walking Lunch
Card draw interval 220-240 160-180 120-140 100-120
Cards per battle 1 1.35

Some calamity cards boost monster stats. For these cards, the magnitude of the boost depends on the combat difficulty level:

  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

A number of calamity cards are removed at the end of each chapter, and this number depends on the overland difficulty:

  Storyteller Adventurer Tragic Hero Walking Lunch
Remove one card per 7 9 11 14
Remove this fraction of cards above threshold 80% 70% 33% 0%
Thresholds:
Chapter 1 6 7 10 -
Chapter 2 10 12 18 -
Chapter 3 14 17 26 -
Chapter 4 18 22 34 -


Missions

At Walking Lunch combat difficulty, enemies draw one extra monster card in each mission.

Within a mission, doors have a chance to start open at higher combat difficulty levels:

Difficulty Starts Open
Storyteller 0%
Adventurer 25%
Tragic Hero 50%
Walking Lunch 50%

Additionally, the range of a monster's Alarm call varies with combat difficulty level:

Difficulty Range
Storyteller 8
Adventurer 10
Tragic Hero 12
Walking Lunch 14

Overland map

The chance for a tile to become infested and the chance for small groups of heroes to be ambushed in them both depend on the overland difficulty level.

Also, many aspects of incursions vary with overland difficulty: their frequency, their size, how fast they move, and how quickly they destroy constructions.