Stat
Stats in Wildermyth cover a broad range of situations. This article will discuss those stats that govern not just the combat ability of Heroes and Monsters, but also temporary conditions, such as injuries.
Base values
The starting values for a young adult human depend slightly on the difficulty level. As of release 1.0, 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 |
Combat-Relevant Stats
Though players may encounter fractional stats gains through gear and events (e.g. 4.5 armor), Wildermyth ultimately rounds these stats down.
Health
Health determines how many injuries a hero can sustain before they must make a mortal choice. Health is the hero's maximum hit points, and does not change in combat. A hero's current hit points is equal to Health + temporary health – injury.
Speed
How many squares you can move in one action.
Humans start with a base speed, modified +1.7 by each of their natural legs they still have. It is also modified by age and by various augments and themes.
On the Stats pane of the Character Sheet, the value is shown rounded down, but when moving on the battle map, you use your full unrounded Speed value. Click on the Speed line on the character sheet to see the actual value and the factors that go into it.
Armor
See main article Armor (Stat).
Armor, as indicated by blue shields on a unit, subtracts from incoming physical damage. Each point of armor represents 1 less damage taken. Armor can come from many sources but most typically stems from gear.
Shredding attacks reduce armor count for the current mission, while Piercing attacks ignore a certain amount of armor.
Warding
Warding represents damage reduction for magic and elemental attacks.
Melee Accuracy
Aim with melee weapons. This is your base Attack Strength, modified by on several other factors like the enemy's evasion stats and cover.
Range Accuracy
Aim with ranged weapons and most interfusions. This is your base Attack Strength, modified by several other factors like the enemy's evasion stats and cover.
Stunt Chance
Base chance for you attack to stunt, which is an additional positive effect (something like crit in other games, but often a status effect instead of damage).
Bonus Damage
Damage added to physical attacks, such as melee or ranged weapon attacks. Also factored into some abilities.
Spell Damage
Extra damage dealt by interfusion abilities.
Potency
Used to calculate damage for Magic attacks, and the effectiveness of some Abilities — for instance, the range of Zealous Leap.
Dodge
Used to evade attacks by moving out of the way. Works uniformly against all attacks. (Block and Dodge work the same since patch 0.11+103 Opellia Bluster.)
Affected by age.
- -2 Dodge at Early Middle Age
- -4 Dodge at Middle Age
- -6 Dodge at Late Middle Age
- -9 Dodge at Old Age
- -13 Dodge at Very Old Age
- -20 Dodge at Extreme Old Age
Block
Used to physically deflect attacks. Works uniformly against all attacks.
Perception
How many squares you can see. Usually 10, until you get really old maybe.
- -1 Perception at Old Age
- -2 Perception at Very Old Age
- -5 Perception at Extreme Old Age
- +2 Perception from lanterns (Not spectral lanterns)
- 8 Perception from Interfused Flames
- 7 Perception on all other Interfused Scenery
Obscured
Some things might be hard to see unless you're right up close? Unclear if this is used at all.
Campaign-Relevant Stats
Recovery Rate
How quickly your injuries heal. Younger and more hearty characters heal faster, old characters heal very slowly.
Retirement Age
When are you going to hang up your boots, roughly? Heroes retire eventually, if they live long enough.
Retirement age starts at 45 for a human and can be affected by:
- Upbringing (up to +30)
- Either reaching level 4 or being a legendary hero (+5)
- Being a Mystic (+20)
- Being a Hunter (+10)
- Certain story events (up to +1000)
Personality Stats
Stats for Story Roles and Their Relationships: When one of these stats is called out as a role, it means that hero has the highest number for that stat in the present or affected party. If that stat is called out negatively (e.g. “Not Leader”) that character has the lowest number for the correlating stat.
The hook describes a facet of a character’s personality and especially as pertains to that character’s place in stories. Affects what characters might say, and what language is associated with them, as well as relationships with other characters.
It should be possible to call out Roles for party, or for the whole company in an event, if necessary.
Bookish
"I've read about this"
Nose in a book, this character is involved with stories and science, and shuns needless action.
Coward
"I don't know, sounds dangerous..."
This character often quails when confronted with true horror, but will come through at unexpected times.
Goofball
"Whoa, that reminds me of a funny story!"
This character tends to joke and make a fool of herself, especially when tensions are high.
Greedy
"I'll just take that. And that. And that."
I want to keep this explanation all to myself. It's mine, all mine.
Healer
"That looks like it hurts. Can I help you with that?"
This character is naturally gifted and nursing and nurturing others, and tends to have an intuitive sense for people’s pain.
Hothead
"Enough talk. Let's attack!"
This character is quick to anger, quick to action, and will often be impatient when asked to wait.
Leader
"All right everyone, let's stick to the plan."
This character tends to take the lead, either explicitly or implicitly, in situations that require a firm or decisive statement.
Loner
"I'd rather to do it myself."
This character is unafraid of loneliness, even embraces it. Often pulls in the direction of solitary action and survival.
Poet
"I see that! And taste it, hear it, feel it. Wonderful!"
This character sees things in a different way, alive to the sensory pleasures of the world and able to express her aliveness with some fluency.
Romantic
"Love is what makes life worth living."
This character is a Casanova, or at least wishes he were, and will speak up in romantic matters and be influenced often by his attractions.
Snark
"I am so excited. That was sarcasm, by the way."
This character is witty and sarcastic, and often negative, but may be shockingly hopeful and romantic when it comes right down to it.
Story Relevant Stats
These are intended to range roughly from 1-100, and are to be used for event rolls in stories, things like that.
Charisma
A measure of how favored this character is, by other people, or even just fate. Starts out higher in youth and declines with age.
High charisma heroes will gain relationship points more quickly, and also for some reason will work faster at building bridges and mountain passes.
Tenacity
A measure of how mentally tough, patient, prepared, and determined this character is. Goes up with age.
Transient Stats
Age
- >= 30, Early Middle Age
- >= 40, Middle Age
- >= 50, Late Middle Age
- >= 66, Old Age
- >= 80, Very Old Age
- >= 100, Extreme Old Age
Injury
Subtracted from Health to give current health. Injury heals over time in the Overland Map, according to Recovery Rate.
Shred
How much of your armor has been temporarily negated. It is repaired at the end of the mission.
Shield
Temporary health that is added to your health bar, and used up first, before accruing injury
Actions
How many actions you have remaining this turn. Reset every turn.
Experience
Used to track promotions. Normal stuff. Note that the three hero classes have different experience curves.`