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	<id>https://wildermyth.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Descriptivist</id>
	<title>Wildermyth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wildermyth.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Descriptivist"/>
	<link rel="alternate" type="text/html" href="https://wildermyth.com/wiki/Special:Contributions/Descriptivist"/>
	<updated>2026-04-12T13:13:13Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.36.1</generator>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Stunt&amp;diff=27774</id>
		<title>Stunt</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Stunt&amp;diff=27774"/>
		<updated>2025-08-11T01:07:28Z</updated>

		<summary type="html">&lt;p&gt;Descriptivist: fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A “critical hit” that deals extra damage and can produce different effects.&lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
&lt;br /&gt;
Only humans (including NPCs) can stunt.&lt;br /&gt;
&lt;br /&gt;
The extra damage from Stunt is based on weapon tier. [[Transformation|Transformed limbs]] are treated as tier 3 weapons for this formula.&lt;br /&gt;
&lt;br /&gt;
Stunt damage and effects for [[Interfuse|interfusion attacks]] are calculated based on the equipped weapon (or tier 3 if both arms are transformed).&lt;br /&gt;
&lt;br /&gt;
In addition to extra damage, elemental and some artifact weapons (such as [[Halehammer]]) will produce further effects. (See [[#Elemental Stunts|Elemental Stunts]] below.)&lt;br /&gt;
&lt;br /&gt;
Stunt activate after warrior [[Broadswipes]] but before Knockback effects. Hence, stunt effect area range is based on the initial position of the attacked target.&lt;br /&gt;
&lt;br /&gt;
If an attack will hit multiple targets simultaneously (e.g. [[Through Shot]] or Splinterblast), the attacker&amp;#039;s chance to stunt on each target is calculated by the following formula: &amp;lt;code&amp;gt;finalStuntChance = stuntChance * (2 / (numTargets + 1))&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Elemental Stunts ==&lt;br /&gt;
Elemental effects can be acquired by capturing an [[Spirit Captured|elemental spirit]], or may be on certain weapons when you acquire them. &lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
&lt;br /&gt;
Sends up to 3 fireballs at nearby enemies, which can start blazes. Each fireball deals &amp;lt;code&amp;gt;1 + weaponTier&amp;lt;/code&amp;gt; magic damage, 1 [[pierce]].&lt;br /&gt;
&lt;br /&gt;
=== Leaf ===&lt;br /&gt;
&lt;br /&gt;
Grants 2 temporary health to the attacker.&lt;br /&gt;
&lt;br /&gt;
=== Stone ===&lt;br /&gt;
&lt;br /&gt;
[[Shred|Shreds]] 1 [[armor]] and [[Pin|pins]] all enemies within a 2-tile radius.&lt;br /&gt;
&lt;br /&gt;
=== Water ===&lt;br /&gt;
&lt;br /&gt;
Gives +1 [[action point]], at most once per turn.&lt;br /&gt;
&lt;br /&gt;
=== Shadow ===&lt;br /&gt;
Gives Shadowed Status: The next incoming attack will miss, you have +2 speed, and you can move through scenery. Shadowed status is removed when you make an attack. &lt;br /&gt;
&lt;br /&gt;
[[Category: Battle]]&lt;br /&gt;
[[Category: Extra actions]]&lt;/div&gt;</summary>
		<author><name>Descriptivist</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Augment&amp;diff=22568</id>
		<title>Augment</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Augment&amp;diff=22568"/>
		<updated>2023-07-01T18:56:48Z</updated>

		<summary type="html">&lt;p&gt;Descriptivist: -onBlock /* Basic Augments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Augments&amp;#039;&amp;#039;&amp;#039; are extra [[equipment]] that heroes can wear over their armor. They usually provide buff to [[stat]]s or grant special abilities. They may be acquired as part of an [[Event]], after a [[Battle]] or when [[Job#Secure|securing]] a site.&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
&lt;br /&gt;
== Augment Qualities ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Augments ===&lt;br /&gt;
Augments are randomly generated in both appearance and [[aspect]] based on a variety of factors, including where the item was obtained and the current chapter of the campaign.&lt;br /&gt;
&lt;br /&gt;
Here are the list of possible aspects:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+Basic Augment Aspects&lt;br /&gt;
|-&lt;br /&gt;
! Aspect ID&lt;br /&gt;
! Name&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| augmentBuffAccuracy&lt;br /&gt;
| Bonus Accuracy&lt;br /&gt;
| Melee Accuracy: 5&amp;lt;br /&amp;gt;Ranged Accuracy: 5&lt;br /&gt;
|-&lt;br /&gt;
| augmentBuffArmor&lt;br /&gt;
| Bonus Armor&lt;br /&gt;
| Armor: 0.5&lt;br /&gt;
|-&lt;br /&gt;
| augmentBuffBlock&lt;br /&gt;
| Bonus Block&lt;br /&gt;
| Block: 5&lt;br /&gt;
|-&lt;br /&gt;
| augmentBuffBonusDamage&lt;br /&gt;
| Bonus Damage&lt;br /&gt;
| Bonus Damage: 0.7&lt;br /&gt;
|-&lt;br /&gt;
| augmentBuffDodge&lt;br /&gt;
| Bonus Dodge&lt;br /&gt;
| Dodge: 5&lt;br /&gt;
|-&lt;br /&gt;
| augmentBuffHealth&lt;br /&gt;
| Bonus Health&lt;br /&gt;
| Health: 0.7&lt;br /&gt;
|-&lt;br /&gt;
| augmentBuffPotency&lt;br /&gt;
| Bonus Potency&lt;br /&gt;
| Potency: 0.7&lt;br /&gt;
|-&lt;br /&gt;
| augmentBuffSpeed&lt;br /&gt;
| Bonus Speed&lt;br /&gt;
| Speed: 0.7&lt;br /&gt;
|-&lt;br /&gt;
| augmentBuffStunt&lt;br /&gt;
| Bonus Stunt Chance&lt;br /&gt;
| Stunt Chance: 6&lt;br /&gt;
|-&lt;br /&gt;
| augmentBuffWarding&lt;br /&gt;
| Bonus Warding&lt;br /&gt;
| Warding: 0.8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Augment Slot&lt;br /&gt;
! Description&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Image&lt;br /&gt;
|-&lt;br /&gt;
| Belt&lt;br /&gt;
| Worn around the waist&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment beltCave.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment beltField.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment beltGold.png|100x50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Bracelet&lt;br /&gt;
| One or Both wrists&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment braceletCave.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment braceletField.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment braceletGold.png|100x50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Broach&lt;br /&gt;
| Pinned to the shirt&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment broachCave.png|25x25px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment broachField.png|25x25px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment broachGold.png|25x25px]]&lt;br /&gt;
|-&lt;br /&gt;
| Cloak&lt;br /&gt;
| On the Shoulders and down the back, behind.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment cloakCave.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment cloakField.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment cloakGold.png|100x50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Kneepad&lt;br /&gt;
| Covers the knees. Knee pads?&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment kneeCave.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment kneeField.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment kneeGold.png|100x50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Necklace&lt;br /&gt;
| Around the neck, on top of armor.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment necklaceCave.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment necklaceField.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment necklaceGold.png|100x50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Pauldron&lt;br /&gt;
| On the shoulders, on top of armor.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment pauldronCave.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment pauldronField.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment pauldronGold.png|100x50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Ring&lt;br /&gt;
| On one hand. Can only equip one ring.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment ringCave.png|25x25px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment ringField.png|25x25px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment ringGold.png|25x25px]]&lt;br /&gt;
|-&lt;br /&gt;
| Sash&lt;br /&gt;
| Around the waist, above armor, below belt probably.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment sashCave.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment sashField.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment sashGold.png|100x50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Scarf&lt;br /&gt;
| Around the neck, below necklace.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment scarfCave.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment scarfField.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment scarfGold.png|100x50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Strap&lt;br /&gt;
| Across the chest, above armor.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment strapCave.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment strapField.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment strapGold.png|100x50px]]&lt;br /&gt;
|-&lt;br /&gt;
| Talisman&lt;br /&gt;
| Hung from the belt, on top.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment talismanCave.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment talismanField.png|100x50px]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment talismanGold.png|100x50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Named Augments ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Image&lt;br /&gt;
! Augment Slot&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
! Obtained&lt;br /&gt;
|-&lt;br /&gt;
| [[Armored Storm Pauldron]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Stormpauldron.png|100x50px]]&lt;br /&gt;
| Pauldron&lt;br /&gt;
| Dark metal pauldrons with a history you&amp;#039;d rather not examine too closely.&lt;br /&gt;
| Armor: 0.7&amp;lt;br /&amp;gt;Potency: 0.7&lt;br /&gt;
| [[Storied Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Atonement of Oldwane]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Atonementofoldwane.png|100x50px]]&lt;br /&gt;
| Cloak&lt;br /&gt;
| A mantle of hope and virtue, gifted by a regretful spirit.&lt;br /&gt;
| Warding: 1&amp;lt;br /&amp;gt;Bonus Damage: 0.7&amp;lt;br /&amp;gt;Potency: 0.7&lt;br /&gt;
| [[To Humble Ends]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Autumn Pauldron]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:WarriorM augment pauldronAutumnR.png|100x50px]]&lt;br /&gt;
| Pauldron&lt;br /&gt;
| Given to you by the Forest, the leaves on it are an eternal autumn gold.&lt;br /&gt;
| Health: 0.6&amp;lt;br /&amp;gt;Armor: 0.6&amp;lt;br /&amp;gt;Warding: 0.6&lt;br /&gt;
| [[The Offering]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Crow Amulet]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Crowamulet.png|100x50px]]&lt;br /&gt;
| Necklace&lt;br /&gt;
| This mysterious amulet seems to press on the wearer&amp;#039;s chest when they stand in harm&amp;#039;s way.&lt;br /&gt;
| Ranged Accuracy: 15&lt;br /&gt;
| [[Company of Crows]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Defender&amp;#039;s Necklace]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment necklaceDefender.png|100x50px]]&lt;br /&gt;
| Necklace&lt;br /&gt;
| Found in the wreckage of an ill-fated battle.&lt;br /&gt;
| Armor: 0.5&lt;br /&gt;
| [[Flickerings]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eaglefeather Talisman]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Eaglefeather.png|100x50px]]&lt;br /&gt;
| Talisman&lt;br /&gt;
| A soiuvenir from a close encounter with an eagle&amp;#039;s nest.&lt;br /&gt;
| Health: 0.7&lt;br /&gt;
| [[Crag Eagle]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Elmsoul Belt]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:WarriorM augment beltElmsoul.png|100x50px]]&lt;br /&gt;
| Belt&lt;br /&gt;
| Grown from a blood-tasting splinter into a jealous girdle that guards its wearer.&lt;br /&gt;
| Warding: 0.5&amp;lt;br /&amp;gt;Potency: 0.5&lt;br /&gt;
| [[The Jealousy of Trees]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Feather Bracelet]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment featherBracelet.png|100x50px]]&lt;br /&gt;
| Bracelet&lt;br /&gt;
| Grants longed-for wings.&lt;br /&gt;
| Speed: 1.4&amp;lt;br /&amp;gt;The hero grows hawk wings.&amp;lt;br /&amp;gt;[[File:wingHawk.png|100x50px]]&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| [[Feathercloak]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Feathercloak.png|100x50px]]&lt;br /&gt;
| Cloak&lt;br /&gt;
| This soft cloak of crowfeathers rustles lightly when its wearer moves. It smells of sun among the treetops, and deep forest flights.&lt;br /&gt;
| Speed: 1&amp;lt;br /&amp;gt;Dodge: 5&lt;br /&gt;
| [[As The Crow Flies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fortune&amp;#039;s Girdle]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:WarriorM augment strapLucky.png|100x50px]]&lt;br /&gt;
| Strap&lt;br /&gt;
| Treasure from a chest never smelled so fresh.&lt;br /&gt;
| Stunt Chance: 7&amp;lt;br /&amp;gt;Dodge: 7&amp;lt;br /&amp;gt;Block: 7&lt;br /&gt;
| [[Spur of a Moment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Glade Scarf]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Gladescarf.png|100x50px]]&lt;br /&gt;
| Scarf&lt;br /&gt;
| Twinkling lights fade in and out among the rough weaving.&lt;br /&gt;
| Health: 0.7&amp;lt;br /&amp;gt;Warding: 0.7&amp;lt;br /&amp;gt;Potency: 0.7&lt;br /&gt;
| [[Spirit of the Forest]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorgoneater Sash]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:WarriorM augment sashEater.png|100x50px]]&lt;br /&gt;
| Sash&lt;br /&gt;
| It&amp;#039;s not as slimy as you thought it would be.&lt;br /&gt;
| Health: 0.7&lt;br /&gt;
| [[The Eater]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hearth Talisman]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Hearthtalisman.png|100x50px]]&lt;br /&gt;
| Talisman&lt;br /&gt;
| Bestowed with the power of a friend&amp;#039;s gift, you hope to hang it in your own home someday.&lt;br /&gt;
| Block: 8&lt;br /&gt;
| [[Where We Find Ourselves]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lover&amp;#039;s Belt]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment beltLover.png|100x50px]]&lt;br /&gt;
| Belt&lt;br /&gt;
| Etched with what is probably Thnarric poetry.&lt;br /&gt;
| Block: 7&lt;br /&gt;
| [[Token of Affection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lover&amp;#039;s Necklace]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment necklaceLover.png|100x50px]]&lt;br /&gt;
| Necklace&lt;br /&gt;
| Swirling silver worn close to the heart.&lt;br /&gt;
| Health: 0.8&lt;br /&gt;
| [[Token of Affection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lover&amp;#039;s Sash]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment sashLover.png|100x50px]]&lt;br /&gt;
| Sash&lt;br /&gt;
| A richly-stitched gift.&lt;br /&gt;
| Potency: 0.8&lt;br /&gt;
| [[Token of Affection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Memorial Pauldron]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Memorialpauldron.png|100x50px]]&lt;br /&gt;
| Pauldron&lt;br /&gt;
| Stone-carved pauldrons in the image of the twilight god, Oruwei.&lt;br /&gt;
| Armor: 0.7&amp;lt;br /&amp;gt;Potency: 0.7&lt;br /&gt;
| [[For an Old Wish Passing]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mossgirdle]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Mossgirdle.png|100x50px]]&lt;br /&gt;
| Sash&lt;br /&gt;
| An evergreen swatch of fragrant moss girds the hips.&lt;br /&gt;
| Warding: 1&amp;lt;br /&amp;gt;Potency: 0.5&lt;br /&gt;
| [[Moss]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mushroom Talisman]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Mushroomtalisman.png|100x50px]]&lt;br /&gt;
| Talisman&lt;br /&gt;
| Enchanted by an otherworldy merchant. At least you think so; it can be hard to tell what&amp;#039;s just good salesmanship.&lt;br /&gt;
| Health: 0.7&amp;lt;br /&amp;gt;Potency: 0.7&lt;br /&gt;
| [[The Merchant]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Old Coin Talisman]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Oldcointalisman.png|100x50px]]&lt;br /&gt;
| Talisman&lt;br /&gt;
| An unfamiliar old coin. Doesn&amp;#039;t do anything.&lt;br /&gt;
| &lt;br /&gt;
| [[Dug Up]]&amp;lt;br /&amp;gt;[[Shiny]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rivercloak]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Rivercloakitem.png|100x50px]]&lt;br /&gt;
| Cloak&lt;br /&gt;
| Ripples as if woven from a current of water, and marks the wearer&amp;#039;s favor in the eyes of a waterling.&lt;br /&gt;
| Speed: 0.5&amp;lt;br /&amp;gt;Armor: 1&lt;br /&gt;
| [[Waterling]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Silver Compass Talisman]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Silvercompasstalisman.png|100x50px]]&lt;br /&gt;
| Talisman&lt;br /&gt;
| Doesn&amp;#039;t technically work, but gives you confidence in your own sense of direction.&lt;br /&gt;
| Melee Accuracy: 7&amp;lt;br /&amp;gt;Ranged Accuracy: 7&lt;br /&gt;
| [[Where We Find Ourselves]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Spokesbadge]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Spokesbadge.png|100x50px]]&lt;br /&gt;
| Broach&lt;br /&gt;
| A burnished badge of a place swept away.&lt;br /&gt;
| Potency: 0.5&amp;lt;br /&amp;gt;Block: 7&lt;br /&gt;
| [[A New Name]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Staff Shard]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment talismanShard.png|100x50px]]&lt;br /&gt;
| Talisman&lt;br /&gt;
| The shard of a staff, imbued with the soul of a mystic.&lt;br /&gt;
| Potency 0.5&lt;br /&gt;
| Unknown&lt;br /&gt;
|-&lt;br /&gt;
| [[Staffshard Talisman]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment talismanShard.png|100x50px]]&lt;br /&gt;
| Talisman&lt;br /&gt;
| Holds the memory of a fallen hero.&lt;br /&gt;
| Potency: 0.7&lt;br /&gt;
| [[Final Moment]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starseed Ring]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment ringStarseed.png|25x25px]]&lt;br /&gt;
| Ring&lt;br /&gt;
| Who needs risks when you can be just slightly above-average and still come out ahead?&lt;br /&gt;
| Warding: 0.7&lt;br /&gt;
| [[The Starseed Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stoneblade Talisman]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment talismanStoneshear.png|100x50px]]&lt;br /&gt;
| Talisman&lt;br /&gt;
| Its warm edges can split solid rock. In its core, an old worldcarver&amp;#039;s will ever hums.&lt;br /&gt;
| Spell Damage: 1&lt;br /&gt;
| [[Heart of Stone]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Forestlord&amp;#039;s Cloak]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:augment cloakMist.png|100x50px]]&lt;br /&gt;
| Cloak&lt;br /&gt;
| A misty cloak of flowing fabric, bestowed by Lord Evergreen.&lt;br /&gt;
| Dodge: 5&amp;lt;br /&amp;gt;{{Iconify|Swift action}}: Once per combat, the hero swirls their cloak and becomes instantly [[hidden]], disappearing into grayplane in a cloud of cedarsmelling mist.&lt;br /&gt;
| [[Answer to Austerity]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tortoiseshell Talisman]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Turtleamulet.png|100x50px]]&lt;br /&gt;
| Talisman&lt;br /&gt;
| A talisman of a protector.&lt;br /&gt;
| Block: 15&lt;br /&gt;
| [[Turtles All The Way Down]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Village Banner]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:VillageBannerAugment.png|100x50px]]&lt;br /&gt;
| Sash&lt;br /&gt;
| A simple memory to carry around your waist.&lt;br /&gt;
| Health: 0.5&amp;lt;br /&amp;gt;Stunt Chance: 7&lt;br /&gt;
| [[To Remember Us By]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wolfhead Amulet]]&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [[File:Wolfheadamulet.png|100x50px]]&lt;br /&gt;
| Necklace&lt;br /&gt;
| A trinket from Lochias.&lt;br /&gt;
| Stunt Chance: 7&amp;lt;br /&amp;gt;Bonus Damage: 0.7&lt;br /&gt;
| [[The Wolf Price]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Augment]]&lt;br /&gt;
[[Category:Equipment]]&lt;/div&gt;</summary>
		<author><name>Descriptivist</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Combat_mechanics&amp;diff=22567</id>
		<title>Combat mechanics</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Combat_mechanics&amp;diff=22567"/>
		<updated>2023-06-28T09:28:18Z</updated>

		<summary type="html">&lt;p&gt;Descriptivist: replaced mAcc and rAcc with Accuracy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Line of sight ==&lt;br /&gt;
&lt;br /&gt;
Ranged attacks require &amp;#039;&amp;#039;&amp;#039;line of sight&amp;#039;&amp;#039;&amp;#039;, which is blocked by other enemies and by solid walls. For some attacks such as Discus, Cover objects also block line of sight. Crevasses in the map do &amp;#039;&amp;#039;not&amp;#039;&amp;#039; block line of sight.&lt;br /&gt;
&lt;br /&gt;
Attackers can &amp;quot;lean&amp;quot; to see around obstacles in some cases. Specifically:&lt;br /&gt;
* The attacker considers five possible &amp;#039;&amp;#039;&amp;#039;firing positions&amp;#039;&amp;#039;&amp;#039;: the center of their current tile and positions offset by 0.7 to the north, south, east and west. &lt;br /&gt;
* For each firing position, the game checks five lines to the target (or to each of the target&amp;#039;s tiles, if it is large): from the firing position to the center of the tile and to positions offset by 0.49 to the north, south, east, and west. These are the &amp;#039;&amp;#039;&amp;#039;target points&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* If there is any unobstructed line from a firing position to a target point, the attacker has line of sight on the target.&lt;br /&gt;
&lt;br /&gt;
== Attack Strength ==&lt;br /&gt;
&lt;br /&gt;
Also called &amp;quot;Attack Roll&amp;quot; in some places. For basic attacks, simply use Accuracy.&lt;br /&gt;
&lt;br /&gt;
== Defense Strength ==&lt;br /&gt;
&lt;br /&gt;
Also called &amp;quot;Defense Roll&amp;quot; in some places. The target&amp;#039;s Block, Dodge, and Cover are added together to give Defense Strength. &lt;br /&gt;
&lt;br /&gt;
=== Block ===&lt;br /&gt;
&lt;br /&gt;
Block is straightforward. Just add Block to the target&amp;#039;s Defense Strength. (The only difference between Block and Dodge is flavor.)&lt;br /&gt;
&lt;br /&gt;
=== Dodge ===&lt;br /&gt;
&lt;br /&gt;
Dodge is straightforward. Just add Dodge to the target&amp;#039;s Defense Strength. (The only difference between Block and Dodge is flavor.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Dodge used to be modified by a stat called Wield, but Wield was removed from the game in version 0.11+103 Opellia Bluster. --&amp;gt;&lt;br /&gt;
=== Cover ===&lt;br /&gt;
&lt;br /&gt;
A defender must be standing adjacent to cover to benefit from it. Diagonal adjacency counts. Solid walls, door frames and such also give Good Cover even though they do not say so. &lt;br /&gt;
&lt;br /&gt;
Partial cover is worth up to +30 Defense Strength, while Good cover is worth up to +60. However, the cover&amp;#039;s value is reduced if part of the target&amp;#039;s body is exposed. Attackers also automatically &amp;quot;lean&amp;quot; a small amount in whichever direction maximizes the target&amp;#039;s exposure.&lt;br /&gt;
&lt;br /&gt;
Specifically, for each firing position and each target point described above for [[#Line_of_sight|line of sight]], the game tests the five lines from the firing position to all target points. For each line that passes through any part of the cover tile, the target gets 20% of the potential cover value. The attacker picks their best firing position. If the target occupies multiple tiles, this calculation is carried out for each tile, and the attacker picks the most exposed (lowest cover) target tile.&lt;br /&gt;
&lt;br /&gt;
For example, this means that a defender can very rarely get full cover value from a single-tile cover object. They would have to be diagonally adjacent to it with an attacker on the far diagonal.&lt;br /&gt;
&lt;br /&gt;
== Resolution ==&lt;br /&gt;
&lt;br /&gt;
Subtract Defense Strength from Attack Strength to get hit strength. If the result is -75 or below, the attack cannot hit. Above that, the hit chance increases by +1% per point of hit strength until it reaches 85% at hit strength +10. Then it increases by +0.5% per point of hit strength until hit chance reaches 100% at hit strength +40.&lt;br /&gt;
&lt;br /&gt;
Technically, interpolate hit chance on this table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Hit Strength !! Hit Chance&lt;br /&gt;
|- &lt;br /&gt;
| -75  || 0%&lt;br /&gt;
|- &lt;br /&gt;
| 0 || 75%&lt;br /&gt;
|- &lt;br /&gt;
| 10 || 85%&lt;br /&gt;
|- &lt;br /&gt;
| 40 || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Misses ===&lt;br /&gt;
&lt;br /&gt;
If the attack fails, the system will randomly determine whether the target Dodged, Blocked, or Took Cover. Cover is the first line of defense—if the hit strength is less than the cover value, the shot hits the cover, dealing damage to the cover. Otherwise, Dodge or Block is selected, weighted by the target&amp;#039;s defense ratings.&lt;br /&gt;
&lt;br /&gt;
== Damage ==&lt;br /&gt;
&lt;br /&gt;
When an attack hits:&lt;br /&gt;
# Determine the total attack damage, with [[bonus damage]], [[spell damage]] and [[potency]], and any additions from abilities or special effects.&lt;br /&gt;
# If the attack is physical, take the target&amp;#039;s [[Armor (Stat)|armor]], or if it&amp;#039;s magical take the target&amp;#039;s [[Stat#Warding|Warding]].&lt;br /&gt;
#* If the defender has [[walling]], add 1 to the effective armor or warding. &lt;br /&gt;
#* If the attack has &amp;#039;&amp;#039;&amp;#039;piercing&amp;#039;&amp;#039;&amp;#039;, subtract it from the effective armor or warding, minimum 0.&lt;br /&gt;
# Subtract the remaining effective armor or warding from the attack damage to get true damage.&lt;br /&gt;
# If the defender has &amp;#039;&amp;#039;&amp;#039;[[temporary health]]&amp;#039;&amp;#039;&amp;#039;, apply the damage against temporary health first. The temporary health points are lost.&lt;br /&gt;
# Add the remaining true damage to the hero&amp;#039;s &amp;#039;&amp;#039;&amp;#039;injury&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
# If &amp;#039;&amp;#039;&amp;#039;injury&amp;#039;&amp;#039;&amp;#039; is equal to or greater than [[Stat#Health|Health]], the defender falls. Heroes may get a [[mortal choice]].&lt;br /&gt;
# After evaluating the damage for this attack, subtract &amp;#039;&amp;#039;&amp;#039;shred&amp;#039;&amp;#039;&amp;#039; from the target&amp;#039;s armor.&lt;br /&gt;
&lt;br /&gt;
=== Types of Attacks; Physical / Magical ===&lt;br /&gt;
&lt;br /&gt;
*Normal damage from weapons is physical and benefits from [[bonus damage]]. &lt;br /&gt;
*Damage from interfusions benefit from [[potency]] and [[spell damage]]. Depending on the interfusion this may produce magical or physical damage&lt;br /&gt;
*Some transformations result in attacks that benefit from [[potency]] and [[bonus damage]]. Depending on the tranformation this may produce magical (e.g. [[flamesoul]]) or physical damage (e.g. [[elmsoul]]).&lt;br /&gt;
&lt;br /&gt;
=== Armor / Warding ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Armor&amp;#039;&amp;#039;&amp;#039; is subtracted from incoming physical damage before inflicting injury. If armor reduces a physical attack&amp;#039;s damage to zero, the attack shreds 1 point of armor instead. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Warding&amp;#039;&amp;#039;&amp;#039; is subtracted from incoming magic damage. Each piece of warding absorbs one damage before breaking, but all warding regenerates at the start of the unit&amp;#039;s next turn.&lt;br /&gt;
&lt;br /&gt;
==== Shred ====&lt;br /&gt;
&lt;br /&gt;
Attacks can have &amp;#039;&amp;#039;&amp;#039;shred&amp;#039;&amp;#039;&amp;#039; effects. Each point of shred removes one point of armor for the remainder of the [[mission]]. Shred is applied after damage for the current attack is calculated; for instance, if a monster with 6 hp and 2 armor gets hit by an attack doing 7 dmg and 1 shred, the monster takes (7 - 2) = 5 hp damage, and survives with 1 hp and 1 armor remaining. Attacks that have their damage reduced to 0 by armor instead shred 1 armor.&lt;br /&gt;
&lt;br /&gt;
==== Pierce ====&lt;br /&gt;
&lt;br /&gt;
An attack with a &amp;#039;&amp;#039;&amp;#039;pierce&amp;#039;&amp;#039;&amp;#039; value ignores up to that amount of armor or warding. For instance, if a monster with 6 hp and 3 armor gets hit by an attack doing 7 dmg and 1 pierce, the monster takes (7 - (3-1)) = 5 hp damage, and survives with 1 hp and 3 armor remaining.&lt;br /&gt;
&lt;br /&gt;
Attacks from [[grayplane]] ignore armor entirely.&lt;br /&gt;
&lt;br /&gt;
==== Walling ====&lt;br /&gt;
&lt;br /&gt;
When two [[hero]]es are next to each other, both reduce the damage they take by 1. This effect works against both physical and magic damage. It does not stack. Adjacency must be orthogonal; diagonal is not close enough.&lt;br /&gt;
&lt;br /&gt;
The power of friendship! Or, at least, being near an ally.&lt;br /&gt;
&lt;br /&gt;
=== Temporary Health ===&lt;br /&gt;
&lt;br /&gt;
Characters can gain temporary hit points from abilities, buffs from pre-combat events, and other sources. Incoming damage is applied to temporary health first. Temporary health is lost at the end of the combat. A character does not have to be injured before gaining temporary health; they can exceed their base hit point total.&lt;br /&gt;
&lt;br /&gt;
=== Injury ===&lt;br /&gt;
&lt;br /&gt;
Injury is a stat equal to the number of hitpoints a hero is missing. It&amp;#039;s used to calculate a hero&amp;#039;s HP in combat, and for other things, like the [[Bloodrage]] ability. Injuries heal in the [[Overland]] phase; see [[Hero#Injuries and Healing|Injuries and Healing]] for details.&lt;br /&gt;
&lt;br /&gt;
== Status effects ==&lt;br /&gt;
&lt;br /&gt;
Various debuffs can be inflicted upon opponents.&lt;br /&gt;
&lt;br /&gt;
* See [[:Category:Status effects]]&lt;br /&gt;
&lt;br /&gt;
== Combat Modifiers ==&lt;br /&gt;
&lt;br /&gt;
Various modifiers to stats (good and bad) for a single hero, the entire party, and/or all enemies.&lt;br /&gt;
&lt;br /&gt;
* See [[Combat Modifiers]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;/div&gt;</summary>
		<author><name>Descriptivist</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Hero&amp;diff=22566</id>
		<title>Hero</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Hero&amp;diff=22566"/>
		<updated>2023-06-28T07:11:14Z</updated>

		<summary type="html">&lt;p&gt;Descriptivist: Combined mAcc and rAcc into one Accuracy row&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Heroes are the . . . uh, heroes . . . of the game. Each hero has a [[personality]], acquires or develops [[Equipment#Augments|augments]] over time, and carries [[equipment]].&lt;br /&gt;
&lt;br /&gt;
Heroes travel in a [[party]]. The party starts as a [[farmer|bunch of farmers]] and every hero develops over time. A farmer can become a [[warrior]], a [[hunter]], or a [[mystic]].&lt;br /&gt;
&lt;br /&gt;
Heroes have:&lt;br /&gt;
* [[History]], which develops through play&lt;br /&gt;
* [[Aspect]]s, including character [[hook]]s&lt;br /&gt;
* [[Stat]]s&lt;br /&gt;
&lt;br /&gt;
== Recruitment ==&lt;br /&gt;
&lt;br /&gt;
One recruitment event is offered per chapter, in which the player can pay [[legacy point]]s to hire a new hero for the party. &lt;br /&gt;
&lt;br /&gt;
Any time the party has fewer than 3 members another recruitment event will be offered.&lt;br /&gt;
&lt;br /&gt;
The [[Bard (Ability)|Bard]] ability reduces the cost of recruitment by 1 LP.&lt;br /&gt;
&lt;br /&gt;
During [[interval]]s, a child of one of the heroes will often join the party for free.&lt;br /&gt;
&lt;br /&gt;
=== Legacy recruits ===&lt;br /&gt;
&lt;br /&gt;
You can choose to recruit heroes from your [[legacy]], for +1 [[Legacy Point]] cost per [[legacy tier]] (stars). The legacy hero returns as a younger version of their past self, including permanent Aspects and personality. They start at level equal to their legacy tier. (Think of it perhaps as a descendent or reincarnated self, or the way folktales of a character will put them in a hundred places, in a hundred stories at once.) You can choose a number of their previous [[Ability|Abilities]] for them to return with, equal to their [[legacy tier]]. They arrive equipped with tier-1 versions of their prior equipment, including any elemental enchantment but not other augments. &lt;br /&gt;
&lt;br /&gt;
Returning with permanent Aspects means that if they lost a limb previously, it&amp;#039;s still lost, and if they gained a transformation or pet, they return with it.&lt;br /&gt;
&lt;br /&gt;
About 14% of your tier 1 legacy heroes and 14% of your higher-tier legacy heroes are available at each town, up to a maximum of 10. The distribution of heroes is determined at the start of the campaign. Each hero is available in at most one town.&lt;br /&gt;
&lt;br /&gt;
== Upbringing ==&lt;br /&gt;
&amp;#039;&amp;#039;Main article:&amp;#039;&amp;#039; [[Upbringing]]&lt;br /&gt;
&lt;br /&gt;
The Upbringing adds permanent bonus stats on your new heroes, making each unique. Rolling new heroes will scroll through all unique heroes, eventually giving out heroes with high stats in single categories that could make your playthrough easier. &lt;br /&gt;
&lt;br /&gt;
It is a weighted system. Each stat has a base value for each section. The value that is assigned in each history section is that value divided by the number of stat boosts you are receiving for that entry. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
upbringing.png|(Disclaimer: Credits to metoxys, please credit them when sharing this image)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
== Class and Abilities ==&lt;br /&gt;
&lt;br /&gt;
Each hero is trained in a [[class]] as one of [[warrior]], [[hunter]], or [[mystic]]. They gain [[Stat#Experience|experience]] through combat and at thresholds they &amp;#039;&amp;#039;promote&amp;#039;&amp;#039; to a higher level.&lt;br /&gt;
&lt;br /&gt;
=== Experience and promotion ===&lt;br /&gt;
&lt;br /&gt;
The party usually gains 5 xp per monster card for a successful [[mission]]; campaign plot missions award predefined amounts. Mission xp is divided as evenly as possible among heroes below level 7 who took part. Certain events may also grant xp.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable col-1-center col-3-right col-4-right col-5-right&amp;quot;&lt;br /&gt;
! Level !! Title !! Warrior !! Hunter !! Mystic&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Greenhorn || 0 xp || 0 xp  || 0 xp  &lt;br /&gt;
|- &lt;br /&gt;
| 2 || Bloodhorn || 20 || 30 || 36  &lt;br /&gt;
|- &lt;br /&gt;
| 3 || Bluehorn || 50 || 76  || 90  &lt;br /&gt;
|- &lt;br /&gt;
| 4 || Bronzehorn || 90 || 138 || 162&lt;br /&gt;
|- &lt;br /&gt;
| 5 || Silverhorn || 140 || 216 ||  252&lt;br /&gt;
|- &lt;br /&gt;
| 6 || Goldhorn || 200 || 310 ||  360&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Blackhorn || 270 || 420 || 486&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Starting with Greenhorn, each time a character &amp;#039;&amp;#039;promotes&amp;#039;&amp;#039;, they gain an [[ability]]. The player is offered a random choice of three new abilities to select from, plus (if available) a fourth choice that is an &amp;#039;&amp;#039;upgrade&amp;#039;&amp;#039; of one of their current abilities. Some abilities are specific to a class, and some are general abilities available to any hero.&lt;br /&gt;
&lt;br /&gt;
Each ability has one possible upgrade. If all of the hero&amp;#039;s abilities are already upgraded, then no upgrade option is offered.&lt;br /&gt;
&lt;br /&gt;
Heroes can also promote and gain [[Ability|abilities]] by completing [[Opportunity|Opportunities]] ([[hook]] events).&lt;br /&gt;
&lt;br /&gt;
With each promotion, heroes also gain additional stats according to their class:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable col-2-center col-3-center col-4-center&amp;quot;&lt;br /&gt;
! Stat !! Warrior !! Hunter !! Mystic&lt;br /&gt;
|- &lt;br /&gt;
| Health || 1 || 1 || 0,9&lt;br /&gt;
|-&lt;br /&gt;
| Recovery Rate || 5 || 3 || 3&lt;br /&gt;
|- &lt;br /&gt;
| Speed || || 0,2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Armor || 0,3 || 0,2 || 0,1&lt;br /&gt;
|-&lt;br /&gt;
| Warding || 0,3 || 0,4 || 0,4&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || 2 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Bonus Damage || 0,6 || 0,5 || 0,3&lt;br /&gt;
|-&lt;br /&gt;
| Potency || 0,4 || 0,6 || 0,7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* See [[Equipment]]&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
* See [[Relationship]]s&lt;br /&gt;
&lt;br /&gt;
== Injury and Healing ==&lt;br /&gt;
&lt;br /&gt;
When heroes take [[Combat mechanics#Damage|damage]] they are given a transient stat called Injury, that is subtracted from Health to give current health.&lt;br /&gt;
&lt;br /&gt;
Injuries heal when time passes on the [[overland map]]. Healing rate is determined by:&lt;br /&gt;
* The hero&amp;#039;s [[Stat#Recovery_Rate|recovery rate]] stat, which is modified by their age&lt;br /&gt;
* The hero&amp;#039;s activity during healing. Healing is faster resting in Towns or Stations, and slower while travelling. The remaining Injury and current healing modifier is shown on the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
Each point of injury takes a number of days to heal. The higher a hero&amp;#039;s Injury (lower health remaining), the &amp;#039;&amp;#039;&amp;#039;slower&amp;#039;&amp;#039;&amp;#039; they heal. A few scrapes go away fast; a near-death experience takes much much longer.&lt;br /&gt;
&lt;br /&gt;
=== Recovery calculation ===&lt;br /&gt;
&lt;br /&gt;
# Calculate the base healing time as &amp;lt;code&amp;gt;100 / [[Stat#Recovery_Rate|recovery rate]]&amp;lt;/code&amp;gt; (no rounding)&lt;br /&gt;
# Multiply the healing time by the healing factor from the table.&lt;br /&gt;
# Divide the healing time by the factor for the hero&amp;#039;s current activity: 2 if stationary in a [[Town]]; 1 if stationary in other safe territory; 0.5 if stationary on unexplored or hostile tile; or 0.25 if traveling.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Healing factor&lt;br /&gt;
|-&lt;br /&gt;
| Current Injury || &amp;#039;&amp;#039;&amp;#039;1&amp;#039;&amp;#039;&amp;#039; || 2 || &amp;#039;&amp;#039;&amp;#039;3&amp;#039;&amp;#039;&amp;#039; || 4 || 5 || 6 || &amp;#039;&amp;#039;&amp;#039;7&amp;#039;&amp;#039;&amp;#039; || 8 || 9 || 10 || 11 || 12 || &amp;#039;&amp;#039;&amp;#039;13&amp;#039;&amp;#039;&amp;#039; || 14 || 15 || 16 || 17 || 18 || 19 || 20 || &amp;#039;&amp;#039;&amp;#039;21&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
|-&lt;br /&gt;
| Factor || colspan=2 | 1 || colspan=4 | 2 || colspan=6 | 3 || colspan=8 | 4 || colspan=10 | 5 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The pattern continues if you manage to get a hero with more than 20 health.&lt;br /&gt;
&lt;br /&gt;
On the [[character sheet]] Stats panel, the UI reports &amp;quot;1 health per &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x–y&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; days&amp;quot;. Here &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is the base heal time (time to recover from 1 Injury to 0 Injury), and &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;y&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; is the worst case (time to recover from 1 hp to 2 hp).&lt;br /&gt;
&lt;br /&gt;
The values shown in the UI are rounded to whole numbers, but in game the values are not rounded until after all multipliers are applied.&lt;br /&gt;
&lt;br /&gt;
==== Example ====&lt;br /&gt;
&lt;br /&gt;
Suppose Nate the Hero has a recovery stat of 25. His base heal time will thus be 1 health per 4 days while stationary in a safe territory.&lt;br /&gt;
&lt;br /&gt;
If he&amp;#039;s healing 7 hit points of damage, the first one will take 12 days to recover, the second through fifth will take 8 days to recover each, and the sixth and seventh hit point will take 4 days to recover each, for a total of 12 + 4*8 + 2*4 = 52 days to recover all 7 hit points.&lt;br /&gt;
&lt;br /&gt;
If he has 12 Health (thus a maximum Injury of 11), then the [[character sheet]] will show the recovery rate as &amp;quot;1 health per 4-12 days&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Death and Maiming ==&lt;br /&gt;
&lt;br /&gt;
When a hero loses their last health point, they get a [[mortal choice]]: either die immediately in exchange for a boon for the rest of the party, or suffer a maim or other penalty and withdraw from the battle. Heroes who survive a [[mortal choice]] automatically return to the nearest [[Town]] to heal and cannot be controlled until then.&lt;br /&gt;
&lt;br /&gt;
Maimed heroes lose a limb, which gets replaced with a prosthetic. A lost arm is replaced with a hook, which grants the hero [[Hook Gouge]] but cannot wield a [[weapon]]. A lost leg is replaced with a peg leg, which penalizes the hero&amp;#039;s [[speed]]. In particular, heroes with only one human arm cannot use two-handed or offhand items, while heroes with no human arms cannot wield any weapons. If a hero loses their first arm, any equipped two-handed weapons are replaced with basic one-handed versions.&lt;br /&gt;
&lt;br /&gt;
If the hero has a [[theme]] that can replace limbs, they get a theme limb instead of a prosthetic. Theme limbs have special [[stats]] and perks that can make them an improvement over human limbs. Unlike human limbs, theme limbs cannot be lost.&lt;br /&gt;
&lt;br /&gt;
Heroes can survive a [[mortal choice]] at most once per [[chapter]]. If they fall a second time they die, and the associated [[mortal choice]] boon is much weaker.&lt;br /&gt;
&lt;br /&gt;
If a hero dies in battle, you can build them a memorial tomb afterwards. This adds them to your [[legacy]].&lt;br /&gt;
&lt;br /&gt;
== Retirement ==&lt;br /&gt;
&lt;br /&gt;
When a hero exceeds their [[retirement age]] &amp;#039;&amp;#039;during&amp;#039;&amp;#039; a [[chapter]], they will retire in the [[interval]] at the end of the chapter, taking their gear with them. They will be automatically added to your [[legacy]] if you complete the campaign. A hero&amp;#039;s retirement presents the [[Train Rookie]] tiding, in which you can choose either to have them pass 3/8 of their experience points to a lower-[[level]] hero, or to gain 3 [[Legacy Point]]s.&lt;br /&gt;
&lt;br /&gt;
=== Specifics ===&lt;br /&gt;
* For instance, if the hero&amp;#039;s retirement age is 65, they will make plans to retire at the end of the chapter the day they turn 66.&lt;br /&gt;
* If a hero reaches retirement age during an [[Interval]], they will adventure for one more chapter and &amp;#039;&amp;#039;then&amp;#039;&amp;#039; retire.&lt;br /&gt;
* If a hero earns a bonus to retirement age during a chapter, they will cancel retirement plans that no longer apply.&lt;br /&gt;
* Every hero has a hidden birthday.&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Descriptivist</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Night_Shard&amp;diff=22564</id>
		<title>Night Shard</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Night_Shard&amp;diff=22564"/>
		<updated>2023-06-27T06:43:02Z</updated>

		<summary type="html">&lt;p&gt;Descriptivist: Minuet says it can grant Night Shard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox equipment&lt;br /&gt;
| name = Night Shard&lt;br /&gt;
| image = nightshard t3.png&lt;br /&gt;
| type = Weapon&lt;br /&gt;
| slot = Primary hand&lt;br /&gt;
| effect = +5/10/15 dodge&amp;lt;br /&amp;gt;+1 stunt damage&lt;br /&gt;
| acquisition = [[Former Colleagues]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Night Shard&amp;#039;&amp;#039;&amp;#039; is an artifact quality sword.&lt;br /&gt;
&lt;br /&gt;
== In-Game Description ==&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;quot;They say it was broken off of the night sky by a beaten and bloody vagabond, a past-her-prime hero who was falsely accused, run down by a mob. When she reached up and tore the blade out of the cosmos she found her pursuers disappeared. Like stars into daytime.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Night Shard&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;One-Handed Artifact Sword&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Bonus dodge, +1 Stunt Damage&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nightshard t1.png|left|thumb|100px]] &lt;br /&gt;
||&amp;#039;&amp;#039;&amp;#039;Tier 1&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Damage: 5&lt;br /&gt;
&lt;br /&gt;
Range: 1.6&lt;br /&gt;
&lt;br /&gt;
Stunt Damage: 3&lt;br /&gt;
&lt;br /&gt;
Melee Accuracy: 5&lt;br /&gt;
&lt;br /&gt;
Dodge: 5&lt;br /&gt;
&lt;br /&gt;
Block: 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nightshard t2.png|left|thumb|100px]] &lt;br /&gt;
||&amp;#039;&amp;#039;&amp;#039;Tier 2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Damage: 6&lt;br /&gt;
&lt;br /&gt;
Range: 1.6&lt;br /&gt;
&lt;br /&gt;
Stunt Damage: 4&lt;br /&gt;
&lt;br /&gt;
Melee Accuracy: 5&lt;br /&gt;
&lt;br /&gt;
Dodge: 10&lt;br /&gt;
&lt;br /&gt;
Block: 10&lt;br /&gt;
|-&lt;br /&gt;
|[[File:nightshard t3.png|left|thumb|100px]] &lt;br /&gt;
||&amp;#039;&amp;#039;&amp;#039;Tier 3&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Damage: 7&lt;br /&gt;
&lt;br /&gt;
Range: 1.6&lt;br /&gt;
&lt;br /&gt;
Stunt Damage: 5&lt;br /&gt;
&lt;br /&gt;
Melee Accuracy: 5&lt;br /&gt;
&lt;br /&gt;
Dodge: 15&lt;br /&gt;
&lt;br /&gt;
Block: 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Possible reward from [[Former Colleagues]] or [[Minuet]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;br /&gt;
[[Category:Sword]]&lt;/div&gt;</summary>
		<author><name>Descriptivist</name></author>
	</entry>
</feed>