Difference between revisions of "Calamity"
From Wildermyth Wiki
m (link) |
|||
Line 10: | Line 10: | ||
* introducing monster abilities that can [[stun]], [[hobble]], or [[poison]] heroes | * introducing monster abilities that can [[stun]], [[hobble]], or [[poison]] heroes | ||
A calamity card is drawn after every battle, win or lose. They also occur at at timed intervals on the [[overland map]]; these calamities can be averted by spending [[legacy point]]s. The frequency of the calamity draw depends on difficulty level. | A calamity card is drawn after every battle, win or lose. They also occur at at timed intervals on the [[overland map]]; these calamities can be averted by spending [[legacy point]]s. The frequency of the calamity draw depends on [[difficulty]] level. | ||
{| class="wikitable" style="text-align: center" | {| class="wikitable" style="text-align: center" |
Revision as of 17:09, 8 February 2022
Calamity cards strengthen the enemy's monster deck. Current calamities in effect are shown on the Doom Tracker. The frequency and strength of these cards is a major factor determining game difficulty.
Calamity effects include:
- increasing a monster's health, armor, damage, or range
- replacing monsters with more powerful variants
- adding new types of monsters to battles
- introducing monster abilities that can stun, hobble, or poison heroes
A calamity card is drawn after every battle, win or lose. They also occur at at timed intervals on the overland map; these calamities can be averted by spending legacy points. The frequency of the calamity draw depends on difficulty level.
Storyteller | Adventurer | Tragic Hero | Walking Lunch | |
---|---|---|---|---|
Doom Track Time | 220-240 | 160-180 | 120-140 | 100-120 |
Cards per fight | 1 | 1.35 |
Completing a campaign chapter also can dispel some calamity cards from the monster deck.
Monster buffs
As of version 1.0, the values for basic combat buffs are:
Storyteller | Adventurer | Tragic Hero | Walking Lunch | |
---|---|---|---|---|
Protection | +1 Armor | +1 Armor, +1 Warding | +2 Armor, +1 Warding | |
Health | +20% | +25% | +30% | +40% |
Damage & Potency | +1 | +2 | ||
Range | +1 |