Peril

From Wildermyth Wiki
Revision as of 12:42, 3 June 2024 by Psionusoid (talk | contribs) (corrected mistake in starting peril)

Peril adjusts the difficulty of Omenroad Challenge Runs. Players must start at peril 0, 1, or 2 and unlock higher peril by winning challenge runs.

The peril page at maximum peril
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