<?xml version="1.0"?>
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	<id>https://wildermyth.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jimbles</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=Jimbles"/>
	<link rel="alternate" type="text/html" href="https://wildermyth.com/wiki/Special:Contributions/Jimbles"/>
	<updated>2026-04-12T01:58:57Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.36.1</generator>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Archery&amp;diff=16946</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Archery&amp;diff=16946"/>
		<updated>2021-06-28T22:44:01Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: Actually use the ability template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox ability&lt;br /&gt;
| ability = Archery&lt;br /&gt;
| image = Archery.png&lt;br /&gt;
| type = Passive&lt;br /&gt;
| class = General&lt;br /&gt;
| effect = Physical Damage&lt;br /&gt;
| target = Single Target&lt;br /&gt;
| available_to = Hunters&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Archery&amp;#039;&amp;#039;&amp;#039; is a [[Passive ability|passive]] [[:Category:Hunter abilities|Hunter ability]] that causes the Hunter to counter-attack whenever they or adjacent allies are attacked by a ranged attack.&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;#039;&amp;#039;(Passive) [[Hero]] counters all ranged attacks against him or any adjacent allies.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
A Hunter with Archery will counter-attack all ranged attacks against them, provided they themselves are equipped with a ranged weapon. It will also trigger against attacks on adjacent allies.&lt;br /&gt;
&lt;br /&gt;
Archery will not trigger if the Hunter takes mortal damage from an attack.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
While Hunters usually avoid front-line combat, a Hunter with Archery and high defensive stats can be a powerful counter to an onslaught of ranged attackers.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Hunter abilities]]&lt;br /&gt;
[[Category:Reaction Strike]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Archery_Icon.png&amp;diff=16945</id>
		<title>File:Archery Icon.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Archery_Icon.png&amp;diff=16945"/>
		<updated>2021-06-28T22:42:39Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The icon for the [[Archery]] [[ability]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Archery_Icon.png&amp;diff=16944</id>
		<title>File:Archery Icon.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Archery_Icon.png&amp;diff=16944"/>
		<updated>2021-06-28T22:40:32Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The icon for the {{Archery}} {{ability}}&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Gorgon_Corrupted_Land&amp;diff=16845</id>
		<title>Gorgon Corrupted Land</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Gorgon_Corrupted_Land&amp;diff=16845"/>
		<updated>2021-06-27T03:54:34Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Corruption Tiles.jpg|200px|thumb|alt=A few Gorgon Corrupted Tiles|A few corrupted tiles left behind by a Calamity-buffed [[Roe]]]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gorgon Corrupted Land&amp;#039;&amp;#039;&amp;#039;, or just &amp;#039;&amp;#039;&amp;#039;corruption&amp;#039;&amp;#039;&amp;#039;, is a permanent tile modifier left by [[Gorgons]]&amp;#039; movements during [[mission|missions]].&lt;br /&gt;
&lt;br /&gt;
Corrupted tiles slow down [[Hero|Heroes]] that pass through them. If a Hero (or any non-Gorgon enemy?) is on a corrupted title at the end of the turn, they&amp;#039;ll take raw [[damage]] – ignoring their [[armor]]. If a Gorgon ends their turn on a corrupted tile, they&amp;#039;ll gain [[temporary health]].&lt;br /&gt;
&lt;br /&gt;
Initially, only a few Gorgons can spread corruption. [[Calamity]] cards will allow other Gorgons to spread corruption throughout a campaign.&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Corruption:&amp;#039;&amp;#039;&amp;#039; Slows movement. At end of turn, Gorgons on corrupted tiles gain Temp Health, non-Gorgons take damage.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
&lt;br /&gt;
* Heroes and non-Gorgon enemies take 1 damage at the end of a turn, completely ignoring armor&lt;br /&gt;
* It costs 0.5 extra [[move]] to step &amp;#039;&amp;#039;out of&amp;#039;&amp;#039; a corrupted tile&lt;br /&gt;
* Gorgons gain 1 temporary health each time they end a turn in a corrupted tile. This is indicated by a &amp;quot;Nourished&amp;quot; text appearing&lt;br /&gt;
&lt;br /&gt;
[[Category:UI]]&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Gorgon]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Usric&amp;diff=16844</id>
		<title>Usric</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Usric&amp;diff=16844"/>
		<updated>2021-06-27T03:54:02Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: Add image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Usric.png|200px|thumb|right|alt=An Usric.|An Usric.]]&lt;br /&gt;
A type of powerful [[Gorgon]]. A further corrupted [[gheist]]. Grown ancient in their illness, these bears move as avenging spirits, hardening the skins of their fellows with sheets of buzzing force, gaping in austere hunger at all the world.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
In-game description:&lt;br /&gt;
 Whatever grows inside has burned the fear from its heart. Its roar rattles the stars.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Search &lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Raze &lt;br /&gt;
| Melee attack &lt;br /&gt;
| 2-4 damage, 1 shred, 2 range. Damages opponents and scenery nearby.&lt;br /&gt;
|-&lt;br /&gt;
| Crush &lt;br /&gt;
|  &lt;br /&gt;
| Move through scenery and stomp it flat&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
 &amp;#039;There&amp;#039;s a bear out there. A big old bear. Its heart has been replaced by a cinder. Its teeth seek only flesh for the rending. Its belly seethes, ever burning empty.&amp;#039; - The Starfallows Poet&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster]]&lt;br /&gt;
[[Category:Gorgon]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Usric.png&amp;diff=16842</id>
		<title>File:Usric.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Usric.png&amp;diff=16842"/>
		<updated>2021-06-27T03:52:42Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An [[Usric]]. A [[Gorgon]] corrupted bear. The &amp;quot;boss&amp;quot; version of a [[Gheist]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Staggron&amp;diff=16841</id>
		<title>Staggron</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Staggron&amp;diff=16841"/>
		<updated>2021-06-27T03:50:50Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: Add iamge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Staggron.png|200px|thumb|right|alt=A Staggron.|A Staggron.]]&lt;br /&gt;
A type of powerful [[Gorgon]]. The mature stage of a gorgon [[Roe]], Staggron&amp;#039;s booming charge sends the earth jumping, his allies gleeful, dodging where his hooves strike the ground to shatter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
In-game description:&lt;br /&gt;
 At the raising of those mighty arms, its clamoring kin run before it.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Search &lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Antlers&lt;br /&gt;
| Melee attack&lt;br /&gt;
| 6-7 damage&lt;br /&gt;
|-&lt;br /&gt;
| Call of the Staglord&lt;br /&gt;
| Magic &lt;br /&gt;
| Call three [[Roe]] to join the battle&lt;br /&gt;
|-&lt;br /&gt;
| Crush&lt;br /&gt;
|  &lt;br /&gt;
| Move through the scenery and stomp it flat&lt;br /&gt;
|-&lt;br /&gt;
| Stampede&lt;br /&gt;
|  &lt;br /&gt;
| At the start of each turn, nearby allies gain 2 speed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
 &amp;#039;At once the woods were a music of noise, a chaos of color, and our swipes could not hit them, the beasts who danced and bit and slavered for our blood.&amp;#039; - Clooa Curseblade, Barbarian Queen&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster]]&lt;br /&gt;
[[Category:Gorgon]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Staggron.png&amp;diff=16839</id>
		<title>File:Staggron.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Staggron.png&amp;diff=16839"/>
		<updated>2021-06-27T03:50:30Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Staggron]], a [[Gorgon]] mutated deer. The &amp;quot;boss&amp;quot; version of a [[Roe]].&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Bartoth&amp;diff=16838</id>
		<title>Bartoth</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Bartoth&amp;diff=16838"/>
		<updated>2021-06-27T03:49:29Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: Add image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Bartoth.png|200px|thumb|right|alt=A Bartoth.|A Bartoth.]]&lt;br /&gt;
&lt;br /&gt;
A type of powerful [[Gorgon]]. An advanced mutation of the furious and power-greedy [[rager]], Bartoth&amp;#039;s anger flows through vibrating hooves into the hearts and maws of its underlings, inciting them to new hunger and malice.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Search &lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tuskfury&lt;br /&gt;
| Melee attack&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
 &amp;#039;Why do we think to hunt at all anymore? Is it only to challenge death?&amp;#039; - Azerni&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster]]&lt;br /&gt;
[[Category:Gorgon]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Bartoth.png&amp;diff=16837</id>
		<title>File:Bartoth.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Bartoth.png&amp;diff=16837"/>
		<updated>2021-06-27T03:49:06Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Bartoth]], a [[Gorgon]] mutated boar. The &amp;quot;boss&amp;quot; version of a [[Rager]].&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Rager&amp;diff=16835</id>
		<title>Rager</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Rager&amp;diff=16835"/>
		<updated>2021-06-27T03:48:10Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: Added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rager.png|200px|thumb|right|alt=A Rager|A Rager]]&lt;br /&gt;
&lt;br /&gt;
A type of [[Gorgon]]. Stubborn and aggressive beasts by nature, the boars welcomed the power the Gorgons gave them. Their bellows echo among trunks. Mountainous tusks hunger for blood.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
In-game description:&lt;br /&gt;
 It charges without seeing, tusks swinging wildly.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Search &lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Gore&lt;br /&gt;
| Melee attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Charge&lt;br /&gt;
| Passive&lt;br /&gt;
| Can move twice before attacking.&lt;br /&gt;
|-&lt;br /&gt;
| Trample&lt;br /&gt;
| Passive&lt;br /&gt;
| Ignores scenery when moving, smashing through it and dealing damage to it instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
 &amp;#039;There has to be an easier way to make bacon.&amp;#039; - Bardolf the Breadmage&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster]]&lt;br /&gt;
[[Category:Gorgon]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Rager.png&amp;diff=16834</id>
		<title>File:Rager.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Rager.png&amp;diff=16834"/>
		<updated>2021-06-27T03:47:43Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Rager]], a [[Gorgon]] mutated boar.&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Stat&amp;diff=16832</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Stat&amp;diff=16832"/>
		<updated>2021-06-27T03:40:37Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Stats&amp;#039;&amp;#039;&amp;#039; in Wildermyth cover a broad range of situations. This article will discuss those stats that govern not just the combat ability of [[Hero]]es and [[Monster]]s, but also temporary conditions, such as injuries.&lt;br /&gt;
&lt;br /&gt;
== Base values ==&lt;br /&gt;
&lt;br /&gt;
The starting values for a young adult human depend slightly on the difficulty level. As of release 1.0, they are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! &amp;amp;nbsp; !! style=&amp;quot;width:7.5em&amp;quot; | Storyteller !! style=&amp;quot;width:7.5em&amp;quot; | Adventurer !! style=&amp;quot;width:7.5em&amp;quot; | Tragic Hero !! style=&amp;quot;width:7.5em&amp;quot; | Walking Lunch&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Health || 7 || 6 || colspan=2 | 5 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Speed || colspan=4 | 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Armor || 1 || 0.4 || colspan=2 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Warding || colspan=4 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Melee Accuracy || 105 || colspan=2 | 100 || 97&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Range Accuracy || colspan=3 | 100 || 97&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Stunt Chance || colspan=3 | 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Bonus Damage || 1 || 0.4 || colspan=2 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Potency || 1 || 0.4 || colspan=2 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Dodge || 50 || colspan=3 | 45 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Block || colspan=4 | 45 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Perception || colspan=4 | 10 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Recovery Rate || 40 || 30 || colspan=2 | 25 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Retirement Age || colspan=4 | 45 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Charisma || colspan=4 | 15 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Tenacity || colspan=4 | 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Combat-Relevant Stats=&lt;br /&gt;
&lt;br /&gt;
Though players may encounter fractional stats gains through gear and events (e.g. 4.5 speed), Wildermyth ultimately rounds these stats down.&lt;br /&gt;
&lt;br /&gt;
==Health==&lt;br /&gt;
Health determines how many injuries a hero can sustain before they must make a [[mortal choice]]. &amp;#039;&amp;#039;Health&amp;#039;&amp;#039; is the hero&amp;#039;s &amp;#039;&amp;#039;maximum&amp;#039;&amp;#039; hit points, and does not change in combat. A hero&amp;#039;s &amp;#039;&amp;#039;current hit points&amp;#039;&amp;#039; is equal to Health + [[temporary health]] – [[injury]].&lt;br /&gt;
&lt;br /&gt;
==Speed==&lt;br /&gt;
How many squares you can [[move]] in one action.&lt;br /&gt;
&lt;br /&gt;
Humans start with a base speed, modified +1.7 by each of their natural legs they still have. It is also modified by age and by various [[Gear#Augments|augments]] and [[theme]]s.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&amp;#039;&amp;#039;See main article [[Armor]]&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Armor, as indicated by blue shields on a unit, subtracts from incoming physical damage. Each point of armor represents 1 less damage taken. Armor can come from many sources but most typically stems from gear.&lt;br /&gt;
&lt;br /&gt;
[[Shred|Shredding]] attacks reduce armor count for the current [[mission]], while [[Pierce|Piercing]] attacks ignore a certain amount of armor.&lt;br /&gt;
&lt;br /&gt;
==Warding==&lt;br /&gt;
[[Warding]] represents damage reduction for magic and elemental attacks.&lt;br /&gt;
&lt;br /&gt;
==Melee Accuracy==&lt;br /&gt;
&lt;br /&gt;
Aim with melee weapons. This is your base [[Attack Strength]], modified by on several other factors like the enemy&amp;#039;s evasion stats, and your weapon&amp;#039;s [[wield]].&lt;br /&gt;
&lt;br /&gt;
==Range Accuracy==&lt;br /&gt;
Aim with ranged weapons. This is your base [[Attack Strength]], modified by several other factors like the enemy&amp;#039;s evasion stats, cover, and your weapon&amp;#039;s [[wield]].&lt;br /&gt;
&lt;br /&gt;
==Stunt Chance== &lt;br /&gt;
Base chance for you attack to [[stunt]], which is an additional positive effect (something like crit in other games, but often a status effect instead of damage).&lt;br /&gt;
==Bonus Damage ==&lt;br /&gt;
Damage added to physical attacks, such as melee or ranged weapon attacks. Also factored into some abilities.&lt;br /&gt;
&lt;br /&gt;
==Spell Damage==&lt;br /&gt;
Extra damage dealt by interfusion abilities.&lt;br /&gt;
&lt;br /&gt;
==Potency==&lt;br /&gt;
Used to calculate damage for Magic attacks, and the effectiveness of some [[Ability|Abilities]] — for instance, the range of [[Zealous Leap]].&lt;br /&gt;
&lt;br /&gt;
==Dodge==&lt;br /&gt;
&lt;br /&gt;
Used to evade attacks by moving out of the way. Works uniformly against all attacks. (Block and Dodge work the same since patch 0.11+103 Opellia Bluster.)&lt;br /&gt;
&lt;br /&gt;
==Block==&lt;br /&gt;
&lt;br /&gt;
Used to physically deflect attacks. Works uniformly against all attacks.&lt;br /&gt;
&lt;br /&gt;
==Perception==&lt;br /&gt;
How many squares you can see. Usually 10, until you get really old maybe.&lt;br /&gt;
==Obscured==&lt;br /&gt;
Some things might be hard to see unless you&amp;#039;re right up close? Unclear if this is used at all.&lt;br /&gt;
&lt;br /&gt;
=Campaign-Relevant Stats=&lt;br /&gt;
==Recovery Rate==&lt;br /&gt;
How quickly your injuries heal. Younger and more hearty characters heal faster, old characters heal very slowly.&lt;br /&gt;
&lt;br /&gt;
==Retirement Age==&lt;br /&gt;
When are you going to hang up your boots, roughly? Heroes [[Hero#Retirement|retire]] eventually, if they live long enough.&lt;br /&gt;
&lt;br /&gt;
Retirement age starts at 45 for a human and can be affected by:&lt;br /&gt;
* Upbringing (up to +30)&lt;br /&gt;
* Either reaching level 4 or being a legendary hero (+5)&lt;br /&gt;
* Being a Mystic (+20)&lt;br /&gt;
* Being a Hunter (+10)&lt;br /&gt;
* Certain story events (up to +1000)&lt;br /&gt;
&lt;br /&gt;
=Personality Stats=&lt;br /&gt;
Stats for Story Roles and Their Relationships: When one of these stats is called out as a role, it means that hero has the highest number for that stat in the present or affected party. If that stat is called out negatively (e.g. “Not Leader”) that character has the lowest number for the correlating stat.&lt;br /&gt;
&lt;br /&gt;
The hook describes a facet of a character’s personality and especially as pertains to that character’s place in stories. Affects what characters might say, and what language is associated with them, as well as relationships with other characters.&lt;br /&gt;
&lt;br /&gt;
It should be possible to call out Roles for party, or for the whole company in an event, if necessary.&lt;br /&gt;
&lt;br /&gt;
======Bookish======&lt;br /&gt;
 &amp;quot;I&amp;#039;ve read about this&amp;quot;&lt;br /&gt;
Nose in a book, this character is involved with stories and science, and shuns needless action.&lt;br /&gt;
&lt;br /&gt;
======Coward======&lt;br /&gt;
 &amp;quot;I don&amp;#039;t know, sounds dangerous...&amp;quot;&lt;br /&gt;
This character often quails when confronted with true horror, but will come through at unexpected times.&lt;br /&gt;
&lt;br /&gt;
======Goofball======&lt;br /&gt;
 &amp;quot;Whoa, that reminds me of a funny story!&amp;quot;&lt;br /&gt;
This character tends to joke and make a fool of herself, especially when tensions are high.&lt;br /&gt;
&lt;br /&gt;
======Greedy======&lt;br /&gt;
 &amp;quot;I&amp;#039;ll just take that. And that. And that.&amp;quot;&lt;br /&gt;
I want to keep this explanation all to myself. It&amp;#039;s mine, all mine. &lt;br /&gt;
&lt;br /&gt;
======Healer======&lt;br /&gt;
 &amp;quot;That looks like it hurts. Can I help you with that?&amp;quot;&lt;br /&gt;
This character is naturally gifted and nursing and nurturing others, and tends to have an intuitive sense for people’s pain.&lt;br /&gt;
&lt;br /&gt;
======Hothead======&lt;br /&gt;
 &amp;quot;Enough talk. Let&amp;#039;s attack!&amp;quot;&lt;br /&gt;
This character is quick to anger, quick to action, and will often be impatient when asked to wait.&lt;br /&gt;
&lt;br /&gt;
======Leader======&lt;br /&gt;
 &amp;quot;All right everyone, let&amp;#039;s stick to the plan.&amp;quot;&lt;br /&gt;
This character tends to take the lead, either explicitly or implicitly, in situations that require a firm or decisive statement.&lt;br /&gt;
&lt;br /&gt;
======Loner======&lt;br /&gt;
 &amp;quot;I&amp;#039;d rather to do it myself.&amp;quot;&lt;br /&gt;
This character is unafraid of loneliness, even embraces it. Often pulls in the direction of solitary action and survival.&lt;br /&gt;
&lt;br /&gt;
======Poet======&lt;br /&gt;
 &amp;quot;I see that! And taste it, hear it, feel it. Wonderful!&amp;quot;&lt;br /&gt;
This character sees things in a different way, alive to the sensory pleasures of the world and able to express her aliveness with some fluency.&lt;br /&gt;
&lt;br /&gt;
======Romantic======&lt;br /&gt;
 &amp;quot;Love is what makes life worth living.&amp;quot;&lt;br /&gt;
This character is a Casanova, or at least wishes he were, and will speak up in romantic matters and be influenced often by his attractions.&lt;br /&gt;
&lt;br /&gt;
======Snark======&lt;br /&gt;
 &amp;quot;I am so excited. That was sarcasm, by the way.&amp;quot;&lt;br /&gt;
This character is witty and sarcastic, and often negative, but may be shockingly hopeful and romantic when it comes right down to it.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Story Relevant Stats=&lt;br /&gt;
These are intended to range roughly from 1-100, and are to be used for event rolls in stories, things like that.&lt;br /&gt;
==Charisma==&lt;br /&gt;
A measure of how favored this character is, by other people, or even just fate. Starts out higher in youth and declines with age.&lt;br /&gt;
==Tenacity==&lt;br /&gt;
A measure of how mentally tough, patient, prepared, and determined this character is. Goes up with age.&lt;br /&gt;
&lt;br /&gt;
=Transient Stats=&lt;br /&gt;
==Age==&lt;br /&gt;
how old&lt;br /&gt;
==Injury==&lt;br /&gt;
Subtracted from Health to give current health. Injury heals over time in the Overland Map, according to Recovery Rate.&lt;br /&gt;
==Shred==&lt;br /&gt;
&lt;br /&gt;
How much of your armor has been temporarily negated. It is repaired at the end of the [[mission]].&lt;br /&gt;
&lt;br /&gt;
==Shield==&lt;br /&gt;
Temporary health that is added to your health bar, and used up first, before accruing injury&lt;br /&gt;
==Actions==&lt;br /&gt;
How many actions you have remaining this turn. Reset every turn.&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
Used to track [[promote|promotions]]. Normal stuff. Note that the three hero classes have different experience curves.`&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;br /&gt;
[[Category:Difficulty]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Gheist&amp;diff=16806</id>
		<title>Gheist</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Gheist&amp;diff=16806"/>
		<updated>2021-06-26T18:18:14Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gorgon_bear.png|200px|thumb|right|A Gheist]]&lt;br /&gt;
A type of [[Gorgon]]. The bears resisted longest, the solitary and lonesome bears, who loved their independence. Now they move silent in sorrow, their gaping maws full of baleful flame, their melancholy strength unquestioned, unmatched.&lt;br /&gt;
&lt;br /&gt;
Gheists have very high movement and are able to [[shred]] armor as a [[swift action]]. This allows them to close rapidly on your heroes, remove their armor, and then deal a killing blow – potentially all in a single turn. Keep your distance!&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
In-game description:&lt;br /&gt;
 Its shuffling shoulders scrape like stones. Gory stench rises off its matted fur.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Type&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Search &lt;br /&gt;
|  &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Maul&lt;br /&gt;
| Melee attack&lt;br /&gt;
| 1-3 damage, 2 shred&lt;br /&gt;
|-&lt;br /&gt;
| Claw&lt;br /&gt;
| Melee attack &lt;br /&gt;
| 5-6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore== &lt;br /&gt;
 &amp;#039;Not even you can prevent forest fires. But we&amp;#039;d like you to try.&amp;#039; - The Bears, Probably&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster]]&lt;br /&gt;
[[Category:Gorgon]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Alarm&amp;diff=16803</id>
		<title>Alarm</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Alarm&amp;diff=16803"/>
		<updated>2021-06-26T16:58:02Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Monster]]s will sometimes make &amp;#039;&amp;#039;&amp;#039;alarm&amp;#039;&amp;#039;&amp;#039; calls as an action on their turn. These alert nearby enemies that the [[hero]]es are present. Alerted monsters will move toward the alarm call, breaking down [[Battle_map#Doors|doors]] and destroying [[scenery]] if necessary. &lt;br /&gt;
&lt;br /&gt;
The alarm distance varies with [[difficulty]] level:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Difficulty !! Range &lt;br /&gt;
|-&lt;br /&gt;
| Storyteller || 8&lt;br /&gt;
|-&lt;br /&gt;
| Adventurer || 10&lt;br /&gt;
|-&lt;br /&gt;
| Tragic Hero || 12&lt;br /&gt;
|-&lt;br /&gt;
| Walking Lunch || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Difficulty]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Battle_map&amp;diff=16802</id>
		<title>Battle map</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Battle_map&amp;diff=16802"/>
		<updated>2021-06-26T16:56:48Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: /* Doors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Where [[hero]]es fight [[mission]]s against [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
== UI ==&lt;br /&gt;
&lt;br /&gt;
Enemies you have seen are shown as portraits at the top right. Hover over them to see how far they can move in one action.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
=== Doors ===&lt;br /&gt;
&lt;br /&gt;
Doors obstruct movement for both heroes and monsters until they are opened.&lt;br /&gt;
&lt;br /&gt;
To open a door, a hero must be adjacent to a tile of the door (blue highlights) and take a {{iconify|swift action}}.&lt;br /&gt;
&lt;br /&gt;
If monsters have been woken up by an [[alarm]], they&amp;#039;ll break down closed doors between them and the source of the alarm.&lt;br /&gt;
&lt;br /&gt;
At higher difficulty levels doors have a chance to start open. There is also a [[Combat Modifiers|combat modifier]] that affects this: {{Anticipation}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;amp;nbsp; !! Starts Open&lt;br /&gt;
|-&lt;br /&gt;
| Storyteller || 0%&lt;br /&gt;
|-&lt;br /&gt;
| Adventurer || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Tragic Hero || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Walking Lunch || 50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Difficulty]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Open_Door&amp;diff=16801</id>
		<title>Open Door</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Open_Door&amp;diff=16801"/>
		<updated>2021-06-26T16:54:06Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: Redirected page to Battle map#Doors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Battle_map#Doors]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Combat_Modifiers&amp;diff=16800</id>
		<title>Combat Modifiers</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Combat_Modifiers&amp;diff=16800"/>
		<updated>2021-06-26T16:53:31Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat Modifiers change aspects of battle during [[mission]]s. Modifiers are usually determined by the [[event]] leading up to the mission.&lt;br /&gt;
&lt;br /&gt;
== List of Combat Modifiers ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Effect&lt;br /&gt;
! Duration&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Anticipation.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Anticipation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All doors begin combat open&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Courage.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Courage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All party members gain +2 damage/potency&lt;br /&gt;
| 3 turns&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cunning.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Cunning&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Flanking attacks this combat deal +1 damage&lt;br /&gt;
| entire battle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Disable.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Disable&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| One party member gains stun (2) to begin combat&lt;br /&gt;
| 2 turns&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dismay.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dismay&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All foes gain +1 hitpoint to start the mission&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Disorder.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Disorder&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Walling provides no armor this combat&lt;br /&gt;
| entire battle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Endurance.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All party members gain +1 armor and +1 warding&lt;br /&gt;
| entire battle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Exhaustion.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Exhaustion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All swift actions are single actions for the duration of combat&lt;br /&gt;
| entire battle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fortitude.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Fortitude&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All party members gain +1 temporary hitpoint&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Haste.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Haste&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All party members have +1 speed for the duration of combat&lt;br /&gt;
| entire battle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Insight.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Insight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Double the stunt chance for all party members&lt;br /&gt;
| entire battle&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Intimidation.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Intimidation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All foes suffer 2 damage to start the mission&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nausea.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Nausea&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All party members lose 1 hitpoint&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stealth.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All party members begin combat in Greyplane&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Endurance.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Stoicism&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All party members gain +1 armor and +1 warding&lt;br /&gt;
| entire battle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wound.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Wound&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| One party member loses half hit points to start combat&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia == &lt;br /&gt;
&lt;br /&gt;
The icon for a potential combat modifier called &amp;quot;Misalignment&amp;quot; exists in the game&amp;#039;s image files; however, there is no indication that a combat modifier by that name was ever used in the game data.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Combat_Modifiers&amp;diff=16799</id>
		<title>Combat Modifiers</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Combat_Modifiers&amp;diff=16799"/>
		<updated>2021-06-26T16:53:14Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: Rewritten beginning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat Modifiers change aspects of battle during [[missions]]. Modifiers are usually determined by the [[event]] leading up to the mission.&lt;br /&gt;
&lt;br /&gt;
== List of Combat Modifiers ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image&lt;br /&gt;
! Name&lt;br /&gt;
! Effect&lt;br /&gt;
! Duration&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Anticipation.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Anticipation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All doors begin combat open&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Courage.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Courage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All party members gain +2 damage/potency&lt;br /&gt;
| 3 turns&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Cunning.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Cunning&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Flanking attacks this combat deal +1 damage&lt;br /&gt;
| entire battle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Disable.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Disable&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| One party member gains stun (2) to begin combat&lt;br /&gt;
| 2 turns&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dismay.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Dismay&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All foes gain +1 hitpoint to start the mission&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Disorder.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Disorder&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Walling provides no armor this combat&lt;br /&gt;
| entire battle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Endurance.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Endurance&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All party members gain +1 armor and +1 warding&lt;br /&gt;
| entire battle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Exhaustion.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Exhaustion&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All swift actions are single actions for the duration of combat&lt;br /&gt;
| entire battle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Fortitude.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Fortitude&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All party members gain +1 temporary hitpoint&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Haste.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Haste&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All party members have +1 speed for the duration of combat&lt;br /&gt;
| entire battle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Insight.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Insight&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| Double the stunt chance for all party members&lt;br /&gt;
| entire battle&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Intimidation.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Intimidation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All foes suffer 2 damage to start the mission&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Nausea.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Nausea&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All party members lose 1 hitpoint&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Stealth.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All party members begin combat in Greyplane&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Endurance.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Stoicism&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| All party members gain +1 armor and +1 warding&lt;br /&gt;
| entire battle&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Wound.png|50px]]&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Wound&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| One party member loses half hit points to start combat&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia == &lt;br /&gt;
&lt;br /&gt;
The icon for a potential combat modifier called &amp;quot;Misalignment&amp;quot; exists in the game&amp;#039;s image files; however, there is no indication that a combat modifier by that name was ever used in the game data.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Open_Door&amp;diff=16798</id>
		<title>Open Door</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Open_Door&amp;diff=16798"/>
		<updated>2021-06-26T16:47:44Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: This is a stub page, could be better served on the main&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Ability]]&lt;br /&gt;
#REDIRECT [[Battle_map#Doors]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Gorgon_Corrupted_Land&amp;diff=16797</id>
		<title>Gorgon Corrupted Land</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Gorgon_Corrupted_Land&amp;diff=16797"/>
		<updated>2021-06-26T16:21:03Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: Add categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Corruption Tiles.jpg|200px|thumb|alt=A few Gorgon Corrupted Tiles|A few corrupted tiles left behind by a Calamity-buffed [[Roe]]]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gorgon Corrupted Land&amp;#039;&amp;#039;&amp;#039;, or just &amp;#039;&amp;#039;&amp;#039;corruption&amp;#039;&amp;#039;&amp;#039;, is a permanent tile modifier left by [[Gorgons]]&amp;#039; movements during [[mission|missions]].&lt;br /&gt;
&lt;br /&gt;
Corrupted tiles slow down [[Hero|Heroes]] that pass through them. If a Hero (or any non-Gorgon enemy?) is on a corrupted title at the end of the turn, they&amp;#039;ll take raw [[damage]] – ignoring their [[armor]]. If a Gorgon ends their turn on a corrupted tile, they&amp;#039;ll gain [[temporary health]].&lt;br /&gt;
&lt;br /&gt;
Initially, only a few Gorgons can spread corruption. [[Calamity]] cards will allow other Gorgons to spread corruption throughout a campaign.&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Corruption:&amp;#039;&amp;#039;&amp;#039; Slows movement. At end of turn, Gorgons on corrupted tiles gain Temp Health, non-Gorgons take damage.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
&lt;br /&gt;
* Heroes and non-Gorgon enemies take 1 damage at the end of a turn, completely ignoring armor&lt;br /&gt;
* It costs 0.5 extra [[move]] to step &amp;#039;&amp;#039;out of&amp;#039;&amp;#039; a corrupted tile&lt;br /&gt;
* Gorgons gain 1 temporary health each time they end a turn in a corrupted tile. This is indicated by a &amp;quot;Nourished&amp;quot; text appearing&lt;br /&gt;
&lt;br /&gt;
[[Category:UI]]&lt;br /&gt;
[[Category:Battle]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Gorgon_Corrupted_Land&amp;diff=16796</id>
		<title>Gorgon Corrupted Land</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Gorgon_Corrupted_Land&amp;diff=16796"/>
		<updated>2021-06-26T16:15:00Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: Add in-game text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Corruption Tiles.jpg|200px|thumb|alt=A few Gorgon Corrupted Tiles|A few corrupted tiles left behind by a Calamity-buffed [[Roe]]]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gorgon Corrupted Land&amp;#039;&amp;#039;&amp;#039;, or just &amp;#039;&amp;#039;&amp;#039;corruption&amp;#039;&amp;#039;&amp;#039;, is a permanent tile modifier left by [[Gorgons]]&amp;#039; movements during [[mission|missions]].&lt;br /&gt;
&lt;br /&gt;
Corrupted tiles slow down [[Hero|Heroes]] that pass through them. If a Hero (or any non-Gorgon enemy?) is on a corrupted title at the end of the turn, they&amp;#039;ll take raw [[damage]] – ignoring their [[armor]]. If a Gorgon ends their turn on a corrupted tile, they&amp;#039;ll gain [[temporary health]].&lt;br /&gt;
&lt;br /&gt;
Initially, only a few Gorgons can spread corruption. [[Calamity]] cards will allow other Gorgons to spread corruption throughout a campaign.&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Corruption:&amp;#039;&amp;#039;&amp;#039; Slows movement. At end of turn, Gorgons on corrupted tiles gain Temp Health, non-Gorgons take damage.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
&lt;br /&gt;
* Heroes and non-Gorgon enemies take 1 damage at the end of a turn, completely ignoring armor&lt;br /&gt;
* It costs 0.5 extra [[move]] to step &amp;#039;&amp;#039;out of&amp;#039;&amp;#039; a corrupted tile&lt;br /&gt;
* Gorgons gain 1 temporary health each time they end a turn in a corrupted tile. This is indicated by a &amp;quot;Nourished&amp;quot; text appearing&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Combat&amp;diff=16795</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Combat&amp;diff=16795"/>
		<updated>2021-06-26T16:11:44Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: Redirects don&amp;#039;t need categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Mission]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Gorgon_Corrupted_Land&amp;diff=16794</id>
		<title>Gorgon Corrupted Land</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Gorgon_Corrupted_Land&amp;diff=16794"/>
		<updated>2021-06-26T16:09:42Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: Added example image and wikilinks, fixed incorrect descriptions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Corruption Tiles.jpg|200px|thumb|alt=A few Gorgon Corrupted Tiles|A few corrupted tiles left behind by a Calamity-buffed [[Roe]]]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gorgon Corrupted Land&amp;#039;&amp;#039;&amp;#039;, or just &amp;#039;&amp;#039;&amp;#039;corruption&amp;#039;&amp;#039;&amp;#039;, is a permanent tile modifier left by [[Gorgons]]&amp;#039; movements during [[mission|missions]].&lt;br /&gt;
&lt;br /&gt;
Corrupted tiles slow down [[Hero|Heroes]] that pass through them. If a Hero (or any non-Gorgon enemy?) is on a corrupted title at the end of the turn, they&amp;#039;ll take raw [[damage]] – ignoring their [[armor]]. If a Gorgon ends their turn on a corrupted tile, they&amp;#039;ll gain [[temporary health]].&lt;br /&gt;
&lt;br /&gt;
Initially, only a few Gorgons can spread corruption. [[Calamity]] cards will allow other Gorgons to spread corruption throughout a campaign.&lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
&lt;br /&gt;
* Heroes and non-Gorgon enemies take 1 damage at the end of a turn, completely ignoring armor&lt;br /&gt;
* It costs 0.5 extra [[move]] to step &amp;#039;&amp;#039;out of&amp;#039;&amp;#039; a corrupted tile&lt;br /&gt;
* Gorgons gain 1 temporary health each time they end a turn in a corrupted tile. This is indicated by a &amp;quot;Nourished&amp;quot; text appearing&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Stat&amp;diff=16792</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Stat&amp;diff=16792"/>
		<updated>2021-06-26T15:49:28Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: /* Armor */ Fix wikilinks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characters ([[Hero]]es, [[Monster]]s) have Stats! Most of the Stats are stable properties of the character, but some are used to mark temporary conditions, such as injury. Not all stats operate on the same scale.&lt;br /&gt;
&lt;br /&gt;
=How Stats Work=&lt;br /&gt;
Most stats you care about - Combat Stats, etc., Use whole numbers. Bonus Damage. Armor. That sort of thing. Lots of gear and some story outcomes, leveling up, history lines etc., will give you **fractional** stat boosts.  So your character might not have a whole number there, they might have 4.5 speed, or something like that. We always round these numbers down.&lt;br /&gt;
&lt;br /&gt;
Most stats are stable, set by the character&amp;#039;s [[Aspects]] (which are often driven by their [[History]]) Some stats are specifically used to track temporary states, like Injury, Actions, Shield, Shred. You can expect these to be changed directly by events in game.&lt;br /&gt;
&lt;br /&gt;
=== Base values ===&lt;br /&gt;
&lt;br /&gt;
The starting values for a young adult human depend slightly on the difficulty level. As of release 1.0, they are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! &amp;amp;nbsp; !! style=&amp;quot;width:7.5em&amp;quot; | Storyteller !! style=&amp;quot;width:7.5em&amp;quot; | Adventurer !! style=&amp;quot;width:7.5em&amp;quot; | Tragic Hero !! style=&amp;quot;width:7.5em&amp;quot; | Walking Lunch&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Health || 7 || 6 || colspan=2 | 5 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Speed || colspan=4 | 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Armor || 1 || 0.4 || colspan=2 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Warding || colspan=4 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Melee Accuracy || 105 || colspan=2 | 100 || 97&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Range Accuracy || colspan=3 | 100 || 97&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Stunt Chance || colspan=3 | 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Bonus Damage || 1 || 0.4 || colspan=2 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Potency || 1 || 0.4 || colspan=2 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Dodge || 50 || colspan=3 | 45 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Block || colspan=4 | 45 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Perception || colspan=4 | 10 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Recovery Rate || 40 || 30 || colspan=2 | 25 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Retirement Age || colspan=4 | 45 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Charisma || colspan=4 | 15 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Tenacity || colspan=4 | 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Combat Relevant Stats=&lt;br /&gt;
==Health==&lt;br /&gt;
Health determines how much injury a hero can sustain before they must make a [[mortal choice]]. &amp;#039;&amp;#039;Health&amp;#039;&amp;#039; is the hero&amp;#039;s &amp;#039;&amp;#039;maximum&amp;#039;&amp;#039; hit points, and does not change in combat. A hero&amp;#039;s &amp;#039;&amp;#039;current hit points&amp;#039;&amp;#039; is equal to Health + [[temporary health]] – [[injury]].&lt;br /&gt;
&lt;br /&gt;
==Speed==&lt;br /&gt;
How many squares you can [[move]] in one action.&lt;br /&gt;
&lt;br /&gt;
Humans start with a base speed, modified +1.7 by each of their natural legs they still have. It is also modified by age and by various [[Gear#Augments|augments]] and [[theme]]s.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&amp;#039;&amp;#039;See main article [[Armor]]&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Armor, as indicated by blue shields on a unit, subtracts from incoming physical damage. Each point of armor represents 1 less damage taken. Armor can come from many sources but most typically stems from gear.&lt;br /&gt;
&lt;br /&gt;
[[Shred|Shredding]] attacks reduce armor count for the current [[mission]], while [[Pierce|Piercing]] attacks ignore a certain amount of armor.&lt;br /&gt;
&lt;br /&gt;
==Warding==&lt;br /&gt;
[[Warding]] represents damage reduction for magic and elemental attacks.&lt;br /&gt;
&lt;br /&gt;
==Melee Accuracy==&lt;br /&gt;
&lt;br /&gt;
Aim with melee weapons. This is your base [[Attack Strength]], modified by on several other factors like the enemy&amp;#039;s evasion stats, and your weapon&amp;#039;s [[wield]].&lt;br /&gt;
&lt;br /&gt;
==Range Accuracy==&lt;br /&gt;
Aim with ranged weapons. This is your base [[Attack Strength]], modified by several other factors like the enemy&amp;#039;s evasion stats, cover, and your weapon&amp;#039;s [[wield]].&lt;br /&gt;
&lt;br /&gt;
==Stunt Chance== &lt;br /&gt;
Base chance for you attack to [[stunt]], which is an additional positive effect (something like crit in other games, but often a status effect instead of damage).&lt;br /&gt;
==Bonus Damage ==&lt;br /&gt;
Damage added to physical attacks, such as melee or ranged weapon attacks. Also factored into some abilities.&lt;br /&gt;
&lt;br /&gt;
==Spell Damage==&lt;br /&gt;
Extra damage dealt by interfusion abilities.&lt;br /&gt;
&lt;br /&gt;
==Potency==&lt;br /&gt;
Used to calculate damage for Magic attacks, and the effectiveness of some [[Ability|Abilities]] — for instance, the range of [[Zealous Leap]].&lt;br /&gt;
&lt;br /&gt;
==Dodge==&lt;br /&gt;
&lt;br /&gt;
Used to evade attacks by moving out of the way. Works uniformly against all attacks. (Block and Dodge work the same since patch 0.11+103 Opellia Bluster.)&lt;br /&gt;
&lt;br /&gt;
==Block==&lt;br /&gt;
&lt;br /&gt;
Used to physically deflect attacks. Works uniformly against all attacks.&lt;br /&gt;
&lt;br /&gt;
==Perception==&lt;br /&gt;
How many squares you can see. Usually 10, until you get really old maybe.&lt;br /&gt;
==Obscured==&lt;br /&gt;
Some things might be hard to see unless you&amp;#039;re right up close? Unclear if this is used at all.&lt;br /&gt;
&lt;br /&gt;
=Campaign Relevant Stats=&lt;br /&gt;
==Recovery Rate==&lt;br /&gt;
How quickly your injuries heal. Younger and more hearty characters heal faster, old characters heal very slowly.&lt;br /&gt;
==Retirement Age==&lt;br /&gt;
&lt;br /&gt;
When are you going to hang up your boots, roughly? Heroes [[Hero#Retirement|retire]] eventually, if they live long enough.&lt;br /&gt;
&lt;br /&gt;
Retirement age starts at 45 for a human and can be affected by:&lt;br /&gt;
* Upbringing (up to +30)&lt;br /&gt;
* Either reaching level 4 or being a legendary hero (+5)&lt;br /&gt;
* Being a Mystic (+20)&lt;br /&gt;
* Being a Hunter (+10)&lt;br /&gt;
* Certain story events (up to +1000)&lt;br /&gt;
&lt;br /&gt;
=Personality Stats=&lt;br /&gt;
Stats for Story Roles and Their Relationships: When one of these stats is called out as a role, it means that hero has the highest number for that stat in the present or affected party. If that stat is called out negatively (e.g. “Not Leader”) that character has the lowest number for the correlating stat.&lt;br /&gt;
&lt;br /&gt;
The hook describes a facet of a character’s personality and especially as pertains to that character’s place in stories. Affects what characters might say, and what language is associated with them, as well as relationships with other characters.&lt;br /&gt;
&lt;br /&gt;
It should be possible to call out Roles for party, or for the whole company in an event, if necessary.&lt;br /&gt;
&lt;br /&gt;
======Bookish======&lt;br /&gt;
 &amp;quot;I&amp;#039;ve read about this&amp;quot;&lt;br /&gt;
Nose in a book, this character is involved with stories and science, and shuns needless action.&lt;br /&gt;
&lt;br /&gt;
======Coward======&lt;br /&gt;
 &amp;quot;I don&amp;#039;t know, sounds dangerous...&amp;quot;&lt;br /&gt;
This character often quails when confronted with true horror, but will come through at unexpected times.&lt;br /&gt;
&lt;br /&gt;
======Goofball======&lt;br /&gt;
 &amp;quot;Whoa, that reminds me of a funny story!&amp;quot;&lt;br /&gt;
This character tends to joke and make a fool of herself, especially when tensions are high.&lt;br /&gt;
&lt;br /&gt;
======Greedy======&lt;br /&gt;
 &amp;quot;I&amp;#039;ll just take that. And that. And that.&amp;quot;&lt;br /&gt;
I want to keep this explanation all to myself. It&amp;#039;s mine, all mine. &lt;br /&gt;
&lt;br /&gt;
======Healer======&lt;br /&gt;
 &amp;quot;That looks like it hurts. Can I help you with that?&amp;quot;&lt;br /&gt;
This character is naturally gifted and nursing and nurturing others, and tends to have an intuitive sense for people’s pain.&lt;br /&gt;
&lt;br /&gt;
======Hothead======&lt;br /&gt;
 &amp;quot;Enough talk. Let&amp;#039;s attack!&amp;quot;&lt;br /&gt;
This character is quick to anger, quick to action, and will often be impatient when asked to wait.&lt;br /&gt;
&lt;br /&gt;
======Leader======&lt;br /&gt;
 &amp;quot;All right everyone, let&amp;#039;s stick to the plan.&amp;quot;&lt;br /&gt;
This character tends to take the lead, either explicitly or implicitly, in situations that require a firm or decisive statement.&lt;br /&gt;
&lt;br /&gt;
======Loner======&lt;br /&gt;
 &amp;quot;I&amp;#039;d rather to do it myself.&amp;quot;&lt;br /&gt;
This character is unafraid of loneliness, even embraces it. Often pulls in the direction of solitary action and survival.&lt;br /&gt;
&lt;br /&gt;
======Poet======&lt;br /&gt;
 &amp;quot;I see that! And taste it, hear it, feel it. Wonderful!&amp;quot;&lt;br /&gt;
This character sees things in a different way, alive to the sensory pleasures of the world and able to express her aliveness with some fluency.&lt;br /&gt;
&lt;br /&gt;
======Romantic======&lt;br /&gt;
 &amp;quot;Love is what makes life worth living.&amp;quot;&lt;br /&gt;
This character is a Casanova, or at least wishes he were, and will speak up in romantic matters and be influenced often by his attractions.&lt;br /&gt;
&lt;br /&gt;
======Snark======&lt;br /&gt;
 &amp;quot;I am so excited. That was sarcasm, by the way.&amp;quot;&lt;br /&gt;
This character is witty and sarcastic, and often negative, but may be shockingly hopeful and romantic when it comes right down to it.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Story Relevant Stats=&lt;br /&gt;
These are intended to range roughly from 1-100, and are to be used for event rolls in stories, things like that.&lt;br /&gt;
==Charisma==&lt;br /&gt;
A measure of how favored this character is, by other people, or even just fate. Starts out higher in youth and declines with age.&lt;br /&gt;
==Tenacity==&lt;br /&gt;
A measure of how mentally tough, patient, prepared, and determined this character is. Goes up with age.&lt;br /&gt;
&lt;br /&gt;
=Transient Stats=&lt;br /&gt;
==Age==&lt;br /&gt;
how old&lt;br /&gt;
==Injury==&lt;br /&gt;
Subtracted from Health to give current health. Injury heals over time in the Overland Map, according to Recovery Rate.&lt;br /&gt;
==Shred==&lt;br /&gt;
&lt;br /&gt;
How much of your armor has been temporarily negated. It is repaired at the end of the [[mission]].&lt;br /&gt;
&lt;br /&gt;
==Shield==&lt;br /&gt;
Temporary health that is added to your health bar, and used up first, before accruing injury&lt;br /&gt;
==Actions==&lt;br /&gt;
How many actions you have remaining this turn. Reset every turn.&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
Used to track [[promote|promotions]]. Normal stuff. Note that the three hero classes have different experience curves.`&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;br /&gt;
[[Category:Difficulty]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Stat&amp;diff=16791</id>
		<title>Stat</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Stat&amp;diff=16791"/>
		<updated>2021-06-26T15:48:57Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: /* Armor */ Transcluded a few notes from the main armor article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characters ([[Hero]]es, [[Monster]]s) have Stats! Most of the Stats are stable properties of the character, but some are used to mark temporary conditions, such as injury. Not all stats operate on the same scale.&lt;br /&gt;
&lt;br /&gt;
=How Stats Work=&lt;br /&gt;
Most stats you care about - Combat Stats, etc., Use whole numbers. Bonus Damage. Armor. That sort of thing. Lots of gear and some story outcomes, leveling up, history lines etc., will give you **fractional** stat boosts.  So your character might not have a whole number there, they might have 4.5 speed, or something like that. We always round these numbers down.&lt;br /&gt;
&lt;br /&gt;
Most stats are stable, set by the character&amp;#039;s [[Aspects]] (which are often driven by their [[History]]) Some stats are specifically used to track temporary states, like Injury, Actions, Shield, Shred. You can expect these to be changed directly by events in game.&lt;br /&gt;
&lt;br /&gt;
=== Base values ===&lt;br /&gt;
&lt;br /&gt;
The starting values for a young adult human depend slightly on the difficulty level. As of release 1.0, they are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! &amp;amp;nbsp; !! style=&amp;quot;width:7.5em&amp;quot; | Storyteller !! style=&amp;quot;width:7.5em&amp;quot; | Adventurer !! style=&amp;quot;width:7.5em&amp;quot; | Tragic Hero !! style=&amp;quot;width:7.5em&amp;quot; | Walking Lunch&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Health || 7 || 6 || colspan=2 | 5 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Speed || colspan=4 | 1 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Armor || 1 || 0.4 || colspan=2 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Warding || colspan=4 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Melee Accuracy || 105 || colspan=2 | 100 || 97&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Range Accuracy || colspan=3 | 100 || 97&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Stunt Chance || colspan=3 | 15 || 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Bonus Damage || 1 || 0.4 || colspan=2 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Potency || 1 || 0.4 || colspan=2 | 0 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Dodge || 50 || colspan=3 | 45 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Block || colspan=4 | 45 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Perception || colspan=4 | 10 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Recovery Rate || 40 || 30 || colspan=2 | 25 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Retirement Age || colspan=4 | 45 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Charisma || colspan=4 | 15 &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Tenacity || colspan=4 | 15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Combat Relevant Stats=&lt;br /&gt;
==Health==&lt;br /&gt;
Health determines how much injury a hero can sustain before they must make a [[mortal choice]]. &amp;#039;&amp;#039;Health&amp;#039;&amp;#039; is the hero&amp;#039;s &amp;#039;&amp;#039;maximum&amp;#039;&amp;#039; hit points, and does not change in combat. A hero&amp;#039;s &amp;#039;&amp;#039;current hit points&amp;#039;&amp;#039; is equal to Health + [[temporary health]] – [[injury]].&lt;br /&gt;
&lt;br /&gt;
==Speed==&lt;br /&gt;
How many squares you can [[move]] in one action.&lt;br /&gt;
&lt;br /&gt;
Humans start with a base speed, modified +1.7 by each of their natural legs they still have. It is also modified by age and by various [[Gear#Augments|augments]] and [[theme]]s.&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
&amp;#039;&amp;#039;See main article [[Armor]]&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
Armor, as indicated by blue shields on a unit, subtracts from incoming physical damage. Each point of armor represents 1 less damage taken. Armor can come from many sources but most typically stems from gear.&lt;br /&gt;
&lt;br /&gt;
[[Shredding|Shred]] attacks reduce armor count for the current [[mission]], while [[Piercing|Pierce]] attacks ignore a certain amount of armor.&lt;br /&gt;
&lt;br /&gt;
==Warding==&lt;br /&gt;
[[Warding]] represents damage reduction for magic and elemental attacks.&lt;br /&gt;
&lt;br /&gt;
==Melee Accuracy==&lt;br /&gt;
&lt;br /&gt;
Aim with melee weapons. This is your base [[Attack Strength]], modified by on several other factors like the enemy&amp;#039;s evasion stats, and your weapon&amp;#039;s [[wield]].&lt;br /&gt;
&lt;br /&gt;
==Range Accuracy==&lt;br /&gt;
Aim with ranged weapons. This is your base [[Attack Strength]], modified by several other factors like the enemy&amp;#039;s evasion stats, cover, and your weapon&amp;#039;s [[wield]].&lt;br /&gt;
&lt;br /&gt;
==Stunt Chance== &lt;br /&gt;
Base chance for you attack to [[stunt]], which is an additional positive effect (something like crit in other games, but often a status effect instead of damage).&lt;br /&gt;
==Bonus Damage ==&lt;br /&gt;
Damage added to physical attacks, such as melee or ranged weapon attacks. Also factored into some abilities.&lt;br /&gt;
&lt;br /&gt;
==Spell Damage==&lt;br /&gt;
Extra damage dealt by interfusion abilities.&lt;br /&gt;
&lt;br /&gt;
==Potency==&lt;br /&gt;
Used to calculate damage for Magic attacks, and the effectiveness of some [[Ability|Abilities]] — for instance, the range of [[Zealous Leap]].&lt;br /&gt;
&lt;br /&gt;
==Dodge==&lt;br /&gt;
&lt;br /&gt;
Used to evade attacks by moving out of the way. Works uniformly against all attacks. (Block and Dodge work the same since patch 0.11+103 Opellia Bluster.)&lt;br /&gt;
&lt;br /&gt;
==Block==&lt;br /&gt;
&lt;br /&gt;
Used to physically deflect attacks. Works uniformly against all attacks.&lt;br /&gt;
&lt;br /&gt;
==Perception==&lt;br /&gt;
How many squares you can see. Usually 10, until you get really old maybe.&lt;br /&gt;
==Obscured==&lt;br /&gt;
Some things might be hard to see unless you&amp;#039;re right up close? Unclear if this is used at all.&lt;br /&gt;
&lt;br /&gt;
=Campaign Relevant Stats=&lt;br /&gt;
==Recovery Rate==&lt;br /&gt;
How quickly your injuries heal. Younger and more hearty characters heal faster, old characters heal very slowly.&lt;br /&gt;
==Retirement Age==&lt;br /&gt;
&lt;br /&gt;
When are you going to hang up your boots, roughly? Heroes [[Hero#Retirement|retire]] eventually, if they live long enough.&lt;br /&gt;
&lt;br /&gt;
Retirement age starts at 45 for a human and can be affected by:&lt;br /&gt;
* Upbringing (up to +30)&lt;br /&gt;
* Either reaching level 4 or being a legendary hero (+5)&lt;br /&gt;
* Being a Mystic (+20)&lt;br /&gt;
* Being a Hunter (+10)&lt;br /&gt;
* Certain story events (up to +1000)&lt;br /&gt;
&lt;br /&gt;
=Personality Stats=&lt;br /&gt;
Stats for Story Roles and Their Relationships: When one of these stats is called out as a role, it means that hero has the highest number for that stat in the present or affected party. If that stat is called out negatively (e.g. “Not Leader”) that character has the lowest number for the correlating stat.&lt;br /&gt;
&lt;br /&gt;
The hook describes a facet of a character’s personality and especially as pertains to that character’s place in stories. Affects what characters might say, and what language is associated with them, as well as relationships with other characters.&lt;br /&gt;
&lt;br /&gt;
It should be possible to call out Roles for party, or for the whole company in an event, if necessary.&lt;br /&gt;
&lt;br /&gt;
======Bookish======&lt;br /&gt;
 &amp;quot;I&amp;#039;ve read about this&amp;quot;&lt;br /&gt;
Nose in a book, this character is involved with stories and science, and shuns needless action.&lt;br /&gt;
&lt;br /&gt;
======Coward======&lt;br /&gt;
 &amp;quot;I don&amp;#039;t know, sounds dangerous...&amp;quot;&lt;br /&gt;
This character often quails when confronted with true horror, but will come through at unexpected times.&lt;br /&gt;
&lt;br /&gt;
======Goofball======&lt;br /&gt;
 &amp;quot;Whoa, that reminds me of a funny story!&amp;quot;&lt;br /&gt;
This character tends to joke and make a fool of herself, especially when tensions are high.&lt;br /&gt;
&lt;br /&gt;
======Greedy======&lt;br /&gt;
 &amp;quot;I&amp;#039;ll just take that. And that. And that.&amp;quot;&lt;br /&gt;
I want to keep this explanation all to myself. It&amp;#039;s mine, all mine. &lt;br /&gt;
&lt;br /&gt;
======Healer======&lt;br /&gt;
 &amp;quot;That looks like it hurts. Can I help you with that?&amp;quot;&lt;br /&gt;
This character is naturally gifted and nursing and nurturing others, and tends to have an intuitive sense for people’s pain.&lt;br /&gt;
&lt;br /&gt;
======Hothead======&lt;br /&gt;
 &amp;quot;Enough talk. Let&amp;#039;s attack!&amp;quot;&lt;br /&gt;
This character is quick to anger, quick to action, and will often be impatient when asked to wait.&lt;br /&gt;
&lt;br /&gt;
======Leader======&lt;br /&gt;
 &amp;quot;All right everyone, let&amp;#039;s stick to the plan.&amp;quot;&lt;br /&gt;
This character tends to take the lead, either explicitly or implicitly, in situations that require a firm or decisive statement.&lt;br /&gt;
&lt;br /&gt;
======Loner======&lt;br /&gt;
 &amp;quot;I&amp;#039;d rather to do it myself.&amp;quot;&lt;br /&gt;
This character is unafraid of loneliness, even embraces it. Often pulls in the direction of solitary action and survival.&lt;br /&gt;
&lt;br /&gt;
======Poet======&lt;br /&gt;
 &amp;quot;I see that! And taste it, hear it, feel it. Wonderful!&amp;quot;&lt;br /&gt;
This character sees things in a different way, alive to the sensory pleasures of the world and able to express her aliveness with some fluency.&lt;br /&gt;
&lt;br /&gt;
======Romantic======&lt;br /&gt;
 &amp;quot;Love is what makes life worth living.&amp;quot;&lt;br /&gt;
This character is a Casanova, or at least wishes he were, and will speak up in romantic matters and be influenced often by his attractions.&lt;br /&gt;
&lt;br /&gt;
======Snark======&lt;br /&gt;
 &amp;quot;I am so excited. That was sarcasm, by the way.&amp;quot;&lt;br /&gt;
This character is witty and sarcastic, and often negative, but may be shockingly hopeful and romantic when it comes right down to it.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=Story Relevant Stats=&lt;br /&gt;
These are intended to range roughly from 1-100, and are to be used for event rolls in stories, things like that.&lt;br /&gt;
==Charisma==&lt;br /&gt;
A measure of how favored this character is, by other people, or even just fate. Starts out higher in youth and declines with age.&lt;br /&gt;
==Tenacity==&lt;br /&gt;
A measure of how mentally tough, patient, prepared, and determined this character is. Goes up with age.&lt;br /&gt;
&lt;br /&gt;
=Transient Stats=&lt;br /&gt;
==Age==&lt;br /&gt;
how old&lt;br /&gt;
==Injury==&lt;br /&gt;
Subtracted from Health to give current health. Injury heals over time in the Overland Map, according to Recovery Rate.&lt;br /&gt;
==Shred==&lt;br /&gt;
&lt;br /&gt;
How much of your armor has been temporarily negated. It is repaired at the end of the [[mission]].&lt;br /&gt;
&lt;br /&gt;
==Shield==&lt;br /&gt;
Temporary health that is added to your health bar, and used up first, before accruing injury&lt;br /&gt;
==Actions==&lt;br /&gt;
How many actions you have remaining this turn. Reset every turn.&lt;br /&gt;
==Experience==&lt;br /&gt;
&lt;br /&gt;
Used to track [[promote|promotions]]. Normal stuff. Note that the three hero classes have different experience curves.`&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;br /&gt;
[[Category:Difficulty]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Corruption_Tiles.jpg&amp;diff=16788</id>
		<title>File:Corruption Tiles.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Corruption_Tiles.jpg&amp;diff=16788"/>
		<updated>2021-06-26T15:41:05Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A few tiles showing [[Gorgon Corrupted Land]]. In the middle stands a petrified NPC.&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Damage&amp;diff=16787</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Damage&amp;diff=16787"/>
		<updated>2021-06-26T15:37:12Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: Redirect damage to anchor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Combat_mechanics#Damage]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Calamities&amp;diff=16786</id>
		<title>Calamities</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Calamities&amp;diff=16786"/>
		<updated>2021-06-26T15:31:39Z</updated>

		<summary type="html">&lt;p&gt;Jimbles: Redirect pluralized word to page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Calamity]]&lt;/div&gt;</summary>
		<author><name>Jimbles</name></author>
	</entry>
</feed>