Armor can come from many sources but most typically stems from gear. Each point of armor represents 1 less damage taken. The exception is Assault missions, which will wait until everyone has arrived.įor longer jobs, on the other hand, it can be more valuable to keep groups together in order to accelerate the arrival of the slower members.Īrmor, as indicated by blue shields on a unit, subtracts from incoming physical damage. If more than one group of heroes is moving to work on a job, work will begin as soon as the first group of heroes arrives, and in some cases might be completed before a distant group has even arrived. So for quick jobs, adding a slow hero to the task sometimes can make the whole thing take longer to finish, by delaying when work begins. Groups that start together and are moving to the same destination or task will move together with a speed equal to the weighted average of the overland speeds of the group members, where the fastest member's speed is given double the weight of the other members' speeds. Due to non-integer speed values and non-integer movement point costs, it is sometimes possible to cross more distance in one 2-action-point move than in two separate 1-action-point moves.Ī hero's speed on the overland map is proportional to 1+speed (where speed is their unrounded speed stat). Hazards such as Gorgon Corrupted Land also cost +0.5 movement point.Ī hero can also spend x action points to move a number of tiles equal to x times their speed. Passing through a tile that is already occupied by an ally costs +0.5 movement point. Diagonal movement costs 1.41 movement points. Click on the "Speed" line on the character sheet to see the actual value and the factors that go into it. On the "Stats" pane of the Character Sheet, the speed value is shown rounded down, but when moving on the battle map, a hero uses the full unrounded value of their speed. (Abilities like Heroism can let a hero start their turn with more than 2 AP.) Moving to a yellow-highlighted tile will end their turn. When the hero is selected, tiles they can move to without using all their available AP are highlighted in green. On the battle map a hero can spend an action point to move a number of tiles equal to their speed stat. It is also modified by age and by various augments and themes. Humans start with a base speed, modified +1.7 by each of their natural legs they still have. A hero's current hit points is equal to Health + temporary health – injury. Health is the hero's maximum hit points, and does not change in combat. Health determines how many injuries a hero can sustain before they must make a mortal choice. 4.5 armor), Wildermyth ultimately rounds these stats down. Though players may encounter fractional stats gains through gear and events (e.g. The starting values for a young adult human depend slightly on the combat difficulty level.
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