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	<updated>2026-06-17T12:54:33Z</updated>
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	<entry>
		<id>https://wildermyth.com/w/index.php?title=Talk:Upbringing&amp;diff=26232</id>
		<title>Talk:Upbringing</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Talk:Upbringing&amp;diff=26232"/>
		<updated>2024-11-23T18:46:21Z</updated>

		<summary type="html">&lt;p&gt;Mr Clin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was working through the upbringing stats for one of my characters and noticed that, with the Warding multiplier at 0.7 and 5/3 points, my calculated outcome was 1.2 (as 7/10 x 5/3 = 35/30 = 7/6 = 1.166666..., rounded to 1.2) whereas the History shows 1.1.&lt;br /&gt;
&lt;br /&gt;
Also, with Dodge multiplier at 6 and 1/3 points, my calculated outcome was 2, which was the same as the game.&lt;br /&gt;
&lt;br /&gt;
I tried playing with rounding the points and the only even vaguely sensible result was rounding 1.66666... &amp;#039;&amp;#039;down&amp;#039;&amp;#039; to 1.6, but doing this across the board reduced the Dodge calculation to 1.8, which was then different from the game stat of 2.&lt;br /&gt;
&lt;br /&gt;
I therefore wondered if there was a rounding error in the multipliers in the table and found that if the Warding multiplier is actually 2/3 (i.e. 0.666...) then my calculated outcome was 1.1 (as 2/3 x 5/3 = 10/9 = 1.1111111, rounded down), which fits with consistent rounding throughout the calculations.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;EDIT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Weirdly, though, my Warding stat shows two &amp;quot;Upbringing&amp;quot; values - 0.6 and 0.5. My character has:&lt;br /&gt;
&lt;br /&gt;
* origin_70 =&amp;gt; POTENCY, WARDING, CHARISMA&amp;lt;br&amp;gt;&lt;br /&gt;
* dote_53 =&amp;gt; MELEE_ACCURACY, WARDING, POTENCY, WARDING&amp;lt;br&amp;gt;&lt;br /&gt;
* mote_49 =&amp;gt; DODGE, RECOVERY_RATE, BLOCK&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming from the Dodge calculation (and others that I&amp;#039;ve tested since writing the above) that the points value &amp;#039;&amp;#039;isn&amp;#039;t&amp;#039;&amp;#039; rounded then:&lt;br /&gt;
&lt;br /&gt;
* in order to return a rounded value of 0.5 for the origin calculation (with 2/3 point), the result must be in the range [0.45, 0.55), so the Warding multiplier has to be in the range [0.675, 0.825); and&amp;lt;br&amp;gt;&lt;br /&gt;
* in order to return a rounded value of 0.6 for the dote calculation (with 1 point), the Warding multiplier has to be in the range [0.55, 0.65).&lt;br /&gt;
&lt;br /&gt;
This is obviously impossible. What am I missing?&lt;/div&gt;</summary>
		<author><name>Mr Clin</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Talk:Upbringing&amp;diff=26231</id>
		<title>Talk:Upbringing</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Talk:Upbringing&amp;diff=26231"/>
		<updated>2024-11-23T18:43:16Z</updated>

		<summary type="html">&lt;p&gt;Mr Clin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I was working through the upbringing stats for one of my characters and noticed that, with the Warding multiplier at 0.7 and 5/3 points, the my calculated outcome was 1.2 (as 7/10 x 5/3 = 35/30 = 7/6 = 1.166666..., rounded to 1.2) whereas the History shows 1.1.&lt;br /&gt;
&lt;br /&gt;
Also, with Dodge multiplier at 6 and 1/3 points, my calculated outcome was 2, which was the same as the game.&lt;br /&gt;
&lt;br /&gt;
I tried playing with rounding the points and the only even vaguely sensible result was rounding 1.66666... &amp;#039;&amp;#039;down&amp;#039;&amp;#039; to 1.6, but doing this across the board reduced the Dodge calculation to 1.8, which was then different from the game stat of 2.&lt;br /&gt;
&lt;br /&gt;
I therefore wondered if there was a rounding error in the multipliers in the table and found that if the Warding multiplier is actually 2/3 (i.e. 0.666...) then my calculated outcome was 1.1 (as 2/3 x 5/3 = 10/9 = 1.1111111, rounded down), which fits with consistent rounding throughout the calculations.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;EDIT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Weirdly, though, my Warding stat shows two &amp;quot;Upbringing&amp;quot; values - 0.6 and 0.5. My character has:&lt;br /&gt;
&lt;br /&gt;
- origin_70 =&amp;gt; POTENCY, WARDING, CHARISMA&lt;br /&gt;
- dote_53 =&amp;gt; MELEE_ACCURACY, WARDING, POTENCY, WARDING&lt;br /&gt;
- mote_49 =&amp;gt; DODGE, RECOVERY_RATE, BLOCK&lt;br /&gt;
&lt;br /&gt;
Assuming from the Dodge calculation (and others that I&amp;#039;ve tested since writing the above) that the points value &amp;#039;&amp;#039;isn&amp;#039;t&amp;#039;&amp;#039; rounded then:&lt;br /&gt;
&lt;br /&gt;
- in order to return a rounded value of 0.5 for the origin calculation (with 2/3 point), the result must be in the range [0.45, 0.55), so the Warding multiplier has to be in the range [0.675, 0.825).&lt;br /&gt;
- in order to return a rounded value of 0.6 for the dote calculation (with 1 point), the Warding multiplier has to be in the range [0.55, 0.65).&lt;br /&gt;
&lt;br /&gt;
This is obviously impossible. What am I missing?&lt;/div&gt;</summary>
		<author><name>Mr Clin</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Upbringing&amp;diff=26230</id>
		<title>Upbringing</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Upbringing&amp;diff=26230"/>
		<updated>2024-11-23T17:36:08Z</updated>

		<summary type="html">&lt;p&gt;Mr Clin: Undo revision 26228 by Mr Clin (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Example upbringing.png|frame|right|Example upbringing showing the generated backstory, hooks, and bonus stats]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Upbringing&amp;#039;&amp;#039;&amp;#039; is a permanent, unchangeable attribute that is randomly generated for every hero. The upbringing is responsible for defining permanent stat bonuses, the hero&amp;#039;s [[Hook|hooks]], and the automatically generated backstory. This system is intended to make every encountered hero unique.&lt;br /&gt;
&lt;br /&gt;
On a technical level, the upbringing consists of an &amp;#039;&amp;#039;origin&amp;#039;&amp;#039;, an &amp;#039;&amp;#039;anecdote&amp;#039;&amp;#039; (&amp;quot;dote&amp;quot; for short), and a &amp;#039;&amp;#039;motivation&amp;#039;&amp;#039; (&amp;quot;mote&amp;quot; for short). Each of those parts comes with a defined hook, history tags (defining aspects of the character&amp;#039;s backstory, e.g. eccentric, criminal, happy childhood), [[Stat#Personality_Stats|personality stats]] (e.g. leader, flirt, hothead), and [[Stat#Combat-Relevant_Stats|combat- and campaign-relevant stats]] (e.g. health, melee accuracy, charisma). Heroes that are generated as children ([[Chapter#Tidings|joining the party during an interval as they reach adventuring age]]) have their own separate set of origins, meaning that the probabilities for obtaining certain hooks or desired stat combinations is different. Also, unlike standard recruits, children may receive a bonus for armor, stunt chance, and/or bonus damage (these stats are also possible for some other non-child, non-standard recruits). The game will not allow combinations that would result in duplicates of the same hook. For instance, if a hero is generated with an origin that comes with the Wildheart hook, it is not possible for that hero to have a dote or mote that would also come with the Wildheart hook. In addition, most of the upbringing parts come with so-called forbidden aspects, further making many origin/dote/mote combinations impossible.&lt;br /&gt;
&lt;br /&gt;
This upbringing system results in 1,035,914 unique &amp;quot;regular&amp;quot; hero upbringings and 212,310 unique possible upbringings for children.&lt;br /&gt;
&lt;br /&gt;
=== Upbringing Stats ===&lt;br /&gt;
Every origin, dote, and mote has a set of &amp;quot;primeStats&amp;quot; and &amp;quot;storyStats&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;primeStats&amp;quot; are a list of stats, such as &amp;quot;Speed, Dodge, Melee Accuracy&amp;quot; or &amp;quot;Potency, Warding&amp;quot;. The game assigns a bonus for those stats depending on how many primeStats are set for that specific origin/dote/mote. The more primeStats that origin/dote/mote has, the lower the bonus will be for each individual stat. For instance, origin_36 which has the primeStats Ranged Accuracy, Warding, Speed, Dodge, and Melee Accuracy (5 different primeStats) would give a 0.3 bonus to Warding whereas origin_61 which has the primeStats Ranged Accuracy, Warding, and Charisma (3 different primeStats) would give a 0.5 bonus to Warding. This means that there is a trade-off, with heroes falling into a spectrum between having a narrow set of very high bonus stats or a very broad selection of comparatively low bonus stats.&lt;br /&gt;
&lt;br /&gt;
More specifically, (almost) every hero is given 5 &amp;quot;points&amp;quot; worth of stats from upbringing, although this value is approximate in practice due to rounding. Origins and dotes are worth 2 points each while motes are worth 1 point. The total value of the origin, dote, or mote is split equally (up to rounding) between the primeStats it awards. One point worth of each upbringing stat is listed in the table below. After splitting, stats are rounded to the nearest tenth or whole number depending on the stat, rounding up at x.5 or .x5, although due to multiple steps of rounding (needs verification that this is the real reason), some stats can be rounded down in practice. For example, for the &amp;quot;needs rescuing&amp;quot; hero below, 5/6 of a point worth of potency would grant 0.25 potency, which should then round up to 0.3 potency. However, only 0.2 potency is granted, possibly because 5/6 is calculated first, leading to just under 0.25 potency, which is then rounded down.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Amount of upbringing stats with 1 point worth of primeStats&lt;br /&gt;
|-&lt;br /&gt;
! Stat !! Amount per point !! Rounding&lt;br /&gt;
|-&lt;br /&gt;
| Health || 0.6 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 0.8 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Recovery Rate || 10 || Nearest Whole Number&lt;br /&gt;
|-&lt;br /&gt;
| Retirement Age || 5 || Nearest Whole Number&lt;br /&gt;
|-&lt;br /&gt;
| Armor || 0.6 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Warding || 0.7 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || 6 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Block || 6 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || 4 || Nearest Whole Number&lt;br /&gt;
|-&lt;br /&gt;
| Stunt Chance || 4 || Nearest Whole Number&lt;br /&gt;
|-&lt;br /&gt;
| Bonus Damage || 0.3 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Potency || 0.3 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Charisma || 30 || Nearest Whole Number&lt;br /&gt;
|-&lt;br /&gt;
| Tenacity || 30 || Nearest Whole Number&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;storyStats&amp;quot; are the aforementioned personality stats. Examples are &amp;quot;35 bookish, 35 snark&amp;quot; or &amp;quot;70 poet&amp;quot;. Personality stats are rescaled such that exactly one stat is between 80 and 99 and exactly one other stat is between 60 and 79 (needs verification and further explanation of how this works).&lt;br /&gt;
&lt;br /&gt;
==== Unique Heroes ====&lt;br /&gt;
===== Monarchs Under the Mountain =====&lt;br /&gt;
In the [[Monarchs Under the Mountain]] campaign, the &amp;quot;Needs Rescuing&amp;quot; farmer has a unique backstory and the following stats:&amp;lt;br&amp;gt;&lt;br /&gt;
Hooks: Shame, Gritty, Potential&amp;lt;br&amp;gt;&lt;br /&gt;
Potency: +0.2&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, that hero has five bonus stat &amp;quot;slots&amp;quot;. These &amp;quot;slots&amp;quot; are filled with a randomly selected stat, with a specific bonus per stat. It is possible for the same stat to fill multiple &amp;quot;slots&amp;quot;, giving the same stat bonus multiple times, so there is another trade-off between specialization and broadness. Because of this unique generation method, the farmer can obtain stat combinations that are impossibly high for any other hero if enough &amp;quot;slots&amp;quot; are filled with the same stat. For each slot, Retirement Age, Charisma, and Tenacity each have a 15% chance of being picked while every other stat each has a 5% chance of being picked. Before rescaling, the personality stats are 1-60 for every stat, plus 30 in Leader.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Stat bonuses for the Monarchs Under the Mountain farmer&lt;br /&gt;
|-&lt;br /&gt;
! Stat !! Bonus per &amp;quot;slot&amp;quot; !! Theoretical maximum (single stat filling all &amp;quot;slots&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| Health || 0.5 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 0.7 || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| Recovery Rate || 8 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Retirement Age || 4 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Armor || 0.5 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Warding || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || 5 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Block || 5 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Stunt Chance || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Bonus Damage || 0.2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Potency || 0.2 || 1 (total 1.2 Potency with the guaranteed 0.2 Potency)&lt;br /&gt;
|-&lt;br /&gt;
| Charisma || 25 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Tenacity || 25 || 125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Eluna and the Moth =====&lt;br /&gt;
The non-Legacy starting heroes have fixed stats. It is also possible to recruit Elsee Arcwright, who also comes with fixed stats.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Fixed stats for Eluna and the Moth heroes&lt;br /&gt;
|-&lt;br /&gt;
! Stat !! Older Sibling !! Younger Sibling !! Elsee Arcwright&lt;br /&gt;
|-&lt;br /&gt;
| Hooks || Literary, Loyal, Dreamer || Flirt, Loyal, Wanderlust || Nostalgic, Gritty, Potential&lt;br /&gt;
|-&lt;br /&gt;
| Health || 0.6 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| Speed ||  ||  || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| Recovery Rate || 10 || 10 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Retirement Age || 5 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor ||  ||  || 0.4&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Accuracy ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Bonus Damage ||  ||  || 0.3&lt;br /&gt;
|-&lt;br /&gt;
| Potency || 0.3 || 0.3&lt;br /&gt;
|-&lt;br /&gt;
| Tenacity || 30 || 30 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== All the Bones of Summer =====&lt;br /&gt;
In the [[All the Bones of Summer]] campaign, the non-Legacy starting heroes have fixed stats. In addition, there are two plot-guaranteed recruits, a Hunter and a farmer whose class gets picked by the player.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Fixed stats for All the Bones of Summer heroes&lt;br /&gt;
|-&lt;br /&gt;
! Stat !! Hunter of the Old Blood !! The Friend !! The Toughlipped Kid !! Fenspear Heir !! Recruitable Farmer&lt;br /&gt;
|-&lt;br /&gt;
| Hooks || Destiny, Wildheart, Nostalgic || Nostalgic, Physical, Loyal || Gritty, Potential, Slacker || Slacker, Literary, Wanderlust || Shame, Physical, Thorny&lt;br /&gt;
|-&lt;br /&gt;
| Health ||  || 0.5 || 0.5 || 0.6 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 0.8 ||  || 0.7 || 0.8 || 0.7&lt;br /&gt;
|-&lt;br /&gt;
| Retirement Age ||  || 4 ||  ||  || 4&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||  || 0.5 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Dodge || 6 ||  || 5 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Block ||  || 5 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Ranged Accuracy || 3 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Stunt Chance || 3 ||  || 3 || 4 || &lt;br /&gt;
|-&lt;br /&gt;
| Bonus Damage || 0.3 || 0.2 || 0.2 || 0.3 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Potency || 0.3 || 0.2 || 0.2 || 0.3 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Charisma ||  ||  ||  || 30 || &lt;br /&gt;
|-&lt;br /&gt;
| Tenacity ||  ||  ||  ||  || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== A Walk in the Unlight =====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Fixed stats for A Walk in the Unlight heroes&lt;br /&gt;
|-&lt;br /&gt;
! Stat !! An Able Youth !! Kaylem of Sable Lake !! Onya of Red Birch Mountain !! Rayvis the Wroth !! Daicleed the Disarticulator&lt;br /&gt;
|-&lt;br /&gt;
| Hooks || Lucky, Nostalgic, Loyal || Dreamer, Literary, Slacker || Integrity, Proud, Gritty || Distant, Thorny, Potential || Weird, Darkheart, Curious&lt;br /&gt;
|-&lt;br /&gt;
| Health || 0.8 || || 0.8 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Speed ||  1 || 1 || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Armor || || 0.8 || 0.8 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Warding || || 0.9 || 0.9 || || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| Bonus Damage || 0.4 || || || 0.5 ||&lt;br /&gt;
|-&lt;br /&gt;
| Potency || 0.4 || 0.4 || || || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minmaxing randomly generated heroes ===&lt;br /&gt;
&lt;br /&gt;
By continuously using the Reroll button until stumbling upon a rare and desirable stat combination, it is possible to minmax.&lt;br /&gt;
&lt;br /&gt;
Some character builds can greatly benefit from certain upbringing stats. Certain upbringing stat combinations make heroes objectively more or less fit to perform certain roles in combat.&lt;br /&gt;
&lt;br /&gt;
For instance, a hero that is generated with 1.1 Speed and 5 Melee Accuracy bonuses from upbringing could be considered optimally suited for a [[Thornfang]] [[Hunter]] build. A hero that is generated with 10 bonus retirement age is more fit to suit a newly generated [[Warrior]] making it through a long campaign without relying on hook quest retirement age bonuses. A hero with a high Dodge and Block bonus is objectively more fit for using [[Riposte]] than a hero without.&lt;br /&gt;
&lt;br /&gt;
 (Disclaimer) Credits to metoxys for simulating all possible upbringing combinations, analyzing the data, and compiling this upbringing spreadsheet. If you share this around, then please credit metoxys properly.&lt;br /&gt;
&lt;br /&gt;
[[File:upbringing.png|left|frame|Upbringing spreadsheet]]&lt;br /&gt;
&lt;br /&gt;
[[File:upbringing_children_hooks.png|left|frame|Upbringing spreadsheet with hooks]]&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Mr Clin</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Talk:Upbringing&amp;diff=26229</id>
		<title>Talk:Upbringing</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Talk:Upbringing&amp;diff=26229"/>
		<updated>2024-11-23T15:38:52Z</updated>

		<summary type="html">&lt;p&gt;Mr Clin: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;re: Amending the &amp;quot;Amount of upbringing stats&amp;quot; entry for Warding from 0.7 to 0.67&amp;#039;&amp;#039;&amp;#039;  I was working through the upbringing stats for one of my characters and noticed that, w...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;re: Amending the &amp;quot;Amount of upbringing stats&amp;quot; entry for Warding from 0.7 to 0.67&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
I was working through the upbringing stats for one of my characters and noticed that, with the Warding multiplier at 0.7 and 5/3 points, the my calculated outcome was 1.2 (as 7/10 x 5/3 = 35/30 = 7/6 = 1.166666..., rounded to 1.2) whereas the game showed 1.1.&lt;br /&gt;
&lt;br /&gt;
Also, with Dodge multiplier at 6 and 1/3 points, my calculated outcome was 2, which was the same as the game.&lt;br /&gt;
&lt;br /&gt;
I tried playing with rounding the points and the only even vaguely sensible result was rounding 1.66666... &amp;#039;&amp;#039;down&amp;#039;&amp;#039; to 1.6, but doing this across the board reduced the Dodge calculation to 1.8, which was then different from the game stat of 2.&lt;br /&gt;
&lt;br /&gt;
I therefore wondered if there was a rounding error on the table and found that if the Warding multiplier is actually 2/3 (i.e. 0.6666666) then my calculated outcome was 1.1 (as 2/3 x 5/3 = 10/9 = 1.1111111, rounded down), which fits with consistent rounding throughout the calculations.&lt;/div&gt;</summary>
		<author><name>Mr Clin</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Upbringing&amp;diff=26228</id>
		<title>Upbringing</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Upbringing&amp;diff=26228"/>
		<updated>2024-11-23T15:23:00Z</updated>

		<summary type="html">&lt;p&gt;Mr Clin: Changed &amp;quot;Amount of upbringing stats&amp;quot; for Warding from 0.7 to 0.67 - see discussion for reasoning.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Example upbringing.png|frame|right|Example upbringing showing the generated backstory, hooks, and bonus stats]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Upbringing&amp;#039;&amp;#039;&amp;#039; is a permanent, unchangeable attribute that is randomly generated for every hero. The upbringing is responsible for defining permanent stat bonuses, the hero&amp;#039;s [[Hook|hooks]], and the automatically generated backstory. This system is intended to make every encountered hero unique.&lt;br /&gt;
&lt;br /&gt;
On a technical level, the upbringing consists of an &amp;#039;&amp;#039;origin&amp;#039;&amp;#039;, an &amp;#039;&amp;#039;anecdote&amp;#039;&amp;#039; (&amp;quot;dote&amp;quot; for short), and a &amp;#039;&amp;#039;motivation&amp;#039;&amp;#039; (&amp;quot;mote&amp;quot; for short). Each of those parts comes with a defined hook, history tags (defining aspects of the character&amp;#039;s backstory, e.g. eccentric, criminal, happy childhood), [[Stat#Personality_Stats|personality stats]] (e.g. leader, flirt, hothead), and [[Stat#Combat-Relevant_Stats|combat- and campaign-relevant stats]] (e.g. health, melee accuracy, charisma). Heroes that are generated as children ([[Chapter#Tidings|joining the party during an interval as they reach adventuring age]]) have their own separate set of origins, meaning that the probabilities for obtaining certain hooks or desired stat combinations is different. Also, unlike standard recruits, children may receive a bonus for armor, stunt chance, and/or bonus damage (these stats are also possible for some other non-child, non-standard recruits). The game will not allow combinations that would result in duplicates of the same hook. For instance, if a hero is generated with an origin that comes with the Wildheart hook, it is not possible for that hero to have a dote or mote that would also come with the Wildheart hook. In addition, most of the upbringing parts come with so-called forbidden aspects, further making many origin/dote/mote combinations impossible.&lt;br /&gt;
&lt;br /&gt;
This upbringing system results in 1,035,914 unique &amp;quot;regular&amp;quot; hero upbringings and 212,310 unique possible upbringings for children.&lt;br /&gt;
&lt;br /&gt;
=== Upbringing Stats ===&lt;br /&gt;
Every origin, dote, and mote has a set of &amp;quot;primeStats&amp;quot; and &amp;quot;storyStats&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;primeStats&amp;quot; are a list of stats, such as &amp;quot;Speed, Dodge, Melee Accuracy&amp;quot; or &amp;quot;Potency, Warding&amp;quot;. The game assigns a bonus for those stats depending on how many primeStats are set for that specific origin/dote/mote. The more primeStats that origin/dote/mote has, the lower the bonus will be for each individual stat. For instance, origin_36 which has the primeStats Ranged Accuracy, Warding, Speed, Dodge, and Melee Accuracy (5 different primeStats) would give a 0.3 bonus to Warding whereas origin_61 which has the primeStats Ranged Accuracy, Warding, and Charisma (3 different primeStats) would give a 0.5 bonus to Warding. This means that there is a trade-off, with heroes falling into a spectrum between having a narrow set of very high bonus stats or a very broad selection of comparatively low bonus stats.&lt;br /&gt;
&lt;br /&gt;
More specifically, (almost) every hero is given 5 &amp;quot;points&amp;quot; worth of stats from upbringing, although this value is approximate in practice due to rounding. Origins and dotes are worth 2 points each while motes are worth 1 point. The total value of the origin, dote, or mote is split equally (up to rounding) between the primeStats it awards. One point worth of each upbringing stat is listed in the table below. After splitting, stats are rounded to the nearest tenth or whole number depending on the stat, rounding up at x.5 or .x5, although due to multiple steps of rounding (needs verification that this is the real reason), some stats can be rounded down in practice. For example, for the &amp;quot;needs rescuing&amp;quot; hero below, 5/6 of a point worth of potency would grant 0.25 potency, which should then round up to 0.3 potency. However, only 0.2 potency is granted, possibly because 5/6 is calculated first, leading to just under 0.25 potency, which is then rounded down.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Amount of upbringing stats with 1 point worth of primeStats&lt;br /&gt;
|-&lt;br /&gt;
! Stat !! Amount per point !! Rounding&lt;br /&gt;
|-&lt;br /&gt;
| Health || 0.6 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 0.8 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Recovery Rate || 10 || Nearest Whole Number&lt;br /&gt;
|-&lt;br /&gt;
| Retirement Age || 5 || Nearest Whole Number&lt;br /&gt;
|-&lt;br /&gt;
| Armor || 0.6 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Warding || 0.67 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || 6 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Block || 6 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || 4 || Nearest Whole Number&lt;br /&gt;
|-&lt;br /&gt;
| Stunt Chance || 4 || Nearest Whole Number&lt;br /&gt;
|-&lt;br /&gt;
| Bonus Damage || 0.3 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Potency || 0.3 || Nearest Tenth&lt;br /&gt;
|-&lt;br /&gt;
| Charisma || 30 || Nearest Whole Number&lt;br /&gt;
|-&lt;br /&gt;
| Tenacity || 30 || Nearest Whole Number&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;storyStats&amp;quot; are the aforementioned personality stats. Examples are &amp;quot;35 bookish, 35 snark&amp;quot; or &amp;quot;70 poet&amp;quot;. Personality stats are rescaled such that exactly one stat is between 80 and 99 and exactly one other stat is between 60 and 79 (needs verification and further explanation of how this works).&lt;br /&gt;
&lt;br /&gt;
==== Unique Heroes ====&lt;br /&gt;
===== Monarchs Under the Mountain =====&lt;br /&gt;
In the [[Monarchs Under the Mountain]] campaign, the &amp;quot;Needs Rescuing&amp;quot; farmer has a unique backstory and the following stats:&amp;lt;br&amp;gt;&lt;br /&gt;
Hooks: Shame, Gritty, Potential&amp;lt;br&amp;gt;&lt;br /&gt;
Potency: +0.2&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, that hero has five bonus stat &amp;quot;slots&amp;quot;. These &amp;quot;slots&amp;quot; are filled with a randomly selected stat, with a specific bonus per stat. It is possible for the same stat to fill multiple &amp;quot;slots&amp;quot;, giving the same stat bonus multiple times, so there is another trade-off between specialization and broadness. Because of this unique generation method, the farmer can obtain stat combinations that are impossibly high for any other hero if enough &amp;quot;slots&amp;quot; are filled with the same stat. For each slot, Retirement Age, Charisma, and Tenacity each have a 15% chance of being picked while every other stat each has a 5% chance of being picked. Before rescaling, the personality stats are 1-60 for every stat, plus 30 in Leader.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Stat bonuses for the Monarchs Under the Mountain farmer&lt;br /&gt;
|-&lt;br /&gt;
! Stat !! Bonus per &amp;quot;slot&amp;quot; !! Theoretical maximum (single stat filling all &amp;quot;slots&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| Health || 0.5 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 0.7 || 3.5&lt;br /&gt;
|-&lt;br /&gt;
| Recovery Rate || 8 || 40&lt;br /&gt;
|-&lt;br /&gt;
| Retirement Age || 4 || 20&lt;br /&gt;
|-&lt;br /&gt;
| Armor || 0.5 || 2.5&lt;br /&gt;
|-&lt;br /&gt;
| Warding || 0.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || 5 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Block || 5 || 25&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Stunt Chance || 3 || 15&lt;br /&gt;
|-&lt;br /&gt;
| Bonus Damage || 0.2 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Potency || 0.2 || 1 (total 1.2 Potency with the guaranteed 0.2 Potency)&lt;br /&gt;
|-&lt;br /&gt;
| Charisma || 25 || 125&lt;br /&gt;
|-&lt;br /&gt;
| Tenacity || 25 || 125&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Eluna and the Moth =====&lt;br /&gt;
The non-Legacy starting heroes have fixed stats. It is also possible to recruit Elsee Arcwright, who also comes with fixed stats.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Fixed stats for Eluna and the Moth heroes&lt;br /&gt;
|-&lt;br /&gt;
! Stat !! Older Sibling !! Younger Sibling !! Elsee Arcwright&lt;br /&gt;
|-&lt;br /&gt;
| Hooks || Literary, Loyal, Dreamer || Flirt, Loyal, Wanderlust || Nostalgic, Gritty, Potential&lt;br /&gt;
|-&lt;br /&gt;
| Health || 0.6 || 0.6 || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| Speed ||  ||  || 0.8&lt;br /&gt;
|-&lt;br /&gt;
| Recovery Rate || 10 || 10 || 7&lt;br /&gt;
|-&lt;br /&gt;
| Retirement Age || 5 || 5 || &lt;br /&gt;
|-&lt;br /&gt;
| Armor ||  ||  || 0.4&lt;br /&gt;
|-&lt;br /&gt;
| Ranged Accuracy ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Bonus Damage ||  ||  || 0.3&lt;br /&gt;
|-&lt;br /&gt;
| Potency || 0.3 || 0.3&lt;br /&gt;
|-&lt;br /&gt;
| Tenacity || 30 || 30 || 20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== All the Bones of Summer =====&lt;br /&gt;
In the [[All the Bones of Summer]] campaign, the non-Legacy starting heroes have fixed stats. In addition, there are two plot-guaranteed recruits, a Hunter and a farmer whose class gets picked by the player.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Fixed stats for All the Bones of Summer heroes&lt;br /&gt;
|-&lt;br /&gt;
! Stat !! Hunter of the Old Blood !! The Friend !! The Toughlipped Kid !! Fenspear Heir !! Recruitable Farmer&lt;br /&gt;
|-&lt;br /&gt;
| Hooks || Destiny, Wildheart, Nostalgic || Nostalgic, Physical, Loyal || Gritty, Potential, Slacker || Slacker, Literary, Wanderlust || Shame, Physical, Thorny&lt;br /&gt;
|-&lt;br /&gt;
| Health ||  || 0.5 || 0.5 || 0.6 || 0.5&lt;br /&gt;
|-&lt;br /&gt;
| Speed || 0.8 ||  || 0.7 || 0.8 || 0.7&lt;br /&gt;
|-&lt;br /&gt;
| Retirement Age ||  || 4 ||  ||  || 4&lt;br /&gt;
|-&lt;br /&gt;
| Armor ||  || 0.5 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Dodge || 6 ||  || 5 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Block ||  || 5 ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Ranged Accuracy || 3 ||  ||  ||  || &lt;br /&gt;
|-&lt;br /&gt;
| Stunt Chance || 3 ||  || 3 || 4 || &lt;br /&gt;
|-&lt;br /&gt;
| Bonus Damage || 0.3 || 0.2 || 0.2 || 0.3 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Potency || 0.3 || 0.2 || 0.2 || 0.3 || 0.2&lt;br /&gt;
|-&lt;br /&gt;
| Charisma ||  ||  ||  || 30 || &lt;br /&gt;
|-&lt;br /&gt;
| Tenacity ||  ||  ||  ||  || 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== A Walk in the Unlight =====&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Fixed stats for A Walk in the Unlight heroes&lt;br /&gt;
|-&lt;br /&gt;
! Stat !! An Able Youth !! Kaylem of Sable Lake !! Onya of Red Birch Mountain !! Rayvis the Wroth !! Daicleed the Disarticulator&lt;br /&gt;
|-&lt;br /&gt;
| Hooks || Lucky, Nostalgic, Loyal || Dreamer, Literary, Slacker || Integrity, Proud, Gritty || Distant, Thorny, Potential || Weird, Darkheart, Curious&lt;br /&gt;
|-&lt;br /&gt;
| Health || 0.8 || || 0.8 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Speed ||  1 || 1 || 1 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Armor || || 0.8 || 0.8 || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| Warding || || 0.9 || 0.9 || || 1.2&lt;br /&gt;
|-&lt;br /&gt;
| Bonus Damage || 0.4 || || || 0.5 ||&lt;br /&gt;
|-&lt;br /&gt;
| Potency || 0.4 || 0.4 || || || 0.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minmaxing randomly generated heroes ===&lt;br /&gt;
&lt;br /&gt;
By continuously using the Reroll button until stumbling upon a rare and desirable stat combination, it is possible to minmax.&lt;br /&gt;
&lt;br /&gt;
Some character builds can greatly benefit from certain upbringing stats. Certain upbringing stat combinations make heroes objectively more or less fit to perform certain roles in combat.&lt;br /&gt;
&lt;br /&gt;
For instance, a hero that is generated with 1.1 Speed and 5 Melee Accuracy bonuses from upbringing could be considered optimally suited for a [[Thornfang]] [[Hunter]] build. A hero that is generated with 10 bonus retirement age is more fit to suit a newly generated [[Warrior]] making it through a long campaign without relying on hook quest retirement age bonuses. A hero with a high Dodge and Block bonus is objectively more fit for using [[Riposte]] than a hero without.&lt;br /&gt;
&lt;br /&gt;
 (Disclaimer) Credits to metoxys for simulating all possible upbringing combinations, analyzing the data, and compiling this upbringing spreadsheet. If you share this around, then please credit metoxys properly.&lt;br /&gt;
&lt;br /&gt;
[[File:upbringing.png|left|frame|Upbringing spreadsheet]]&lt;br /&gt;
&lt;br /&gt;
[[File:upbringing_children_hooks.png|left|frame|Upbringing spreadsheet with hooks]]&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Mr Clin</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Hook&amp;diff=21691</id>
		<title>Hook</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Hook&amp;diff=21691"/>
		<updated>2022-09-07T17:42:06Z</updated>

		<summary type="html">&lt;p&gt;Mr Clin: /* Opportunity quests */ Updated relationship requirements following patch 1.9&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A powerful marker that changes how the [[character]] might interact with [[event]]s, and also acts as a seed for the character to undergo a specific [[opportunity|quest]]; applied by [[history]] and sometimes events. Hooks are fundamentally just [[aspect]]s with a special naming convention and some extra tooling around them.&lt;br /&gt;
&lt;br /&gt;
Heroes start the game with 3 hooks, which are specific character aspects and often take the form of a personality flaw or quirk.&lt;br /&gt;
&lt;br /&gt;
== Opportunity quests ==&lt;br /&gt;
&lt;br /&gt;
* See also: [[Opportunity]]&lt;br /&gt;
&lt;br /&gt;
Each hook can randomly trigger a special opportunity quest for that hero and a required helper. After a hero completes an opportunity quest, the associated hook is resolved and the hero gains a [[promotion]] and a bonus to [[retirement age]]. The first hook grants +10 retirement age, the second hook +7, and the third hook +5.&lt;br /&gt;
&lt;br /&gt;
You are limited to 1 opportunity quest in chapter 1 and 2 in each other chapter. Each hero can only resolve 1 hook per campaign and can only be the helper once per campaign. A hero&amp;#039;s first hook requires at least a level 3 [[relationship]] with a prospective helper, the second hook requires at least a level 3 relationship, and the third hook requires a level 4 relationship. A [[family]] member can never be the helper.&lt;br /&gt;
&lt;br /&gt;
== List of hooks and associated events ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Hook !! Event !! Blurb&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Brash|Brash]] || Opportunity: [[The Blinking Game]] || I don&amp;#039;t care how many there are!&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Brokenheart|Brokenheart]] || Opportunity: [[Pyrelight]] || I&amp;#039;ve lost before and I know I will again.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Clown|Clown]] || Opportunity: [[Serious Trouble]] || Hold my beer...&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Creative|Creative]] || Opportunity: [[A Song for the Someday Gone]]&amp;lt;br&amp;gt;[[The Maker]] || Art is my refuge.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Curious|Curious]] || Opportunity: [[Beneath the Surface]]&amp;lt;br&amp;gt;[[Curiouser and Curiouser]] &amp;lt;br&amp;gt;[[The Lever]] || I can&amp;#039;t stand not knowing!&lt;br /&gt;
|- &lt;br /&gt;
| [[:Category:Darkheart|Darkheart]] || Opportunity: [[Dark Curiosity]]&amp;lt;br&amp;gt;[[Drums In The Deep]] &amp;lt;br&amp;gt;[[Strange Behavior]] &amp;lt;br&amp;gt;[[The Eater]] &amp;lt;br&amp;gt;[[What If We Were the Bad Guys?]]  || Don&amp;#039;t ask me about the path I walk.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Destiny|Destiny]] || Opportunity: [[The Sickness]]&amp;lt;br&amp;gt;[[Thrixl Control What You See]]  || Something important looms in my future.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Distant|Distant]] || Opportunity: [[Longing to Belong]]&amp;lt;br&amp;gt;[[Don&amp;#039;t Lose Heart]]  || Don&amp;#039;t get too attached, you&amp;#039;ll only get hurt.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Dreamer|Dreamer]] || Opportunity: [[The Last Resort]]&amp;lt;br&amp;gt;[[The Gone Ox]]  || Don&amp;#039;t you just wonder, sometimes?&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Flirt|Flirt]] || Opportunity: [[Slave for Love]]&amp;lt;br&amp;gt;[[The Witchstone]]  || Hello there.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Gritty|Gritty]] || Opportunity: [[In Softer Light]] || I do what has to be done. That&amp;#039;s all.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Inhabited|Inhabited]] || Opportunity: [[Bidding the Ghost Goodbye]]&amp;lt;br&amp;gt;[[Strange Behavior]] &amp;lt;br&amp;gt;[[The Inhabitant]] &amp;lt;br&amp;gt;[[The Witchstone]] &amp;lt;br&amp;gt;[[Whispered Secrets]]  || I&amp;#039;m fine thank you... How are you and your kin?&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Integrity|Integrity]] || Opportunity: [[To Humble Ends]]&amp;lt;br&amp;gt;[[The Witchstone]] &amp;lt;br&amp;gt;[[What If We Were the Bad Guys?]]  || No, actually it&amp;#039;s pretty simple.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Literary|Literary]] || Opportunity: [[Library of Light]] || Language is the first magic,&amp;lt;br /&amp;gt;our truest weapon, our ultimate legacy.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Loyal|Loyal]] || Opportunity: [[Havenbeams]]&amp;lt;br&amp;gt;[[The Witchstone]]  || I would stop at nothing to protect a friend.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Lucky|Lucky]] || Opportunity: [[Spur of a Moment]]&amp;lt;br&amp;gt;[[The Gambler]]  || Everything always turns out fine, doesn&amp;#039;t it?&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Mysterious|Mysterious]] || Opportunity: [[From Another Time]]&amp;lt;br&amp;gt;[[Drums In The Deep]] &amp;lt;br&amp;gt;[[Former Colleagues]] &amp;lt;br&amp;gt;[[The Wolf Price]] || Another time, under another sky,&amp;lt;br /&amp;gt;things were different...&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Nostalgic|Nostalgic]] || Opportunity: [[For an Old Wish Passing]]&amp;lt;br&amp;gt;[[Memory Lane]] &amp;lt;br&amp;gt;[[The Witchstone]]  || Do you remember when...?&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Physical|Physical]] || Opportunity: [[The Geometry of Magic]] || The joy of motion,&amp;lt;br /&amp;gt;the sensuousness of being alive.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Potential|Potential]] || Opportunity: [[The Unstilled Heart]] || Maybe today wasn&amp;#039;t my day.&amp;lt;br /&amp;gt;But there&amp;#039;s a coming dawn...&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Proud|Proud]] || Opportunity: [[The Prisoner]]&amp;lt;br&amp;gt;[[Before the Fall]] &amp;lt;br&amp;gt;[[The Witchstone]] &amp;lt;br&amp;gt;[[What If We Were the Bad Guys?]]  || I know who I am. I don&amp;#039;t need anyone to tell me.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Shame|Shame]] || Opportunity: [[A Mending Path]]&amp;lt;br&amp;gt;[[Don&amp;#039;t Lose Heart]] &amp;lt;br&amp;gt;[[Whispered Secrets]]  || I don&amp;#039;t talk about it.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Slacker|Slacker]] || Opportunity: [[Dodging Destiny]] || Oh, you know. We&amp;#039;ve got plenty of time...&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Thorny|Thorny]] || Opportunity: [[For a Friend]]&amp;lt;br&amp;gt;[[Former Colleagues]] &amp;lt;br&amp;gt;[[The Sweeping Swallow]]  || Did I ask you? I didn&amp;#039;t, did I?&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Wanderlust|Wanderlust]] || Opportunity: [[Needed Elsewhere]] || The wind is blowing, the road is calling.&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Weird|Weird]] || Opportunity: [[The Scattered Self]]&amp;lt;br&amp;gt; [[Meat is Meat]] || Hm?&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Wildheart|Wildheart]] || Opportunity: [[Farm And Forest]]&amp;lt;br&amp;gt;[[Answer to Austerity]] &amp;lt;br&amp;gt;[[The Gone Ox]] &amp;lt;br&amp;gt;[[The Wolf Price]] &amp;lt;br&amp;gt;[[Thrixl Control What You See]]  || The treesmell. The odorous stones after rain.&amp;lt;br /&amp;gt;I live for those things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Mr Clin</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Spell_Touched&amp;diff=21690</id>
		<title>Spell Touched</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Spell_Touched&amp;diff=21690"/>
		<updated>2022-09-07T17:39:38Z</updated>

		<summary type="html">&lt;p&gt;Mr Clin: /* Blue Skin */ Updated specifics following 1.9 patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main|Theme|l1=List of themes}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Spell Touched&amp;#039;&amp;#039;&amp;#039; is a [[theme]] that can be gained by a [[hero]] from the event [[Worlds Apart]]. &lt;br /&gt;
&lt;br /&gt;
 {{Quote|{{Data description|Spell Touched (theme)}}}}&lt;br /&gt;
&lt;br /&gt;
== Theme conflicts ==&lt;br /&gt;
{{main|Theme conflicts guide}}&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left:1.5em;text-indent:-1.5em;&amp;quot;&amp;gt;A Spell Touched hero will not be eligible for any of these additional themes: {{Theme conflicts|{{PAGENAME}}|blocks}}&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p style=&amp;quot;padding-left:1.5em;text-indent:-1.5em;&amp;quot;&amp;gt;If a hero has any of these themes, it is not possible to also become Spell Touched: {{Theme conflicts|{{PAGENAME}}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
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==Specifics==&lt;br /&gt;
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The [[hero]]&amp;#039;s skin turns blue.&lt;br /&gt;
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=== Blue Skin ===&lt;br /&gt;
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 {{Quote|{{Data description|Blue Skin (theme piece)}}}}&lt;br /&gt;
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+2 [[Stat#Potency|Potency]]&amp;lt;br /&amp;gt;&lt;br /&gt;
+10 [[Stat#Recovery Rate|Recovery Rate]]&amp;lt;br /&amp;gt;&lt;br /&gt;
–1 [[Stat#Bonus Damage|Bonus Damage]]&lt;br /&gt;
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== Tips ==&lt;br /&gt;
* Spelltouched is considered to be an upgrade for almost any Warrior build. Potency scales with most abilities and easily makes up for the loss of bonus damage. The +10 years of retirement age also allows a Warrior to continue fighting through all 5 chapters of a campaign.&lt;br /&gt;
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* The bonus [[Potency]] is especially valuable for [[Broadswipes]] and [[Zealous Leap]]. It adds range to [[Engage]] and [[Thundering Challenge]], some damage to [[Bloodrage]] and [[Raider]], some shred to [[Shieldshear]] and some slam distance to [[Backslam]].&lt;br /&gt;
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[[Category:Ability]]&lt;br /&gt;
{{Navbox themes}}&lt;br /&gt;
[[Category:Transformation]]&lt;/div&gt;</summary>
		<author><name>Mr Clin</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Eluna_and_the_Moth&amp;diff=21682</id>
		<title>Eluna and the Moth</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Eluna_and_the_Moth&amp;diff=21682"/>
		<updated>2022-09-05T00:09:55Z</updated>

		<summary type="html">&lt;p&gt;Mr Clin: Changed &amp;quot;37 heroes&amp;quot; to &amp;quot;37 villagers&amp;quot; in Chapter 2.&lt;/p&gt;
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&lt;div&gt;[[File:NewCampaign eluna.png|600px|center]]&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Eluna and the Moth&amp;#039;&amp;#039;&amp;#039; is a five-chapter campaign with the [[Thrixl]] as the main enemies.&lt;br /&gt;
 Warning: this page contains spoilers!&lt;br /&gt;
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== Chapter 1 ==&lt;br /&gt;
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The Thrixl make a return and the heroes are forced to fight them off to protect their homeland.&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Spoiler&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The legacy warrior comes back to their hometown and visits two siblings and leaves with a mysterious book. On the first task the siblings chase after them but get ambushed by thrixl. The combat will have two level 1 mystics fend for themselves in a corner while the legacy warrior is forced to save the siblings. On their way back they meet a mysterious mothman, followed by your legacy hunter that joins your team. On arrival to your hometown the heroes find out the thrixl have already invaded and took with them all the young people.&amp;lt;br /&amp;gt;&lt;br /&gt;
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== Chapter 2 ==&lt;br /&gt;
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The heroes rush to the thrixl hideout to rescue the captured villagers.&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Spoiler&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| This is a timed chapter in which the thrixl will periodically turn villagers into a new thrixl monster exclusive to this campaign. By defeating thrixl tiles more time will be added and more villagers will be rescued. The chapter starts with 37 villagers, the amount that can be rescued on the overland is 54 and by arriving at the thrixl base there is the option to rescue the last 5 survivors, for a total of 59 survivors.&lt;br /&gt;
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At the end of chapter 2 there are 4 rewards that can be earned.&lt;br /&gt;
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+3 Legacy Points for 33 survivors.&lt;br /&gt;
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+1 Health to Company for 41 survivors.&lt;br /&gt;
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+1 Potency to Company for 51 survivors.&lt;br /&gt;
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+1 Speed to Company for all survivors.&lt;br /&gt;
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One of the rescued survivors will be a little girl called Elsee Arcwright and mentions that their sister Eluna isn&amp;#039;t with them anymore.&lt;br /&gt;
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== Chapter 3 ==&lt;br /&gt;
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One of the heroes has gone missing, the company scours the map to rescue them.&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Spoiler&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| In the beginning of chapter 3 one of the heroes eligible for the Mothwings will be chosen for the transformation. If none of the heroes fill the requirements then the game will automatically spawn in a new hero. This hero will somehow enter a dreamworld and meet with Eluna, the missing sister from chapter 2. The task will be to rush to the site where the missing hero is and on arrival the heroes are forced to defend the immobile mothwinged hero for 7 turns while thrixl will keep on swarming.&lt;br /&gt;
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== Chapter 4 ==&lt;br /&gt;
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A strange light is illuminated on the sky. The heroes investigate incase someone needs to be rescued.&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Spoiler&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| A strange light is emitted in the sky that could be a signal from the mothman. The heroes rush to the site only to barely miss him and instead are ambushed by a horde of thrixl. There is a choice to either escape with all heroes or to eliminate all monsters. Upon victory the heroes will follow a map towards a castle where they encounter the mothman getting attacked and fight against another horde of thrixl. The mothwinged hero at the end of the chapter will use their wings to cloak the whole castle to hide themselves from the thrixl.&lt;br /&gt;
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&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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== Chapter 5 ==&lt;br /&gt;
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To fight off against the thrixl the heroes investigate an old kyoren tower that could be used against their enemy.&lt;br /&gt;
{| role=&amp;quot;presentation&amp;quot; class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
| &amp;lt;strong&amp;gt;Spoiler&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| While the heroes try to figure out a way to defeat the thrixl queen they find a myth about an old kyoren tower that could be used to cage her in forever. Upon investigating the tower the heroes are tasked to take out all thrixl inside the tower including an ancient thrixl beast found in a backroom. Right after the thrixl queen invades and the heroes find out that Eluna, the missing sister from chapter 2 turned into the thrixl queen and wants to enforce the whole world to join her realm, which means that the majority of unworthy creatures will either die or turn into monsters. While the mothman acts as bait inside the tower, the heroes are tasked to defend him while killing enough thrixl to lure out Eluna. Once Eluna joins the battle she will stand outside the tower and attack the heroes with ranged attacks. The heroes are forced to attack Eluna and deal enough damage until she enters the tower and goes into a showdown with the mothman. All heroes will teleport next to the mothman and have to kill all thrixl inside the tower and escape to the outside to win. There are two choices at the end that influences how the mothman and Eluna will spend their time of captivity in the kyoren tower.&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px&amp;gt;&lt;br /&gt;
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&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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[[Category:Campaign]]&lt;/div&gt;</summary>
		<author><name>Mr Clin</name></author>
	</entry>
</feed>