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An Ability is an new aspect earned by a character when they gain enough experience to earn a promotion or through other means. These provide different skills, powers, perks, bonuses, and upgrades.

Starting Abilities

These abilites are obtained automatically when a hero selects their class.

Name Class Description
Ability guardian.pngGuardian Warrior Hero ends their turn and waits for an enemy to come within range, hitting up to one enemy with a melee attack.
Ability silkstep.pngSilkstep Hunter (Active) With an elusive step, Hero slips into Grayplane. While in Grayplane, they are hidden to enemies and their attacks ignore armor.
Ability interfuse.pngInterfuse Mystic Mingle the mystic's life energy with a Blaze or piece of Scenery. Interfused targets grant vision and can be used for further purposes.
Ability withdraw.pngWithdraw Mystic Stop interfusing with a target. This allows you to interfuse with a new target.

Choose an Ability

Upon promotion, the player is presented with a randomly-generated list of abilities to choose for their hero. While some abilities are available to all heroes, many are only available to a hero of a particular class. Additionally, many abilities are an upgraded version, or "+" version, of another ability and thus will only be offered if the hero already has the base ability.


General Abilities

These abilites are available to all heroes.

Name Description
Aid (Active) Once per combat, grant an adjacent target x temporary health and remove negative status effects.
Aid+ Aid can be used twice per combat.
Bard (Passive) Hero reduces the cost of recruit jobs by 1. +5 stunt to all heroes in the party.
Bard+ Swellsong: Once per combat, as a swift action, grant +50 Stunt Chance to allies within 5 tiles for one turn.
Endurance (Passive) Hero has +2 armor and +1 warding.
Endurance+ Increased from +2 Armor/+1 Warding to +3 Armor/+2 Warding.
Hardiness (Passive) Hero has +30 percent health.
Hardiness+ Increased from +30% health to +50% health. Also adds +5 recovery rate and +5 retirement age.
Heroism (Active) Once per combat, as a swift action, the hero gains +1 action point, and attack actions cost only one action point this turn.
Heroism+ Grants +2 Action Points instead of +1
Inspiration (Passive) Hero gives adjacent allies +1 bonus damage and spell damage.
Inspiration+ Inspiration range increased from 1 to 2. Also grants +1 warding to all allies within range.
Long Reach (Passive) The Hero has +1 range with all attacks and abilities.
Long Reach+ Bonus Range increased from +1 to +1.6
Riposte (Passive) Hero will counter-attack after a successful melee Block or Dodge.
Riposte+ (Passive) Each time Hero is hit, they gain +20 Dodge. Resets after a successful Dodge or Block.
Sharpshooter (Passive) Hero deals +1 damage and has +1 range with ranged attacks. Bows no longer have a minimum range.
Sharpshooter+ Additional +1 range to ranged attacks.
Tinker (Active) Once per combat as a swift action, Hero grants 3 Armor and 2 Warding to themself or a nearby ally for two turns.
Tinker+ Tinker can be used twice per combat.
Viciousness (Passive) Hero's melee attacks deal +1 damage.
Viciousness+ Extra melee damage increased from +1 to +2.
Windwalk (Active) Once per combat as a swift action, Hero can call on wind spirits to guide them to a distant tile.
Windwalk+ Windwalk can be used twice per combat.
Wisdom The Hero gets a bonus to all campaign-level tasks based on age (+100% of base job speed for every 35 years).
Wisdom+ +10 Retirement Age, +15 Charisma.

Warrior Abilities

These abilities are only available to Warriors.

Name Description
Backslam (Active) As a swift action, every other turn, Hero knocks an enemy up to x tiles away, dealing y damage (1 damage for each Armor Hero has).
Backslam+ Knock the target into another enemy to displace it, deal half damage (1/2 of Hero's Armor), and Hobble both enemies.
Battledance (Passive) Melee attacks only cost Hero one action.
Battledance+ After hitting with a non-swift melee attack, if Hero still has actions left, they can move up to half their speed as a free action.
Bloodrage (Passive) Infuriated by wounds, Hero deals +x damage for every 2 health they are missing.
Bloodrage+ (Active) Once per combat, while wounded, activate to gain +2 Damage and prevent health dropping to zero for one turn.
Broadswipes (Passive) Hero's melee attacks deal x damage to all other foes within range.
Broadswipes+ Broadswipes deals +2 damage to enemies within range.
Engage (Active) As a swift action, Hero engages a foe, forcing it to attack them. Hero must stay in range and maintain a clear line of sight. +1 armor per engaged foe.
Engage+ Using Engage also engages all enemies adjacent to Hero. +2 Armor per engaged enemy.
Paladin (Passive) If Hero ends their turn by moving, they will automatically enter Guardian.
Paladin+ Enter Guardian at the end of every turn, even if you ended your turn by attacking.
Raider (Active) As a swift action, once per turn, Hero can start a fire in an empty tile, or break a piece of adjacent scenery dealing x damage to all foes adjacent to the scenery.
Raider+ Deal twice as much damage to enemies adjacent to destroyed scenery, can start fires on enemies for y magic damage.
Sentinel Replaces Guardian. The warrior leaps up to two tiles in order to intercept a foe who passes nearby, performing a reaction strike.
Sentinel+ Sentinel interrupts enemy movement.
Shieldshear (Active) Once every other turn, as a swift action, Hero shreds x of a foe's armor with his weapon.
Shieldshear+ Shieldshear cooldown removed; can use multiple times per turn.
Stalwart (Active) As a swift action, Hero can enable/disable Stalwart, which grants +3 Armor and Warding but reduces their Speed by 1/2.
Stalwart+ When Stalwart is active, Hero also becomes immune to negative status effects.
Thundering Challenge (Active) Once per combat, as a swift action, Hero frightens the enemy, forcing them to spend their next turn running away.
Thundering Challenge+ Thundering Challenge can now target multiple enemies in a small area.
Untouchable (Passive) When Hero gets a kill, the next attack against them within one turn will miss.
Untouchable+ Untouchable no longer wears off after one turn.
Vigilance (Passive) The Hero's heightened senses allow them to perform up to 2 reaction strikes per turn.
Vigilance+ Reaction strikes per turn increased from 2 to 4.
Wolfcall (Passive) After a successful kill, the hero's allies gain +2 speed for this and the following turn.
Wolfcall+ Wolfcalled heroes also gain +1 damage on flanking attacks.
Zealous Leap (Active) Every other turn, as a swift action, Hero makes a daring leap up to x spaces away.
Zealous Leap+ Zealous Leap cooldown reduced from once every other turn to once per turn. Clears pin on use.

Hunter Abilities

These abilities are only available to Hunters.

Name Description
Ambush (Active) Hero draws back, using a ranged attack on the first enemy who enters the threatened tiles, dealing an extra +2 Damage. If no attack occurs, get a free attack at the start of next turn.
Ambush+ Ambush interrupts enemy movement.
Archery (Passive) After a ranged attack against them or any adjacent allies, Hero counterattacks with a ranged attack of their own.
Archery+ +30 Dodge against ranged attacks
Crippling Strikes (Passive) Hero's attacks apply 2 Hobbled to the enemy.
Crippling Strikes+ Attacks against hobbled enemies deal +2 damage.
Ember Arrows (Passive) When standing by a blaze, Hero's ranged attacks have +x damage, +1 shred, and start fires. Fire can't spread onto them.
Ember Arrows+ (Active) As a swift action, once per turn, Hero can move to a tile adjacent to a fire within 4 tiles.
Flashcone (Active) Once per combat, Hero throws a flashcone that blinds enemies, and deals x magic damage. If thrown at an ally, they will be hidden.
Flashcone+ Put all heroes within area of effect into grayplane; +1 use per mission.
Foxflight (Passive/Active) Hero has +1 speed; Once per combat, as a free action, activate to dodge the next two attacks against them (disables passive)
Foxflight+ Foxflight dodges increased from 2 to 3.
Jumpjaw (Active) Twice per combat, as a swift action, Hero throws a Jumpjaw trap that will deal x damage and pin the first enemy who walks near.
Jumpjaw+ Jumpjaw uses per mission increased from 2 to 3, and now shreds 1 armor
Piercing Shots (Passive) Hero's ranged attacks have x pierce.
Piercing Shots+ (Passive) Ranged attacks shred 1 armor.
Quellingmoss (Passive/Active) Hero has coated their weapons in quellingmoss; their physical attacks apply Poison 1. As an action, they can toss a flask of burning moss that applies Poison x to all units in an area.
Quellingmoss+ Passive and Active poison both increased by 1.
Rogue (Passive) Every time Hero kills an enemy, he/she enters grayplane for free.
Rogue+ Attacks against wounded targets deal +1 damage.
Thornfang (Passive) Once per turn, Hero is refunded an action point after a melee kill.
Thornfang+ Killing an enemy will refund an action point up to three times per turn.
Through Shot (Active) Hero fires a cleverly placed arrow that will pass through the first target and hit the next target in a line, within attack range.
Through Shot+ Throughshot can hit any number of enemies in a line, dealing 1 less damage to each consecutive enemy

Mystic Abilities

These abilities are only available to Mystics.

Name Description
Arches (Active) Hero bonds with the earth, and summons from seedling and silt a wondrous tree that pins surrounding enemies.
Arches+ Arches is changed from a turn-ending action to a single action
Compulsion (Active) Hero briefly interfuses with an Enemy and forces it to move where he pleases.
Compulsion+ Compulsion is changed from a turn-ending action to a swift action. (Usable once per turn)
Earthscribe (Passive) Allies may wall with interfused objects.
Advanced interfusions:
Stone: (Passive) Grants extra armor, warding, and Temp Health. (Active) Rock Shield
Bone: (Active) Bone Wall
Earthscribe+ Armor, Warding, and Temp Health for each interfused stone increased from +1 to +2.
Bonewall: Wall has more HP, further distance
Rockshield: increased from +3 to +5 Temp Health.
Elementalist Advanced interfusions:
Fire: (Passive) Does not burn out while interfused
Wood: (Active) Splintersalvo
Liquid: (Upgrade) Infernal Rain
Elementalist+ Splinterblast/Splintersalvo: +1 damage and apply 1 hobble.
Infernal Rain: Changed from single-target to area of effect.
Humanist Advanced interfusions:
Mechanism: (Passive) Applies poison to enemies who step next to it
Metal: (Upgrade) Shackles
Tools: (Upgrade) Stunning Barrage
Shards: (Active) Shardnado
Humanist+ Stunning Barrage: 100% stun chance on hit
Shackles: x2 damage
Shardnado: Doesn't dissipate over time
Ignite (Active) Once per turn as a single action, Hero pulls motes of heat out of the air and gathers them into a single point, creating an interfused blaze on a tile with debris.
Ignite+ Ignite can be used on tiles without debris on them.
Indignance (Passive) Hero's presence is charged against their foes, dealing x true damage to hostile creatures who enter adjacency with them for any reason.
Indignance+ Base damage and range increased by 1.
Mythweaver Advanced interfusions:
Statues: (Passive) +1 Potency per interfused statues
Garb: (Passive) 50% chance mystic reflects damage while interfused
Books: (Active) Lore Dump
Textiles: (Upgrade) Greater Constrict
Mythweaver+ Loredump: +2 damage, +3 range
Greater Constrict: +1 damage, +1 hobble
Lightning Learning: (Book/Statue, Active) As a swift action, destroy a book or statue to grant ally or self +3 Potency that decays over 3 turns.
Naturalist Advanced interfusions:
Plant: (Active) Vinewrench
Tree: (Passive) Upon interfusing with a tree, enter [[grayplane]. (Active) Treecall
Naturalist+ Wild Grasp: Changed from turn-ending action to swift action (no cooldown)
Roots and Shoots: (Active) As a single action, grow up to 5 plants in a small area
Openmind (Passive) Hero can interfuse with x additional targets.
Openmind+ Interfuse range increased by 1.6, Withdraw becomes a free action
Soulsplitting (Passive) When Hero takes damage, for each interfused object, 1 point is prevented, and the object takes 2 damage instead.
Soulsplitting+ Damage reduction per interfused object increased from 1 to 2.
Spiritblade (Passive/Active) When allies stand directly adjacent to an interfused object, they gain +1 damage; Interfused blazes can be used to grant nearby allies fiery attacks.
Spiritblade+ Allies directly adjacent to an interfused object get +10 Stunt Chance
Blazing Sword/Burning Arrow: Changed from turn-ending actions to single actions.
Vigorflow (Passive) For each interfused object, Hero's physical attacks gain +2 damage; interfused objects take 1 damage whenever a physical attack is used.
Vigorflow+ Physical damage buff per interfused object increased from +2 to +3. Interfused objects also grant +1 speed.

Other Abilities

Name Obtained Restrictions Description
Starheart All the Sweltering Stars Must have Goofball, Romantic, or Poet trait over 60 (Passive) +20 Charisma
When Hero takes damage, they have a 30% chance to blind the attacker.
Improvised Fireball Fireball Mystic-only Once per mission, Hero interfuses with a clay pot full of volatile chemicals, and lobs it to create a huge fireball!

Temporary Abilities

These are abilities that a hero may gain for a single combat based on the event that preceeded it.

Name Obtained Description
Rampaging Boulders Can be available during The Maker based on dialogue choice. Trigger a prepared trap: boulders will roll through the battlefield!
Volley of Arrows Available during the mission Defend Against Incursion if defenses were prepared for that tile. Local archers will fire a volley of arrows on your command, once every other turn.