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		<id>https://wildermyth.com/w/index.php?title=Weapons&amp;diff=28738</id>
		<title>Weapons</title>
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		<updated>2026-02-26T06:43:11Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Elemental Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons are the equipment heroes carry in their primary and/or secondary equipment slots. They serve as the primary method for dealing damage to enemies.&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
All weapons are either one-handed or two-handed. One-handed weapon types include: crossbows, daggers, dueling swords, swords, axes, maces, spears, and wands. Two-handed weapon types include: bows, greataxes, greatspears, greatswords, hammers, and staves. If a hero loses arm(s) or undergoes some transformation, some of these weapons may not be equipped.&lt;br /&gt;
&lt;br /&gt;
Like all equipment, weapons cannot be transferred or traded among heroes after being assigned.&lt;br /&gt;
&lt;br /&gt;
Generally, a hero can only hold/equip one weapon at a time, but an extra weapon can be stored on the back. Switching weapons in combat is an unlimited free action.&lt;br /&gt;
&lt;br /&gt;
== Weapon Qualities ==&lt;br /&gt;
Weapons can be &amp;#039;&amp;#039;&amp;#039;basic quality&amp;#039;&amp;#039;&amp;#039; (i.e. the randomly generated weapons that you come across during your play), &amp;#039;&amp;#039;&amp;#039;elemental quality&amp;#039;&amp;#039;&amp;#039; (a stunt effect is added to the weapon), or &amp;#039;&amp;#039;&amp;#039;artifact quality&amp;#039;&amp;#039;&amp;#039; (named weapons that have set descriptions and stats/abilities). All weapons, regardless of quality, additionally come in tiers representing their general power, usually spanning from Tier 1 (the weakest) to Tier 3 (the full capability of the weapon). An additional bottom tier, Tier 0, is present for certain categories of generic weapons. Weapons of all qualities can be upgraded to higher tiers through the crafting system.&lt;br /&gt;
&lt;br /&gt;
=== Basic Weapons ===&lt;br /&gt;
Basic weapons are the most widely available. They are often obtained through random loot, but they can also be crafted with the correct [[resource]]s or using legacy points. Basic weapons typically come with a randomly generated name, but do not offer any additional bonuses beyond what might be normal for a weapon of their type.&lt;br /&gt;
&lt;br /&gt;
Tier 0 weapons are the basic weapons that heroes normally start the game with.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Tier 0 Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Image !! Type !! Description !! Stats&lt;br /&gt;
|-&lt;br /&gt;
| Old Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword_old.png|100x50px]] || Sword || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A notched old thing that&amp;#039;s seen better days, it belonged to a relation, once upon a time.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Pick Axe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_pick.png|100x50px]] || Axe || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Normally used against rocks and tree roots, it can do some damage if you can connect.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Frying Pan || style=&amp;quot;text-align: center&amp;quot; | [[File:item_fryingPan.png|100x50px]] || Mace || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A roughly made mace.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Root Club || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace_root.png|100x50px]] || Mace || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Hacked from the foot of an uprooted tree, it&amp;#039;s heavy and dangerous in the right hands.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Shovel || style=&amp;quot;text-align: center&amp;quot; | [[File:item_shovel.png|100x50px]] || Spear || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;&amp;quot;This shovel will dig... your grave!&amp;quot;&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Pitchfork || style=&amp;quot;text-align: center&amp;quot; | [[File:item_pitchfork.png|100x50px]] || Greatspear || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A wood shaft affixed with an iron fork for shoveling hay, it&amp;#039;s effective and traditional.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm Bow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_bow_farm.png|100x50px]] || Bow || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;&amp;quot;A bit of pliable wood and some horsehair makes a fine weapon to warn off wolves with.&amp;quot;&amp;#039;&amp;#039; || Damage: 3&amp;lt;br /&amp;gt;Range: 1.9–7.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Skinning Knife || style=&amp;quot;text-align: center&amp;quot; | [[File:item_dagger_skinning.png|100x50px]] || Dagger || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;&amp;quot;A thick-bladed knife used for peeling off hides, it&amp;#039;s good for the surprise murder.&amp;quot;&amp;#039;&amp;#039; || Damage: 3&amp;lt;br /&amp;gt;Range:1.1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Walking Staff || style=&amp;quot;text-align: center&amp;quot; | [[File:item_staff_walking.png|100x50px]] || Staff || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Isn&amp;#039;t this literally just a gnarled branch you picked up when you were out hiking?.&amp;#039;&amp;#039; || Damage: 3&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Spell Damage: 1&amp;lt;br /&amp;gt;Block: 15&lt;br /&gt;
|-&lt;br /&gt;
| Soupspoon || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spoon.png|100x50px]] || Wand || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Good at serving people soup. I don&amp;#039;t know why you think you can cast a spell with it.&amp;#039;&amp;#039; || Damage: 1&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
|+ Basic Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Image !! Type !! style=&amp;quot;width:20%&amp;quot; | General Attributes !! Tier 1 !! Tier 2 !! Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword1_t1_basic.png|200x100px]][[File:item_sword1_t2_basic.png|200x100px]][[File:item_sword1_t3_basic.png|200x100px]] || One-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Greatsword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword2_t1_basic.png|200x100px]][[File:item_sword2_t2_basic.png|200x100px]][[File:item_sword2_t3_basic.png|200x100px]] || Two-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 9&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Dueling Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_rapier_t1_basic.png|200x100px]][[File:item_rapier_t2_basic.png|200x100px]][[File:item_rapier_t3_basic.png|200x100px]] || One-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy and stunt. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10 ||  Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Axe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_axe1_t1_basic.png|200x100px]][[File:item_axe1_t2_basic.png|200x100px]][[File:item_axe1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon shred armor. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_axe2_t1_basic.png|200x100px]][[File:item_axe2_t2_basic.png|200x100px]][[File:item_axe2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon shred armor. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 9&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Mace || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace1_t1_basic.png|200x100px]][[File:item_mace1_t2_basic.png|200x100px]][[File:item_mace1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon knock back enemies, which deals additional damage equal to the number of tiles knocked back. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Hammer || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace2_t1_basic.png|200x100px]][[File:item_mace2_t2_basic.png|200x100px]][[File:item_mace2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon knock back enemies, which deals additional damage equal to the number of tiles knocked back. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 8&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 3.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Spear || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spear1_t1_basic.png|200x100px]][[File:item_spear1_t2_basic.png|200x100px]][[File:item_spear1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon have longer range. || Damage: 5&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Greatspear || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spear2_t1_basic.png|200x100px]][[File:item_spear2_t2_basic.png|200x100px]][[File:item_spear2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon have longer range. || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 8&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Bow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_bow_t1_basic.png|200x75px]][[File:item_bow_t2_basic.png|200x75px]][[File:item_bow_t3_basic.png|200x75px]] || Two-Handed Ranged || Attacks have longer range than crossbows but cannot target adjacent enemies without [[Sharpshooter]]. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.9-7.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 5&amp;lt;br /&amp;gt;Range: 1.9-8.6&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.9-9.6&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_crossbow_t1_basic.png|100x50px]]&amp;lt;br /&amp;gt;[[File:item_crossbow_t2_basic.png|100x50px]]&amp;lt;br /&amp;gt;[[File:item_crossbow_t3_basic.png|100x50px]] || One-Handed Ranged || Attacks have shorter range than two-handed bows but can target adjacent enemies. || Damage: 4&amp;lt;br /&amp;gt;Range: 6.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 5&amp;lt;br /&amp;gt;Range: 6.9&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 6&amp;lt;br /&amp;gt;Range: 7.6&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || style=&amp;quot;text-align: center&amp;quot; | [[File:item_dagger_t1_basic.png|200x100px]][[File:item_dagger_t2_basic.png|200x100px]][[File:item_dagger_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon deal double damage after armor when flanking but have shorter range. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Flanking 2x damage || Damage: 5&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Flanking 2x damage || Damage: 6&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Flanking 2x damage&lt;br /&gt;
|-&lt;br /&gt;
| Staff || style=&amp;quot;text-align: center&amp;quot; | [[File:item_staff_t1_basic.png|200x100px]][[File:item_staff_t2_basic.png|200x100px]][[File:item_staff_t3_basic.png|200x100px]] || Two-Handed Melee || Provides block and spell damage.&amp;lt;br&amp;gt;Attacks with this weapon have longer range. || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Spell Damage: 2&amp;lt;br /&amp;gt;Block: 15 || Damage: 5&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Spell Damage: 3&amp;lt;br /&amp;gt;Block: 15 || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Spell Damage: 4&amp;lt;br /&amp;gt;Block: 20&lt;br /&gt;
|-&lt;br /&gt;
| Wand || style=&amp;quot;text-align: center&amp;quot; | [[File:item_wand_t1_basic.png|200x100px]][[File:item_wand_t2_basic.png|200x100px]][[File:item_wand_t3_basic.png|200x100px]] || One-Handed Melee || Provides warding and spell damage. || Damage: 2&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 2 || Damage: 3&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 3 || Damage: 4&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Warding: 2&amp;lt;br /&amp;gt;Spell Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Weapons ===&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
Fireswordt3.png|Fire Sword&lt;br /&gt;
Waterswordt3.png|Water Sword&lt;br /&gt;
Leafswordt3.png|Leaf Sword&lt;br /&gt;
Stoneswordt3.png|Stone Sword&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Every once in a while your party might encounter an elemental spirit during a mission (see [[Spirit Captured]] for more information). If you catch it, it can enchant one of the currently wielded weapons of the hero who catches it, or give you a [[legacy point]]. The process of enchanting your currently wielded weapon effectively destroys your old weapon and replaces it with an elemental quality weapon of the same type and tier.&lt;br /&gt;
&lt;br /&gt;
Each element gives a different bonus when a hero [[stunt]]s. The element granted is dependent upon the element of the spirit encountered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Fire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Damages up to three nearby enemies.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Refunds one action point. (Can only occur once per turn, stunt damage reduced to 1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Leaf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Grants two temporary hit points. (This effect can stack)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Stone&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Pins and shreds 1 Armour of all enemies in a two tile radius.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Shadow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Grants [[Shadowed_(Status_Effect)|Shadowed]] status: {{Data description|Shadowed (Status Effect)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Obtaining an enchantment using a spirit for a specific weapon type unlocks that option in your [[legacy]] when you win a game. Thereafter, you will be able to craft that enchanted weapon type in future games without having to capture another spirit. If you immediately salvage a weapon without equipping it, it will not become unlocked for crafting; you must must actually equip it. However, once equipped, it will still unlock at the end of the campaign even if you replace it later. It is also possible to obtain a weapon with an element already attached, especially on a hero added within an interval, in which case it may only be crafted by that hero and only until the weapon is removed, specifically until the interface is closed after removing the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Artifact Weapons ===&lt;br /&gt;
Artifact weapons are most notable for their unique bonuses, visual appearances, and the fact that they carry over with a legacy hero into their next story or campaign (rather than being lost as most equipment is). Many are obtained through random drops, but some are available through specific [[event]]s or moments in the main campaigns. They are never available to be crafted, but an already obtained artifact quality weapon can have its tier improved using the crafting system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Artifact Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot;|Image&lt;br /&gt;
! Type&lt;br /&gt;
! Effect&lt;br /&gt;
! Obtained&lt;br /&gt;
|-&lt;br /&gt;
| [[Abjure]]&lt;br /&gt;
| [[File:AbjureT3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| On stunt, all enemies within a 3-tile radius are [[deafened]] for two turns, reducing their damage by 2&lt;br /&gt;
| Unlockable Random Drop, [[Ollend the Abductor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Antler Bow]]&lt;br /&gt;
| [[File:AntlerBowT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1/1/2 Damage against Gorgons, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Avenger (Sword)]]&lt;br /&gt;
| [[File:Avengerswordt3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[Avenger]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Baleblade]]&lt;br /&gt;
| [[File:Item_swordArc_t3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| On hit, grant 1 Temp Health to a random directly adjacent ally&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastblight]]&lt;br /&gt;
| [[File:BeastblightT3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| On stunt, applies 1/2/2 poison to the target and to three other enemies within 3 tiles&lt;br /&gt;
| Unlockable Random Drop, [[The Gardener]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt-thrower]]&lt;br /&gt;
| [[File:BoltthrowerT3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| +5/10/15 Ranged Accuracy, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Bow]]&lt;br /&gt;
| [[File:Bonebowt3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1/2/3 Potency, -10 Charisma&lt;br /&gt;
| [[Dreams and Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Spear]]&lt;br /&gt;
| [[File:Item_spear1Bone_t3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| +1/1/2 Potency, -10 Charisma&lt;br /&gt;
| [[Dreams and Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clockstopper]]&lt;br /&gt;
| [[File:Clockstoppert3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/2/1 Shred, +1 Stunt Damage.&lt;br /&gt;
| [[The Enduring War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyclone Fork]]&lt;br /&gt;
| [[File:Item_spear_cyclonefork.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Speed, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Dreadscythe]]&lt;br /&gt;
| [[File:Dreadscythetier3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| On attack, deals 1 damage to all enemies within range, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Dreamer&amp;#039;s Crook]]&lt;br /&gt;
| [[File:DreamersCrookT3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Grants the ability to teleport adjacent to interfused blazes or scenery as a swift action.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Eaglewing]]&lt;br /&gt;
| [[File:Item_sword2handWing_t3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| +4/5/6 Knockback, reduced damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Elgorn Pike]]&lt;br /&gt;
| [[File:ElgornpikeT3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Empowered Bone Bow]]&lt;br /&gt;
| [[File:Item_bowBone2_t3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +2/3/4 Potency, -10 Charisma, Stunt Effect: Stone&lt;br /&gt;
| [[Storied Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Empowered Bone Spear]]&lt;br /&gt;
| [[File:Item_spear1Bone2_t3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| +2/2/3 Potency, -10 Charisma, Stunt Effect: Stone&lt;br /&gt;
| [[Storied Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fang Axe]]&lt;br /&gt;
| [[File:Fangaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +1/1/2 Damage against Drauven, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Fatetracer]]&lt;br /&gt;
| [[File:FatetracerT3.png|center|100x50px]]&lt;br /&gt;
| Dueling Sword&lt;br /&gt;
| +2 Damage on Enemy Turn, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Firling Wand]]&lt;br /&gt;
| [[File:Item_wandPine_t3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Splinterblast and Splintersalvo now damage the wooden object instead of always destroying it, Stunt Effect: Leaf&lt;br /&gt;
| Random Drop, [[Answer to Austerity]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flare-axe]]&lt;br /&gt;
| [[File:Flareaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| On attack, deals 1 damage to all enemies within range, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Frostfang]]&lt;br /&gt;
| [[File:Item_crossbowIce_t3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| Applies 1 Hobble on hit, Stunt Effect: Pins enemies adjacent to the target&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grimblade]]&lt;br /&gt;
| [[File:Grimbladet3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| Heal on kill, but no Sword block bonus.&lt;br /&gt;
| [[Bidding the Ghost Goodbye]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Halehammer]]&lt;br /&gt;
| [[File:Halehammert3.png|center|100x50px]]&lt;br /&gt;
| Mace&lt;br /&gt;
| Stuns enemy on Stunt, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[His One True Knife]]&lt;br /&gt;
| [[File:HisonetrueknifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| Once per fight, teleport up to 3 tiles away and enter grayplane, +1 Stunt Damage&lt;br /&gt;
| Unlockable Random Drop, [[Luthin the Mirrormaster]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Icebreaker]]&lt;br /&gt;
| [[File:Item_sword2handGlacier_t3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| Stunt Effect: A glacier erupts beneath a random enemy within 5 tiles, Stunning them&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Lockbreaker]]&lt;br /&gt;
| [[File:Item_axe2Lockbreaker_t3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/1/2 Damage against Morthagi, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Longwatch Lamp]]&lt;br /&gt;
| [[File:Item_wandLantern_t3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Increases area revealed range by interfused objects by 2, +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Minotaur Axe]]&lt;br /&gt;
| [[File:Item_axe2Minotaur_t3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/1/2 Damage against Deepists, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Moonspear]]&lt;br /&gt;
| [[File:MoonspearT3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1/1/2 Damage against Thrixl, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Mothbite]]&lt;br /&gt;
| [[File:Item_crossbowMoth_t3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| Silkstep range increased by 2, Stunt Effect: Blinds the target&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Night Shard]]&lt;br /&gt;
| [[File:Nightshard_t3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| +5/10/15 Dodge, +1 Stunt Damage&lt;br /&gt;
| [[Former Colleagues]], [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oakenbrand]]&lt;br /&gt;
| [[File:Oakenbrandt3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| +2.1/2.1/3.1 Knockback, +1 Stunt Damage, No spell damage bonus&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oath of Oldwane]]&lt;br /&gt;
| [[File:Item_dagger_oldwane.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| +2 Warding, +4 Spell Damage&lt;br /&gt;
| [[To Humble Ends]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Omenfry Skillet]]&lt;br /&gt;
| [[File:OmenfryskilletT3.png|center|100x50px]]&lt;br /&gt;
| Mace&lt;br /&gt;
| Reduced main attack stunt damage (1/1/2), On stunt, up to five fireballs hit enemies within 5 tiles (2/3/4 magic damage, 1 pierce).&lt;br /&gt;
| Unlockable Random Drop, [[Head Chef]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Petriglass Seaspear]]&lt;br /&gt;
| [[File:Item_spear_gorgon.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Water&lt;br /&gt;
| [[Age of Ulstryx]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Petriglass Wand]]&lt;br /&gt;
| [[File:Petriglasswandt3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Stunt Effect: Water, immune to corruption while equipped&lt;br /&gt;
| Gorgon Story&lt;br /&gt;
|-&lt;br /&gt;
| [[Quakebaker]]&lt;br /&gt;
| [[File:Quakebakert3.png|center|100x50px]]&lt;br /&gt;
| Hammer&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Stone&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Queen Axe]]&lt;br /&gt;
| [[File:Queenaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +2 Damage against single-tile enemies, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sharktooth Axe]]&lt;br /&gt;
| [[File:SharktoothAxeT3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +2 Shred, but -1 Damage compared to a normal Greataxe.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sojourner]]&lt;br /&gt;
| [[File:Item_staffAstrolabe_t3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Grants the ability to walk through scenery&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starseed Staff]]&lt;br /&gt;
| [[File:Starseedstafft3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Gain &amp;quot;Starseed&amp;quot; ability, +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[The Starseed Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starseed Wand]]&lt;br /&gt;
| [[File:Starseedwandt3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[The Starseed Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Strongbow]]&lt;br /&gt;
| [[File:StrongbowT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Swan Scepter]]&lt;br /&gt;
| [[File:SwanScepterT3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Interfusion is a free action once per turn&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvan Axe]]&lt;br /&gt;
| [[File:Sylvanaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Leaf&lt;br /&gt;
| [[Drifters]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Thanefeller]]&lt;br /&gt;
| [[File:Thanefellert3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +2 Damage against large (4+ tile) enemies, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[The Orphan Sword]]&lt;br /&gt;
| [[File:TheOrphanSwordT3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Umbertorch]]&lt;br /&gt;
| [[File:TheUmbertorchT3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| Deals magic damage instead of physical damage, +1 Stunt Damage, Stunt Effect: Stone&lt;br /&gt;
| Unlockable Random Drop, [[The Umbercryst Martyr]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Thorn of the Fens]]&lt;br /&gt;
| [[File:Thornofthefenst3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| -1 Damage (on par with a Dagger), flanking attacks do 2x damage (like a Dagger)&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Titan&amp;#039;s Fist]]&lt;br /&gt;
| [[File:Item_mace_titansfist.png|center|100x50px]]&lt;br /&gt;
| Hammer&lt;br /&gt;
| +1 Knockback, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Vigilkeeper]]&lt;br /&gt;
| [[File:Item_bowVigilkeeper_t3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1 Range, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Vost]]&lt;br /&gt;
| [[File:Vostt3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1.6 Knockback, Stunt Effect: Stone&lt;br /&gt;
| [[Monarchs Under the Mountain]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vracsel&amp;#039;s Staff]]&lt;br /&gt;
| [[File:Vracselstafft3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Stunt Effect: Fire&lt;br /&gt;
| Drauven Story&lt;br /&gt;
|-&lt;br /&gt;
| [[Will of the Forest]]&lt;br /&gt;
| [[File:Item_spear2Forest_t3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| Spawns trees on kill, +1/2/3 Potency&lt;br /&gt;
| [[Havenbeams]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wing of Ruin]]&lt;br /&gt;
| [[File:WingofruinT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| -1 Damage, +1 Range, +1 Stunt Damage, +2/2/3 Damage to enemies adjacent to primary target&lt;br /&gt;
| Unlockable Random Drop, [[Party Wagon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wingknife]]&lt;br /&gt;
| [[File:WingknifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| +0.5 Range (can make diagonal attacks without any additional range bonuses), +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Winterfur Staff]]&lt;br /&gt;
| [[File:Item_staffWinterfur_t3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Discus can now ricochet to a third target, Stunt Effect: Stone&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wintershard]]&lt;br /&gt;
| [[File:WintershardT3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| Hobbles enemies on attack, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wraithword Knife]]&lt;br /&gt;
| [[File:WraithwordKnifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| Grants the ability to perform one distant strike per battle that ignores line of sight and cover, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyverntail]]&lt;br /&gt;
| [[File:Wyverntailt3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1/1/2 Poison on hit&lt;br /&gt;
| Random Drop&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon drop rate ==&lt;br /&gt;
&lt;br /&gt;
* Main article: [[Drop rates]]&lt;br /&gt;
&lt;br /&gt;
Artifact vs non-artifact is determined after it knows you&amp;#039;re getting a weapon. Every time you get a non-artifact weapon, the chance increases by 0.15. Every time you get an artifact, the chance decreases by 0.5. (So, you&amp;#039;re guaranteed an artifact at least every 7 weapons)&lt;br /&gt;
&lt;br /&gt;
The game won&amp;#039;t give you an artifact that you already have in the current campaign.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! drop rate&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Sword&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Axe&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Spear&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.3&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Crossbow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Dagger&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Staff&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Wand&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Within those the chance of getting a specific Artifact in the weapon Archetypes is influenced by the amount of Artifact Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! drop rate&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Sword (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Axe (8)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Spear (5)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mace (3)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.33&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bow (3)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Crossbow (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Dagger (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Staff (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Wand (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Battle]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Crippling_Strikes&amp;diff=28100</id>
		<title>Crippling Strikes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Crippling_Strikes&amp;diff=28100"/>
		<updated>2025-09-13T21:16:48Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Specifics */ added speed reduction per attack&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Crippling Strikes&amp;#039;&amp;#039;&amp;#039; is a passive [[Hunter]] [[ability]].&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) Hero&amp;#039;s attacks apply 2 [[Hobbled]] to the enemy.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upgrade==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;Attacks against hobbled enemies deal &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; damage.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* Applied by both melee and ranged attacks.&lt;br /&gt;
* Since an attack adds two stacks of Hobbled and each stack of Hobbled reduces speed by two, each attack will reduce the target&amp;#039;s speed by four (to a minimum of one).&lt;br /&gt;
* As of update 1.6+393 Edina Gramling, Crippling Strikes applies to &amp;#039;&amp;#039;all&amp;#039;&amp;#039; ranged attacks -- including [[theme]] attacks like [[Stormtouched/Jumpjolt|jumpjolt]]&lt;br /&gt;
* [[Interfusion]] attacks made via [[Thnarrs Accordica]] do not benefit from Crippling Strikes.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Crippling Strikes synergizes well with [[Abilities|abilities]] that let you hit multiple enemies, like [[Through Shot]]. &lt;br /&gt;
* The +2 damage bonus from Crippling Strikes+ can be utilized by a hero on the same turn if they use [[Heroism]] or stunt with a [[Weapons#Elemental_Weapons|water weapon]].&lt;br /&gt;
* Other heroes can apply [[Hobbled]] to enemies and enable a hunter to make use of Crippling Strikes+. Splinterblast with the [[Elementalist|Elementalist+]] ability, [[Backslam|Backslam+]], and &lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Hunter abilities]]&lt;br /&gt;
[[Category:Hobbled]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Hobbled&amp;diff=28099</id>
		<title>Hobbled</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Hobbled&amp;diff=28099"/>
		<updated>2025-09-13T04:29:10Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: adjusted description of hobbled status&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Hobbled.png|200x200px|thumb|right|Hobbled Enemy]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Main|Status Effect|l1=Status effects}}&lt;br /&gt;
&lt;br /&gt;
Hobbled is a [[Status Effect|status effect]] that reduces speed of the target for each stack of hobbled.&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
 {{Quote|{{Data description|Hobbled}}}}&lt;br /&gt;
&lt;br /&gt;
=== Specifics ===&lt;br /&gt;
* Hobbled can be stacked, increasing the duration and severity&lt;br /&gt;
* Each stack of Hobbled reduces speed by 2, down to minimum of 1 speed&lt;br /&gt;
* The number of stacks of Hobbled is reduced by 1 at the end of a unit&amp;#039;s (side&amp;#039;s) turn&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;== Hero abilities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Interfusion|Constrict (Textil Interfusion)]]&lt;br /&gt;
| A serpent of animated fabric wraps round an enemy, [[Hobble|hobbling]] it and squeezing away its life.&lt;br /&gt;
|-&lt;br /&gt;
| [[Elementalist|Splinterblast Elementalist (Mystic Ability)]]&lt;br /&gt;
| +1 damage and apply 1 hobble.&lt;br /&gt;
|-&lt;br /&gt;
| [[Backslam|Backslam (Warrior Ability))]]&lt;br /&gt;
| Knock the target into another enemy to displace it, deal half damage (1/2 of [[Hero]]&amp;#039;s Armor), and Hobble both enemies.&lt;br /&gt;
|-&lt;br /&gt;
| [[Crippling Strikes|Crippling Strikes (Hunter Ability)]]&lt;br /&gt;
| Hero&amp;#039;s attacks apply 2 Hobbled to the enemy.&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice Shield|Ice Shield (Off-Hand)]]&lt;br /&gt;
| Freezes on block. Attacker takes 1 true damage and is hobbled.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enemies ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn Child|Gang Up (Horn Child Deepist)]]&lt;br /&gt;
| Flanking attacks hobble.&lt;br /&gt;
|-&lt;br /&gt;
| Unstoppable (Special Enemies)&lt;br /&gt;
| Cannot be pinned or hobbled.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox status effects}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Hunter&amp;diff=28078</id>
		<title>Hunter</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Hunter&amp;diff=28078"/>
		<updated>2025-09-01T04:27:00Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: merge accuracy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hunters are human ranged-combat users who often attack from a distance. Some abilities let them place traps, or slip into [[Grayplane]] to scout ahead of the party.&lt;br /&gt;
&lt;br /&gt;
New hunters get the stat bonuses below in the Greenhorn column. At each subsequent level, they gain the increment in the Promotion column.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable col-2-center col-3-center&amp;quot;&lt;br /&gt;
! Stat !! Greenhorn !! Promotion &lt;br /&gt;
|-&lt;br /&gt;
| Health || +1 || +1&lt;br /&gt;
|-&lt;br /&gt;
| Speed || +1 || +0.2&lt;br /&gt;
|-&lt;br /&gt;
| Recovery Rate || - || +3 &lt;br /&gt;
|-&lt;br /&gt;
| Retirement Age || +10 || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || - || +0.2&lt;br /&gt;
|-&lt;br /&gt;
| Warding || - || +0.4&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || +5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || - || +2&lt;br /&gt;
|-&lt;br /&gt;
| Bonus Damage || - || +0.5  &lt;br /&gt;
|-&lt;br /&gt;
| Potency || - || +0.6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Hunter abilities]]&lt;br /&gt;
* [[Hero#Experience_and_promotion|Experience and promotion]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Warrior&amp;diff=28077</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Warrior&amp;diff=28077"/>
		<updated>2025-09-01T04:26:36Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: merge accuracy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Warriors&amp;#039;&amp;#039;&amp;#039; are human melee [[Hero|heroes]] who use two-handed weapons or a sword and shield, to serve as a guardian for the party.&lt;br /&gt;
&lt;br /&gt;
New warriors get the stat bonuses below in the Greenhorn column. At each subsequent level, they gain the increment in the Promotion column.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable col-2-center col-3-center&amp;quot;&lt;br /&gt;
! Stat !! Greenhorn !! Promotion &lt;br /&gt;
|-&lt;br /&gt;
| Health || +2 || +1 &lt;br /&gt;
|-&lt;br /&gt;
| Recovery Rate || +10 || +5 &lt;br /&gt;
|-&lt;br /&gt;
| Armor || - || +0.3 &lt;br /&gt;
|-&lt;br /&gt;
| Warding || - || +0.3 &lt;br /&gt;
|-&lt;br /&gt;
| Block || +5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || +10 || +2  &lt;br /&gt;
|-&lt;br /&gt;
| Bonus Damage || +0.4 || +0.6  &lt;br /&gt;
|-&lt;br /&gt;
| Potency || - || +0.4 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Warrior abilities]]&lt;br /&gt;
* [[Hero#Experience_and_promotion|Experience and promotion]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Mystic&amp;diff=28076</id>
		<title>Mystic</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Mystic&amp;diff=28076"/>
		<updated>2025-09-01T04:26:03Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: remove ranged accuracy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mystics are human magic-users who [[interfuse]] with objects in the world to manipulate those objects.&lt;br /&gt;
&lt;br /&gt;
New mystics get the stat bonuses below in the Greenhorn column. At each subsequent level, they gain the increment in the Promotion column.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable col-2-center col-3-center&amp;quot;&lt;br /&gt;
! Stat !! Greenhorn !! Promotion &lt;br /&gt;
|-&lt;br /&gt;
| Health || +0.7 || +0.9&lt;br /&gt;
|-&lt;br /&gt;
| Speed || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Recovery Rate || - || +3 &lt;br /&gt;
|-&lt;br /&gt;
| Retirement Age || +20 || -&lt;br /&gt;
|-&lt;br /&gt;
| Armor || - || +0.1&lt;br /&gt;
|-&lt;br /&gt;
| Warding || - || +0.4&lt;br /&gt;
|-&lt;br /&gt;
| Dodge || +5 || -&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy || - || +2&lt;br /&gt;
|-&lt;br /&gt;
| Bonus Damage || - || +0.3&lt;br /&gt;
|-&lt;br /&gt;
| Potency || +1.4 || +0.7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Mystic abilities]]&lt;br /&gt;
* [[Hero#Experience_and_promotion|Experience and promotion]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Class]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Template:Data_description&amp;diff=28045</id>
		<title>Template:Data description</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Template:Data_description&amp;diff=28045"/>
		<updated>2025-08-27T04:35:45Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: updated flamesoul+ description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch:{{{1}}}&lt;br /&gt;
| Airlift (theme upgrade) = (Active) As a swift action, every other turn, &amp;lt;name&amp;gt; carries a single adjacent ally with them up to three tiles away.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Alarming Quack (theme upgrade) = (Active) As a swift action, once per turn, &amp;lt;name&amp;gt;&amp;#039;s duck will watch over and allow them to dodge the first ranged attack made against them until the start of their next turn.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Avenger (theme piece) = All the energy of a mystical sword in one cute, fuzzy little package.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Bash = &amp;lt;self&amp;gt; strikes with their tree arm, knocking the foe to another tile and dealing additional damage equal to the distance knocked back.&amp;lt;br&amp;gt;Knockback +1 for each Tree Leg.&amp;lt;!-- assets/text/effects/attack/treeArmBash.properties --&amp;gt;&lt;br /&gt;
| Bash+ = &amp;lt;self&amp;gt; strikes with their tree arm, knocking the foe to another tile and dealing additional damage equal to the distance knocked back.&amp;lt;br&amp;gt;Knockback +1 for each Tree Leg.&amp;lt;!-- assets/text/effects/attack/treeArmBash.properties --&amp;gt;&lt;br /&gt;
| Bear Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm is bearish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Bear Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm is bearish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Bear Hug = &amp;lt;self&amp;gt; grabs an enemy, dealing damage and {{Status effect|word=stunning|pagename=Bear Hug}} them.&amp;lt;!-- assets/text/effects/bear/bearHug.properties --&amp;gt;&lt;br /&gt;
| Bear Hug+ = &amp;lt;self&amp;gt; grabs an enemy, dealing damage and {{Status effect|word=stunning|pagename=Bear Hug}} them.&amp;lt;!-- assets/text/effects/bear/bearHug.properties --&amp;gt;&lt;br /&gt;
| Bear Leg (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left leg is bearish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Bear Leg (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right leg is bearish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Bear Swipes+ (theme upgrade) = +1 base damage, scales twice as much with Bonus Damage and Potency. (Current damage increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Bear Tattoos (theme piece) = Ursine tattoos mark &amp;lt;self&amp;gt;&amp;#039;s face.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Beartouched (theme) = &amp;lt;self&amp;gt; contains the soul of an old bear.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Beartouched(Ghost) (theme) = &amp;lt;self&amp;gt; contains the soul of an old bear.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Bite = &amp;lt;self&amp;gt; bites a nearby foe with their wolf jaws&amp;lt;!-- assets/text/effects/attack/wolfBiteMelee.properties --&amp;gt;&lt;br /&gt;
| Bite+ = &amp;lt;self&amp;gt; bites a nearby foe with their wolf jaws&amp;lt;!-- assets/text/effects/attack/wolfBiteMelee.properties --&amp;gt;&lt;br /&gt;
| Bitter Scratch = &amp;lt;self&amp;gt; rakes a nearby foe with their monstrous claws, shredding their armor.&amp;lt;!-- assets/text/effects/attack/skeletalShred.properties --&amp;gt;&lt;br /&gt;
| Bitter Scratch+ = &amp;lt;self&amp;gt; rakes a nearby foe with their monstrous claws, shredding their armor.&amp;lt;!-- assets/text/effects/attack/skeletalShred.properties --&amp;gt;&lt;br /&gt;
| Blinded = &amp;lt;name&amp;gt; will miss their next attack.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Blinding Attacks = Starlight shines forth from &amp;lt;name&amp;gt;&amp;#039;s attacks. 25% chance for attacks to {{Status effect|word=blind|pagename=Blinding Attacks}} enemies.&amp;lt;!-- assets/text/effects/star/starDazzlingAttacks.properties --&amp;gt;&lt;br /&gt;
| Blinding Attacks+ = Starlight shines forth from &amp;lt;name&amp;gt;&amp;#039;s attacks. 25% chance for attacks to {{Status effect|word=blind|pagename=Blinding Attacks}} enemies.&amp;lt;!-- assets/text/effects/star/starDazzlingAttacks.properties --&amp;gt;&lt;br /&gt;
| Blue Skin (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s flesh has taken on a magical hue.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Body (theme piece) = Who knows what organs are left in here.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Botanical (theme) = &amp;lt;self&amp;gt;&amp;#039;s blood runs a little green.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Botanical2 (theme) = &amp;lt;self&amp;gt;&amp;#039;s blood runs a little green.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Braincase (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s brain is encased in a Mortificial shell&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Celestial (theme) = An ethereal sparkle emanates from &amp;lt;self&amp;gt;.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Celestial Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm is made of starstuff.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Celestial Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm is made of starstuff.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Celestial Leg (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left leg is made of starstuff.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Celestial Leg (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right leg is made of starstuff.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Celestial Path = When &amp;lt;self&amp;gt; leaves a tile, 40% chance to make the tile celestial and grant +10 accuracy to allies standing on it.&amp;lt;!-- assets/text/effects/statusEffect/celestialPath.properties --&amp;gt;&lt;br /&gt;
| Celestial Path+ = When &amp;lt;self&amp;gt; leaves a tile, 40% chance to make the tile celestial and grant +10 accuracy to allies standing on it.&amp;lt;!-- assets/text/effects/statusEffect/celestialPath.properties --&amp;gt;&lt;br /&gt;
| Chain Lightning = Lightning surges through up to three foes, dealing half damage to the second and third. {{Status effect|word=Stuns|pagename=Chain Lightning}} on stunt.&amp;lt;!-- assets/text/effects/storm/chainLightningUpgrade.properties --&amp;gt;&lt;br /&gt;
| Chain Lightning+ = Lightning surges through up to three foes, dealing half damage to the second and third. {{Status effect|word=Stuns|pagename=Chain Lightning}} on stunt.&amp;lt;!-- assets/text/effects/storm/chainLightningUpgrade.properties --&amp;gt;&lt;br /&gt;
| Chaos Whorl (theme upgrade) = (Active) Once per turn as a single action, &amp;lt;name&amp;gt; targets an enemy, causing it to suck up health from nearby enemies as Temp Health. Number of enemies and health taken increases with the size of the target, up to a 4-tile target.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Child of the Hills (theme) = &amp;lt;self&amp;gt; carries the hills in their very bones.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Clockwork Skull (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s weak flesh is replaced with deathless components.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Concussed = -20 Accuracy and Defense&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Cone (theme piece) = Maybe some century it&amp;#039;ll grow up to be a Treewalker or something.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Cone of Fire = Shoot a blast of fire from your hand&amp;lt;!-- assets/text/effects/monster/fireArmFlameCone.properties --&amp;gt;&lt;br /&gt;
| Cone of Fire+ = Shoot a blast of fire from your hand&amp;lt;!-- assets/text/effects/monster/fireArmFlameCone.properties --&amp;gt;&lt;br /&gt;
| Corrupted = Corruption reduces armor and warding.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Covering Fire (theme upgrade) = (Passive) Upon ending their turn on a tile with a blaze, &amp;lt;name&amp;gt; becomes {{Status effect|word=hidden|pagename=Covering Fire (theme upgrade)}}.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Critter (theme piece) = Cute little ankle-biter, isn&amp;#039;t it?&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Crow Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm is feathered and clawish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Crow Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm is feathered and clawish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Crow Head (theme piece) = &amp;lt;self&amp;gt; has mean peck and a loud call.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Crow Leg (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left leg is crowish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Crow Leg (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right leg is crowish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Crow Scratch = &amp;lt;self&amp;gt; scratches a nearby foe with their monstrous talons, {{Status effect|word=blinding|pagename=Crow Scratch}} it on stunt.&amp;lt;!-- assets/text/effects/attack/crowArmClaw.properties --&amp;gt;&lt;br /&gt;
| Crow Scratch+ (theme upgrade) = +1 base damage, scales twice as much with Bonus Damage and Potency. (Current damage increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Crow Scratch+ = &amp;lt;self&amp;gt; scratches a nearby foe with their monstrous talons, {{Status effect|word=blinding|pagename=Crow Scratch}} it on stunt.&amp;lt;!-- assets/text/effects/attack/crowArmClaw.properties --&amp;gt;&lt;br /&gt;
| Crow Tail (theme piece) = &amp;lt;self&amp;gt; has a feathery crow tail.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Crow Wings (theme piece) = &amp;lt;self&amp;gt; has a pair of crow wings.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Crowtouched (theme) = &amp;lt;self&amp;gt;&amp;#039;s inner crow is showing.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Crush = &amp;lt;self&amp;gt; strikes with their stone arm, knocking the foe to another tile and dealing additional damage equal to the distance knocked back.&amp;lt;!-- assets/text/effects/attack/foothillArmBash.properties --&amp;gt;&lt;br /&gt;
| Crush+ = &amp;lt;self&amp;gt; strikes with their stone arm, knocking the foe to another tile and dealing additional damage equal to the distance knocked back.&amp;lt;!-- assets/text/effects/attack/foothillArmBash.properties --&amp;gt;&lt;br /&gt;
| Crystal Chrysalis (theme upgrade) = (Active) (Active) Once every three turns, Hero encases themself in impenetrable crystal. Next turn, they break out, dealing &amp;#039;&amp;#039;&amp;#039;x-x damage&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;2 shred&amp;#039;&amp;#039;&amp;#039; to foes within x tile.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Crystal Sword = &amp;lt;self&amp;gt; slashes a nearby foe with their gleaming sword-arm.&amp;lt;!-- assets/text/effects/attack/gemArmSword.properties --&amp;gt;&lt;br /&gt;
| Crystal Sword+ (theme upgrade) = +1 base damage, scales twice as much with Bonus Damage and Potency. (Current damage increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Crystal Sword+ = &amp;lt;self&amp;gt; slashes a nearby foe with their gleaming sword-arm.&amp;lt;!-- assets/text/effects/attack/gemArmSword.properties --&amp;gt;&lt;br /&gt;
| Crystalline (theme) = Shine on, you crazy diamond.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Curse (theme upgrade) = (Active) &amp;lt;name&amp;gt; targets an enemy and reduces their dodge by 15 and their damage by 3 for two turns.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Dazed = Starts the turn with fewer time units. Daze is reduced each turn until it is gone.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Dazzled = &amp;lt;name&amp;gt; is momentarily {{Status effect|word=dazzled}}, and can&amp;#039;t see clearly!&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Deafened = -2 Bonus Damage and Potency&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Deep Roots (theme upgrade) = +1 Health, +2 Retirement Age, and +10 Recovery Rate for each tree limb (Currently: &amp;#039;&amp;#039;&amp;#039;+&amp;#039;&amp;#039;x&amp;#039;&amp;#039;/+&amp;#039;&amp;#039;y&amp;#039;&amp;#039;/+&amp;#039;&amp;#039;z&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Deepist Spy (theme) = &amp;lt;self&amp;gt; spent time blending in among the Deepists.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Deepist Tattoos (theme piece) = Mystic tattoos mark &amp;lt;self&amp;gt;&amp;#039;s face.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Dominated = On the enemy turn, this hero will move up to &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; tiles and attack an ally with a melee attack. Will not move through scenery. Adjacent allies can try to remove this effect.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Drackvenom = Every turn, target takes damage and Drackvenom is reduced by half.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Drains Warding = (No in-game description)&amp;lt;!-- assets/text/effects/shadow/shadowDrainsWardingRegion.properties --&amp;gt;&lt;br /&gt;
| Drains Warding+ = (No in-game description)&amp;lt;!-- assets/text/effects/shadow/shadowDrainsWardingRegion.properties --&amp;gt;&lt;br /&gt;
| Drauven Bird (theme piece) = It&amp;#039;s a little mean-looking, but it seems to like you.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Drauven Wings (theme piece) = Fashioned from hide and light wood, with a healthy infusion of magic.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Drauven Wings (theme) = Looted off a dead Drauven and repurposed.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Dread Harvest = &amp;lt;self&amp;gt; rakes a nearby foe with both shadowy claws. If they kill it, they consume its soul to heal 1 HP for each shadow limb they have.&amp;lt;!-- assets/text/effects/shadow/shadowArmSoulHarvest.properties --&amp;gt;&lt;br /&gt;
| Dread Harvest+ = &amp;lt;self&amp;gt; rakes a nearby foe with both shadowy claws. If they kill it, they consume its soul to heal 1 HP for each shadow limb they have.&amp;lt;!-- assets/text/effects/shadow/shadowArmSoulHarvest.properties --&amp;gt;&lt;br /&gt;
| Duck (theme piece) = It walks like a duck, it quacks like a duck.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Elmsoul (theme) = There&amp;#039;s an ancient, Elmish soul inside &amp;lt;self&amp;gt;&amp;#039;s heart.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Elmsoul Bash+ (theme upgrade) = +1 base damage, scales twice as much with Bonus Damage and Potency. (Current damage increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Engaged = &amp;lt;shortName&amp;gt; is {{Status effect|word=engaged}}, and must attack {0}.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Entangle = Once per turn, &amp;lt;name&amp;gt; sends vines out to grab a foe or ally and move them to a specified tile.&amp;lt;!-- assets/text/effects/vine/vineArmEntangle.properties --&amp;gt;&lt;br /&gt;
| Entangle+ = Once per turn, &amp;lt;name&amp;gt; sends vines out to grab a foe or ally and move them to a specified tile.&amp;lt;!-- assets/text/effects/vine/vineArmEntangle.properties --&amp;gt;&lt;br /&gt;
| Erratic Movement (theme upgrade) = (Passive) When &amp;lt;name&amp;gt; ends their turn by moving, they gain &amp;#039;&amp;#039;&amp;#039;+30 [[dodge]]&amp;#039;&amp;#039;&amp;#039; that goes away at the start of their next turn.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Everfrost (theme piece) = This streak of their hair runs evercold, and shines a frosty, prettyish blue.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Falling Stars = Stars fall in a small area, burning foes.&amp;lt;!-- assets/text/effects/star/fallingStars.properties --&amp;gt;&lt;br /&gt;
| Falling Stars+ = Stars fall in a small area, burning foes.&amp;lt;!-- assets/text/effects/star/fallingStars.properties --&amp;gt;&lt;br /&gt;
| Fatal Flora (theme upgrade) = Thorn Lash now applies &amp;#039;&amp;#039;&amp;#039;+2&amp;#039;&amp;#039;&amp;#039; {{Status effect|word=poison|pagename=Fatal Flora (theme upgrade)}} for each plant &amp;lt;name&amp;gt; is adjacent to. (Up to a max of 3 plants, deals 2 damage to each plant)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Feedback Loop (theme upgrade) = (Passive) For all enemy magic attacks against &amp;lt;name&amp;gt;, the damage (or warded damage) is received as bonus Potency that lasts one turn.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Fire Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm spawns the eager start of a flame.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Fire Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm brings the inferno.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Fire Chicken (theme piece) = Useful for starting fires?&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Fire Chicken = &amp;lt;name&amp;gt;&amp;#039;s Pet can light a fire on an adjacent tile, once every three turns.&amp;lt;!-- assets/text/effects/pets/fireChicken_lightFire.properties --&amp;gt;&lt;br /&gt;
| Fire Chicken+ = &amp;lt;name&amp;gt;&amp;#039;s Pet can light a fire on an adjacent tile, once every three turns.&amp;lt;!-- assets/text/effects/pets/fireChicken_lightFire.properties --&amp;gt;&lt;br /&gt;
| Fire Eye (L) (theme piece) = An open flame burns from &amp;lt;self&amp;gt;&amp;#039;s left eye.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Fire Eye (R) (theme piece) = An open flame burns from &amp;lt;self&amp;gt;&amp;#039;s right eye.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Fire Leg (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left leg is fiery.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Fire Leg (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right leg is fiery.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Fire Tattoo (theme piece) = Sigils of fire burn on &amp;lt;self&amp;gt;&amp;#039;s brow.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Flame Strike = &amp;lt;self&amp;gt; blasts a nearby foe with their flaming fist.&amp;lt;!-- assets/text/effects/attack/flameArmMelee.properties --&amp;gt;&lt;br /&gt;
| Flame Strike+ = &amp;lt;self&amp;gt; blasts a nearby foe with their flaming fist.&amp;lt;!-- assets/text/effects/attack/flameArmMelee.properties --&amp;gt;&lt;br /&gt;
| Flamesoul (theme) = Fire twists inside &amp;lt;self&amp;gt;, just barely contained.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Flamesoul+ (theme upgrade) = +2 base damage for Cone of Fire. +1 base damage for Flame Strike and scales twice as much with [[Bonus Damage]] and [[Potency]]. (Current damage increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Fly (theme upgrade) = (Active) As a swift action, every other turn, &amp;lt;name&amp;gt; flies three tiles away and gains &amp;#039;&amp;#039;&amp;#039;+25 dodge&amp;#039;&amp;#039;&amp;#039; that goes away at the start of their next turn.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Foothill Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm is made of rock.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Foothill Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm is made of rock.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Foothill Crush+ (theme upgrade) = +1 base damage, scales twice as much with Bonus Damage and Potency. (Current damage increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Foothill Leg (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left leg is made of rock.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Foothill Leg (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right leg is made of rock.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Forestkind = &amp;lt;name&amp;gt; can wall with trees&amp;lt;!-- assets/text/effects/region/wallingRegionTree.properties --&amp;gt;&lt;br /&gt;
| Forestkind+ = &amp;lt;name&amp;gt; can wall with trees&amp;lt;!-- assets/text/effects/region/wallingRegionTree.properties --&amp;gt;&lt;br /&gt;
| Fox Tail (theme piece) = &amp;lt;self&amp;gt; has a fluffy tail.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Foxish (theme) = &amp;lt;self&amp;gt; has a bit of a fox&amp;#039;s flash.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Frenzy = &amp;lt;self&amp;gt; slashes three times, dealing damage to a random enemy within range each time.&amp;lt;!-- assets/text/effects/attack/wolfArmClawFrenzy.properties --&amp;gt;&lt;br /&gt;
| Frenzy+ = &amp;lt;self&amp;gt; slashes three times, dealing damage to a random enemy within range each time.&amp;lt;!-- assets/text/effects/attack/wolfArmClawFrenzy.properties --&amp;gt;&lt;br /&gt;
| Frog Head (theme piece) = &amp;lt;self&amp;gt; can make a loud croak?&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Frogtouched (theme) = &amp;lt;self&amp;gt;&amp;#039;s has been transformed into a bit of a frog.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Frost (theme) = Winterlock&amp;#039;s warning to the firewatching world.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Gem Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm spreads out into a crystal shield.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Gem Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm tapers into a craggy crystal sword.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Gem Eye (theme piece) = A colored gem replaces &amp;lt;self&amp;gt;&amp;#039;s eye.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Gem Leg (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left leg is made of gleaming shards.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Gem Leg (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right leg is made of gleaming shards.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Gloamglow = Once per combat, &amp;lt;self&amp;gt; and all adjacent allies enter grayplane&amp;lt;!-- assets/text/effects/mothWings_gloamglow.properties --&amp;gt;&lt;br /&gt;
| Gloamglow+ = Once per combat, &amp;lt;self&amp;gt; and all adjacent allies enter grayplane&amp;lt;!-- assets/text/effects/mothWings_gloamglow.properties --&amp;gt;&lt;br /&gt;
| Gorgonoid (theme) = &amp;lt;self&amp;gt; is infected with a Gorgon seed.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Gorgonoid Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm is consumed by the Gorgon infection.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Gorgonoid Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm is consumed by the Gorgon infection.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Gorgonoid Crust (theme piece) = One side of &amp;lt;self&amp;gt;&amp;#039;s head has hardened into Gorgonoid stone&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Gorgonoid Mark (theme piece) = One side of &amp;lt;self&amp;gt;&amp;#039;s head is slightly Gorgonoid&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Gouge = &amp;lt;self&amp;gt; gouges a nearby foe with their prosthetic hook&amp;lt;!-- assets/text/effects/attack/hookMelee.properties --&amp;gt;&lt;br /&gt;
| Gouge+ = &amp;lt;self&amp;gt; gouges a nearby foe with their prosthetic hook&amp;lt;!-- assets/text/effects/attack/hookMelee.properties --&amp;gt;&lt;br /&gt;
| Hammer = &amp;lt;self&amp;gt; pummels with their mortificial arm, knocking the foe to another tile and dealing additional damage equal to the distance knocked back.&amp;lt;!-- assets/text/effects/attack/morthagiArmHammer.properties --&amp;gt;&lt;br /&gt;
| Hammer+ = &amp;lt;self&amp;gt; pummels with their mortificial arm, knocking the foe to another tile and dealing additional damage equal to the distance knocked back.&amp;lt;!-- assets/text/effects/attack/morthagiArmHammer.properties --&amp;gt;&lt;br /&gt;
| Harvest = &amp;lt;self&amp;gt; rakes a nearby foe with their shadowy claws. If they kill it, they consume its soul to heal 1 HP for each shadow limb they have.&amp;lt;!-- assets/text/effects/shadow/shadowArmHarvest.properties --&amp;gt;&lt;br /&gt;
| Harvest+ (theme upgrade) = +1 base damage, scales twice as much with Bonus Damage and Potency. (Current damage increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Harvest+ = &amp;lt;self&amp;gt; rakes a nearby foe with their shadowy claws. If they kill it, they consume its soul to heal 1 HP for each shadow limb they have.&amp;lt;!-- assets/text/effects/shadow/shadowArmHarvest.properties --&amp;gt;&lt;br /&gt;
| Hawk Wings (theme piece) = &amp;lt;self&amp;gt; has a pair of hawk wings.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Hawksoul (theme) = &amp;lt;self&amp;gt;&amp;#039;s inner hawk is showing.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Heavy Bash = &amp;lt;self&amp;gt; strikes with their tree arms, knocking the foe to another tile and dealing additional damage equal to the distance knocked back.&amp;lt;br&amp;gt;Knockback +1 for each Tree Leg.&amp;lt;!-- assets/text/effects/attack/treeArmBashBoth.properties --&amp;gt;&lt;br /&gt;
| Heavy Bash+ = &amp;lt;self&amp;gt; strikes with their tree arms, knocking the foe to another tile and dealing additional damage equal to the distance knocked back.&amp;lt;br&amp;gt;Knockback +1 for each Tree Leg.&amp;lt;!-- assets/text/effects/attack/treeArmBashBoth.properties --&amp;gt;&lt;br /&gt;
| Hidden = &amp;lt;shortName&amp;gt; cannot be seen by enemies.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Hill Tattoos (theme piece) = Mystic tattoos mark &amp;lt;self&amp;gt;&amp;#039;s face.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Hobbled = Speed temporarily reduced&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Howl (theme upgrade) = (Active) Once per combat, as a swift action, grant +2 Speed to all heroes for 3 turns&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Immobilized = &amp;lt;shortName&amp;gt; can&amp;#039;t move using standard move abilities.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Inscrutable Stare = &amp;lt;name&amp;gt; stares at an enemy, inspiring terror. The enemy must spend the next turn fleeing. Has no effect on Morthagi.&amp;lt;!-- assets/text/effects/skeleton/skeletonKingFearAttack.properties --&amp;gt;&lt;br /&gt;
| Inscrutable Stare+ = &amp;lt;name&amp;gt; stares at an enemy, inspiring terror. The enemy must spend the next turn fleeing. Has no effect on Morthagi.&amp;lt;!-- assets/text/effects/skeleton/skeletonKingFearAttack.properties --&amp;gt;&lt;br /&gt;
| Invigoration = Twice per combat, &amp;lt;name&amp;gt; touches an adjacent target to grant  &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; Temp Health.&amp;lt;!-- assets/text/effects/green/greenArm_invigoration.properties --&amp;gt;&lt;br /&gt;
| Invigoration+ = Twice per combat, &amp;lt;name&amp;gt; touches an adjacent target to grant  &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; Temp Health.&amp;lt;!-- assets/text/effects/green/greenArm_invigoration.properties --&amp;gt;&lt;br /&gt;
| Jumpjolt = Lightning surges through up to two foes, dealing half damage to the second. {{Status effect|word=Stuns|pagename=Jumpjolt}} on stunt.&amp;lt;!-- assets/text/effects/storm/chainLightning.properties --&amp;gt;&lt;br /&gt;
| Jumpjolt+ (theme upgrade) = +1 base damage, scales twice as much with Bonus Damage and Potency. (Current damage increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Jumpjolt+ = Lightning surges through up to two foes, dealing half damage to the second. {{Status effect|word=Stuns|pagename=Jumpjolt}} on stunt.&amp;lt;!-- assets/text/effects/storm/chainLightning.properties --&amp;gt;&lt;br /&gt;
| Leafmark (theme piece) = A leafy crest blooms from &amp;lt;self&amp;gt;&amp;#039;s forehead.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Living Hearth (theme upgrade) = (Passive) &amp;lt;name&amp;gt; gains +1 Potency and +2 range to Cone of Fire when standing on the same tile as a blaze.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Mark Prey (theme upgrade) = (Active) As a swift action, &amp;lt;name&amp;gt; sends their bird to harry an enemy,  &amp;#039;&amp;#039;&amp;#039;flanking&amp;#039;&amp;#039;&amp;#039; them from the opposite direction.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Mark of the Horn (theme) = &amp;lt;self&amp;gt; is marked with Deepist symbols.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Meteor Strike (theme upgrade) = (Active) &amp;lt;name&amp;gt; can summon a falling star that deals damage in an area at the start of their next turn.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Mindwormed = Take damage every turn until you remove the mindworm.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Morthagi Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm is clockwork and bone.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Morthagi Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm is clockwork and bone.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Morthagi Captain (theme) = Better living through clockwork.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Morthagi Leg (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left leg is clockwork and bone.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Morthagi Leg (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right leg is clockwork and bone.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Mortificial Arm (L) (theme piece) = Now with improved crossbow action!&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Mortificial Arm (R) (theme piece) = Like an arm, but better.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Mortificial Enhancements (theme) = &amp;lt;self&amp;gt; has replaced and augmented parts of their body with mortificial components.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Mortificial Leg (L) (theme piece) = Click clack click clack&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Mortificial Leg (R) (theme piece) = Click clack click clack&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Mortificial Limbs+ (theme upgrade) = +1 base damage for both Mortificial abilities, scales twice as much with Bonus Damage and Potency. (Current damage increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Mothly (theme) = &amp;lt;self&amp;gt;&amp;#039;s satiny wings can unfold to cast a shroud over those they wish to hide from sight.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Mothwings (theme piece) = Satiny wings grow from &amp;lt;self&amp;gt;&amp;#039;s shoulders, long enough to wrap their body round.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Nimble Nature (theme upgrade) = (Passive) Gain &amp;#039;&amp;#039;&amp;#039;+1 Speed&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;+10 Stunt Chance&amp;#039;&amp;#039;&amp;#039;, and &amp;#039;&amp;#039;&amp;#039;+10 Dodge.&amp;#039;&amp;#039;&amp;#039;&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Oldwane Curse (theme piece) = &amp;lt;self&amp;gt; carries the Oldwane curse&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Peck = &amp;lt;self&amp;gt; pecks a nearby foe with their crow beak, {{Status effect|word=blinding|pagename=Peck}} it on stunt.&amp;lt;!-- assets/text/effects/attack/crowPeckMelee.properties --&amp;gt;&lt;br /&gt;
| Peck+ = &amp;lt;self&amp;gt; pecks a nearby foe with their crow beak, {{Status effect|word=blinding|pagename=Peck}} it on stunt.&amp;lt;!-- assets/text/effects/attack/crowPeckMelee.properties --&amp;gt;&lt;br /&gt;
| Pet Critter (theme) = &amp;lt;self&amp;gt; has made friends with a critter.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Pet Drauven-Bird (theme) = &amp;lt;self&amp;gt; healed the bird&amp;#039;s injury and apparently earned some loyalty.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Pet Duck (theme) = This duck has decided that you are the love of its life, and nothing will convince it otherwise.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Pet Fire Chicken (theme) = &amp;lt;self&amp;gt; has taken on a pet Fire Chicken.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Pet Pinecone (theme) = &amp;lt;self&amp;gt; has taken on a pet pinecone-spirit-creature-thing.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Pet Rabbit (theme) = &amp;lt;self&amp;gt; is now bonded to a glowing rabbit.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Pet Rat (theme) = &amp;lt;self&amp;gt; has taken on a pet Rat.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Petrified (theme) = Turned to stone by a Gorgon curse&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Petrified Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm has been turned to stone.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Petrified Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm has been turned to stone.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Petrified Leg (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left leg has been turned to stone.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Petrified Leg (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right leg has been turned to stone.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Photosynthesis (theme piece) = &amp;lt;self&amp;gt; soaks in the light through their skin.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Pinned = &amp;lt;name&amp;gt; cannot move, and defenses are lowered.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Poisoned = &amp;lt;name&amp;gt; is {{Status effect|word=poisoned}} and takes damage every turn.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Prehensile Piercer (theme upgrade) = Sting gains +1 damage and +1 range.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Protector (theme upgrade) = (Passive) When an adjacent ally is attacked via melee, &amp;lt;name&amp;gt; retaliates with a melee counterattack. (Regardless of whether that enemy is within range)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Rat (theme piece) = &amp;lt;self&amp;gt; takes care of the little guy.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Rat Tail (theme piece) = &amp;lt;self&amp;gt; has a rat tail.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Ratlike (theme) = &amp;lt;self&amp;gt; has a certain ratlike spirit about them.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Salvage (theme upgrade) = (Active) Once every other turn, as swift action, &amp;lt;name&amp;gt; destroys a piece of scenery to gain 4 non-stacking Temp Health.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Scalp Tattoos (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s skin has gone pale in the dark, and Deep marks stand in for hair.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Scorpioid (theme) = &amp;lt;self&amp;gt; has a wicked, segmented aspect.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Scorpion Tail (theme piece) = &amp;lt;self&amp;gt; has a scorpion tail.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Scratch and Claw = &amp;lt;self&amp;gt; scratches a nearby foe with their monstrous talons, {{Status effect|word=blinding|pagename=Scratch and Claw}} it on stunt.&amp;lt;!-- assets/text/effects/attack/crowArmFrenzy.properties --&amp;gt;&lt;br /&gt;
| Scratch and Claw+ = &amp;lt;self&amp;gt; scratches a nearby foe with their monstrous talons, {{Status effect|word=blinding|pagename=Scratch and Claw}} it on stunt.&amp;lt;!-- assets/text/effects/attack/crowArmFrenzy.properties --&amp;gt;&lt;br /&gt;
| Shackled = &amp;lt;name&amp;gt; is restrained. Cannot move, and accuracy is lowered.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Shadestride (theme upgrade) = (Passive) &amp;lt;name&amp;gt; has +2 speed and the ability to move through scenery.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Shadow (Wild) (theme) = Something that had been sleeping inside you is now waking up.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Shadow (theme) = Something that had been sleeping inside you is now waking up.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Shadow Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm twitches and swirls with dark energy.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Shadow Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm twitches and swirls with dark energy.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Shadow Leg (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left leg is somewhat demonic.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Shadow Leg (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right leg is somewhat demonic&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Shadowed (Status Effect) = Next incoming attack will miss. +2 Speed, can move through scenery. Shadowed status removed on attack.&lt;br /&gt;
| Shadowed (theme piece) = Two souls peer out from &amp;lt;self&amp;gt;&amp;#039;s eyes now&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Shard Skin (theme upgrade) = (Passive) +1 Armor. When a physical melee attack hits &amp;lt;name&amp;gt;, but only shreds armor, twice that damage is reflected back at the attacker.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Shield = Shields reduce damage from non-flanking attacks by 1&amp;lt;!-- assets/text/effects/items/shieldBlocks1DamageFromNonFlankingAttacks.properties --&amp;gt;&lt;br /&gt;
| Shield+ = Shields reduce damage from non-flanking attacks by 1&amp;lt;!-- assets/text/effects/items/shieldBlocks1DamageFromNonFlankingAttacks.properties --&amp;gt;&lt;br /&gt;
| Shooting Star = &amp;lt;self&amp;gt; shoots a burst of star-energy at a nearby foe with their celestial arm.&amp;lt;!-- assets/text/effects/attack/shootingStar.properties --&amp;gt;&lt;br /&gt;
| Shooting Star+ (theme upgrade) = +1 base damage, scales twice as much with Bonus Damage and Potency. (Current damage increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Shooting Star+ = &amp;lt;self&amp;gt; shoots a burst of star-energy at a nearby foe with their celestial arm.&amp;lt;!-- assets/text/effects/attack/shootingStar.properties --&amp;gt;&lt;br /&gt;
| Skeletal (theme) = &amp;lt;self&amp;gt; is cursed by the dagger of the Oldwane mystics.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Skeletal Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm is bleached and bony.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Skeletal Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm is bleached and bony, forever clutching the Oldwane dagger.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Skeletal Body (theme piece) = &amp;lt;self&amp;gt; is wholly given over to the Oldwane curse.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Skeletal Dagger+ (theme upgrade) = +1 base damage, scales twice as much with Bonus Damage and Potency. (Current damage increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Skeletal Leg (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left leg is skeletal.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Skeletal Leg (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right leg is skeletal.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Skeletal(Monstrous) (theme) = &amp;lt;self&amp;gt; is cursed by the dagger of the Oldwane mystics.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Skull Head (theme piece) = Some remnant of &amp;lt;self&amp;gt; still peers out from the empty sockets.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Skunk Spray = &amp;lt;name&amp;gt; sprays enemies in a direction with their skunk tail, applying &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; {{Status effect|word=poison|pagename=Skunk Spray}}.&amp;lt;!-- assets/text/effects/attack/skunkTailSpray.properties --&amp;gt;&lt;br /&gt;
| Skunk Spray+ = &amp;lt;name&amp;gt; sprays enemies in a direction with their skunk tail, applying &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; {{Status effect|word=poison|pagename=Skunk Spray}} and {{Status effect|word=hobbling|pagename=Skunk Spray}}.&amp;lt;!-- assets/text/effects/attack/skunkTailSpray.properties --&amp;gt;&lt;br /&gt;
| Skunk Tail (theme piece) = &amp;lt;self&amp;gt; has a skunk tail.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Skunkish (theme) = &amp;lt;self&amp;gt; has a foreboding odor.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Spell Touched (theme) = &amp;lt;self&amp;gt; touched a raw primal node, and has been marked.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Spirit-Marked (theme piece) = Green pulses through &amp;lt;self&amp;gt;&amp;#039;s face and hair.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Splinterskin = When attacked by a melee attack, all adjacent enemies take 1 true damage.&amp;lt;!-- assets/text/effects/attack/treeThemeSplinterskin.properties --&amp;gt;&lt;br /&gt;
| Splinterskin+ = When attacked by a melee attack, all adjacent enemies take 1 true damage.&amp;lt;!-- assets/text/effects/attack/treeThemeSplinterskin.properties --&amp;gt;&lt;br /&gt;
| Staggering Spray (theme upgrade) = Skunk Spray {{Status effect|word=poison|pagename=Staggering Spray (theme upgrade)}} increased by 2, and also applies 1 {{Status effect|word=hobble|pagename=Staggering Spray (theme upgrade)}}.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Star Hair (theme piece) = Points of light twinkle in &amp;lt;self&amp;gt;&amp;#039;s hair.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Stasis = Cannot take any actions, cannot be targeted by foes. Stasis can be removed by an adjacent ally.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Static Shock = Incoming melee damage has a 30% chance to deal 2 true damage to the attacker.&amp;lt;!-- assets/text/effects/storm/staticShock_returnsDamage.properties --&amp;gt;&lt;br /&gt;
| Static Shock+ = Incoming melee damage has a 30% chance to deal 2 true damage to the attacker.&amp;lt;!-- assets/text/effects/storm/staticShock_returnsDamage.properties --&amp;gt;&lt;br /&gt;
| Sting = &amp;lt;name&amp;gt; uses their tail to sting nearby enemies, applying {{Status effect|word=poison|pagename=Sting}} on stunt.&amp;lt;!-- assets/text/effects/attack/scorpionTailStab.properties --&amp;gt;&lt;br /&gt;
| Sting+ = &amp;lt;name&amp;gt; uses their tail to sting nearby enemies, applying {{Status effect|word=poison|pagename=Sting}} on stunt.&amp;lt;!-- assets/text/effects/attack/scorpionTailStab.properties --&amp;gt;&lt;br /&gt;
| Stone Claw = &amp;lt;self&amp;gt; rakes a nearby foe with their gorgonized arm.&amp;lt;!-- assets/text/effects/attack/stoneClaw.properties --&amp;gt;&lt;br /&gt;
| Stone Claw+ = &amp;lt;self&amp;gt; rakes a nearby foe with their gorgonized arm.&amp;lt;!-- assets/text/effects/attack/stoneClaw.properties --&amp;gt;&lt;br /&gt;
| Stonewall = If &amp;lt;name&amp;gt; doesn&amp;#039;t use an attack ability this turn, they use their  stone arms to protect themself, gaining +2 armor until the start of their next turn.&amp;lt;!-- assets/text/effects/endTurn/foothillStonewall.properties --&amp;gt;&lt;br /&gt;
| Stonewall+ = If &amp;lt;name&amp;gt; doesn&amp;#039;t use an attack ability this turn, they use their  stone arms to protect themself, gaining +2 armor until the start of their next turn.&amp;lt;!-- assets/text/effects/endTurn/foothillStonewall.properties --&amp;gt;&lt;br /&gt;
| Storm Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm crackles and thrums.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Storm Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm crackles and thrums.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Storm Leg (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left leg is stormy.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Storm Leg (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right leg is stormy.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Stormgaze (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s eyes flash ominously.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Stormtouched (theme) = &amp;lt;self&amp;gt; contains the coiled power of a storm.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Stormtouched Sea (theme) = &amp;lt;self&amp;gt; contains the coiled power of a storm.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Strike = &amp;lt;self&amp;gt; attacks a nearby foe with their dagger.&amp;lt;!-- assets/text/effects/attack/skeletonKingDaggerAttack.properties --&amp;gt;&lt;br /&gt;
| Strike+ = &amp;lt;self&amp;gt; attacks a nearby foe with their dagger.&amp;lt;!-- assets/text/effects/attack/skeletonKingDaggerAttack.properties --&amp;gt;&lt;br /&gt;
| Stunned = &amp;lt;shortName&amp;gt; is knocked off balance and won&amp;#039;t take any actions for a turn.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Swipes = Take a swipe at up to two adjacent targets.&amp;lt;!-- assets/text/effects/bear/bearArmSwipe.properties --&amp;gt;&lt;br /&gt;
| Swipes+ = Take a swipe at up to two adjacent targets.&amp;lt;!-- assets/text/effects/bear/bearArmSwipe.properties --&amp;gt;&lt;br /&gt;
| Sylvan (theme) = Marked with green after sleeping in a spirit&amp;#039;s clearing&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Sylvan Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm channels a twisting life force.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Sylvan Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm glows green, bearing a boney gauntlet.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Sylvan Leg (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left leg is ethereal and green.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Sylvan Leg (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right leg is ethereal and green.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Sylvan(Knotted) (theme) = Marked with green after sleeping in a spirit&amp;#039;s clearing&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Talon Dive (theme upgrade) = (Active) As a swift action, every other turn, &amp;lt;name&amp;gt; moves up to three tiles, dealing &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039; damage&amp;#039;&amp;#039;&amp;#039; to adjacent enemies upon landing.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Teeny Wings (theme piece) = &amp;lt;self&amp;gt; has a pair of comically small wings.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Teeny Wings (theme) = Frankly, these are useless.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Terror&amp;#039;s Talons (theme upgrade) = &amp;lt;self&amp;gt; send the netherowl from her shoulder, carrying an adjacent single-tile enemy 7 tiles away in a straight line, or an ally 4 tiles.&lt;br /&gt;
| Thorn Lash = &amp;lt;name&amp;gt; lashes out with their left arm,  dealing damage and applying {{Status effect|word=poison|pagename=Thorn Lash}} in a line.&amp;lt;!-- assets/text/effects/vine/vineArmThornLash.properties --&amp;gt;&lt;br /&gt;
| Thorn Lash+ (theme upgrade) = +1 base damage, scales twice as much with Bonus Damage and Potency. (Current damage increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Thorn Lash+ = &amp;lt;name&amp;gt; lashes out with their left arm,  dealing damage and applying {{Status effect|word=poison|pagename=Thorn Lash}} in a line.&amp;lt;!-- assets/text/effects/vine/vineArmThornLash.properties --&amp;gt;&lt;br /&gt;
| Thunder Stomp = Once per turn as a swift action, stomps the ground with a small chance to {{Status effect|word=stun|pagename=Thunder Stomp}} enemies within range. Chance increases with &amp;#039;&amp;#039;&amp;#039;stunt chance&amp;#039;&amp;#039;&amp;#039;.&amp;lt;!-- assets/text/effects/storm/thunderStompAttack.properties --&amp;gt;&lt;br /&gt;
| Thunder Stomp+ = Once per turn as a swift action, stomps the ground with a small chance to {{Status effect|word=stun|pagename=Thunder Stomp}} enemies within range. Chance increases with &amp;#039;&amp;#039;&amp;#039;stunt chance&amp;#039;&amp;#039;&amp;#039;.&amp;lt;!-- assets/text/effects/storm/thunderStompAttack.properties --&amp;gt;&lt;br /&gt;
| Tongue Whip (theme upgrade) = Tongue Whip now moves the target to a specified spot within range, and deals 4 damage.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Tongue Whip = Every other turn, &amp;lt;name&amp;gt; pulls the target to themself with their tongue.&amp;lt;!-- assets/text/effects/attack/frogHeadTongue.properties --&amp;gt;&lt;br /&gt;
| Tongue Whip+ = Every other turn, &amp;lt;name&amp;gt; pulls the target to themself with their tongue.&amp;lt;!-- assets/text/effects/attack/frogHeadTongue.properties --&amp;gt;&lt;br /&gt;
| Tree Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm is treeish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Tree Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm is treeish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Tree Head (theme piece) = &amp;lt;self&amp;gt; breathes life from the sun and sky.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Tree Leg (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left leg is treeish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Tree Leg (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right leg is treeish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Trinket Hunter (theme upgrade) = (Passive) Gain a 30% chance to find an extra augment at the end of every mission&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Ursine Hunger (theme upgrade) = (Passive)&amp;lt;name&amp;gt; gains +0.2  health permanently for every enemy they slay with bear limbs, up to a maximum of 6 health.&amp;lt;br&amp;gt;(Currently: &amp;#039;&amp;#039;&amp;#039;+&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Vine Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm ends in a cruel barbed flower.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Vine Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm is made up of writhing vines.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Vine Leg (L) (theme piece) = &amp;lt;self&amp;gt; stands upon a stem-like leg.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Vine Leg (R) (theme piece) = &amp;lt;self&amp;gt; stands upon a stem-like leg.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Vulture Acolyte (theme) = &amp;lt;self&amp;gt; serves the Vulture Lord.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Vulture Acolyte Hood (theme piece) = Bearing the symbol of the Vulture Lord&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Witherbolt = &amp;lt;firstName&amp;gt; sends a chaotic bolt of withering energy that leaps among up to 3 enemies, &amp;#039;&amp;#039;&amp;#039;doubling in damage&amp;#039;&amp;#039;&amp;#039; for each target it hits.&amp;lt;br&amp;gt;(&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;aa&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; - &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;ab&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; - &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;ac&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/effects/green/greenArm_witherbolt.properties --&amp;gt;&lt;br /&gt;
| Witherbolt+ (theme upgrade) = +1 base damage, scales twice as much with Bonus Damage and Potency. (Current damage increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Witherbolt+ = &amp;lt;firstName&amp;gt; sends a chaotic bolt of withering energy that leaps among up to 3 enemies, &amp;#039;&amp;#039;&amp;#039;doubling in damage&amp;#039;&amp;#039;&amp;#039; for each target it hits.&amp;lt;br&amp;gt;(&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; - &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;y&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; - &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;z&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/effects/green/greenArm_witherbolt.properties --&amp;gt;&lt;br /&gt;
| Wolf Arm (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left arm is wolfish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Wolf Arm (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right arm is wolfish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Wolf Bite+ (theme upgrade) = Becomes a swift action, +1 base damage, scales twice as much with Bonus Damage and Potency. (Current damage for Wolf Bite increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Wolf Body (theme piece) = &amp;lt;self&amp;gt; is wholly given over to the beast.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Wolf Claw = &amp;lt;self&amp;gt; rakes a nearby foe with their monstrous claws.&amp;lt;!-- assets/text/effects/attack/wolfArmClaw.properties --&amp;gt;&lt;br /&gt;
| Wolf Claw+ = &amp;lt;self&amp;gt; rakes a nearby foe with their monstrous claws.&amp;lt;!-- assets/text/effects/attack/wolfArmClaw.properties --&amp;gt;&lt;br /&gt;
| Wolf Claw/Frenzy+ (theme upgrade) = +1 base damage, scales twice as much with Bonus Damage and Potency. (Current damage for Wolf Claw increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;x&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;, current damage for Frenzy increased by &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;y&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;)&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Wolf Head (theme piece) = Blessing of Lochias, allows &amp;lt;self&amp;gt; to smell the wind and taste prey.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Wolf Leg (L) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s left leg is wolfish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Wolf Leg (R) (theme piece) = &amp;lt;self&amp;gt;&amp;#039;s right leg is wolfish.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Wolf Tail (theme piece) = &amp;lt;self&amp;gt; has a wolf tail.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Wolftouched (theme) = &amp;lt;self&amp;gt; accepted the blessing of the Wolf God.&amp;lt;!-- assets/text/aspects/aspects.properties --&amp;gt;&lt;br /&gt;
| Wrist Bolt = &amp;lt;self&amp;gt; shoots a crossbow bolt at a nearby foe with their morthagi prosthetic.&amp;lt;!-- assets/text/effects/attack/wristBolt.properties --&amp;gt;&lt;br /&gt;
| Wrist Bolt+ = &amp;lt;self&amp;gt; shoots a crossbow bolt at a nearby foe with their morthagi prosthetic.&amp;lt;!-- assets/text/effects/attack/wristBolt.properties --&amp;gt;&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Data description/doc}}&lt;br /&gt;
&amp;lt;!-- Add categories and interwikis to the /doc subpage, not here! --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Flamesoul&amp;diff=28044</id>
		<title>Flamesoul</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Flamesoul&amp;diff=28044"/>
		<updated>2025-08-27T04:32:47Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: put placeholder image name for new flamesoul+ ability&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;Flamesoul&amp;#039;&amp;#039;&amp;#039; is a [[Theme]] that can be gained by a [[Hero]] from the event [[Stories of Fire]].&lt;br /&gt;
&lt;br /&gt;
 {{Quote|{{Data description|Flamesoul (theme)}}}}&lt;br /&gt;
&lt;br /&gt;
[[File:Flamesoul_Base.png|thumb|215px|right|A fully transformed Flamesoul [[Hunter]].]]&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 Flamesoul hero will not be eligible for any of these additional themes: {{Theme conflicts|{{PAGENAME}}|blocks}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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 Flamesoul: {{Theme conflicts|{{PAGENAME}}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Theme compat text}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;padding-left:1.5em;text-indent:-1.5em;&amp;quot;&amp;gt;The following theme slots will be transformed on initial acquisition of the theme: Left Arm (required to be available), Head (optional; may be already occupied by a non-conflicting theme)&lt;br /&gt;
&lt;br /&gt;
== Theme Upgrade ==&lt;br /&gt;
{{Main|/Living Hearth|l1=Living Hearth}}&lt;br /&gt;
{{/Living Hearth}}&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
The [[hero]] gains &amp;#039;&amp;#039;Fire Tattoo&amp;#039;&amp;#039; and their left arm is replaced by a &amp;#039;&amp;#039;Fire Arm&amp;#039;&amp;#039;. Their [[History]] will include:&lt;br /&gt;
&lt;br /&gt;
 {{Quote|&amp;lt;Hero&amp;#039;s&amp;gt; inner passion drew him/her to a mysterious fire spirit, which now burns within his/her body and soul.}}&lt;br /&gt;
&lt;br /&gt;
This theme is not affected by the [[Hero]]&amp;#039;s colors.&lt;br /&gt;
&lt;br /&gt;
This theme grants fire immunity.&lt;br /&gt;
&lt;br /&gt;
=== Fire Tattoo ===&lt;br /&gt;
&lt;br /&gt;
 {{Quote|{{Data description|Fire Tattoo (theme piece)}}}}&lt;br /&gt;
&lt;br /&gt;
In addition to the head tattoo, the hero&amp;#039;s hair color changes and streaks appear in their hair.&lt;br /&gt;
=== Fire Arm (L) ===&lt;br /&gt;
 {{Quote|{{Data description|Fire Arm (L) (theme piece)}}}}&lt;br /&gt;
[[File:Flamesoul+_new.png|frameless|215px|right| Ability upgrade to Flamesoul.]]&lt;br /&gt;
{{Main|/Cone of Fire|l1=Cone of Fire}}&lt;br /&gt;
{{/Cone of Fire}}&lt;br /&gt;
=== Fire Arm (R) ===&lt;br /&gt;
&lt;br /&gt;
 {{Quote|{{Data description|Fire Arm (R) (theme piece)}}}}&lt;br /&gt;
{{Main|/Flame Strike|l1=Flame Strike}}&lt;br /&gt;
{{/Flame Strike}}&lt;br /&gt;
=== Fire Leg (L) ===&lt;br /&gt;
&lt;br /&gt;
 {{Quote|{{Data description|Fire Leg (L) (theme piece)}}}}&lt;br /&gt;
&lt;br /&gt;
-0.2 [[Stat#Speed|Speed]]&amp;lt;br /&amp;gt;&lt;br /&gt;
+0.8 [[Stat#Warding|Warding]]&lt;br /&gt;
=== Fire Leg (R) ===&lt;br /&gt;
&lt;br /&gt;
 {{Quote|{{Data description|Fire Leg (R) (theme piece)}}}}&lt;br /&gt;
&lt;br /&gt;
-0.2 [[Stat#Speed|Speed]]&amp;lt;br /&amp;gt;&lt;br /&gt;
+0.8 [[Stat#Warding|Warding]]&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* Flamesoul is one of the stronger themes for mystics with [[Vigorflow]] because (like [[Sylvan]], [[Botanical]], and [[Stormtouched]]) it offers a Vigorflow-boosted ranged attack that hits multiple targets. Flamesoul can be particularly convenient for Vigorflow because [[Cone of Fire]] creates Blazes, which are the ideal Vigorflow interfusion because they do not get destroyed.&lt;br /&gt;
&lt;br /&gt;
* Flamesoul&amp;#039;s [[Cone of Fire]] is similar to [[Botanical]]&amp;#039;s [[Thorn Lash]] in that both are line attacks. However, Cone of Fire hits a slightly wider area than Thorn Lash when not aimed in a cardinal direction. Cone of Fire also has more aiming freedom because it always hits the full range even if a nearby tile is targeted; certain tile configurations can be hit by targeting an intermediate tile that cannot be hit by targeting a tile at maximum range. In practice, these effects mean that it is often significantly easier to hit multiple targets with Cone of Fire than with Thorn Lash.&lt;br /&gt;
&lt;br /&gt;
== Gallery and Skins==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
Flamesoul_Earthen.png|&amp;quot;Earthen&amp;quot; skin, unlocked after completing the &amp;quot;Grillmaster&amp;quot; [[achievement]].&lt;br /&gt;
Flamesoul_Bloom.png|&amp;quot;Bloom&amp;quot; skin, from [[Armors and Skins]] DLC.&lt;br /&gt;
Flamesoul_Helix.png|thumb|&amp;quot;Helix&amp;quot; skin, from [[Armors and Skins]] DLC.&lt;br /&gt;
Flamesoul_Draconic.png|thumb|&amp;quot;Draconic&amp;quot; skin, from [[Armors and Skins]] DLC.&lt;br /&gt;
Flamesoul.PNG|A hero with Flamesoul&lt;br /&gt;
Mysticfireleg.jpg|A Flamesoul hero with Fire limbs&lt;br /&gt;
Cone of fire area 1.png|Example area hit by [[Cone of Fire]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox themes}}&lt;br /&gt;
[[Category:Transformation]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Hago_Cub&amp;diff=27538</id>
		<title>Hago Cub</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Hago_Cub&amp;diff=27538"/>
		<updated>2025-07-04T19:23:20Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: added more info about when the cub leaves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Main|Theme|l1=List of themes}}&lt;br /&gt;
&lt;br /&gt;
[[File:cubStand_lowRes.png|200px|thumb|right|]]&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Hago Cub&amp;#039;&amp;#039;&amp;#039; is a [[pet]] that can be adopted via the [[Early to Be Alone]] [[Event]]. It will leave the hero during the next chapter interval that includes procedural tidings (the end of most non-final chapters except select campaign chapters with fixed tidings).&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;#039;&amp;#039;This hungry cub will soon grow up. For now, it runs by [[Hero]]&amp;#039;s feet&amp;#039;&amp;#039; &lt;br /&gt;
and&lt;br /&gt;
 &amp;#039;&amp;#039;A young orphaned Hago has recently become Hero&amp;#039;s charge. The cub&amp;#039;s presence sparks their parental instinct, making them fierce in battle.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;+10 Stunt Chance, +1 Bonus Damage, +10 Block&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
{{Navbox themes}}&lt;br /&gt;
[[Category:Pet]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Soulsplitting&amp;diff=27499</id>
		<title>Soulsplitting</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Soulsplitting&amp;diff=27499"/>
		<updated>2025-06-29T22:15:44Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: added more detail about mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Soulsplitting&amp;#039;&amp;#039;&amp;#039; is a [[Mystic]] [[ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) When [[Hero]] takes damage, for each interfused object, 1 point is prevented, and the object takes 2 damage instead.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Damage reduction per interfused object increased from 1 to 2.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
* Interfused objects that cannot take damage will not benefit Soulsplitting. (eg. flames)&lt;br /&gt;
* Soulsplitting will only apply if the hero would have taken damage to health or temp health. If the incoming damage is equal to or lower than the amount of armor a hero has, armor will be shred as normal (and scenery will not be damaged from Soulsplitting)&lt;br /&gt;
* If a hero is interfused with enough scenery pieces to bring the incoming damage to 0, Soulsplitting will only apply the minimum number of times. For example, if a Soussplitting hero with 5 armor is interfused with two scenery pieces and faces an incoming attack of 6 damage (1 damage after armor), only one scenery piece will be damaged, and no armor will be shred.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
* Can be an option to add survivability to close-combat mystics with [[Vigorflow]]. However, Soulsplitting and Vigorflow both damage the interfusion targets, so this combination can be harmful because it destroys the interfused scenery more rapidly.&lt;br /&gt;
 &lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Mystic abilities]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Hook&amp;diff=27255</id>
		<title>Hook</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Hook&amp;diff=27255"/>
		<updated>2025-06-08T19:35:59Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: added more details, clarified text&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. Completing a fourth or fifth hook, if acquired, does not provide an additional bonus to retirement age.&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 may not be the helper for a hero that was previously chosen as the helper for them in the same campaign, even if the opportunity was not completed. A [[family]] member can never be the helper. &lt;br /&gt;
&lt;br /&gt;
A hero&amp;#039;s first or second hook requires at least a level 3 [[relationship]] with a prospective helper and the third hook requires at least a level 4 relationship. Due to this, it may be difficult for a hero with two resolved hooks to be given an opportunity to resolve a third if other heroes in the party have fewer than two hooks resolved, since those will be offered once the relationship reaches level 3 unless the hero with fewer than two hooks resolved is not eligible for any of their opportunity events in that campaign. If a hero with two resolved hooks is chosen as the helper for another hero when reaching a level 3 relationship, they may later be given an opportunity to resolve their own hook if they reach a level 4 relationship with a third hero.&lt;br /&gt;
&lt;br /&gt;
Due to event [[Targets and Scoring Guide|targeting]], it is possible for a hero to become ineligible for some opportunity quests and therefore unable to resolve the corresponding hook. This ineligibility can be either temporary (e.g., some opportunities require that a hero does not have a lover in the current campaign) or permanent (e.g., [[Flamesoul]] heroes can never resolve the Creative hook in any campaign).&lt;br /&gt;
== List of hooks and associated events ==&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! Hook !! Event !! Blurb !! Permanent Resolution Blocks&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Brash|Brash]] || Opportunity: [[The Blinking Game]] || I don&amp;#039;t care how many there are!|| None&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Brokenheart|Brokenheart]] || Opportunity: [[Pyrelight]] || I&amp;#039;ve lost before and I know I will again. || None&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Clown|Clown]] || Opportunity: [[Serious Trouble]] || Hold my beer... || None&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. || Hero has the [[Flamesoul]] theme&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! || None&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]] || Don&amp;#039;t ask me about the path I walk. || None&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. || None&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. || None&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? || None&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Flirt|Flirt]] || Opportunity: [[Slave for Love]]&amp;lt;br&amp;gt;[[The Witchstone]]  || Hello there. || Hero has had a romance with the [[waterling]] (needs confirmation) &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. || None&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? || Hero has the [[Shadow]] theme&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?]] &amp;lt;br&amp;gt;[[Grimly Glowing]]|| No, actually it&amp;#039;s pretty simple. || Hero has any theme that conflicts with [[Skeletal]]&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. || None&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. || Hero has had a child&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? || None&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... || None&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...? || None&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. || None&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... || None&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. || None&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. || None&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Slacker|Slacker]] || Opportunity: [[Dodging Destiny]] || Oh, you know. We&amp;#039;ve got plenty of time... || None&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? || Hero does not have a human left arm&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Wanderlust|Wanderlust]] || Opportunity: [[Needed Elsewhere]] || The wind is blowing, the road is calling. || None&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Weird|Weird]] || Opportunity: [[The Scattered Self]]&amp;lt;br&amp;gt; [[Meat is Meat]] || Hm? || None&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. || None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Weapons&amp;diff=26743</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Weapons&amp;diff=26743"/>
		<updated>2025-04-03T22:46:06Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Artifact Weapons */ made not of increased stunt damage for longwatch lamp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons are the equipment heroes carry in their primary and/or secondary equipment slots. They serve as the primary method for dealing damage to enemies.&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
All weapons are either one-handed or two-handed. One-handed weapon types include: crossbows, daggers, dueling swords, swords, axes, maces, and wands. Two-handed weapon types include: bows, greataxes, greatspears, greatswords, hammers, and staves. If a hero loses arm(s) or undergoes some transformation, some of these weapons may not be equipped.&lt;br /&gt;
&lt;br /&gt;
Like all equipment, weapons cannot be transferred or traded among heroes after being assigned.&lt;br /&gt;
&lt;br /&gt;
Generally, a hero can only hold/equip one weapon at a time, but an extra weapon can be stored on the back. Switching weapons in combat is an unlimited free action.&lt;br /&gt;
&lt;br /&gt;
== Weapon Qualities ==&lt;br /&gt;
Weapons can be &amp;#039;&amp;#039;&amp;#039;basic quality&amp;#039;&amp;#039;&amp;#039; (i.e. the randomly generated weapons that you come across during your play), &amp;#039;&amp;#039;&amp;#039;elemental quality&amp;#039;&amp;#039;&amp;#039; (a stunt effect is added to the weapon), or &amp;#039;&amp;#039;&amp;#039;artifact quality&amp;#039;&amp;#039;&amp;#039; (named weapons that have set descriptions and stats/abilities). All weapons, regardless of quality, additionally come in tiers representing their general power, usually spanning from Tier 1 (the weakest) to Tier 3 (the full capability of the weapon). An additional bottom tier, Tier 0, is present for certain categories of generic weapons. Weapons of all qualities can be upgraded to higher tiers through the crafting system.&lt;br /&gt;
&lt;br /&gt;
=== Basic Weapons ===&lt;br /&gt;
Basic weapons are the most widely available. They are often obtained through random loot, but they can also be crafted with the correct [[resource]]s or using legacy points. Basic weapons typically come with a randomly generated name, but do not offer any additional bonuses beyond what might be normal for a weapon of their type.&lt;br /&gt;
&lt;br /&gt;
Tier 0 weapons are the basic weapons that heroes normally start the game with.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Tier 0 Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Image !! Type !! Description !! Stats&lt;br /&gt;
|-&lt;br /&gt;
| Old Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword_old.png|100x50px]] || Sword || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A notched old thing that&amp;#039;s seen better days, it belonged to a relation, once upon a time.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Pick Axe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_pick.png|100x50px]] || Axe || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Normally used against rocks and tree roots, it can do some damage if you can connect.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Frying Pan || style=&amp;quot;text-align: center&amp;quot; | [[File:item_fryingPan.png|100x50px]] || Mace || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A roughly made mace.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Root Club || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace_root.png|100x50px]] || Mace || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Hacked from the foot of an uprooted tree, it&amp;#039;s heavy and dangerous in the right hands.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Shovel || style=&amp;quot;text-align: center&amp;quot; | [[File:item_shovel.png|100x50px]] || Spear || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;&amp;quot;This shovel will dig... your grave!&amp;quot;&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Pitchfork || style=&amp;quot;text-align: center&amp;quot; | [[File:item_pitchfork.png|100x50px]] || Greatspear || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A wood shaft affixed with an iron fork for shoveling hay, it&amp;#039;s effective and traditional.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm Bow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_bow_farm.png|100x50px]] || Bow || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;&amp;quot;A bit of pliable wood and some horsehair makes a fine weapon to warn off wolves with.&amp;quot;&amp;#039;&amp;#039; || Damage: 3&amp;lt;br /&amp;gt;Range: 1.9–7.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Skinning Knife || style=&amp;quot;text-align: center&amp;quot; | [[File:item_dagger_skinning.png|100x50px]] || Dagger || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;&amp;quot;A thick-bladed knife used for peeling off hides, it&amp;#039;s good for the surprise murder.&amp;quot;&amp;#039;&amp;#039; || Damage: 3&amp;lt;br /&amp;gt;Range:1.1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Walking Staff || style=&amp;quot;text-align: center&amp;quot; | [[File:item_staff_walking.png|100x50px]] || Staff || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Isn&amp;#039;t this literally just a gnarled branch you picked up when you were out hiking?.&amp;#039;&amp;#039; || Damage: 3&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Spell Damage: 1&amp;lt;br /&amp;gt;Block: 15&lt;br /&gt;
|-&lt;br /&gt;
| Soupspoon || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spoon.png|100x50px]] || Wand || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Good at serving people soup. I don&amp;#039;t know why you think you can cast a spell with it.&amp;#039;&amp;#039; || Damage: 1&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; &lt;br /&gt;
|+ Basic Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Image !! Type !! style=&amp;quot;width:20%&amp;quot; | General Attributes !! Tier 1 !! Tier 2 !! Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword1_t1_basic.png|200x100px]][[File:item_sword1_t2_basic.png|200x100px]][[File:item_sword1_t3_basic.png|200x100px]] || One-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Greatsword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword2_t1_basic.png|200x100px]][[File:item_sword2_t2_basic.png|200x100px]][[File:item_sword2_t3_basic.png|200x100px]] || Two-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 9&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Dueling Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_rapier_t1_basic.png|200x100px]][[File:item_rapier_t2_basic.png|200x100px]][[File:item_rapier_t3_basic.png|200x100px]] || One-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy and stunt. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10 ||  Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Axe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_axe1_t1_basic.png|200x100px]][[File:item_axe1_t2_basic.png|200x100px]][[File:item_axe1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon shred armor. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_axe2_t1_basic.png|200x100px]][[File:item_axe2_t2_basic.png|200x100px]][[File:item_axe2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon shred armor. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 9&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Mace || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace1_t1_basic.png|200x100px]][[File:item_mace1_t2_basic.png|200x100px]][[File:item_mace1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon knock back enemies, which deals additional damage equal to the number of tiles knocked back. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Hammer || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace2_t1_basic.png|200x100px]][[File:item_mace2_t2_basic.png|200x100px]][[File:item_mace2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon knock back enemies, which deals additional damage equal to the number of tiles knocked back. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 8&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 3.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Spear || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spear1_t1_basic.png|200x100px]][[File:item_spear1_t2_basic.png|200x100px]][[File:item_spear1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon have longer range. || Damage: 5&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Greatspear || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spear2_t1_basic.png|200x100px]][[File:item_spear2_t2_basic.png|200x100px]][[File:item_spear2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon have longer range. || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 8&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Bow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_bow_t1_basic.png|200x75px]][[File:item_bow_t2_basic.png|200x75px]][[File:item_bow_t3_basic.png|200x75px]] || Two-Handed Ranged || Attacks have longer range than crossbows but cannot target adjacent enemies without [[Sharpshooter]]. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.9-7.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 5&amp;lt;br /&amp;gt;Range: 1.9-8.6&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.9-9.6&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_crossbow_t1_basic.png|100x50px]]&amp;lt;br /&amp;gt;[[File:item_crossbow_t2_basic.png|100x50px]]&amp;lt;br /&amp;gt;[[File:item_crossbow_t3_basic.png|100x50px]] || One-Handed Ranged || Attacks have shorter range than two-handed bows but can target adjacent enemies. || Damage: 4&amp;lt;br /&amp;gt;Range: 6.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 5&amp;lt;br /&amp;gt;Range: 6.9&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 6&amp;lt;br /&amp;gt;Range: 7.6&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || style=&amp;quot;text-align: center&amp;quot; | [[File:item_dagger_t1_basic.png|200x100px]][[File:item_dagger_t2_basic.png|200x100px]][[File:item_dagger_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon deal double damage after armor when flanking but have shorter range. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Flanking 2x damage || Damage: 5&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Flanking 2x damage || Damage: 6&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Flanking 2x damage&lt;br /&gt;
|-&lt;br /&gt;
| Staff || style=&amp;quot;text-align: center&amp;quot; | [[File:item_staff_t1_basic.png|200x100px]][[File:item_staff_t2_basic.png|200x100px]][[File:item_staff_t3_basic.png|200x100px]] || Two-Handed Melee || Provides block and spell damage.&amp;lt;br&amp;gt;Attacks with this weapon have longer range. || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Spell Damage: 2&amp;lt;br /&amp;gt;Block: 15 || Damage: 5&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Spell Damage: 3&amp;lt;br /&amp;gt;Block: 15 || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Spell Damage: 4&amp;lt;br /&amp;gt;Block: 20&lt;br /&gt;
|-&lt;br /&gt;
| Wand || style=&amp;quot;text-align: center&amp;quot; | [[File:item_wand_t1_basic.png|200x100px]][[File:item_wand_t2_basic.png|200x100px]][[File:item_wand_t3_basic.png|200x100px]] || One-Handed Melee || Provides warding and spell damage. || Damage: 2&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 2 || Damage: 3&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 3 || Damage: 4&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Warding: 2&amp;lt;br /&amp;gt;Spell Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Weapons ===&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
Fireswordt3.png|Fire Sword&lt;br /&gt;
Waterswordt3.png|Water Sword&lt;br /&gt;
Leafswordt3.png|Leaf Sword&lt;br /&gt;
Stoneswordt3.png|Stone Sword&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Every once in a while your party might encounter an elemental spirit during a mission (see [[Spirit Captured]] for more information). If you catch it, it can enchant one of the currently wielded weapons of the hero who catches it, or give you a [[legacy point]]. The process of enchanting your currently wielded weapon effectively destroys your old weapon and replaces it with an elemental quality weapon of the same type and tier.&lt;br /&gt;
&lt;br /&gt;
Each element gives a different bonus when a hero [[stunt]]s. The element granted is dependent upon the element of the spirit encountered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Fire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Damages up to three nearby enemies.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Refunds one action point. (Can only occur once per turn, stunt damage reduced to 1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Leaf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Grants two temporary hit points. (This effect can stack)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Stone&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Shreds 1 Armour of all enemies in a two tile radius.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Shadow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Grants [[Shadowed_(Status_Effect)|Shadowed]] status: {{Data description|Shadowed (Status Effect)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Obtaining an enchantment for a specific weapon type unlocks that option in your [[legacy]] when you win a game. Thereafter, you will be able to craft that enchanted weapon type in future games without having to capture another spirit. If you immediately salvage a weapon without equipping it, it will not become unlocked for crafting; you must must actually equip it. However, once equipped, it will still unlock at the end of the campaign even if you replace it later.&lt;br /&gt;
&lt;br /&gt;
=== Artifact Weapons ===&lt;br /&gt;
Artifact weapons are most notable for their unique bonuses, visual appearances, and the fact that they carry over with a legacy hero into their next story or campaign (rather than being lost as most equipment is). Many are obtained through random drops, but some are available through specific [[event]]s or moments in the main campaigns. They are never available to be crafted, but an already obtained artifact quality weapon can have its tier improved using the crafting system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Artifact Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot;|Image&lt;br /&gt;
! Type&lt;br /&gt;
! Effect&lt;br /&gt;
! Obtained&lt;br /&gt;
|-&lt;br /&gt;
| [[Abjure]]&lt;br /&gt;
| [[File:AbjureT3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| On stunt, all enemies within a 3-tile radius are [[deafened]] for two turns, reducing their damage by 2&lt;br /&gt;
| Unlockable Random Drop, [[Ollend the Abductor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Antler Bow]]&lt;br /&gt;
| [[File:AntlerBowT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1/1/2 Damage against Gorgons, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Avenger (Sword)]]&lt;br /&gt;
| [[File:Avengerswordt3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[Avenger]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Baleblade]]&lt;br /&gt;
| [[File:Item_swordArc_t3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| On hit, grant 1 Temp Health to a random directly adjacent ally&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastblight]]&lt;br /&gt;
| [[File:BeastblightT3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| On stunt, applies 1/2/2 poison to the target and to three other enemies within 3 tiles&lt;br /&gt;
| Unlockable Random Drop, [[The Gardener]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt-thrower]]&lt;br /&gt;
| [[File:BoltthrowerT3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| +5/10/15 Ranged Accuracy, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Bow]]&lt;br /&gt;
| [[File:Bonebowt3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1/2/3 Potency, -10 Charisma&lt;br /&gt;
| [[Dreams and Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Spear]]&lt;br /&gt;
| [[File:Item_spear1Bone_t3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| +1/1/2 Potency, -10 Charisma&lt;br /&gt;
| [[Dreams and Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clockstopper]]&lt;br /&gt;
| [[File:Clockstoppert3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/2/1 Shred, +1 Stunt Damage.&lt;br /&gt;
| [[The Enduring War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyclone Fork]]&lt;br /&gt;
| [[File:Item_spear_cyclonefork.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Speed, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Dreadscythe]]&lt;br /&gt;
| [[File:Dreadscythetier3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| On attack, deals 1 damage to all enemies within range, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Dreamer&amp;#039;s Crook]]&lt;br /&gt;
| [[File:DreamersCrookT3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Grants the ability to teleport adjacent to interfused blazes or scenery as a swift action.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Eaglewing]]&lt;br /&gt;
| [[File:Item_sword2handWing_t3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| +4/5/6 Knockback, reduced damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Elgorn Pike]]&lt;br /&gt;
| [[File:ElgornpikeT3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Empowered Bone Bow]]&lt;br /&gt;
| [[File:Item_bowBone2_t3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +2/3/4 Potency, -10 Charisma, Stunt Effect: Stone&lt;br /&gt;
| [[Storied Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Empowered Bone Spear]]&lt;br /&gt;
| [[File:Item_spear1Bone2_t3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| +2/2/3 Potency, -10 Charisma, Stunt Effect: Stone&lt;br /&gt;
| [[Storied Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fang Axe]]&lt;br /&gt;
| [[File:Fangaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +1/1/2 Damage against Drauven, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Fatetracer]]&lt;br /&gt;
| [[File:FatetracerT3.png|center|100x50px]]&lt;br /&gt;
| Dueling Sword&lt;br /&gt;
| +2 Damage on Enemy Turn, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Firling Wand]]&lt;br /&gt;
| [[File:Item_wandPine_t3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Splinterblast and Splintersalvo now damage the wooden object instead of always destroying it, Stunt Effect: Leaf&lt;br /&gt;
| Random Drop, [[Answer to Austerity]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flare-axe]]&lt;br /&gt;
| [[File:Flareaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| On attack, deals 1 damage to all enemies within range, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Frostfang]]&lt;br /&gt;
| [[File:Item_crossbowIce_t3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| Applies 1 Hobble on hit, Stunt Effect: Pins enemies adjacent to the target&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grimblade]]&lt;br /&gt;
| [[File:Grimbladet3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| Heal on kill, but no Sword block bonus.&lt;br /&gt;
| [[Bidding the Ghost Goodbye]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Halehammer]]&lt;br /&gt;
| [[File:Halehammert3.png|center|100x50px]]&lt;br /&gt;
| Mace&lt;br /&gt;
| Stuns enemy on Stunt, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[His One True Knife]]&lt;br /&gt;
| [[File:HisonetrueknifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| Once per fight, teleport up to 3 tiles away and enter grayplane, +1 Stunt Damage&lt;br /&gt;
| Unlockable Random Drop, [[Luthin the Mirrormaster]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Icebreaker]]&lt;br /&gt;
| [[File:Item_sword2handGlacier_t3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| Stunt Effect: A glacier erupts beneath a random enemy within 5 tiles, Stunning them&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Lockbreaker]]&lt;br /&gt;
| [[File:Item_axe2Lockbreaker_t3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/1/2 Damage against Morthagi, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Longwatch Lamp]]&lt;br /&gt;
| [[File:Item_wandLantern_t3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Increases area revealed range by interfused objects by 2, +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Minotaur Axe]]&lt;br /&gt;
| [[File:Item_axe2Minotaur_t3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/1/2 Damage against Deepists, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Moonspear]]&lt;br /&gt;
| [[File:MoonspearT3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1/1/2 Damage against Thrixl, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Mothbite]]&lt;br /&gt;
| [[File:Item_crossbowMoth_t3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| Silkstep range increased by 2, Stunt Effect: Blinds the target&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Night Shard]]&lt;br /&gt;
| [[File:Nightshard_t3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| +5/10/15 Dodge, +1 Stunt Damage&lt;br /&gt;
| [[Former Colleagues]], [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oakenbrand]]&lt;br /&gt;
| [[File:Oakenbrandt3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| +2.1/2.1/3.1 Knockback, +1 Stunt Damage, No spell damage bonus&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oath of Oldwane]]&lt;br /&gt;
| [[File:Item_dagger_oldwane.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| +2 Warding, +4 Spell Damage&lt;br /&gt;
| [[To Humble Ends]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Omenfry Skillet]]&lt;br /&gt;
| [[File:OmenfryskilletT3.png|center|100x50px]]&lt;br /&gt;
| Mace&lt;br /&gt;
| Reduced main attack stunt damage (1/1/2), On stunt, up to five fireballs hit enemies within 5 tiles (2/3/4 magic damage, 1 pierce).&lt;br /&gt;
| Unlockable Random Drop, [[Head Chef]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Petriglass Seaspear]]&lt;br /&gt;
| [[File:Item_spear_gorgon.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Water&lt;br /&gt;
| [[Age of Ulstryx]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Petriglass Wand]]&lt;br /&gt;
| [[File:Petriglasswandt3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Stunt Effect: Water, immune to corruption while equipped&lt;br /&gt;
| Gorgon Story&lt;br /&gt;
|-&lt;br /&gt;
| [[Quakebaker]]&lt;br /&gt;
| [[File:Quakebakert3.png|center|100x50px]]&lt;br /&gt;
| Hammer&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Stone&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Queen Axe]]&lt;br /&gt;
| [[File:Queenaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +2 Damage against single-tile enemies, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sharktooth Axe]]&lt;br /&gt;
| [[File:SharktoothAxeT3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +2 Shred, but -1 Damage compared to a normal Greataxe.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sojourner]]&lt;br /&gt;
| [[File:Item_staffAstrolabe_t3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Grants the ability to walk through scenery&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starseed Staff]]&lt;br /&gt;
| [[File:Starseedstafft3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Gain &amp;quot;Starseed&amp;quot; ability, +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[The Starseed Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starseed Wand]]&lt;br /&gt;
| [[File:Starseedwandt3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[The Starseed Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Strongbow]]&lt;br /&gt;
| [[File:StrongbowT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Swan Scepter]]&lt;br /&gt;
| [[File:SwanScepterT3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Interfusion is a free action once per turn&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvan Axe]]&lt;br /&gt;
| [[File:Sylvanaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Leaf&lt;br /&gt;
| [[Drifters]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Thanefeller]]&lt;br /&gt;
| [[File:Thanefellert3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +2 Damage against large (4+ tile) enemies, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[The Orphan Sword]]&lt;br /&gt;
| [[File:TheOrphanSwordT3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Umbertorch]]&lt;br /&gt;
| [[File:TheUmbertorchT3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| Deals magic damage instead of physical damage, +1 Stunt Damage, Stunt Effect: Stone&lt;br /&gt;
| Unlockable Random Drop, [[The Umbercryst Martyr]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Thorn of the Fens]]&lt;br /&gt;
| [[File:Thornofthefenst3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| -1 Damage (on par with a Dagger), flanking attacks do 2x damage (like a Dagger)&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Titan&amp;#039;s Fist]]&lt;br /&gt;
| [[File:Item_mace_titansfist.png|center|100x50px]]&lt;br /&gt;
| Hammer&lt;br /&gt;
| +1 Knockback, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Vigilkeeper]]&lt;br /&gt;
| [[File:Item_bowVigilkeeper_t3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1 Range, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Vost]]&lt;br /&gt;
| [[File:Vostt3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1.6 Knockback, Stunt Effect: Stone&lt;br /&gt;
| [[Monarchs Under the Mountain]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vracsel&amp;#039;s Staff]]&lt;br /&gt;
| [[File:Vracselstafft3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Stunt Effect: Fire&lt;br /&gt;
| Drauven Story&lt;br /&gt;
|-&lt;br /&gt;
| [[Will of the Forest]]&lt;br /&gt;
| [[File:Item_spear2Forest_t3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| Spawns trees on kill, +1/2/3 Potency&lt;br /&gt;
| [[Havenbeams]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wing of Ruin]]&lt;br /&gt;
| [[File:WingofruinT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| -1 Damage, +1 Range, +1 Stunt Damage, +2/2/3 Damage to enemies adjacent to primary target&lt;br /&gt;
| Unlockable Random Drop, [[Party Wagon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wingknife]]&lt;br /&gt;
| [[File:WingknifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| +0.5 Range (can make diagonal attacks without any additional range bonuses), +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Winterfur Staff]]&lt;br /&gt;
| [[File:Item_staffWinterfur_t3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Discus can now ricochet to a third target, Stunt Effect: Stone&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wintershard]]&lt;br /&gt;
| [[File:WintershardT3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| Hobbles enemies on attack, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wraithword Knife]]&lt;br /&gt;
| [[File:WraithwordKnifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| Grants the ability to perform one distant strike per battle that ignores line of sight and cover, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyverntail]]&lt;br /&gt;
| [[File:Wyverntailt3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1/1/2 Poison on hit&lt;br /&gt;
| Random Drop&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon drop rate ==&lt;br /&gt;
&lt;br /&gt;
* Main article: [[Drop rates]]&lt;br /&gt;
&lt;br /&gt;
Artifact vs non-artifact is determined after it knows you&amp;#039;re getting a weapon. Every time you get a non-artifact weapon, the chance increases by 0.15. Every time you get an artifact, the chance decreases by 0.5. (So, you&amp;#039;re guaranteed an artifact at least every 7 weapons)&lt;br /&gt;
&lt;br /&gt;
The game won&amp;#039;t give you an artifact that you already have in the current campaign.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! drop rate&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Sword&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Axe&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Spear&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.3&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Crossbow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Dagger&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Staff&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Wand&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Within those the chance of getting a specific Artifact in the weapon Archetypes is influenced by the amount of Artifact Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! drop rate&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Sword (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Axe (8)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Spear (5)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mace (3)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.33&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bow (3)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Crossbow (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Dagger (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Staff (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Wand (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Battle]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=The_Eater&amp;diff=26481</id>
		<title>The Eater</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=The_Eater&amp;diff=26481"/>
		<updated>2025-02-28T04:21:28Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Trivia */ corrected and added more info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox event&lt;br /&gt;
| event = The Eater&lt;br /&gt;
| image = GorgonEater.png&lt;br /&gt;
| author = Anne Austin&lt;br /&gt;
| type = Arrive at hostile site&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Anyone else hear that werid chewing noise?&lt;br /&gt;
&lt;br /&gt;
== Choices ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;1. &amp;quot;It looks dangerous. We need to take it out.&amp;quot;&amp;#039;&amp;#039;&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;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Begin battle with the eater. Afterwards, gain the [[Gorgoneater Sash]].&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;2. &amp;quot;If it&amp;#039;s eating gorgons I&amp;#039;m not going to stop it!&amp;quot;&amp;#039;&amp;#039;&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;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Begin battle with the Gorgons.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;3. &amp;quot;You know, if we could lure it to the battle site...&amp;quot;&amp;#039;&amp;#039;&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;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Success&amp;#039;&amp;#039;&amp;#039;: Begin combat with the Gorgons, and the eater joins combat under the player&amp;#039;s control.&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Failure&amp;#039;&amp;#039;&amp;#039;: The hero begins combat with {{Wound}}. Afterwards, gain the [[Gorgoneater Sash]].&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;4. &amp;quot;Wait. What if... we put this thing to work for us?&amp;quot;&amp;#039;&amp;#039;&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;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Begin combat with the Gorgons, and the eater joins combat under the player&amp;#039;s control.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
The company must have previously seen [[Fading Lights]] to be eligible for this event. The first role requires a hero with the Darkheart [[hook]], but this role does not need to be filled. Therefore, if the party has a hero with Darkheart, four heroes are required, and if not, three heroes are required. The other three roles require a hero with at least 60 hothead, at least 10 coward, and at least 60 of bookish, snark, goofball, or healer.&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px&amp;gt;&lt;br /&gt;
File:Theeater1.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Event]]&lt;br /&gt;
[[Category:Darkheart]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=The_Eater&amp;diff=26480</id>
		<title>The Eater</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=The_Eater&amp;diff=26480"/>
		<updated>2025-02-28T00:56:57Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Trivia */ updated some targeting info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox event&lt;br /&gt;
| event = The Eater&lt;br /&gt;
| image = GorgonEater.png&lt;br /&gt;
| author = Anne Austin&lt;br /&gt;
| type = Arrive at hostile site&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Anyone else hear that werid chewing noise?&lt;br /&gt;
&lt;br /&gt;
== Choices ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;1. &amp;quot;It looks dangerous. We need to take it out.&amp;quot;&amp;#039;&amp;#039;&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;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Begin battle with the eater. Afterwards, gain the [[Gorgoneater Sash]].&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;2. &amp;quot;If it&amp;#039;s eating gorgons I&amp;#039;m not going to stop it!&amp;quot;&amp;#039;&amp;#039;&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;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Begin battle with the Gorgons.&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;3. &amp;quot;You know, if we could lure it to the battle site...&amp;quot;&amp;#039;&amp;#039;&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;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Success&amp;#039;&amp;#039;&amp;#039;: Begin combat with the Gorgons, and the eater joins combat under the player&amp;#039;s control.&amp;lt;br /&amp;gt;&amp;#039;&amp;#039;&amp;#039;Failure&amp;#039;&amp;#039;&amp;#039;: The hero begins combat with {{Wound}}. Afterwards, gain the [[Gorgoneater Sash]].&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;4. &amp;quot;Wait. What if... we put this thing to work for us?&amp;quot;&amp;#039;&amp;#039;&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;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Begin combat with the Gorgons, and the eater joins combat under the player&amp;#039;s control.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
The company must have previously seen [[Fading Lights]] to be eligible for this event. The first role prefers to target (but does not require) a hero with the Darkheart [[hook]].&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px&amp;gt;&lt;br /&gt;
File:Theeater1.PNG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Event]]&lt;br /&gt;
[[Category:Darkheart]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Elementalist&amp;diff=26423</id>
		<title>Elementalist</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Elementalist&amp;diff=26423"/>
		<updated>2025-02-15T18:53:13Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Wood */ fixed damage formula, fixed link, attempted to clarify AoE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Elementalist&amp;#039;&amp;#039;&amp;#039; is a [[Mystic]] [[ability]]. &lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;q&amp;gt;&amp;#039;&amp;#039;Advanced interfusions for liquid, metal, and wood. Interfused fires do not burn out.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;q&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Fire:&amp;#039;&amp;#039;&amp;#039; (passive) Does not burn out while interfused&amp;lt;br&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Wood:&amp;#039;&amp;#039;&amp;#039; (active) Splintersalvo&amp;lt;br&amp;gt;  &amp;#039;&amp;#039;&amp;#039;Liquid:&amp;#039;&amp;#039;&amp;#039; (upgrade) Infernal Rain&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;q&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Splinterblast/SplinterSalvo:&amp;#039;&amp;#039;&amp;#039; +1 damage and apply 1 [[hobble]].&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Infernal Rain:&amp;#039;&amp;#039;&amp;#039; changed from single-target to area of effect&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
Gain these advanced [[interfusion]]s.&lt;br /&gt;
&lt;br /&gt;
=== Liquid ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infernal Rain.&amp;#039;&amp;#039;&amp;#039; Boiling floods pour down to peel away armor and devour an enemy&amp;#039;s flesh; +2 shred over basic &amp;#039;&amp;#039;Scalding Rain&amp;#039;&amp;#039;. (4.6 range, &amp;lt;code&amp;gt;[[Pot]] + [[Spell Damage]] + 1-2&amp;lt;/code&amp;gt; dmg, 4 shred (2 shred even on a miss), –1 health to Liquid)&lt;br /&gt;
&lt;br /&gt;
=== Wood ===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Splintersalvo.&amp;#039;&amp;#039;&amp;#039; Explode two or more interfused wood into a higher-damage burst over longer range. The interfused object&amp;#039;s health adds to your [[Stat#Accuracy|accuracy]]. All objects are destroyed. The salvo does not damage scenery. (AoE 2.1 radius, 2d3 + [[Potency]] + [[Spell Damage]] damage, 1+Potency/2 shred (rounded up), and Potency/2 pierce (rounded up). Focus of the AoE can be selected from a region between the objects.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
* Combine with [[Arches]] to Splintersalvo anywhere. [[Firling Wand]] and [[Openmind]] are also helpful here.&lt;br /&gt;
&lt;br /&gt;
* Elementalist can be detrimental with [[Ignite]], since fire burnout frees up interfusion slots for new Ignite casts. For other uses of interfused fire (like [[Vigorflow]] or [[Spiritblade]]), note that fire on [[debris]] never burns out, so Elementalist may not be as useful as it first appears.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[Category:Battle]]&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Mystic abilities]]&lt;br /&gt;
[[Category:Interfusion]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Oldwane_Curse&amp;diff=26407</id>
		<title>Oldwane Curse</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Oldwane_Curse&amp;diff=26407"/>
		<updated>2025-02-11T22:37:01Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: added redirect so in-game link to wiki goes to correct place&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Skeletal#Oldwane Curse]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Black_Cat/Shy_Swipes&amp;diff=26369</id>
		<title>Black Cat/Shy Swipes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Black_Cat/Shy_Swipes&amp;diff=26369"/>
		<updated>2025-01-29T02:12:29Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: clarified how damage applies with 4 and 5+ armor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first enemy to enter adjacency with [[Hero]] each turn will take &amp;#039;&amp;#039;&amp;#039;3 shred&amp;#039;&amp;#039;&amp;#039; and then &amp;#039;&amp;#039;&amp;#039;2 damage&amp;#039;&amp;#039;&amp;#039; (instead of 2 shred or 1 damage). The 2 damage does not skip the remaining armor, so an enemy that starts with 4 armor would take 3 shred and 1 damage and an enemy with 5 or more armor would take 4 shred and 0 damage.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note: to use this ability, it must be selected as a theme upgrade upon hero promotion.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Navbox theme abilities}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Father_Fungus&amp;diff=26215</id>
		<title>Father Fungus</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Father_Fungus&amp;diff=26215"/>
		<updated>2024-11-17T01:38:57Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Mechanics */ added note about crotchety (formatting maybe not great?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:cultist_fatherFungus.png|200px|thumb|right|Father Fungus]]&lt;br /&gt;
A type of [[Deepist]]. A conjurer with an affinity for fungi, a mushroom-bearded wizard.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
 He gardens his beard into a fungal museum that stinks like a corpse.&lt;br /&gt;
&lt;br /&gt;
==Base values==&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 || 8 ||  ||  ||  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Speed || colspan=4 | 4&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Armor || colspan=3 | 3 || &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Warding || colspan=2 | 4 || colspan=2 |  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Melee Accuracy || colspan=4 | 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Range Accuracy || colspan=4 | 100&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Dodge || colspan=4 | 40&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Block || colspan=4 | 65&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: left&amp;quot; | Size || colspan=4 | 1 Tiles&lt;br /&gt;
|}&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;
! Damage&lt;br /&gt;
! Range&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Search &lt;br /&gt;
| Scout&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| Every hero in a 2 tile radius will lose their hidden effect.&lt;br /&gt;
|-&lt;br /&gt;
| Attack Door&lt;br /&gt;
| Attack Scenery&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Attacks the door, dealing 2 damage to it.&lt;br /&gt;
|-&lt;br /&gt;
| Guerilla&lt;br /&gt;
| Passive&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Flanking attack [[shred]].&lt;br /&gt;
|-&lt;br /&gt;
| Staunching Spores&lt;br /&gt;
| Heal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| As a single action, Father Fungus heals an ally within sight.&lt;br /&gt;
|-&lt;br /&gt;
| Shadowtongue&lt;br /&gt;
| Ranged Magical Attack&lt;br /&gt;
| 4-5&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Crotchety&lt;br /&gt;
| Reactive Passive&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| If Father Fungus blocks or dodges a ranked attack, they will retaliate.&lt;br /&gt;
|}&lt;br /&gt;
Unlike [[Archery]], Crotchety may trigger against the same unit multiple times in one turn.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
 &amp;#039;In my most turbulent hours, I wonder... Does he ever need to shave? When he&amp;#039;s hungry, does he start to eat his beard? Does he control the mushrooms, or do they direct him? Where did he learn to sing?&amp;#039; - The Low Wizard&lt;br /&gt;
&lt;br /&gt;
[[Category:Monster]]&lt;br /&gt;
[[Category:Deepist]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Bloodrage&amp;diff=26205</id>
		<title>Bloodrage</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Bloodrage&amp;diff=26205"/>
		<updated>2024-11-12T18:34:03Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Specifics */ added detail about bloodrage+ protection from fire&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Bloodrage&amp;#039;&amp;#039;&amp;#039; is a [[Warrior]] [[ability]].&lt;br /&gt;
&lt;br /&gt;
==In-Game Description==&lt;br /&gt;
 &amp;lt;q&amp;gt;&amp;#039;&amp;#039;(Passive) Hero&amp;#039;s melee and ranged attacks deal more damage based on the percent of health they&amp;#039;re missing, up to a max of &amp;#039;&amp;#039;&amp;#039;+x&amp;#039;&amp;#039;&amp;#039; damage.&amp;#039;&amp;#039;&amp;lt;/q&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Formulas &amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| Up to a max of &amp;lt;code&amp;gt;2+floor([[Potency]]/2)+floor(Health/4)&amp;lt;/code&amp;gt; damage.&lt;br /&gt;
|-&lt;br /&gt;
| Damage bonus: &amp;lt;code&amp;gt; ceil[((2+floor(health/4))+(floor([[potency]]/2)))*([[hero#injury_and_healing|injury]]/(health-1)] &amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!-- up to a max of [b]+&amp;lt;int:2+floor(self.POTENCY/2)+floor(self.HEALTH/4)&amp;gt;[] damage.&amp;lt;test:self.INJURY:\n(Currently: [b]+&amp;lt;int:ceil((((2+floor((self.HEALTH/4)))+floor((self.POTENCY/2)))*(self.INJURY/(self.HEALTH-1))))&amp;gt;[])&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Upgrade ==&lt;br /&gt;
&lt;br /&gt;
  &amp;#039;&amp;#039;&amp;lt;q&amp;gt;(Active) Once per combat, while wounded, activate to gain +2 Damage and prevent health dropping to zero for one turn.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
* Bloodrage adds damage to melee and ranged attacks, similarly to [[Vigorflow]]. It does not boost [[Broadswipes]], [[Shieldshear]], [[Backslam]], or [[Raider]].&lt;br /&gt;
* Bloodrage ignores [[Temporary health]]: Temp health does not affect a hero&amp;#039;s maximum health, and losing temp health does not grant a hero extra damage. This means that hero with 1/10 health and a hero with 1/10 health + 10 temp health would get the same damage bonus from Bloodrage.&lt;br /&gt;
* The death prevention effect of Bloodrage+ also protects against fire damage taken at the start of the next turn after activation&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&lt;br /&gt;
* Keep Bloodrage&amp;#039;s interaction with temp HP in mind when strategizing. If a hero takes 4 damage, then gains 4 temp HP, they will gain extra damage from Bloodrage and have some extra survivability from their temp HP. However, if they gain 4 temp HP and then take 4 damage, their temp HP will be exhausted and they will not gain any extra damage from Bloodrage as their HP has not gone down. &lt;br /&gt;
&lt;br /&gt;
* Since temporary health does not reduce Bloodrage&amp;#039;s effectiveness, Bloodrage combines well with [[Aid]], [[Invigoration]], and [[Rock Shield]] to maintain an injured warrior&amp;#039;s survivability.&lt;br /&gt;
&lt;br /&gt;
* Can also be valuable with the [[Shadow]] transformation since it facilitates regaining lost health via kills.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
[[Category:Warrior abilities]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Relationship&amp;diff=26176</id>
		<title>Relationship</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Relationship&amp;diff=26176"/>
		<updated>2024-10-28T16:42:30Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Compatibility */ added cutoffs for very high chance of lovers or rivals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hero]]es develop personal relationships with each other. These relationships can result from [[event]]s and can also arise or change without the player&amp;#039;s input. Relationships have 5 possible levels, and heroes deepen their relationships by fighting [[battle]]s and performing other tasks together.&lt;br /&gt;
&lt;br /&gt;
== Relationship types ==&lt;br /&gt;
&lt;br /&gt;
There are three standard relationship types that each grant unique combat bonuses. These bonuses become stronger as the respective relationship deepens.&lt;br /&gt;
&lt;br /&gt;
===Friends===&lt;br /&gt;
&lt;br /&gt;
Friendship is indicated by the silhouette of a head and shoulders in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Crony&amp;#039;&amp;#039;&amp;#039; - +10 [[block]] chance when walling with this hero.&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Confidant&amp;#039;&amp;#039;&amp;#039; - +15 block chance when walling with this hero.&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Comrade&amp;#039;&amp;#039;&amp;#039; - +20 block chance when walling with this hero.&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Companion&amp;#039;&amp;#039;&amp;#039; - +25 block chance when walling with this hero.&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Bloodbond&amp;#039;&amp;#039;&amp;#039; - +30 block chance when walling with this hero.&lt;br /&gt;
&lt;br /&gt;
Note that while the description says &amp;quot;walling&amp;quot;, only adjacency is required. [[Hero]]es in [[grayplane]] cannot wall but still provide the &amp;#039;&amp;#039;&amp;#039;Got Your Back&amp;#039;&amp;#039;&amp;#039; bonus.&lt;br /&gt;
&lt;br /&gt;
===Lovers===&lt;br /&gt;
&lt;br /&gt;
[[File:Paradiselove.PNG|400px|thumb|right|Romance blossoms]]&lt;br /&gt;
&lt;br /&gt;
Romance is indicated by a small heart in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Crush&amp;#039;&amp;#039;&amp;#039; - +1 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Flame&amp;#039;&amp;#039;&amp;#039; - +2 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Sweetheart&amp;#039;&amp;#039;&amp;#039; - +3 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Lover&amp;#039;&amp;#039;&amp;#039; - +4 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Soulmate&amp;#039;&amp;#039;&amp;#039; - +5 damage against enemies who attack this hero, until end of mission.&lt;br /&gt;
&lt;br /&gt;
Romances can start randomly if each hero is attracted to the other&amp;#039;s gender, neither hero is already in a romance (including locked legacy romances), and the heroes have compatible personalities and are close in age. Whether a hero is attracted to male or female characters is determined when the hero is generated but can be changed by the [[player]] at any time.&lt;br /&gt;
&lt;br /&gt;
A romantic relationship can be locked so that heroes who are brought back as [[Legacy]] heroes will immediately enter into a romance again.&lt;br /&gt;
&lt;br /&gt;
The damage increase is shown as &amp;#039;&amp;#039;&amp;#039;Lover&amp;#039;s Vengeance&amp;#039;&amp;#039;&amp;#039; when damaging an enemy who attacked the hero&amp;#039;s lover. Lover&amp;#039;s Vengeance is activated even if the lover blocked or dodged the attack.&lt;br /&gt;
&lt;br /&gt;
Lover&amp;#039;s Vengeance does not increase true damage such as [[Splinterskin]], [[Ice Shield]], [[Talon Dive]], [[Indignance]]. Lover&amp;#039;s Vengeance works with most effects that deal damage such as regular attacks, [[Shard Skin]], [[Broadswipes]], [[Tongue Whip|Tongue Whip+]], [[Dreadscythe]] &amp;amp; [[Flare-axe]] broadswipes.&lt;br /&gt;
&lt;br /&gt;
===Rivals===&lt;br /&gt;
&lt;br /&gt;
[[File:Rivals.PNG|400px|thumb|right|Anything you can do, I can do better]]&lt;br /&gt;
&lt;br /&gt;
Watch this! Rivalry is indicated by a small lightning bolt in the lower corner of the [[hero portrait]].&lt;br /&gt;
&lt;br /&gt;
* Level 1 - &amp;#039;&amp;#039;&amp;#039;Peer&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +25% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 2 - &amp;#039;&amp;#039;&amp;#039;Irritant&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +35% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 3 - &amp;#039;&amp;#039;&amp;#039;Frenemy&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +45% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 4 - &amp;#039;&amp;#039;&amp;#039;Antagonist&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +55% to [[stunt]], until you successfully stunt (does not chain).&lt;br /&gt;
* Level 5 - &amp;#039;&amp;#039;&amp;#039;Rival&amp;#039;&amp;#039;&amp;#039; - When your rival stunts, you get +100% to [[stunt]], until you successfully stunt (guaranteed stunt vs single target) (does not chain).&lt;br /&gt;
&lt;br /&gt;
Rivalries can start randomly if neither hero is already in a rivalry (including locked legacy rivalries) and the heroes have incompatible personalities.&lt;br /&gt;
&lt;br /&gt;
A rivalry can be locked so that if you bring the heroes back as [[Legacy]] heroes, they will immediately enter into a rivalry again.&lt;br /&gt;
&lt;br /&gt;
=== Family ===&lt;br /&gt;
&lt;br /&gt;
Two heroes can be family members, such as parent and child. Family membership is a special type of relationship that does not replace the standard relationships; two family members can also be friends or rivals, although they cannot be lovers. Family relationships do not have any combat effects but are referenced in many [[event]]s. Also, family members will not be selected for [[opportunity|opportunities]] together.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
&lt;br /&gt;
[[File:Wildermyth-relationships.png|400px|right|Personality compatibility: blue lines represent compatibility while orange lines represent incompatibility. Note also that a stat is always compatible with itself.]]&lt;br /&gt;
The relationship between two heroes is influenced by how compatible their personalities are. Compatible heroes (+4 or higher) tend to become lovers, while incompatible heroes (-2 or lower) tend to become rivals. In addition, heroes who are either highly compatible or highly incompatible deepen their relationship more rapidly. In the diagram to the right, blue lines indicate compatibility while orange lines indicate incompatibility. In addition, &amp;#039;&amp;#039;a personality trait is always compatible with itself&amp;#039;&amp;#039;. Only personality traits that score 50 or higher are considered for compatibility.&lt;br /&gt;
&lt;br /&gt;
Specifically, the &amp;#039;&amp;#039;&amp;#039;compatibility score&amp;#039;&amp;#039;&amp;#039; between heroes A and B is determined by looking at each [[personality]] stat that hero A has at rating 50 or higher. For each stat that hero B has at 50+ that is compatible with (or the same as) hero A&amp;#039;s stat, add 1 to the compatibility score. For each stat that hero B has at 50+ that is incompatible with hero A&amp;#039;s stat, subtract 1 from the compatibility score.&lt;br /&gt;
&lt;br /&gt;
== Relationship Points ==&lt;br /&gt;
&lt;br /&gt;
[[Hero]]es deepen their relationships by earning relationship points. Relationship points accrue when heroes fight in [[battle]]s together and perform [[job]]s together. [[Event]]s can also grant relationship points.&lt;br /&gt;
&lt;br /&gt;
=== Levels ===&lt;br /&gt;
&lt;br /&gt;
Relationships advance in level at the following relationship point thresholds:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Relationship Points&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 60&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 120&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Charisma and fascination ===&lt;br /&gt;
&lt;br /&gt;
More &amp;#039;&amp;#039;&amp;#039;charismatic&amp;#039;&amp;#039;&amp;#039; heroes gain relationship points faster. Additionally, heroes who have either compatible or incompatible personality traits find each other &amp;#039;&amp;#039;&amp;#039;fascinating&amp;#039;&amp;#039;&amp;#039; and also gain relationship points more rapidly. The total multiplier arising from these two effects ranges from 0.33 to 3 and is given by the following calculation:&lt;br /&gt;
&lt;br /&gt;
  multiplier = charisma_mod * fascination&lt;br /&gt;
    charisma_mod = 0.5 + (hero1.charisma + hero2.charisma)/200&lt;br /&gt;
    fascination = 1 + abs(compatibility_score)/3&lt;br /&gt;
  clamp: 0.33 ≤ multiplier ≤ 3&lt;br /&gt;
&lt;br /&gt;
Here, &amp;lt;code&amp;gt;compatibility_score&amp;lt;/code&amp;gt; is the compatibility score given above.&lt;br /&gt;
&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Archery&amp;diff=26171</id>
		<title>Archery</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Archery&amp;diff=26171"/>
		<updated>2024-10-26T17:42:08Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Specifics */ added info about trigger limits&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]] [[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) After a ranged attack against them or any adjacent allies, [[Hero]] counterattacks with a ranged attack of their own. (Also works with melee theme attacks)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade ===&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;+30 Dodge against ranged attacks&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 or have a melee or ranged [[theme]] attack and the attacking enemy is within range. It will also trigger against attacks on adjacent allies.&lt;br /&gt;
&lt;br /&gt;
Each hero can only use Archery once per enemy per turn. For example, if a [[Dart|dart]] attacks a hunter with Archery, then a [[Stormthroat|stormthroat]] commands the same dart to attack the same hero later during the same enemy turn, Archery will only trigger from the first attack.&lt;br /&gt;
&lt;br /&gt;
Archery can trigger even if the Hunter takes mortal damage from an attack.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
&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;
* Archery is most useful when fighting [[Drauven]] due to the large number of ranged attacks they use. It is also able to retaliate to prepared shots from [[Dart]] and [[Redcloak]] enemies allowing easier counter attacks.&lt;br /&gt;
&lt;br /&gt;
* Archery can retaliate with melee or ranged attacks granted by a [[theme]] instead of a bow, as long as no bow is equipped. In this case [[Long Reach]] and [[Sharpshooter]] (for ranged theme attacks) are recommended to overcome the low range of theme attacks.&lt;br /&gt;
&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>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Peril&amp;diff=26166</id>
		<title>Peril</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Peril&amp;diff=26166"/>
		<updated>2024-10-21T17:27:56Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: added info about peril unlocked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Peril adjusts the difficulty of [[Omenroad Challenge Run|Omenroad Challenge Runs]]. Players must start at peril 0, 1, or 2 and unlock higher peril by winning challenge runs. Winning a run unlocks one level of peril higher than the level of peril used in that run, with an additional two levels of peril unlocked if the run was completed without needing to make any [[Mortal Choice|mortal choices]].&lt;br /&gt;
&lt;br /&gt;
[[File:Peril21.png|thumb|600px|right|The peril page at maximum peril]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
|-&lt;br /&gt;
! Peril Level !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || &amp;lt;span style=&amp;quot;color:green&amp;gt;Monster Health, Damage, Armor, and Warding reduced by 20%&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || None (No modifications from tragic hero)&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Monster Health +30%&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Monster Armor and Warding +1&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Monster Speed +1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || A foe card will spawn at the hero spawn region on the 5th turn of each fight&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Monster Damage +30%&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Every fight, a number of monsters equal to the page will start with [[Status_Effects#Specterstep|specterstep]]&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Monster Dodge +10%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || &amp;lt;span style=&amp;quot;color:darkorange&amp;gt;(Replaces Peril 2) Monster Health +60%&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Heroes can only be maimed once&lt;br /&gt;
|-&lt;br /&gt;
| 11 || &amp;lt;span style=&amp;quot;color:darkorange&amp;gt;(Replaces Peril 3) Monster Armor and Warding +2&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 12 || Reward timers reduced by 1&lt;br /&gt;
|-&lt;br /&gt;
| 13 || &amp;lt;span style=&amp;quot;color:darkorange&amp;gt;(Replaces Peril 8) Monster Dodge +20%&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 14 || Bosses spawn with extra foe&lt;br /&gt;
|-&lt;br /&gt;
| 15 || Rewards Spawn Enemies&lt;br /&gt;
|-&lt;br /&gt;
| 16 || &amp;lt;span style=&amp;quot;color:darkorange&amp;gt;(Replaces Peril 6) Monster Damage +60%&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 17 || &amp;lt;span style=&amp;quot;color:darkred&amp;gt;(Replaces Peril 8 and 13) Monster Dodge +30%&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 18 || &amp;lt;span style=&amp;quot;color:darkred&amp;gt;(Replaces Peril 2 and 9) Monster Health +90%&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 19 || &amp;lt;span style=&amp;quot;color:darkred&amp;gt;(Replaces Peril 3 and 11) Monster Armor and Warding +3&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 20 || &amp;lt;span style=&amp;quot;color:darkred&amp;gt;(Replaces Peril 6 and 16) Monster Damage +90%&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 21 || &amp;lt;span style=&amp;quot;color:red&amp;gt;(Replaces Peril 10) No maiming, heroes just die&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Crystalline/Crystal_Chrysalis&amp;diff=26142</id>
		<title>Crystalline/Crystal Chrysalis</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Crystalline/Crystal_Chrysalis&amp;diff=26142"/>
		<updated>2024-10-08T22:10:58Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Tips */ updated interaction with temporary potency bonuses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tooltip ability&lt;br /&gt;
| action = {{Data actionPoints|Crystal Chrysalis (theme upgrade)}}&lt;br /&gt;
| ability = Crystal Chrysalis&lt;br /&gt;
| description = {{Data description|Crystal Chrysalis (theme upgrade)}}&lt;br /&gt;
| damage = {{Data damageType|Crystal Chrysalis (theme upgrade)}}&lt;br /&gt;
| formula = {{Data formula|Crystal Chrysalis (theme upgrade)}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Note: to use this ability, it must be selected as a theme upgrade upon hero promotion.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Requires at least one Gem Arm or Leg for Crystal Chrysalis to appear as an upgrade selection.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Specifics ==&lt;br /&gt;
* When used, this ability ends the hero&amp;#039;s turn.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
While a hero is under the effect of Crystal Chrysalis:&lt;br /&gt;
* Enemies will ignore the hero&lt;br /&gt;
* Enemies [[Engage|engaged]] to the hero will not attack any heroes&lt;br /&gt;
* Enemies will try to avoid the damaging area as with [[Guardian]] or [[Meteor Strike]], but will still end their turn there if it would allow them to attack another hero (either on that turn or the next)&lt;br /&gt;
* The hero can still damage foes using [[Indignance]] but cannot be made to attack using [[Spiritblade]].&lt;br /&gt;
* Damage and range values are calculated at the time the ability is initially used, so if a hero activates Crystal Chrysalis while under the effect of a temporary [[Stat#Potency|potency]] bonus, such as from [[Feedback Loop]], that bonus will apply to the damage and range of the explosion even if it has expired by the time the explosion occurs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox theme abilities}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Wraithword_Knife&amp;diff=26138</id>
		<title>Wraithword Knife</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Wraithword_Knife&amp;diff=26138"/>
		<updated>2024-10-07T17:37:00Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Specifics */ updated info about edge unbounded not removing hidden&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox equipment&lt;br /&gt;
| name = Wraithword Knife&lt;br /&gt;
| image = WraithwordKnifeT3.png&lt;br /&gt;
| type = Weapon&lt;br /&gt;
| slot = Primary Weapon&lt;br /&gt;
| effect = Grants the ability to perform one distant strike, +1 Stunt Damage.&lt;br /&gt;
| acquisition = Random Drop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wraithword Knife&amp;#039;&amp;#039;&amp;#039; is an artifact quality dagger.&lt;br /&gt;
&lt;br /&gt;
== In-Game Description ==&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Glyphs glow on a black blade of petriglass, survivors of a dead script that has no identifiable cousin or reference. The words change with each draw of the knife, cycling through a collection of eventually familiar shapes. Its edge can be wielded across empty distance, to strike from nowhere, to find even a cowering mark.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wraithword Knife&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;One-Handed {{Icon|artifact}}Artifact Dagger&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Grants the ability Edge Unbounded, which can be used once per battle to attack any visible enemy within 20 tiles, ignoring both line of sight and enemy cover. The attack has the same damage as a regular attack with the weapon, including double damage (after armor) if [[flanking]]. This attack does not remove [[Hidden|hidden]].&lt;br /&gt;
&lt;br /&gt;
It also provides + 1 [[stunt]] damage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WraithwordKnifeT1.png|left|thumb|100px]] &lt;br /&gt;
||&amp;#039;&amp;#039;&amp;#039;Tier 1&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Damage: 4&lt;br /&gt;
&lt;br /&gt;
Range: 1.1&lt;br /&gt;
&lt;br /&gt;
Stunt Damage: 3&lt;br /&gt;
&lt;br /&gt;
Damage x2 (after armor) if flanking&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WraithwordKnifeT2.png|left|thumb|100px]] &lt;br /&gt;
||&amp;#039;&amp;#039;&amp;#039;Tier 2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Damage: 5&lt;br /&gt;
&lt;br /&gt;
Range: 1.1&lt;br /&gt;
&lt;br /&gt;
Stunt Damage: 4&lt;br /&gt;
&lt;br /&gt;
Damage x2 (after armor) if flanking&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WraithwordKnifeT3.png|left|thumb|100px]] &lt;br /&gt;
||&amp;#039;&amp;#039;&amp;#039;Tier 3&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Damage: 6&lt;br /&gt;
&lt;br /&gt;
Range: 1.1&lt;br /&gt;
&lt;br /&gt;
Stunt Damage: 5&lt;br /&gt;
&lt;br /&gt;
Damage x2 (after armor) if flanking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Obtained as random loot, typically after a combat encounter, certain events, or after carefully securing a location on the Overland map (needs verification).&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
The Wraithword Knife was designed by Wracketeer for a contest on the Wildermyth Discord to create an artifact weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;br /&gt;
[[Category:Dagger]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Wraithword_Knife&amp;diff=26137</id>
		<title>Wraithword Knife</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Wraithword_Knife&amp;diff=26137"/>
		<updated>2024-10-07T17:30:59Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Specifics */ removed old info about being able to attack diagonally&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox equipment&lt;br /&gt;
| name = Wraithword Knife&lt;br /&gt;
| image = WraithwordKnifeT3.png&lt;br /&gt;
| type = Weapon&lt;br /&gt;
| slot = Primary Weapon&lt;br /&gt;
| effect = Grants the ability to perform one distant strike, +1 Stunt Damage.&lt;br /&gt;
| acquisition = Random Drop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wraithword Knife&amp;#039;&amp;#039;&amp;#039; is an artifact quality dagger.&lt;br /&gt;
&lt;br /&gt;
== In-Game Description ==&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Glyphs glow on a black blade of petriglass, survivors of a dead script that has no identifiable cousin or reference. The words change with each draw of the knife, cycling through a collection of eventually familiar shapes. Its edge can be wielded across empty distance, to strike from nowhere, to find even a cowering mark.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wraithword Knife&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;One-Handed {{Icon|artifact}}Artifact Dagger&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Grants the ability Edge Unbounded, which can be used once per battle to attack any visible enemy within 20 tiles, ignoring both line of sight and enemy cover. The attack has the same damage as a regular attack with the weapon, including double damage (after armor) if [[flanking]].&lt;br /&gt;
&lt;br /&gt;
It also provides + 1 [[stunt]] damage.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WraithwordKnifeT1.png|left|thumb|100px]] &lt;br /&gt;
||&amp;#039;&amp;#039;&amp;#039;Tier 1&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Damage: 4&lt;br /&gt;
&lt;br /&gt;
Range: 1.1&lt;br /&gt;
&lt;br /&gt;
Stunt Damage: 3&lt;br /&gt;
&lt;br /&gt;
Damage x2 (after armor) if flanking&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WraithwordKnifeT2.png|left|thumb|100px]] &lt;br /&gt;
||&amp;#039;&amp;#039;&amp;#039;Tier 2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Damage: 5&lt;br /&gt;
&lt;br /&gt;
Range: 1.1&lt;br /&gt;
&lt;br /&gt;
Stunt Damage: 4&lt;br /&gt;
&lt;br /&gt;
Damage x2 (after armor) if flanking&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WraithwordKnifeT3.png|left|thumb|100px]] &lt;br /&gt;
||&amp;#039;&amp;#039;&amp;#039;Tier 3&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Damage: 6&lt;br /&gt;
&lt;br /&gt;
Range: 1.1&lt;br /&gt;
&lt;br /&gt;
Stunt Damage: 5&lt;br /&gt;
&lt;br /&gt;
Damage x2 (after armor) if flanking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Obtained as random loot, typically after a combat encounter, certain events, or after carefully securing a location on the Overland map (needs verification).&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
The Wraithword Knife was designed by Wracketeer for a contest on the Wildermyth Discord to create an artifact weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;br /&gt;
[[Category:Dagger]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Modding_Guide&amp;diff=26108</id>
		<title>Modding Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Modding_Guide&amp;diff=26108"/>
		<updated>2024-09-28T03:40:33Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* How to publish your mod on Steam Workshop */ added missing period&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth is intended to be pretty moddable.  Here are the guides for doing it!&lt;br /&gt;
&lt;br /&gt;
For background on writing, as opposed to the mechanics of creating mods, see instead: [[Writer&amp;#039;s Guide]] and [[Story Inputs and Outputs]]&lt;br /&gt;
&lt;br /&gt;
==Starting Out==&lt;br /&gt;
When creating a mod of any kind, the first thing you&amp;#039;ll usually want to do is go into the editor from the Wildermyth main menu (Tools &amp;gt; Editor), and create a new mod from either the &amp;#039;&amp;#039;&amp;#039;Content and Comics Editor&amp;#039;&amp;#039;&amp;#039; (Mods &amp;gt; Create New Mod) or the &amp;#039;&amp;#039;&amp;#039;Steam Workshop&amp;#039;&amp;#039;&amp;#039; page (Create New Mod button). Most of Wildermyth&amp;#039;s data is stored as json files. Mods are stored in mods/user/[yourModName], with a parallel file structure to the core game. For example, if you wanted to modify the assets/data/balance/campaignBalance.json file, you would create a file at mods/user/[yourModName]/assets/data/balance/campaignBalance.json.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Content and Comics Editor&amp;#039;&amp;#039;&amp;#039; is probably the first thing you&amp;#039;ll want to look at. From there, you can see all the events, abilities, aspects, campaigns, items, and monsters used in the core game. Feel free to duplicate existing things as a starting place for your own mods (we certainly do!)&lt;br /&gt;
&lt;br /&gt;
In order to understand the structure of the data and tools, these are probably the best starting places (which are also linked to on the editor landing page):&lt;br /&gt;
* [[Data Format Overview]] (A broad overview of the files in Wildermyth and how they work together)&lt;br /&gt;
* [[Comic Editor Reference]] (How to create events, explanations of some of the editor tools)&lt;br /&gt;
&lt;br /&gt;
== Encounters (events) ==&lt;br /&gt;
===Developer guides on steam===&lt;br /&gt;
* [https://steamcommunity.com/games/763890/announcements/detail/1714113379457395728 How to: Add an Event to Wildermyth], Steam post with attached video, by game designer Nate Austin.&lt;br /&gt;
* [https://steamcommunity.com/games/763890/partnerevents/view/1714113379457395727 Adding an event].  Creating your own event with relationship choices and sharing it as a mod.&lt;br /&gt;
===User written guides===&lt;br /&gt;
* [[Modding Wilderness encounter|Adding a wilderness encounter]]. Creating a basic wilderness encounter.&lt;br /&gt;
* [[Modding encounter choice|Adding an encounter with a choice]]. Creating a more complex encounter, which has a choice.&lt;br /&gt;
* [[Modding variant text|Variant text]]. Adding variety to the comic text, varying the text by the personality types of the speaker.&lt;br /&gt;
* [[Modding repeated roles]]. Adding an NPC, who can re-appear with the same name and appearance in a later encounter.&lt;br /&gt;
* [[Encounter Consistency]].  Preventing victory comics that don&amp;#039;t make sense for a particular battle.&lt;br /&gt;
===More complex topics===&lt;br /&gt;
* [[Modding multiple branches]].  Creating a complex encounter, which has several choices and &amp;quot;branches&amp;quot;&lt;br /&gt;
* [[Modding site activities]].  Creating an encounter which appears as a flag on the map, such as a treasure map or request for help.&lt;br /&gt;
* [[Modding quest chains]].  Creating a linked set of encounters, or &amp;quot;quest chain&amp;quot;.&lt;br /&gt;
* [[Modding scripted missions]].  Creating a mission which has a specific map and script, as opposed to random monsters on a procedurally generated map.&lt;br /&gt;
* [[Modding generic chapters]].  As of June 2021, release 1.0 has a structure for chapters in the generic campaign.  This topic shows how they work and how to add more.&lt;br /&gt;
== Campaigns (Villains) ==&lt;br /&gt;
&lt;br /&gt;
=== Using the &amp;quot;new campaign&amp;quot; tool ===&lt;br /&gt;
&lt;br /&gt;
[https://steamcommunity.com/app/763890/eventcomments/2146469724193067415 How to create a campaign]&lt;br /&gt;
&lt;br /&gt;
=== Heart of the Forest ===&lt;br /&gt;
&lt;br /&gt;
This is a series of blog posts that walk through how to create a [[villain]] (campaign story). The story is called &amp;quot;Heart of the Forest&amp;quot; and the mod is shipped with the game so you can inspect it or use it as a baseline.&lt;br /&gt;
* [https://yonderinglands.blogspot.com/2019/07/how-to-write-your-own-villain-for.html Part 1 Creating a Mod and a Campaign]&lt;br /&gt;
* [https://yonderinglands.blogspot.com/2019/08/how-to-write-your-own-villain-for.html Part 2 Custom Fights]&lt;br /&gt;
* [http://yonderinglands.blogspot.com/2019/10/how-to-write-your-own-villain-for.html Part 3 Custom Monsters]&lt;br /&gt;
&lt;br /&gt;
== Other topics ==&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
* [[Modding add equipment|Adding equipment]]&lt;br /&gt;
* [[Legacy Carry-Over]]  Having an item stick with a hero through legacy.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
* [[Modding add monster|Adding a monster]] (this is mostly duplicated by [http://yonderinglands.blogspot.com/2019/10/how-to-write-your-own-villain-for.html Part 3 Custom Monsters] above)&lt;br /&gt;
* [[Modding monster abilities|Adding a custom ability to a monster]]&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
* [[Modding replace faction|Replacing the monsters in a faction]]&lt;br /&gt;
&lt;br /&gt;
=== Tidings ===&lt;br /&gt;
* [[Tidings|Adding a tiding]]&lt;br /&gt;
&lt;br /&gt;
=== Intermediate level FAQ ===&lt;br /&gt;
* [[Modding intermediate FAQ|Intermediate level modding FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Mod mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== How mods are loaded ===&lt;br /&gt;
&lt;br /&gt;
Each mod lives in its own folder, and mirrors the folder structure of the game itself. When the game loads, all mods are scanned in order to show available scenarios, which can come from any mod. When a particular game is started, the mod where the story is found is always used, and additional mods can be specified. Mods can override any of the main categories of data that the game uses, and can provide new images too. Not all image-modding functionality is supported currently, however.&lt;br /&gt;
&lt;br /&gt;
=== Where to find installed mods ===&lt;br /&gt;
&lt;br /&gt;
* Mods included with the game are stored under steam\steamapps\common\wildermyth\mods\builtin&lt;br /&gt;
* Mods that you create are stored under steam\steamapps\common\wildermyth\mods\user.  Mods that you download from other sites such as [https://www.nexusmods.com/wildermyth nexus] will instruct you to install them in this folder.&lt;br /&gt;
* Mods that you download from the steam workshop are located under steam\steamapps\workshop\content\763890, with 763890 being Wildermyth&amp;#039;s Steam ID. Each mod is assigned a numeric steam ID, which can be viewed by looking at last digits of the URL in the browser version of Steam or by copying the page URL from the client and pasting it somewhere else. You can also identify which mods are which by viewing the mod.json file in mod folder. If you need to refer back to a mod frequently, saving the mod ID somewhere for future use will help save time.&lt;br /&gt;
&lt;br /&gt;
===Using an existing mod as a starting point===&lt;br /&gt;
# Before changing and publishing a mod, discuss with the mod author.  It is not fair to make a tiny change to a large mod and then re-release it as your own.  Most mod authors are happy to have other authors learn from their published mods, but check before getting underway with something you plan to publish.&lt;br /&gt;
# Subscribe, download and find the mod, as described above&lt;br /&gt;
# Create a new, blank mod.  Select &amp;quot;Tools&amp;quot; at the main game screen, then &amp;quot;Open Editor&amp;quot;, then &amp;quot;Content and Comics Editor&amp;quot;.  At the upper left, click &amp;quot;Mods&amp;quot;, click &amp;quot;Create New Mod&amp;quot; in the browser, and fill in the form. This will pop up a file browser showing the files the tool just created; note that the directory is steam\steamapps\common\wildermyth\mods\user\&amp;lt;your mod name&amp;gt;. &lt;br /&gt;
# Exit the game&lt;br /&gt;
# In file explorer, copy the folders from the numeric steam directory to your new mod directory.&lt;br /&gt;
# Restart the game, so it loads all the files.  You should see entries for your &amp;quot;new&amp;quot; mod as well as entries for the previous numeric mod.&lt;br /&gt;
# Edit the mod as desired.&lt;br /&gt;
&lt;br /&gt;
===How to publish your mod on Steam Workshop===&lt;br /&gt;
&lt;br /&gt;
Once you have created a mod, publishing it is easy.  There is a button right in the game itself.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Obviously, test your mod and make sure it is polished enough for others to use it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;In the mod folder, make sure there is a file preview.png (currently only png format works).  This is the main image people will see for your mod.  Square aspect ratio is preferred.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Make sure you are logged into steam and launch wildermyth from within steam.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;In the game, choose tools, click &amp;quot;open editor&amp;quot;, and click the bottom choice &amp;quot;Steam Workshop&amp;quot;.  This will show all of your mods on the current computer.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Set the tags you want your mod to have using the &amp;quot;edit mod tags&amp;quot; button shown here:&lt;br /&gt;
&amp;lt;p&amp;gt;[[File:ModdingAddTags.PNG]]&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Click &amp;quot;share&amp;quot; on the mod you want to publish.  This will upload the files and show the steam overlay on your mod.  Now it is on steam, but it is only visible to you.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The mod description on steam is filled in from the description field of your mod files.  But this is very short, and you will want a longer description.  Write the description in the steam form.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Because any update you do will wipe out the description, cut the text you have written and paste it into a notepad file, or equivalent, on your computer.  After any update, you will have to replace the description.  (This may be be fixed in a later game release.)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Once you are sure the description and preview image are correct, find &amp;quot;Change Visibility&amp;quot; on the lower right, and choose &amp;quot;Public&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Congratulations, you are now a published mod author!&lt;br /&gt;
&lt;br /&gt;
If you wish to update your mod from another computer, you will need to copy or recreate the &amp;quot;managedModOwnership.json&amp;quot; file in the &amp;quot;Wildermyth/mods&amp;quot; folder. This file is of the form&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
{ &amp;quot;steamWorkshopId&amp;quot;: &amp;quot;[steam workshop ID]&amp;quot;, &amp;quot;localModId&amp;quot;: &amp;quot;myCoolMod&amp;quot;},&lt;br /&gt;
{ &amp;quot;steamWorkshopId&amp;quot;: &amp;quot;[steam workshop ID]&amp;quot;, &amp;quot;localModId&amp;quot;: &amp;quot;myOtherCoolMod&amp;quot;}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
where &amp;quot;[steam workshop ID]&amp;quot; would be replaced with the the (number) name of the folder corresponding to the mod when downloaded from the Steam workshop in &amp;quot;Steam/steamapps/workshop/content/763890/&amp;quot; and the local mod IDs would be be the names of the folders for your published mods in &amp;quot;Wildermyth/mods/user/&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Data Format Overview]] (A broad overview of the files in Wildermyth and how they work together)&lt;br /&gt;
** [[Aspect]]s&lt;br /&gt;
** [[Effects]]&lt;br /&gt;
** [[Outcomes]]&lt;br /&gt;
** [[History]]&lt;br /&gt;
** [[Scenario]]s&lt;br /&gt;
** [[Plot]]s&lt;br /&gt;
* [[Comic Editor Reference]]&lt;br /&gt;
* [[Tag Reference]]&lt;br /&gt;
* [[Text Styles]]&lt;br /&gt;
* [[Face Tags]]&lt;br /&gt;
* [[Expressions]]&lt;br /&gt;
* [[Modding Relationship Points|Adding/strengthening relationships]]&lt;br /&gt;
* [[Mod Injections]] (A way to make changes to existing json data without needing to overwrite the entire file, useful when modifying files that many modders may want to modify, e.g. the &amp;quot;human&amp;quot; aspect)&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding Guides]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Modding_Guide&amp;diff=26107</id>
		<title>Modding Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Modding_Guide&amp;diff=26107"/>
		<updated>2024-09-28T03:39:37Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* How to publish your mod */ updated info about updating mods from another computer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wildermyth is intended to be pretty moddable.  Here are the guides for doing it!&lt;br /&gt;
&lt;br /&gt;
For background on writing, as opposed to the mechanics of creating mods, see instead: [[Writer&amp;#039;s Guide]] and [[Story Inputs and Outputs]]&lt;br /&gt;
&lt;br /&gt;
==Starting Out==&lt;br /&gt;
When creating a mod of any kind, the first thing you&amp;#039;ll usually want to do is go into the editor from the Wildermyth main menu (Tools &amp;gt; Editor), and create a new mod from either the &amp;#039;&amp;#039;&amp;#039;Content and Comics Editor&amp;#039;&amp;#039;&amp;#039; (Mods &amp;gt; Create New Mod) or the &amp;#039;&amp;#039;&amp;#039;Steam Workshop&amp;#039;&amp;#039;&amp;#039; page (Create New Mod button). Most of Wildermyth&amp;#039;s data is stored as json files. Mods are stored in mods/user/[yourModName], with a parallel file structure to the core game. For example, if you wanted to modify the assets/data/balance/campaignBalance.json file, you would create a file at mods/user/[yourModName]/assets/data/balance/campaignBalance.json.&lt;br /&gt;
&lt;br /&gt;
The &amp;#039;&amp;#039;&amp;#039;Content and Comics Editor&amp;#039;&amp;#039;&amp;#039; is probably the first thing you&amp;#039;ll want to look at. From there, you can see all the events, abilities, aspects, campaigns, items, and monsters used in the core game. Feel free to duplicate existing things as a starting place for your own mods (we certainly do!)&lt;br /&gt;
&lt;br /&gt;
In order to understand the structure of the data and tools, these are probably the best starting places (which are also linked to on the editor landing page):&lt;br /&gt;
* [[Data Format Overview]] (A broad overview of the files in Wildermyth and how they work together)&lt;br /&gt;
* [[Comic Editor Reference]] (How to create events, explanations of some of the editor tools)&lt;br /&gt;
&lt;br /&gt;
== Encounters (events) ==&lt;br /&gt;
===Developer guides on steam===&lt;br /&gt;
* [https://steamcommunity.com/games/763890/announcements/detail/1714113379457395728 How to: Add an Event to Wildermyth], Steam post with attached video, by game designer Nate Austin.&lt;br /&gt;
* [https://steamcommunity.com/games/763890/partnerevents/view/1714113379457395727 Adding an event].  Creating your own event with relationship choices and sharing it as a mod.&lt;br /&gt;
===User written guides===&lt;br /&gt;
* [[Modding Wilderness encounter|Adding a wilderness encounter]]. Creating a basic wilderness encounter.&lt;br /&gt;
* [[Modding encounter choice|Adding an encounter with a choice]]. Creating a more complex encounter, which has a choice.&lt;br /&gt;
* [[Modding variant text|Variant text]]. Adding variety to the comic text, varying the text by the personality types of the speaker.&lt;br /&gt;
* [[Modding repeated roles]]. Adding an NPC, who can re-appear with the same name and appearance in a later encounter.&lt;br /&gt;
* [[Encounter Consistency]].  Preventing victory comics that don&amp;#039;t make sense for a particular battle.&lt;br /&gt;
===More complex topics===&lt;br /&gt;
* [[Modding multiple branches]].  Creating a complex encounter, which has several choices and &amp;quot;branches&amp;quot;&lt;br /&gt;
* [[Modding site activities]].  Creating an encounter which appears as a flag on the map, such as a treasure map or request for help.&lt;br /&gt;
* [[Modding quest chains]].  Creating a linked set of encounters, or &amp;quot;quest chain&amp;quot;.&lt;br /&gt;
* [[Modding scripted missions]].  Creating a mission which has a specific map and script, as opposed to random monsters on a procedurally generated map.&lt;br /&gt;
* [[Modding generic chapters]].  As of June 2021, release 1.0 has a structure for chapters in the generic campaign.  This topic shows how they work and how to add more.&lt;br /&gt;
== Campaigns (Villains) ==&lt;br /&gt;
&lt;br /&gt;
=== Using the &amp;quot;new campaign&amp;quot; tool ===&lt;br /&gt;
&lt;br /&gt;
[https://steamcommunity.com/app/763890/eventcomments/2146469724193067415 How to create a campaign]&lt;br /&gt;
&lt;br /&gt;
=== Heart of the Forest ===&lt;br /&gt;
&lt;br /&gt;
This is a series of blog posts that walk through how to create a [[villain]] (campaign story). The story is called &amp;quot;Heart of the Forest&amp;quot; and the mod is shipped with the game so you can inspect it or use it as a baseline.&lt;br /&gt;
* [https://yonderinglands.blogspot.com/2019/07/how-to-write-your-own-villain-for.html Part 1 Creating a Mod and a Campaign]&lt;br /&gt;
* [https://yonderinglands.blogspot.com/2019/08/how-to-write-your-own-villain-for.html Part 2 Custom Fights]&lt;br /&gt;
* [http://yonderinglands.blogspot.com/2019/10/how-to-write-your-own-villain-for.html Part 3 Custom Monsters]&lt;br /&gt;
&lt;br /&gt;
== Other topics ==&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
* [[Modding add equipment|Adding equipment]]&lt;br /&gt;
* [[Legacy Carry-Over]]  Having an item stick with a hero through legacy.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
* [[Modding add monster|Adding a monster]] (this is mostly duplicated by [http://yonderinglands.blogspot.com/2019/10/how-to-write-your-own-villain-for.html Part 3 Custom Monsters] above)&lt;br /&gt;
* [[Modding monster abilities|Adding a custom ability to a monster]]&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
* [[Modding replace faction|Replacing the monsters in a faction]]&lt;br /&gt;
&lt;br /&gt;
=== Tidings ===&lt;br /&gt;
* [[Tidings|Adding a tiding]]&lt;br /&gt;
&lt;br /&gt;
=== Intermediate level FAQ ===&lt;br /&gt;
* [[Modding intermediate FAQ|Intermediate level modding FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Mod mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== How mods are loaded ===&lt;br /&gt;
&lt;br /&gt;
Each mod lives in its own folder, and mirrors the folder structure of the game itself. When the game loads, all mods are scanned in order to show available scenarios, which can come from any mod. When a particular game is started, the mod where the story is found is always used, and additional mods can be specified. Mods can override any of the main categories of data that the game uses, and can provide new images too. Not all image-modding functionality is supported currently, however.&lt;br /&gt;
&lt;br /&gt;
=== Where to find installed mods ===&lt;br /&gt;
&lt;br /&gt;
* Mods included with the game are stored under steam\steamapps\common\wildermyth\mods\builtin&lt;br /&gt;
* Mods that you create are stored under steam\steamapps\common\wildermyth\mods\user.  Mods that you download from other sites such as [https://www.nexusmods.com/wildermyth nexus] will instruct you to install them in this folder.&lt;br /&gt;
* Mods that you download from the steam workshop are located under steam\steamapps\workshop\content\763890, with 763890 being Wildermyth&amp;#039;s Steam ID. Each mod is assigned a numeric steam ID, which can be viewed by looking at last digits of the URL in the browser version of Steam or by copying the page URL from the client and pasting it somewhere else. You can also identify which mods are which by viewing the mod.json file in mod folder. If you need to refer back to a mod frequently, saving the mod ID somewhere for future use will help save time.&lt;br /&gt;
&lt;br /&gt;
===Using an existing mod as a starting point===&lt;br /&gt;
# Before changing and publishing a mod, discuss with the mod author.  It is not fair to make a tiny change to a large mod and then re-release it as your own.  Most mod authors are happy to have other authors learn from their published mods, but check before getting underway with something you plan to publish.&lt;br /&gt;
# Subscribe, download and find the mod, as described above&lt;br /&gt;
# Create a new, blank mod.  Select &amp;quot;Tools&amp;quot; at the main game screen, then &amp;quot;Open Editor&amp;quot;, then &amp;quot;Content and Comics Editor&amp;quot;.  At the upper left, click &amp;quot;Mods&amp;quot;, click &amp;quot;Create New Mod&amp;quot; in the browser, and fill in the form. This will pop up a file browser showing the files the tool just created; note that the directory is steam\steamapps\common\wildermyth\mods\user\&amp;lt;your mod name&amp;gt;. &lt;br /&gt;
# Exit the game&lt;br /&gt;
# In file explorer, copy the folders from the numeric steam directory to your new mod directory.&lt;br /&gt;
# Restart the game, so it loads all the files.  You should see entries for your &amp;quot;new&amp;quot; mod as well as entries for the previous numeric mod.&lt;br /&gt;
# Edit the mod as desired.&lt;br /&gt;
&lt;br /&gt;
===How to publish your mod on Steam Workshop===&lt;br /&gt;
&lt;br /&gt;
Once you have created a mod, publishing it is easy.  There is a button right in the game itself.&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Obviously, test your mod and make sure it is polished enough for others to use it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;In the mod folder, make sure there is a file preview.png (currently only png format works).  This is the main image people will see for your mod.  Square aspect ratio is preferred.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Make sure you are logged into steam and launch wildermyth from within steam.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;In the game, choose tools, click &amp;quot;open editor&amp;quot;, and click the bottom choice &amp;quot;Steam Workshop&amp;quot;.  This will show all of your mods on the current computer.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Set the tags you want your mod to have using the &amp;quot;edit mod tags&amp;quot; button shown here:&lt;br /&gt;
&amp;lt;p&amp;gt;[[File:ModdingAddTags.PNG]]&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Click &amp;quot;share&amp;quot; on the mod you want to publish.  This will upload the files and show the steam overlay on your mod.  Now it is on steam, but it is only visible to you.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The mod description on steam is filled in from the description field of your mod files.  But this is very short, and you will want a longer description.  Write the description in the steam form.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Because any update you do will wipe out the description, cut the text you have written and paste it into a notepad file, or equivalent, on your computer.  After any update, you will have to replace the description.  (This may be be fixed in a later game release.)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Once you are sure the description and preview image are correct, find &amp;quot;Change Visibility&amp;quot; on the lower right, and choose &amp;quot;Public&amp;quot;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Congratulations, you are now a published mod author!&lt;br /&gt;
&lt;br /&gt;
If you wish to update your mod from another computer, you will need to copy or recreate the &amp;quot;managedModOwnership.json&amp;quot; file in the &amp;quot;Wildermyth/mods&amp;quot; folder. This file is of the form&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
{ &amp;quot;steamWorkshopId&amp;quot;: &amp;quot;[steam workshop ID]&amp;quot;, &amp;quot;localModId&amp;quot;: &amp;quot;myCoolMod&amp;quot;},&lt;br /&gt;
{ &amp;quot;steamWorkshopId&amp;quot;: &amp;quot;[steam workshop ID]&amp;quot;, &amp;quot;localModId&amp;quot;: &amp;quot;myOtherCoolMod&amp;quot;}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
where &amp;quot;[steam workshop ID]&amp;quot; would be replaced with the the (number) name of the folder corresponding to the mod when downloaded from the Steam workshop in &amp;quot;Steam/steamapps/workshop/content/763890/&amp;quot; and the local mod IDs would be be the names of the folders for your published mods in &amp;quot;Wildermyth/mods/user/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Data Format Overview]] (A broad overview of the files in Wildermyth and how they work together)&lt;br /&gt;
** [[Aspect]]s&lt;br /&gt;
** [[Effects]]&lt;br /&gt;
** [[Outcomes]]&lt;br /&gt;
** [[History]]&lt;br /&gt;
** [[Scenario]]s&lt;br /&gt;
** [[Plot]]s&lt;br /&gt;
* [[Comic Editor Reference]]&lt;br /&gt;
* [[Tag Reference]]&lt;br /&gt;
* [[Text Styles]]&lt;br /&gt;
* [[Face Tags]]&lt;br /&gt;
* [[Expressions]]&lt;br /&gt;
* [[Modding Relationship Points|Adding/strengthening relationships]]&lt;br /&gt;
* [[Mod Injections]] (A way to make changes to existing json data without needing to overwrite the entire file, useful when modifying files that many modders may want to modify, e.g. the &amp;quot;human&amp;quot; aspect)&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding Guides]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Golden_Shield&amp;diff=26103</id>
		<title>Golden Shield</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Golden_Shield&amp;diff=26103"/>
		<updated>2024-09-26T21:03:26Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: clarified shield removal timing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Golden Shields are a mechanic of end-of-page bosses in [[Omenroad]] that limits the amount of damage a boss can take per turn. If the damage limit is reached in one turn, the shield will be &amp;quot;Broken&amp;quot;, removing one level of the buff at the start of the next enemy turn. If all shields are broken, the damage limit will be removed. &lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
* The damage counter resets at the start of the enemy turn, so damage such as from poison, [[Guardian]], and [[Ambush]] count toward the limit for the player&amp;#039;s next turn.&lt;br /&gt;
* In Omenroad [[Challenge|Challenges]], the number of shields and the damage limit of each shield depends on the page number the boss is encountered and whether or not legacy heroes are used.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Number and damage limits of Golden Shields&lt;br /&gt;
|-&lt;br /&gt;
! Type of Challenge !! Page 1 !! Page 2 !! Page 3&lt;br /&gt;
|-&lt;br /&gt;
| Greenhorn || 1 (20) || 1 (20) || 2 (20, 25)&lt;br /&gt;
|-&lt;br /&gt;
| Legacy || 1 (20) || 2 (20, 25) || 3 (20, 25, 30)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Golden Shields require the player to have a strategy for avoiding or surviving the boss&amp;#039;s abilities instead of focusing on killing them before they are able to use any.&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Omenroad_Rewards&amp;diff=26102</id>
		<title>Omenroad Rewards</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Omenroad_Rewards&amp;diff=26102"/>
		<updated>2024-09-26T20:59:37Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Forge */ clarified wording about upgrading humble ginnings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rewards are bonuses from nodes in [[Omenroad]] games that can be used to gain or improve gear, resources, abilities, or other effects. On combat nodes, the main reward is the one shown on the banner while the secondary reward, if there is one, is shown in the smaller circle to the bottom right. Each type of reward appears as a main reward or as a secondary reward. Secondary rewards not shown on the nodemap may also appear as bonus rewards. The chance of bonus rewards appearing is increased by the [[Ode to Fortune]].&lt;br /&gt;
&lt;br /&gt;
In order to gain rewards (except combat buffs), a hero must move adjacent to the scenery piece for that reward and use a swift action to claim it before the timer expires. The first time a hero moves adjacent to a given reward, the timer for that reward will increase by one turn. Claiming a reward removes [[Status Effects#Hidden|hidden]].&lt;br /&gt;
&lt;br /&gt;
==Main Rewards==&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
Grants 10, 13, or 16 random [[Resource|resources]] depending on page number (larger reward on higher pages). Resources can be used for crafting at Blacksmith nodes.&lt;br /&gt;
&lt;br /&gt;
===Chest===&lt;br /&gt;
Grants one random [[Weapon|weapon]] or [[Equipment#Armor|armor]] and two [[Augment|augments]].&lt;br /&gt;
===Fancy Chest===&lt;br /&gt;
Grants one higher level [[Weapons#Artifact Weapons|artifact weapon]] , one [[Equipment#Armor|armor]] piece and two [[Augment|augments]]. The artifact weapon can only be an item obtainable from random drops.&lt;br /&gt;
===Ability Shrine===&lt;br /&gt;
Grants the hero who claims it an additional [[Ability|ability]] choice without leveling up. &lt;br /&gt;
===Forge===&lt;br /&gt;
Increases the tier of one weapon or armor of the hero who claims it by 1. Grants a random class-appropriate tier 1 armor when used to upgrade Humble Ginnings.&lt;br /&gt;
&lt;br /&gt;
===Combat Buff===&lt;br /&gt;
Grants a random [[Combat Modifiers|combat buff]] (beneficial combat modifier) for the rest of the page. This modifier takes effect immediately; there is no scenery piece that needs to be interacted with to obtain it.&lt;br /&gt;
==Secondary Rewards==&lt;br /&gt;
&lt;br /&gt;
===Theme Shrine===&lt;br /&gt;
{{main|/Theme Shrine|l1=Theme Shrine}}&lt;br /&gt;
{{/Theme Shrine}}&lt;br /&gt;
===Rescuable Pet===&lt;br /&gt;
Grants the claiming hero the rescued [[Theme#List of pet themes|pet]]. If the hero already has a pet, the newly rescued pet replaces the existing one.&lt;br /&gt;
===Relationship Shrine===&lt;br /&gt;
Allows choosing the type of [[Relationship|relationship]] and adds a large number of relationship points between two heroes standing adjacent to the shrine. The number of points added is usually enough to bring the heroes to a level 4 or 5 relationship, but depends on compatibility and [[Stat#Charisma|charisma]] (needs verification). [[Skeletal]] heroes cannot have their relationships modified by a relationship shrine or be either of the two heroes used to claim it.&lt;br /&gt;
===Small Resource Chest===&lt;br /&gt;
Grants 5, 6, or 7 random resources depending on page number (larger reward on higher pages). Resources can be used for crafting at Blacksmith nodes.&lt;br /&gt;
===Small Gear Chest===&lt;br /&gt;
Grants two random [[Augment|augments]].&lt;br /&gt;
===Healingstone===&lt;br /&gt;
Fully heals and removes negative [[Status Effect|status effects]] from all adjacent heroes.&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=26085</id>
		<title>Outcomes</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Outcomes&amp;diff=26085"/>
		<updated>2024-09-24T15:55:31Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Combat Modifiers */ updated cunning and courange info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Outcomes]] are things that happen! Generally, you&amp;#039;ll be seeing these in the context of [[Effects]]. Outcomes can make a lot of things happen, usually via &amp;#039;&amp;#039;&amp;#039;events&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;abilities&amp;#039;&amp;#039;&amp;#039;. Event Outcomes usually include things like granting resources or relationship points, applying a [[Theme]] or [[Aspect]] to a hero, starting a [[Mission]], or causing another event to happen. Ability Outcomes generally include things like making an attack roll, dealing damage, moving, adjusting stats in some way, or modifying scenery on the map.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;(For some less technical descriptions, take a look at the [[Story Inputs and Outputs#Types of Outcomes we support|Types of Outcomes we support]]. For a more general overview of how outcomes relate to other parts of Wildermyth, see the [[Data Format Overview]])&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
All Outcomes have the following fields:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;STUB:&amp;#039;&amp;#039;&amp;#039; for developer-facing documentation, or to note unimplemented but intended functionality.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;choose:&amp;#039;&amp;#039;&amp;#039; Sometimes there is more than one target for a given role. If so, does this outcome apply to all targets? or one at random?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;target:&amp;#039;&amp;#039;&amp;#039; Who (or what) does this outcome affect? All of the individual pieces will target this entity.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Show a story dialog! This shows a story with no player choices at the end (unlike CHOICE targets, which are used to show stories with choices at the end)&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;lightweight:&amp;#039;&amp;#039;&amp;#039; If true and if the context is appropriate, show this content in-world instead of in a full Story Dialog. (i.e. the comic panels will be shown at the bottom of the screen instead of full-screen, like with callDownVolleyOfArrows)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;blockOtherChanges:&amp;#039;&amp;#039;&amp;#039; If true, the outcomes after this won&amp;#039;t occur until after this Description is over. Useful for cases when you want this event to grant an item or add calamities after the comic shows.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;finalButtonText:&amp;#039;&amp;#039;&amp;#039; Should the final button of this comic have specific text? (By default, the final button will show &amp;quot;Done&amp;quot;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;script:&amp;#039;&amp;#039;&amp;#039; The actual comic panels to show. (Edit using the comics editor)&lt;br /&gt;
&lt;br /&gt;
==RelationshipPoints==&lt;br /&gt;
Adds relationship points to the given roles, or changes the relationship between roles.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;amount:&amp;#039;&amp;#039;&amp;#039; The number of relationship points to grant&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;who:&amp;#039;&amp;#039;&amp;#039; Who to grant the relationship points to (RP is distributed evenly between all relationship pairs)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;scaling:&amp;#039;&amp;#039;&amp;#039; What to multiply the amount by. None: Distribute exactly the amount of RP given. People: Multiply by the number of individuals in the given roles. Ships: multiply by the number of relationship pairs. (i.e. each relationship will get the given amount of RP)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;forceChangeRelationshipTo:&amp;#039;&amp;#039;&amp;#039; Force the relationship type between individuals (for lover/rival, &amp;quot;who&amp;quot; must contain exactly two individuals)&lt;br /&gt;
&lt;br /&gt;
==GrantXP==&lt;br /&gt;
Grant XP to the given target&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;grantXP:&amp;#039;&amp;#039;&amp;#039; The amount of XP to grant&lt;br /&gt;
&lt;br /&gt;
==UpgradeGear==&lt;br /&gt;
Shows a Gear Choice popup allowing heroes to replace an existing item.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;query:&amp;#039;&amp;#039;&amp;#039; Run this query on the target (hero) and offer the results to the player&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;forceItemId:&amp;#039;&amp;#039;&amp;#039; Create a specific item by id&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;itemIdByExpression:&amp;#039;&amp;#039;&amp;#039; Grant the first item in this list for which the expression meets the threshold&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;expression:&amp;#039;&amp;#039;&amp;#039; Expression to check against the threshold&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;threshold:&amp;#039;&amp;#039;&amp;#039; If expression meets this threshold, grant the item&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;itemId:&amp;#039;&amp;#039;&amp;#039; Item to grant&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;chapterModifier:&amp;#039;&amp;#039;&amp;#039; Add this modifier to the chapter we pick gear for (i.e. if chapterModifier=1, the created gear will be better tier, something you would generally expect to see in the next chapter)&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;allowArmor:&amp;#039;&amp;#039;&amp;#039; Can the created item be armor?&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;allowWeapon:&amp;#039;&amp;#039;&amp;#039; Can the created item be a weapon?&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;allowAugment:&amp;#039;&amp;#039;&amp;#039; Can the created item be an augment?&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;allowOffhand:&amp;#039;&amp;#039;&amp;#039; Can the created item be an offhand?&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;specificAugment:&amp;#039;&amp;#039;&amp;#039; Create a specific type of augment&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;element:&amp;#039;&amp;#039;&amp;#039; Create an elemental weapon! This is commonly used with UpgradeGear.upgradeWeapon to turn a weapon into an elemental weapon. Note that granting an elemental weapon will always unlock that weapon group for crafting.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;chapterModifier:&amp;#039;&amp;#039;&amp;#039; If not null, add this modifier to the chapter we pick gear for (i.e. if chapterModifier=1, the created gear will be better tier, something you would generally expect to see in the next chapter) &amp;#039;&amp;#039;(Overwrites query.chapterModifier, useful if you want to use an Expression)&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;restrictTo:&amp;#039;&amp;#039;&amp;#039; If not null, this item can only be given to the provided role(s)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;upgradeWeapon:&amp;#039;&amp;#039;&amp;#039; The specific weapon being upgraded. This is used with upgradeFromSpirit or element to try and create a similar elemental weapon.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;upgradeFromSpirit:&amp;#039;&amp;#039;&amp;#039; If this is an elemental upgrade from a spirit, this is the Role of the spirit, from which an elemental type is taken.&lt;br /&gt;
&lt;br /&gt;
==Mission==&lt;br /&gt;
Starts a fight to the death. A fair amount of stuff can be specified here.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;goal:&amp;#039;&amp;#039;&amp;#039; What is this fight about? Used by mission victories and followups to tell the right stories.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;combatants:&amp;#039;&amp;#039;&amp;#039; Who is fighting in this Mission? By default, it&amp;#039;s &amp;quot;party&amp;quot; against &amp;quot;foes&amp;quot;, but any roles can be put in &amp;#039;&amp;#039;&amp;#039;(More info below)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;combatModifiers:&amp;#039;&amp;#039;&amp;#039; Add advantages or disadvantages to the player &amp;#039;&amp;#039;&amp;#039;(More info below)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;site:&amp;#039;&amp;#039;&amp;#039; The site this Mission is taking place at&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;missionPlanOverride:&amp;#039;&amp;#039;&amp;#039; Overrides the site plan (environment) that the mission takes place in (cave, forest shrine, library, etc.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;format:&amp;#039;&amp;#039;&amp;#039; Overrides the format of the mission (assault, defense, ambushed, or arena)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;musicOverride:&amp;#039;&amp;#039;&amp;#039; Overrides the music played during the mission&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;skipDefaultPlots:&amp;#039;&amp;#039;&amp;#039; If true, don&amp;#039;t use the regular plot based on the format - a custom plot is being used.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;mutators:&amp;#039;&amp;#039;&amp;#039; Apply mutators that affect the layout of the mission in certain ways. (e.g. randomFires, closeAllDoors, forbidSpirits, etc.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;victoryEventIds:&amp;#039;&amp;#039;&amp;#039; If set, the mission victory will be one of these events (testing from first to last), or no event if none match. (The event type this links to should usually be set to OTHER)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;failureEventIds:&amp;#039;&amp;#039;&amp;#039; If set, the mission failure will be one of these events (testing from first to last), or no event if none match. (The event type this links to should usually be set to OTHER)&lt;br /&gt;
&lt;br /&gt;
=== Combatants ===&lt;br /&gt;
The people and monsters fighting in this battle.&lt;br /&gt;
&lt;br /&gt;
You can set the &amp;#039;&amp;#039;&amp;#039;role&amp;#039;&amp;#039;&amp;#039; of a combatant and their &amp;#039;&amp;#039;&amp;#039;side&amp;#039;&amp;#039;&amp;#039;. You don&amp;#039;t &amp;#039;&amp;#039;need&amp;#039;&amp;#039; to use party or foes, so if you want an event with only one player fighting, go for it. You can also put NPCs on your side, which you&amp;#039;ll be able to control. &amp;#039;&amp;#039;(Even monsters! Though, maybe use with caution? It&amp;#039;s not really supported right now?)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Use &amp;#039;&amp;#039;&amp;#039;roles&amp;#039;&amp;#039;&amp;#039; (instead of the above role) to group several roles into a single combatant; useful for displaying multiple roles on a single enemy card.&lt;br /&gt;
&lt;br /&gt;
You can specify a &amp;#039;&amp;#039;&amp;#039;customThreat&amp;#039;&amp;#039;&amp;#039;, which can include a &amp;#039;&amp;#039;&amp;#039;flavor&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;strength&amp;#039;&amp;#039;&amp;#039; (if not set, they use the defaults), or you can specify specific &amp;#039;&amp;#039;&amp;#039;monsterTracks&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
You can add &amp;#039;&amp;#039;&amp;#039;custom items&amp;#039;&amp;#039;&amp;#039; to humans, either via ID or by Role. By ID is nice and easy, standard items. By Role is probably for when you want an item to have certain aspects, and you create it beforehand in the implications. In both cases, items will be equipped to the combatant for the duration of the mission. If you want a player to keep an item afterward, you can add an AddGear Outcome to manage that.&lt;br /&gt;
&lt;br /&gt;
Specify a &amp;#039;&amp;#039;&amp;#039;customCard&amp;#039;&amp;#039;&amp;#039; if you want to override the default way the enemy shows up in cards at the start of a mission.&lt;br /&gt;
&lt;br /&gt;
[[File:CombatantCustomCard.png]]&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;role:&amp;#039;&amp;#039;&amp;#039; Who is fighting?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039; roles:&amp;#039;&amp;#039;&amp;#039; Use this list (instead of the above role) to group several roles into a single combatant; useful for displaying multiple roles on a single enemy card&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;side:&amp;#039;&amp;#039;&amp;#039; What side is this role fighting for? Note that you shouldn&amp;#039;t put a hero on the enemy side unless you actually want them to die. (For things like facing a possessed hero, use implications and set &amp;quot;cloneRelatedEntity&amp;quot; to true in the query)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;addAspects:&amp;#039;&amp;#039;&amp;#039; Add aspects to this combatant for the duration of the mission&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;customThreat:&amp;#039;&amp;#039;&amp;#039; Contains custom options for specifying threats&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;threatFlavor:&amp;#039;&amp;#039;&amp;#039; If set, this will override the threat flavor, i.e. gorgons, drauven, etc.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;threatStrength:&amp;#039;&amp;#039;&amp;#039; If non-zero, this will override the threat strength, i.e. how many cards are drawn&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;useExtraChapterCards:&amp;#039;&amp;#039;&amp;#039; Should this threat use extra cards based on what chapter it is?&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;monsterTracks:&amp;#039;&amp;#039;&amp;#039; If set, this threat will use the given monster cards instead of random ones. threatFlavor and threatStrength will be ignored.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;customIndividuals:&amp;#039;&amp;#039;&amp;#039; Create the given individuals by ID&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;customIndividualsByExpression:&amp;#039;&amp;#039;&amp;#039; Create the given individuals for which the expression meets the threshold&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;expression:&amp;#039;&amp;#039;&amp;#039; Expression to check against the threshold&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;threshold:&amp;#039;&amp;#039;&amp;#039; If expression meets this threshold, spawn the individuals&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;individuals:&amp;#039;&amp;#039;&amp;#039; Individuals to spawn&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;byExpressionOnlySpawnFirst:&amp;#039;&amp;#039;&amp;#039; If true, only spawns the first matched set of individuals in customIndividualsByExpression. If false, spawns all matched sets.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;customItemsById:&amp;#039;&amp;#039;&amp;#039; these items (created by ID) are added to the combatant for the duration of the mission&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;customItemsByRole:&amp;#039;&amp;#039;&amp;#039; these items (chosen by Role) are added to the combatant for the duration of the mission&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;customCard:&amp;#039;&amp;#039;&amp;#039; Can be used to give specific combatants custom name and description that show up on the monster card at the beginning of the mission. (Doesn&amp;#039;t work with threats, only specific individuals or groups)&lt;br /&gt;
&lt;br /&gt;
===Combat Modifiers===&lt;br /&gt;
[[Combat Modifiers]] add advantages or disadvantages to the player faction&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;type:&amp;#039;&amp;#039;&amp;#039; Should the player have an advantage, or a disadvantage?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;number:&amp;#039;&amp;#039;&amp;#039; How many advantages/disadvantages should the player have? (This many will be picked randomly based on the type)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;specificModifiers:&amp;#039;&amp;#039;&amp;#039; If set, these specific modifiers will override the type and number fields.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Modifiers include the following:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Advantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Fortitude:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 temporary hitpoint&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Courage:&amp;#039;&amp;#039;&amp;#039; All party members gain +2 bonus damage/potency (3 turns)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Cunning:&amp;#039;&amp;#039;&amp;#039; Flanking attacks this combat deal +2 damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Intimidation:&amp;#039;&amp;#039;&amp;#039; All foes suffer 2 damage to start the mission&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Insight:&amp;#039;&amp;#039;&amp;#039; Double the stunt chance for all party members&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Endurance:&amp;#039;&amp;#039;&amp;#039; All party members gain 1 armor and 1 warding (2 turns)&lt;br /&gt;
&amp;#039;&amp;#039;Disadvantages:&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Nausea:&amp;#039;&amp;#039;&amp;#039; All party members lose 1 hitpoint.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disorder:&amp;#039;&amp;#039;&amp;#039; Walling provides no armor this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Misalignment:&amp;#039;&amp;#039;&amp;#039; All augment bonuses are nullified this combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Dismay:&amp;#039;&amp;#039;&amp;#039; All foes gain 1 hitpoint to start the mission.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Wound:&amp;#039;&amp;#039;&amp;#039; One party member loses half hit points to start combat.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Disable:&amp;#039;&amp;#039;&amp;#039; One party member gains stun(2) to begin combat&lt;br /&gt;
&lt;br /&gt;
===Some Other Notes on Missions===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;If you want to fight someone from your party&amp;#039;&amp;#039;&amp;#039; (as a doppelganger or possessed or whatever), don&amp;#039;t just put the actual player on the enemy side, because then they&amp;#039;ll &amp;#039;&amp;#039;actually&amp;#039;&amp;#039; die. Instead, [[Effects#Cloning a Role|make a clone of them in Implications]]!&lt;br /&gt;
&lt;br /&gt;
==MissionExtension==&lt;br /&gt;
&amp;quot;&amp;#039;&amp;#039;HA!&amp;#039;&amp;#039; You thought it was over?!&amp;quot; &amp;#039;&amp;#039;-the enemies, probably&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An extension to a mission. Returns to the Mission (with all heroes where they left off), generally spawning a new entity that must be defeated. (See missionVictory_jigsawPart2 for an example of use)&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;createEntities:&amp;#039;&amp;#039;&amp;#039; What should be spawned for this mission extension? Typically, you&amp;#039;ll want setLocation = true, and setLocationType = closestPossible, which will spawn the entity near the target for this Outcome. (For more on creating entities, see the [[Outcomes#Spawn#createEntity|createEntity]] section)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;victoryEventIds:&amp;#039;&amp;#039;&amp;#039; If set, the mission victory will be one of these events (testing from first to last), or no event if none match. (The event type this links to should usually be set to OTHER)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;failureEventIds:&amp;#039;&amp;#039;&amp;#039; If set, the mission failure will be one of these events (testing from first to last), or no event if none match. (The event type this links to should usually be set to OTHER)&lt;br /&gt;
&lt;br /&gt;
==ModifyStats==&lt;br /&gt;
Modifies an individuals stats by a value. This can be used for gameplay stats (health, injury, potency, etc.) and personality stats (bookish, snark, etc.), and can be permanent or only last for the mission or chapter.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;stat:&amp;#039;&amp;#039;&amp;#039; Stat to modify&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;value:&amp;#039;&amp;#039;&amp;#039; How much to modify the stat by&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;lifespan:&amp;#039;&amp;#039;&amp;#039; How long should this stat modification last?&lt;br /&gt;
&lt;br /&gt;
==Aspects==&lt;br /&gt;
Add, remove, or consume [[Aspect]]s.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;addAspects:&amp;#039;&amp;#039;&amp;#039; list of aspects to add/merge&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;id:&amp;#039;&amp;#039;&amp;#039; The id of the aspect&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;value:&amp;#039;&amp;#039;&amp;#039; The value to add/remove to the aspect&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;merge:&amp;#039;&amp;#039;&amp;#039; How should this value be added to the existing value?&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;atTiles:&amp;#039;&amp;#039;&amp;#039; add a templated region aspect by passing in a list of coords from a matched target&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;inRelationTo:&amp;#039;&amp;#039;&amp;#039; The aspect is a relationship that must be templated with an entity id. (ex: interfusedWithMystic|_ENTITY_) &amp;#039;&amp;#039;(See also: [[Aspect#Aspect Parameters|Aspect Parameters]])&amp;#039;&amp;#039;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;mutual:&amp;#039;&amp;#039;&amp;#039; if this aspect is in relation to another entity, also add a corresponding mutual aspect.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;consumeAspects:&amp;#039;&amp;#039;&amp;#039; list of aspects to consume partially&lt;br /&gt;
** &amp;#039;&amp;#039;Same fields as addAspects&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;removeAspects:&amp;#039;&amp;#039;&amp;#039; list of aspects to remove entirely&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;consume:&amp;#039;&amp;#039;&amp;#039; Consume the aspect associated with this effect.&lt;br /&gt;
&lt;br /&gt;
==CopyAspects==&lt;br /&gt;
Copies temporary advantage or disadvantage aspects from one entity to another. (Useful if you want to transform an entity into another entity, but still keep status effects etc. See thrixlBuffThrusk for an example)&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;copyTo:&amp;#039;&amp;#039;&amp;#039; The Role to copy temporary aspects to&lt;br /&gt;
&lt;br /&gt;
==AddHistory==&lt;br /&gt;
Add [[History|History lines]] to this entity. This should generally be used if you want to apply permanent aspects and effects to an entity due to some event that happens.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;inlineHistory:&amp;#039;&amp;#039;&amp;#039; Create a history line and add it to the target&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;id:&amp;#039;&amp;#039;&amp;#039; The id of the history line; should be unique!&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;text:&amp;#039;&amp;#039;&amp;#039; What the history line will say.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;associatedAspects:&amp;#039;&amp;#039;&amp;#039; These aspects will be added along with the history line&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;forbiddenAspects:&amp;#039;&amp;#039;&amp;#039; For human history generation - don&amp;#039;t apply this history line if the entity has any of these aspects.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;persistOverLegacy:&amp;#039;&amp;#039;&amp;#039; Should this history line persist when you recruit a legacy hero with it?&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;showInSummary:&amp;#039;&amp;#039;&amp;#039; Should this history entry show up in the character sheet?&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;removeAspects:&amp;#039;&amp;#039;&amp;#039; If these aspects are on the entity, they will be removed.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;name:&amp;#039;&amp;#039;&amp;#039; Set the name of the target&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;nameGenData:&amp;#039;&amp;#039;&amp;#039; Use if generating related names (e.g. children)&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;staticName:&amp;#039;&amp;#039;&amp;#039; Sets the name of the target to a localizable name&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;itemLayers:&amp;#039;&amp;#039;&amp;#039; Add images to the skin (e.g. eyepatch)&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;relationships:&amp;#039;&amp;#039;&amp;#039; Bind an entity to this history line so we can reference it by name in the text&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;addHistory:&amp;#039;&amp;#039;&amp;#039; Add an existing history line to the target&lt;br /&gt;
&lt;br /&gt;
==AddResources==&lt;br /&gt;
Adds the given resources to the company.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;resourceName:&amp;#039;&amp;#039;&amp;#039; Selects a resource type based on name (overrides resourceType, useful for if you want to pass in a resource string as a parameter to an effect)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;resourceType:&amp;#039;&amp;#039;&amp;#039; The type of resource to add&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;amount:&amp;#039;&amp;#039;&amp;#039; How much of the resource to add&lt;br /&gt;
&lt;br /&gt;
==ApplyTheme==&lt;br /&gt;
Apply a [[Theme]] or add a theme piece to an individual&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;theme:&amp;#039;&amp;#039;&amp;#039; The theme to apply&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;piece:&amp;#039;&amp;#039;&amp;#039; A specific theme piece from the given theme to apply&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;historyTextKey:&amp;#039;&amp;#039;&amp;#039; Key for history text associated with getting this theme, if any&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;replaceInjuredLimbs:&amp;#039;&amp;#039;&amp;#039; Should all injured (maimed) limbs be replaced with theme pieces, where possible?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;oneRandom:&amp;#039;&amp;#039;&amp;#039; If true, grants one random theme piece&lt;br /&gt;
&lt;br /&gt;
==RemoveTheme==&lt;br /&gt;
Remove a theme or specific theme piece or theme slot from an individual&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;specificTheme:&amp;#039;&amp;#039;&amp;#039; Theme to remove (removes full theme if specificPiece is null)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;specificPiece:&amp;#039;&amp;#039;&amp;#039; Specific theme piece to remove&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;clearSlot:&amp;#039;&amp;#039;&amp;#039; Clear this specific theme slot of any theme pieces&lt;br /&gt;
&lt;br /&gt;
==DoAll==&lt;br /&gt;
Executes all Outcomes within this&lt;br /&gt;
&lt;br /&gt;
==ForEach==&lt;br /&gt;
Executes the given Outcome for each matched target in the given roles, storing the individual target in a separate role when executing the outcomes&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;fromRoles:&amp;#039;&amp;#039;&amp;#039; The roles to execute the outcome on&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;toRole:&amp;#039;&amp;#039;&amp;#039; The role to store each individual entity in when looping through&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;outcome:&amp;#039;&amp;#039;&amp;#039; The outcome to execute for each role&lt;br /&gt;
&lt;br /&gt;
==DoFirstValid==&lt;br /&gt;
Execute each Outcome until one succeeds&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;outcomes:&amp;#039;&amp;#039;&amp;#039; Execute each of these outcomes until one succeeds&lt;br /&gt;
&lt;br /&gt;
==DoOneRandom==&lt;br /&gt;
Select one outcome randomly from a weighted list&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;weightedOutcomes:&amp;#039;&amp;#039;&amp;#039; The weighted list of outcomes to choose from&lt;br /&gt;
&lt;br /&gt;
==Test==&lt;br /&gt;
Defines a test that can be passed or failed, leading to different outcomes. Roll will PASS if roll evaluates to equal or greater than target.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;value:&amp;#039;&amp;#039;&amp;#039; The value to test&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;threshold:&amp;#039;&amp;#039;&amp;#039; If value is greater than or equal to this expression, Pass. Otherwise, Fail.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;onPass:&amp;#039;&amp;#039;&amp;#039; Outcome to execute if value &amp;gt;= threshold&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;onFail:&amp;#039;&amp;#039;&amp;#039; Outcome to execute if value &amp;lt; threshold&lt;br /&gt;
&lt;br /&gt;
==IfPlayerChose==&lt;br /&gt;
Executes an outcome if the player chose the given [[Effects#Targets|option]] for the given choice target.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifPlayerChose:&amp;#039;&amp;#039;&amp;#039; Execute this outcome if the player selected the given option. &amp;#039;&amp;#039;(Note: this field can be edited by clicking the outcome&amp;#039;s header)&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;playerChoiceTarget:&amp;#039;&amp;#039;&amp;#039; Which choice are we talking about? (usually there&amp;#039;s only one.) &amp;#039;&amp;#039;(Note: this field can be edited by clicking the outcome&amp;#039;s header)&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;then:&amp;#039;&amp;#039;&amp;#039; Execute this outcome if the player chose the given option&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;otherwise:&amp;#039;&amp;#039;&amp;#039; Execute this outcome if the player didn&amp;#039;t choose the given option&lt;br /&gt;
&lt;br /&gt;
==IfRolesArePresent==&lt;br /&gt;
Executes outcomes based on whether or not a given role is present&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;rolesArePresent:&amp;#039;&amp;#039;&amp;#039; Roles to check&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;then:&amp;#039;&amp;#039;&amp;#039; If all the given roles are present, execute this outcome&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;otherwise:&amp;#039;&amp;#039;&amp;#039; If not all the given roles are present, execute this outcome&lt;br /&gt;
&lt;br /&gt;
==SetRole==&lt;br /&gt;
Sets the given role to the target. This can be useful when used with choose=oneRandom (ex: mysticRecipeDiscus uses it to choose a random second target)&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;role:&amp;#039;&amp;#039;&amp;#039; The role to set&lt;br /&gt;
&lt;br /&gt;
==IfAnyTrigger==&lt;br /&gt;
Fires the given trigger on the target, executing further outcomes depending on whether any matches were found. For example, injuryLeadsToDeath uses this to check whether there are any ENCOUNTER_DEATH_CHOICE triggers, and if not, kills the entity immediately.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ifAnyTrigger:&amp;#039;&amp;#039;&amp;#039; Fire this trigger on the target, resolving immediately, and execute the rest of the outcome only if at least one match was found.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;then:&amp;#039;&amp;#039;&amp;#039; Execute if a match was found&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;otherwise:&amp;#039;&amp;#039;&amp;#039; Execute if no matches were found&lt;br /&gt;
&lt;br /&gt;
==AttackRoll==&lt;br /&gt;
Most mission attacks and abilities should go through this outcome. This handles things like who is attacking or defending, the strength (accuracy) of the ability, how the defender defends against the ability, what happens when the ability hits or misses, as well as handling a large amount of animation timing, sounds, and effects. This includes things like updating health bar visuals and showing damage and status effect text at the right time.&lt;br /&gt;
&lt;br /&gt;
Note that due to all the animation handling this outcome does, it&amp;#039;s useful for abilities that aren&amp;#039;t attacks too, despite its name.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;defender:&amp;#039;&amp;#039;&amp;#039; this target will be marked as the &amp;quot;defender&amp;quot; and used as the target of the onHit or onMiss, depending on the result of the roll&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;intermediateRole:&amp;#039;&amp;#039;&amp;#039; If set, the attacker will be treated as &amp;quot;attacking&amp;quot; this role, and the defenders will be treated as &amp;quot;defending&amp;quot; against this role. Specifically useful for mystic interfusion recipes.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;attackAnimationType:&amp;#039;&amp;#039;&amp;#039; What type of attack should this animate as? If null, uses defenseRollTags to figure it out as a fallback.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;showAbilityName:&amp;#039;&amp;#039;&amp;#039; Should this effect stop to show its name above the character using it?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;stopBlockingTime:&amp;#039;&amp;#039;&amp;#039; When should the associated attack animation stop blocking other scripts? By default, it blocks until slightly after the entire animation is over, but this isn&amp;#039;t what we want for certain situations, like nested AttackRolls, when we want another attack animation to start partway through.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;minimumBlockTime:&amp;#039;&amp;#039;&amp;#039; This attack roll will block for at least this much time, in milliseconds&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;minimumBlockTimeOnMiss:&amp;#039;&amp;#039;&amp;#039; This attack roll will block for at least this much time, in milliseconds, if the attack misses&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;timingOverride:&amp;#039;&amp;#039;&amp;#039; Used to override different timings of the attack animation&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;particles:&amp;#039;&amp;#039;&amp;#039; Any particles that this AttackRoll should spawn&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;audioOverride:&amp;#039;&amp;#039;&amp;#039; Play specific audio during the attack&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;attackerAnimationOverride:&amp;#039;&amp;#039;&amp;#039; Override the attacker&amp;#039;s animation (empty string for no animation)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;defenderAnimationOverride:&amp;#039;&amp;#039;&amp;#039; Override the defender&amp;#039;s animation (empty string for no animation)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;cameraSnapToStartPositionOnEnd:&amp;#039;&amp;#039;&amp;#039; Should the camera snap back to its starting position once the animation ends? Usually, this should be false for abilities that cause the individual to move.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;markForFlanking:&amp;#039;&amp;#039;&amp;#039; Does this attack allow subsequent attacks to flank?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;flankMarkOrigin:&amp;#039;&amp;#039;&amp;#039; if non-null, the role which should be used to calculate the origin of the flank mark. If null, attacker (=self) is the origin of the mark&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;flankingBoostsAttackRoll:&amp;#039;&amp;#039;&amp;#039; If this attack is considered flanking, does it get an attack roll bonus?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;defenseRollTags:&amp;#039;&amp;#039;&amp;#039; What defenses apply?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;attackStrength:&amp;#039;&amp;#039;&amp;#039; The attack roll&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;separateRolls:&amp;#039;&amp;#039;&amp;#039; If true, each defender faces a separate attack roll. Useful for AOE, if you want to roll separately for each.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;wield:&amp;#039;&amp;#039;&amp;#039; [DEPRECATED]&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;applyCover:&amp;#039;&amp;#039;&amp;#039; Should cover protect adjacent units from this attack?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;always:&amp;#039;&amp;#039;&amp;#039; This Outcome always happens, regardless of success or failure of the AttackRoll.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;onHit:&amp;#039;&amp;#039;&amp;#039; Do this if the attack hits&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;onMiss:&amp;#039;&amp;#039;&amp;#039; Do this if the attack misses&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;onAbilitySuccess:&amp;#039;&amp;#039;&amp;#039; Do this if there was a successful attack roll (or no defenders)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;onAbilityFailure:&amp;#039;&amp;#039;&amp;#039; Do this if all attack rolls failed&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;onHitCover:&amp;#039;&amp;#039;&amp;#039; Do this if the attack hits cover&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
Deal damage and/or shred to the target. (This will most often be seen within [[Outcomes#AttackRoll|AttackRolls]])&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;originator:&amp;#039;&amp;#039;&amp;#039; Who&amp;#039;s dealing the damage?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;amount:&amp;#039;&amp;#039;&amp;#039; Amount of damage to deal to the subject&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;flankingBonusDamage:&amp;#039;&amp;#039;&amp;#039; if attack is flanking, do extra damage&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;shred:&amp;#039;&amp;#039;&amp;#039; Shred deals damage to armor. Shred is applied before damage is applied, so shred counts toward this attack as well.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;type:&amp;#039;&amp;#039;&amp;#039; What type of damage? (Generally meaning, can armor or warding protect against this damage? Armor protects against PHYSICAL, warding protects against MAGIC, nothing protects against TRUE)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;pierce:&amp;#039;&amp;#039;&amp;#039; how much armor or warding to ignore&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;minRemainingHealth:&amp;#039;&amp;#039;&amp;#039; Don&amp;#039;t take the target below this health threshold.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;weapon:&amp;#039;&amp;#039;&amp;#039; The weapon being used to do this attack. Might be null. Stunt effects will be determined using this.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;useEquippedWeaponForStunt:&amp;#039;&amp;#039;&amp;#039; If true, this damage will use the equipped weapon to calculate stunts&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;overrideStuntDamage:&amp;#039;&amp;#039;&amp;#039; If not null, this expression will be used for stunt damage instead of the default weapon-based damage calculation&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;stopBlockingOnStunt:&amp;#039;&amp;#039;&amp;#039; If true, stop blocking time when the stunt happens. Useful if onStunt triggers a BranchAbility you want to happen immediately.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;onStunt:&amp;#039;&amp;#039;&amp;#039; execute this outcome if the attacks stunts - can be use to give special on-stunt effects to theme attacks, etc..&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;numDefenders:&amp;#039;&amp;#039;&amp;#039; The chance to stunt is divided by this number, so that attacks that hit multiple targets aren&amp;#039;t OP&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;showSpecialAnimationEffectIf:&amp;#039;&amp;#039;&amp;#039; If this expression evaluates to &amp;gt;=1, show the ability&amp;#039;s specialAnimationEffect&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;showInTooltip:&amp;#039;&amp;#039;&amp;#039; Should this damage be shown in tooltips? (ex: set to false for damage that interfusion abilities do to scenery)&lt;br /&gt;
&lt;br /&gt;
==Animate==&lt;br /&gt;
Play a specific animation script, swap a scenery image, or spawn particles&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;script:&amp;#039;&amp;#039;&amp;#039; id of the script to run (client side animation)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;swapSceneryImage:&amp;#039;&amp;#039;&amp;#039; If the target is scenery, swap the current scenery image with this image&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;particles:&amp;#039;&amp;#039;&amp;#039; Spawn particles&lt;br /&gt;
&lt;br /&gt;
==ActionPoints==&lt;br /&gt;
Consumes action points. This is generally used in the &amp;quot;cost&amp;quot; of the &amp;quot;self&amp;quot; target for abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;(To make an ability that doesn&amp;#039;t cost anything, just don&amp;#039;t add in any Action Point cost)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;actionPoints:&amp;#039;&amp;#039;&amp;#039; Consume this number of action points&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;one:&amp;#039;&amp;#039;&amp;#039; requires and consumes one action point&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;two:&amp;#039;&amp;#039;&amp;#039; requires and consumes two action points&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;attack:&amp;#039;&amp;#039;&amp;#039; by default, require one action point, consume all. certain conditions (abilities: battledance) can modify the cost of attacks.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;all:&amp;#039;&amp;#039;&amp;#039; require one, consume all. e.g. turn-ending abilities like &amp;quot;guard&amp;quot;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;any:&amp;#039;&amp;#039;&amp;#039; consume any action points, but don&amp;#039;t require any. e.g. &amp;quot;wait&amp;quot;&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;free:&amp;#039;&amp;#039;&amp;#039; (renamed &amp;quot;swift&amp;quot;) a hero can use one swift action for free every turn; after that, swift actions cost one&lt;br /&gt;
&lt;br /&gt;
==GrantActionPoints==&lt;br /&gt;
Grants the given number of action points to the target&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;actionPoints:&amp;#039;&amp;#039;&amp;#039; The number of action points to grant&lt;br /&gt;
&lt;br /&gt;
==TempHP==&lt;br /&gt;
Grants the given amount of temporary HP to the target&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;grantTempHp:&amp;#039;&amp;#039;&amp;#039; The amount of temporary HP to add&lt;br /&gt;
&lt;br /&gt;
==ChangeSceneryState==&lt;br /&gt;
Change the state of the target piece of scenery. (e.g. changing a lamp from &amp;quot;default&amp;quot; to &amp;quot;off&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;newState:&amp;#039;&amp;#039;&amp;#039; The state to change the target scenery to (e.g. &amp;quot;default&amp;quot; or &amp;quot;off&amp;quot; for a lamp)&lt;br /&gt;
&lt;br /&gt;
==ModifyOverlandTile==&lt;br /&gt;
Change the target overland tile&amp;#039;s condition or biome&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;changeCondition:&amp;#039;&amp;#039;&amp;#039; Change the condition of the overland tile (e.g. &amp;quot;flooded&amp;quot;)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;changeBiome:&amp;#039;&amp;#039;&amp;#039; Change the biome of the overland tile&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;renameOnBiomeChange:&amp;#039;&amp;#039;&amp;#039; If the biome was changed, generate a new name for the tile&lt;br /&gt;
&lt;br /&gt;
==Trigger==&lt;br /&gt;
Test this trigger for the target entity, queue any matching effects&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;entityTrigger:&amp;#039;&amp;#039;&amp;#039; The trigger to test for the target entity&lt;br /&gt;
&lt;br /&gt;
==Branch==&lt;br /&gt;
Spawn an event by ID and inject all of the current roles into it.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;branchEvent:&amp;#039;&amp;#039;&amp;#039; the event to spawn, by id&lt;br /&gt;
&lt;br /&gt;
==BranchAbility==&lt;br /&gt;
Use another ability identified by a branchableAbility tag. ex: Guard uses this to find the right attack ability to use&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;branchType:&amp;#039;&amp;#039;&amp;#039; what kind of branchable ability type are we looking for?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;targetRole:&amp;#039;&amp;#039;&amp;#039; what entity is this ability targeting/attacking?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;branchAbility:&amp;#039;&amp;#039;&amp;#039; branch to a specific effect id (used instead of branchType)&lt;br /&gt;
&lt;br /&gt;
==CreateJobAtSite==&lt;br /&gt;
Creates the given job at the given location. Usually used as a continuation of a story.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;jobId:&amp;#039;&amp;#039;&amp;#039; The ID of the job that will be added to the site.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;siteTemplateId:&amp;#039;&amp;#039;&amp;#039; What kind of site should be created? (e.g. Wilderness, Cave, Windmill)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;siteName:&amp;#039;&amp;#039;&amp;#039; If set, this will be the site&amp;#039;s name, rather than a randomly generated name.&lt;br /&gt;
&lt;br /&gt;
==SnapshotFollowup==&lt;br /&gt;
Creates a snapshot of a specific moment in time, which can show up during the credits.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;script:&amp;#039;&amp;#039;&amp;#039; A comic that can show up in the credits, with the heroes exactly as they are in this moment&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;score:&amp;#039;&amp;#039;&amp;#039; How likely is this snapshot to be shown in the credits?&lt;br /&gt;
&lt;br /&gt;
==AllowFollowup==&lt;br /&gt;
Allows the event with the given id to be shown during the interval in the years of peace, or during the credits. Useful for events that have repercussions in the future that you want to show. (Also see: [[Tidings]])&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;id:&amp;#039;&amp;#039;&amp;#039; will be used to match followup effects - should be unique - autogenerated by the tool.&lt;br /&gt;
&lt;br /&gt;
==Impact==&lt;br /&gt;
Affect the associated calculation. Relevant for attack and defend modifiers, e.g. ATTACK_ROLL, DAMAGE_ROLL, DEFENSE_ROLL, etc.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;impact:&amp;#039;&amp;#039;&amp;#039; The impact to have on the attack or defense calculation.&lt;br /&gt;
&lt;br /&gt;
==DefenseResults==&lt;br /&gt;
Can be used in DEFENSE type effects. Executes onDefenseSuccess or onDefenseFailure, depending on whether or not the defense succeeded.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;onDefenseSuccess:&amp;#039;&amp;#039;&amp;#039; if this defense succeeded&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;onDefenseFailure:&amp;#039;&amp;#039;&amp;#039; if this defense failed&lt;br /&gt;
&lt;br /&gt;
==NewJob==&lt;br /&gt;
Creates a new job from the given effect id.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;effectId:&amp;#039;&amp;#039;&amp;#039; the effect to create a job from&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;post:&amp;#039;&amp;#039;&amp;#039; What is this job connected to? Usually a site. If post is null, use outcome target.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;injectedRoles:&amp;#039;&amp;#039;&amp;#039; Roles to inject into the job effect&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;choices:&amp;#039;&amp;#039;&amp;#039; Who should start out chosen for this job?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;promptSlotsImmediately:&amp;#039;&amp;#039;&amp;#039; If true, immediately show a hero select (slots) dialog.&lt;br /&gt;
&lt;br /&gt;
==NewPlot==&lt;br /&gt;
Creates a new plot&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;plot:&amp;#039;&amp;#039;&amp;#039; The plot to create&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;outcomeTargetAsSelf:&amp;#039;&amp;#039;&amp;#039; the target of this outcome will be set as the &amp;quot;self&amp;quot; role for the plot. This is usually what you want, if the plot is centered on this entity.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;injectRoles:&amp;#039;&amp;#039;&amp;#039; A list of roles that the plot needs.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;strings:&amp;#039;&amp;#039;&amp;#039; Strings passed to the plot&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;floats:&amp;#039;&amp;#039;&amp;#039; Floats passed to the plot&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;integers:&amp;#039;&amp;#039;&amp;#039; Integers passed to the plot&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;initialStep:&amp;#039;&amp;#039;&amp;#039; What step should this plot start on?&lt;br /&gt;
&lt;br /&gt;
==Spawn==&lt;br /&gt;
Spawn an entity, hazard, or modify terrain. This can be used to spawn entities like sites on the overland map, as well as spawning individuals, monsters, and scenery in mission maps.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;addRole:&amp;#039;&amp;#039;&amp;#039; when spawning things, assign them this role in the effect context, so that subsequent Outcomes can operate on them!&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;modifyTerrain:&amp;#039;&amp;#039;&amp;#039; Change the terrain on the given mission tiles (ex: splinterblast makes the terrain where the object was destroyed walkable and spreads debris)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ignoreBlockingEntities:&amp;#039;&amp;#039;&amp;#039; These roles will be ignored when determining where the entity can be spawned. (Useful if you&amp;#039;re spawning something on top of an entity that&amp;#039;s going to be deleted)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;forceSpawn:&amp;#039;&amp;#039;&amp;#039; If true, the spawn will succeed even on blocked tiles&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;createEntity:&amp;#039;&amp;#039;&amp;#039; Create the given entity &amp;#039;&amp;#039;&amp;#039;(More info below)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;addFire:&amp;#039;&amp;#039;&amp;#039; Add a fire entity to the affected tile&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;addHazard:&amp;#039;&amp;#039;&amp;#039; Add some kind of hazard to the affected tile&lt;br /&gt;
&lt;br /&gt;
===createEntity===&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;query:&amp;#039;&amp;#039;&amp;#039; Details on what entity to create &amp;#039;&amp;#039;&amp;#039;(More info below)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;useExisting:&amp;#039;&amp;#039;&amp;#039; Gets an existing entity from the given role, rather than generating a new one. This can be used instead of query.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;stationQuery:&amp;#039;&amp;#039;&amp;#039; SITE: What kind of environment? (cave, forest shrine, library, etc.) (This is the same as query.siteTemplateId)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;addAspects:&amp;#039;&amp;#039;&amp;#039; Additional aspects to add, if any&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;control:&amp;#039;&amp;#039;&amp;#039; who controls the entity&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;controlRelativeTo:&amp;#039;&amp;#039;&amp;#039; Set entity control relative to this role (i.e. will be the ally or enemy of this role, depending on what control is set to)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;additionalOutcome:&amp;#039;&amp;#039;&amp;#039; An outcome to apply to this entity upon creation. This is useful for doing things like adding gear (AddGear) to an individual or modifying their stats (ModifyStats). (Note that you can use a DoAll Outcome to execute multiple Outcomes here.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;setLocation:&amp;#039;&amp;#039;&amp;#039; Should this entity be placed on the mission map? (Only works if placeOnMap is true, a Mission is taking place, and this is in an Outcome)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;setLocationType:&amp;#039;&amp;#039;&amp;#039; If setLocation is true, how should the entity be spawned relative to this Outcome&amp;#039;s target? (closestPossible is used for things like large pets, which spawn into the mission next to a hero)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;placeOnMap:&amp;#039;&amp;#039;&amp;#039; Should this entity be placed on the Mission/Overland map? (Mission map if setLocation is true, Overland map otherwise)&lt;br /&gt;
&lt;br /&gt;
====query====&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;type:&amp;#039;&amp;#039;&amp;#039; What is type of thing being created? (Individual, town, item, site, etc.) For NPCs and specific monsters, use INDIVIDUAL.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;baseTag:&amp;#039;&amp;#039;&amp;#039; Is this a human, a goat, a drauven haunt?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;inRelationTo:&amp;#039;&amp;#039;&amp;#039; A role that several other fields can be set based on. (see: cloneRelatedEntity, setGender, setAttraction, setClass, setAge)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;cloneRelatedEntity:&amp;#039;&amp;#039;&amp;#039; If true, this will create a clone of the inRelationTo Role. This can be used to, for example, put a clone of a hero on the enemy side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;setGender:&amp;#039;&amp;#039;&amp;#039; INDIVIDUAL: Male or female. Can also be random, or chosen based on the gender or attraction of the inRelationTo role.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;setAttraction:&amp;#039;&amp;#039;&amp;#039; INDIVIDUAL: Men or Women. Can also be random (normal), or chosen based on the gender of the inRelationTo role.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;setClass:&amp;#039;&amp;#039;&amp;#039; INDIVIDUAL: Farmer, warrior, hunter, or mystic. Can also be any, any non-farmer, or the same as the inRelationTo role.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;setAge:&amp;#039;&amp;#039;&amp;#039; INDIVIDUAL: Some general age brackets. Can also be sameAs or closeTo the inRelationTo role.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;exactAge:&amp;#039;&amp;#039;&amp;#039; INDIVIDUAL: An exact numeric age.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;setName:&amp;#039;&amp;#039;&amp;#039; A specific name. Overrides default name generation.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;setEquipment:&amp;#039;&amp;#039;&amp;#039; Create this entity with a certain type or tier of clothes, weapons, etc.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;primaryStoryStat:&amp;#039;&amp;#039;&amp;#039; If set and the query is human, the human will be very likely to have this as their primary personality stat. (Only use this with personality stats, like GOOFBALL)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;looksSimilarTo:&amp;#039;&amp;#039;&amp;#039; An individual that the generated entity should look similar to (i.e. family members)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;itemId:&amp;#039;&amp;#039;&amp;#039; ITEM: A specific item to spawn. (Overrides itemCategory and itemTier)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;itemCategory:&amp;#039;&amp;#039;&amp;#039; ITEM: Picks a random item of the given item category.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;itemSubCategory:&amp;#039;&amp;#039;&amp;#039; ITEM: Picks a random item of the given item subcategory.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;itemElement:&amp;#039;&amp;#039;&amp;#039; ITEM: Gives the item this element.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;itemTier:&amp;#039;&amp;#039;&amp;#039; ITEM: Picks a random item of the given tier. (Can be used in conjunction with itemCategory)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;owner:&amp;#039;&amp;#039;&amp;#039; Generally for items. Who owns this item?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;nameAlgorithm:&amp;#039;&amp;#039;&amp;#039; Used for sites, and maybe could be used to override default names?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;siteTemplateId:&amp;#039;&amp;#039;&amp;#039; SITE: What kind of environment? (cave, forest shrine, library, etc.)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;siteMissionPlanId:&amp;#039;&amp;#039;&amp;#039; SITE: The Mission Plan id for the created site.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;exactSiteTemplate:&amp;#039;&amp;#039;&amp;#039; SITE: An exact template for the site. Supports creating a fully custom site with custom map icon. (Untested)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tileId:&amp;#039;&amp;#039;&amp;#039; Overland tile to place this entity on.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;overlandLocation:&amp;#039;&amp;#039;&amp;#039; Overland tile to place this entity on, based on the tile another role is on (this takes precedence over the location of inRelationTo)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;threatFlavor:&amp;#039;&amp;#039;&amp;#039; THREAT: The type of monster card to spawn.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;applyCalamities:&amp;#039;&amp;#039;&amp;#039; If this is a monster, apply relevant calamity buffs to it.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;aspectValues:&amp;#039;&amp;#039;&amp;#039; Apply the given aspect values to the created entity.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;coordinates:&amp;#039;&amp;#039;&amp;#039; used when generating scenery&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;biome:&amp;#039;&amp;#039;&amp;#039; used when generating a detached (fake?) overland tile&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;findExisting:&amp;#039;&amp;#039;&amp;#039; If true, the result may be an entity that is already present in the game world.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;customPersonality:&amp;#039;&amp;#039;&amp;#039; Specify this entity&amp;#039;s personality&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;customHistory:&amp;#039;&amp;#039;&amp;#039; Specify this entity&amp;#039;s history&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;forbiddenHistoryAspects:&amp;#039;&amp;#039;&amp;#039; Specify history aspects that should be forbidden for this entity. &amp;#039;&amp;#039;(ex: When children of heroes are generated, the historyTag_orphan/adopted/unknownOrigin/parents aspects are forbidden)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Interrupt==&lt;br /&gt;
interrupt any actions in the context tree that are taken by the given entity (actions where the given entity is &amp;quot;self&amp;quot;) Example: movement&lt;br /&gt;
&lt;br /&gt;
==ChangeControl==&lt;br /&gt;
Changes who controls the target. Used to make an entity a temporary or permanent member of a side (player or enemy)&lt;br /&gt;
&lt;br /&gt;
Using something like &amp;#039;&amp;#039;&amp;#039;becomeAllyOf: party&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;makeHero: true&amp;#039;&amp;#039;&amp;#039; will recruit the given role to your party!&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;removeAllControl:&amp;#039;&amp;#039;&amp;#039; Removes all control; this entity will be controlled by no one.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;becomeAllyOf:&amp;#039;&amp;#039;&amp;#039; What role should the target be allied with? (If recruiting a hero, this will generally be the &amp;quot;party&amp;quot; role)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;makeHero:&amp;#039;&amp;#039;&amp;#039; Should the target be turned into a hero?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;removeHero:&amp;#039;&amp;#039;&amp;#039; Should the target&amp;#039;s hero status be removed?&lt;br /&gt;
&lt;br /&gt;
==AddPet==&lt;br /&gt;
Gives the target a large pet that will spawn into battles with them and show up in their character sheet. The target and pet will get aspects linking them. For the target, &amp;quot;largePet|_ENTITY_&amp;quot;, for the pet, &amp;quot;isLargePet|_ENTITY_&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;pet:&amp;#039;&amp;#039;&amp;#039; What is the pet that the target will be given? This will generally be an entity created in implications.&lt;br /&gt;
&lt;br /&gt;
==Interact==&lt;br /&gt;
Used for special actions, like opening doors. (In fact, that&amp;#039;s the only thing this outcome does currently)&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;openDoor:&amp;#039;&amp;#039;&amp;#039; Open the door&lt;br /&gt;
&lt;br /&gt;
==MoveEntity==&lt;br /&gt;
Moves an entity either directly to a tile, or along a path.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;directlyToTile:&amp;#039;&amp;#039;&amp;#039; Move target entity directly to this tile, without taking steps in between&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;alongPath:&amp;#039;&amp;#039;&amp;#039; Move target entity along a path (specified by a target of type PATH)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;recordMoveDistanceAs:&amp;#039;&amp;#039;&amp;#039; Store the move distance as a certain string (useful for things like adding extra damage due to knockback distance)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;ignoreEntitiesOnTile:&amp;#039;&amp;#039;&amp;#039; If true, won&amp;#039;t disallow moving the entity onto a tile that already has something on it. Useful in cases where the effect will displace the existing entities (ex: thrixlBurrow)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;animationType:&amp;#039;&amp;#039;&amp;#039; How should the movement be animated?&lt;br /&gt;
&lt;br /&gt;
==FormParty==&lt;br /&gt;
Forms a party of heroes (on the overland) that can be given orders, like travelling to a tile or attacking a site.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;members:&amp;#039;&amp;#039;&amp;#039; Who should be in the party?&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;orders:&amp;#039;&amp;#039;&amp;#039; What should the party do? (e.g. travel to a tile, attack a site)&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;type:&amp;#039;&amp;#039;&amp;#039; Type of order&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;target:&amp;#039;&amp;#039;&amp;#039; The target that the order acts on (e.g. the site to travel to or attack)&lt;br /&gt;
&lt;br /&gt;
==AssignToPlot==&lt;br /&gt;
Take roles, strings, or numbers from the event and put them in the associated plot. This allows the plot to access them.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;assignRolesToPlot:&amp;#039;&amp;#039;&amp;#039; Assign the given roles to the plot&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;integers:&amp;#039;&amp;#039;&amp;#039; Assign the given integers to the plot&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;floats:&amp;#039;&amp;#039;&amp;#039; Assign the given floats to the plot&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;strings:&amp;#039;&amp;#039;&amp;#039; Assign the given strings to the plot&lt;br /&gt;
&lt;br /&gt;
==AddGear==&lt;br /&gt;
Immediately equips the given gear on the target. (If granting gear to an existing player-controlled hero, UpgradeGear may be a better choice, since it allows the player to choose whether or not they want the gear)&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;itemById:&amp;#039;&amp;#039;&amp;#039; Create a specific item by id&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;itemByRole:&amp;#039;&amp;#039;&amp;#039; role points to an un-owned item that should be granted.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;acquisitionLine:&amp;#039;&amp;#039;&amp;#039; history category&lt;br /&gt;
&lt;br /&gt;
==RemoveGear==&lt;br /&gt;
Immediately removes the given gear from the target.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;itemById:&amp;#039;&amp;#039;&amp;#039; Removes a specific item by id&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;itemByRole:&amp;#039;&amp;#039;&amp;#039; role points to an owned item that should be removed.&lt;br /&gt;
&lt;br /&gt;
==EquipCarriedItem==&lt;br /&gt;
Swaps the individual to a specific carried weapon (most commonly used to swap to secondary weapon).&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;eqiupCarriedItem:&amp;#039;&amp;#039;&amp;#039; The carried item to equip&lt;br /&gt;
&lt;br /&gt;
==AssociatedLight==&lt;br /&gt;
Add a light and associate it with the target.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;remove:&amp;#039;&amp;#039;&amp;#039; Remove any associated light&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;intensity:&amp;#039;&amp;#039;&amp;#039; Brightness of the light&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;addLightById:&amp;#039;&amp;#039;&amp;#039; Id of a light to create&lt;br /&gt;
&lt;br /&gt;
==MapRegion==&lt;br /&gt;
Create a region on the mission map that can have associated effects when allies or enemies enter it. (ex: guard, fire, walling, jumpjaw trap)&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;region:&amp;#039;&amp;#039;&amp;#039; the region definition associated with this effect.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;id:&amp;#039;&amp;#039;&amp;#039; The id to give this region&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;elements:&amp;#039;&amp;#039;&amp;#039; elements - relative coordinates&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;physicallyPresent:&amp;#039;&amp;#039;&amp;#039; true if the associated entity is physically occupying this region&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;visibleAtLocation:&amp;#039;&amp;#039;&amp;#039; If true, if this tile is visible, the associated entity will also be visible&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;entryCostSameFaction:&amp;#039;&amp;#039;&amp;#039; Extra movement cost for the same faction to enter this region&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;exitCostSameFaction:&amp;#039;&amp;#039;&amp;#039; Extra movement cost for the same faction to exit this region&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;entryCostOtherFaction:&amp;#039;&amp;#039;&amp;#039; Extra movement cost for the other faction to enter this region&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;exitCostOtherFaction:&amp;#039;&amp;#039;&amp;#039; Extra movement cost for the other faction to exit this region&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;entryCostDangerousPath:&amp;#039;&amp;#039;&amp;#039; How dangerous is this region to enter for this faction? (entities will try to path around dangerous regions)&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;entryCostDangerousPathOtherFaction:&amp;#039;&amp;#039;&amp;#039; How dangerous is this region to enter for the other faction? (entities will try to path around dangerous regions)&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;feedbackType:&amp;#039;&amp;#039;&amp;#039; Tile feedback to show for this region&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;floorsOnly:&amp;#039;&amp;#039;&amp;#039; only affect walkable areas.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;tileFilter:&amp;#039;&amp;#039;&amp;#039; only affect a specific kind of tile.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;blockVision:&amp;#039;&amp;#039;&amp;#039; Region will block vision/line of sight&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;tags:&amp;#039;&amp;#039;&amp;#039; Tags for the region&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;entryTriggerEffects:&amp;#039;&amp;#039;&amp;#039; a list of effects that trigger upon a unit entering this region. The effect use the region parent as the self, and use a special &amp;quot;INTERLOPER&amp;quot; role to target the unit that is moving in to the region.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;movementTriggerEffects:&amp;#039;&amp;#039;&amp;#039; a list of effects that trigger upon a unit initiating a move when in this region. The moving target is assigned the INTERLOPER role.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;spatialRelationship:&amp;#039;&amp;#039;&amp;#039; Add or check aspect relationships between the region&amp;#039;s &amp;quot;owner&amp;quot; and the &amp;quot;interloper&amp;quot;&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;testAspects:&amp;#039;&amp;#039;&amp;#039; Test other&amp;#039;s aspects to make sure this relationship is valid&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;testMyAspects:&amp;#039;&amp;#039;&amp;#039; Test my aspects to make sure this relationship is valid.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;myAspect:&amp;#039;&amp;#039;&amp;#039; The owner of this region will get this aspect, as a relationship aspect with the other entity.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;otherAspect:&amp;#039;&amp;#039;&amp;#039; The other entity will get this aspect as a relationship with the region owner.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;aura:&amp;#039;&amp;#039;&amp;#039; The region has a range of this far around the target tile(s)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;presence:&amp;#039;&amp;#039;&amp;#039; use the footprint of the entity for the region tiles&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;associateWithFaction:&amp;#039;&amp;#039;&amp;#039; Associate the region with the target&amp;#039;s faction (e.g. for trap regions that should only affect the enemy faction)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;doorInterior:&amp;#039;&amp;#039;&amp;#039; this is a door, and the region tiles are the door interior tiles&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;elements:&amp;#039;&amp;#039;&amp;#039; hard coded list of elements&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;elementsString:&amp;#039;&amp;#039;&amp;#039; soft coded list of elements (suitable for template param..) The format is &amp;quot;x,y,x,y,x,y&amp;quot; where x and y are ints, relative to the mapLocation of the unit.&lt;br /&gt;
&lt;br /&gt;
==Delete==&lt;br /&gt;
The target will be deleted. (should only use this on transient entities like fire and debris. Units and Items should just be marked dead or broken, not deleted, with certain exceptions like monster transformations)&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
Special actions, like causing Game Over or Victory, withdrawing units from missions, building bridges or passes, and more!&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;specialAction:&amp;#039;&amp;#039;&amp;#039; The action to do&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;addToLegacy:&amp;#039;&amp;#039;&amp;#039; Add the target to the player&amp;#039;s persistent Legacy to be reused in subsequent games.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;grantKillCredit:&amp;#039;&amp;#039;&amp;#039; grant kill credit for this entity (self) to the affected role.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;disbandParty:&amp;#039;&amp;#039;&amp;#039; disband the party&lt;br /&gt;
&lt;br /&gt;
==RevealHiddenEntities==&lt;br /&gt;
Check the location for hidden units, reveal them. Optionally assign a role and/or apply outcomes to them.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;chance:&amp;#039;&amp;#039;&amp;#039; The chance to reveal the target, with 1 being a 100% chance&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;addRole:&amp;#039;&amp;#039;&amp;#039; If specified, set any found entities to this role in the current context.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;forEach:&amp;#039;&amp;#039;&amp;#039; If defined, this outcome will be executed on each found entity.&lt;br /&gt;
&lt;br /&gt;
==AddCalamities==&lt;br /&gt;
Add calamity cards!&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;calamitiesToAdd:&amp;#039;&amp;#039;&amp;#039; List of calamity cards to be spawned.&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;quantity:&amp;#039;&amp;#039;&amp;#039; How many calamities should be drawn? (Can also be negative to remove calamities)&lt;br /&gt;
** &amp;#039;&amp;#039;&amp;#039;flavor:&amp;#039;&amp;#039;&amp;#039; What flavor should the calamities be? If null, auto-chooses the flavor.&lt;br /&gt;
&lt;br /&gt;
==UnlockLegacyAspect==&lt;br /&gt;
Unlocks a given legacy aspect that is added to the player&amp;#039;s legacy, and can be checked in future games&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;legacyAspect:&amp;#039;&amp;#039;&amp;#039; The legacy aspect to add/unlock&lt;br /&gt;
&lt;br /&gt;
==EncounterResult==&lt;br /&gt;
Set the result of a mission&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;setResult:&amp;#039;&amp;#039;&amp;#039; The mission result&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;resultPriority:&amp;#039;&amp;#039;&amp;#039; If there are multiple results, the one with the highest priority takes precedence&lt;br /&gt;
&lt;br /&gt;
==SetGlobal==&lt;br /&gt;
Stores or sets a global value that can be accessed from any expression throughout a campaign.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;globalId:&amp;#039;&amp;#039;&amp;#039; The id to store a value in&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;tag:&amp;#039;&amp;#039;&amp;#039; Set a global value with a specific tag. Used to override existing values.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;clear:&amp;#039;&amp;#039;&amp;#039; If true, clears the given global id. If used with tag, will clear the id with the given tag, allowing the value to return from an overridden value back to a lower priority value.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;value:&amp;#039;&amp;#039;&amp;#039; Value to set the given global id to&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;priority:&amp;#039;&amp;#039;&amp;#039; The highest priority value assigned to a globalId is used.&lt;br /&gt;
&lt;br /&gt;
==MatchTarget==&lt;br /&gt;
Match a target. Useful in cases where you want to match a target for each match in another role, e.g. calculating knockback for each defender in an AttackRoll&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;abilityTarget:&amp;#039;&amp;#039;&amp;#039; The ability target to match&lt;br /&gt;
&lt;br /&gt;
==ClearRole==&lt;br /&gt;
Clears the given role. Useful when looping through matches along with the MatchTarget Outcome, so the role can be cleared each time to allow for matching something for the next target.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;role:&amp;#039;&amp;#039;&amp;#039; The role to clear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding Reference]]&lt;br /&gt;
[[Category:Writing]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Mine_Wiles&amp;diff=26084</id>
		<title>Mine Wiles</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Mine_Wiles&amp;diff=26084"/>
		<updated>2024-09-24T15:53:28Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: updated cunning damage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox event&lt;br /&gt;
| event = Mine Wiles&lt;br /&gt;
| image =&lt;br /&gt;
| author = Shae Rossi, Bailey Ashworth, &amp;amp; Douglas Austin&lt;br /&gt;
| type = Arrive at hostile site&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A treasure hunter suggests that the party sneak up on the deepists by climbing down a ventilation shaft&lt;br /&gt;
&lt;br /&gt;
== Choices ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;quot;1. Go down the Shaft&amp;quot;&amp;#039;&amp;#039;&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;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Start combat with &amp;#039;&amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039;&amp;#039; (all party members begin combat in Greyplane) and &amp;#039;&amp;#039;&amp;#039;Courage&amp;#039;&amp;#039;&amp;#039; (all party members gain +2 damage/potency for 3 turns).  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;2. &amp;quot; Clog up the shaft and start a bonfire in the cave&amp;quot;&amp;#039;&amp;#039;&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;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Start combat with  &amp;#039;&amp;#039;&amp;#039;Cunning&amp;#039;&amp;#039;&amp;#039; (flanking attacks this combat deal +2 damage) and &amp;#039;&amp;#039;&amp;#039;Intimidation&amp;#039;&amp;#039;&amp;#039; (all foes suffer 2 damage to start the mission).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
[[Down The Hatch]] has been renamed to Mine Wiles but in the files it is still named Down The Hatch.&lt;br /&gt;
&lt;br /&gt;
{{Targets2&lt;br /&gt;
| page = Targets encounter heroesArriveAtSite downTheHatchNew&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Event]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Combat_Modifiers&amp;diff=26083</id>
		<title>Combat Modifiers</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Combat_Modifiers&amp;diff=26083"/>
		<updated>2024-09-24T15:50:38Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* List of Combat Modifiers */ updated cunning damage&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 +2 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>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Weapons&amp;diff=26058</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Weapons&amp;diff=26058"/>
		<updated>2024-09-14T00:16:05Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: updated omenfry skillet info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons are the equipment heroes carry in their primary and/or secondary equipment slots. They serve as the primary method for dealing damage to enemies.&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
All weapons are either one-handed or two-handed. One-handed weapon types include: crossbows, daggers, dueling swords, swords, axes, maces, and wands. Two-handed weapon types include: bows, greataxes, greatspears, greatswords, hammers, and staves. If a hero loses arm(s) or undergoes some transformation, some of these weapons may not be equipped.&lt;br /&gt;
&lt;br /&gt;
Like all equipment, weapons cannot be transferred or traded among heroes after being assigned.&lt;br /&gt;
&lt;br /&gt;
Generally, a hero can only hold/equip one weapon at a time, but an extra weapon can be stored on the back. Switching weapons in combat is an unlimited free action.&lt;br /&gt;
&lt;br /&gt;
== Weapon Qualities ==&lt;br /&gt;
Weapons can be &amp;#039;&amp;#039;&amp;#039;basic quality&amp;#039;&amp;#039;&amp;#039; (i.e. the randomly generated weapons that you come across during your play), &amp;#039;&amp;#039;&amp;#039;elemental quality&amp;#039;&amp;#039;&amp;#039; (a stunt effect is added to the weapon), or &amp;#039;&amp;#039;&amp;#039;artifact quality&amp;#039;&amp;#039;&amp;#039; (named weapons that have set descriptions and stats/abilities). All weapons, regardless of quality, additionally come in tiers representing their general power, usually spanning from Tier 1 (the weakest) to Tier 3 (the full capability of the weapon). An additional bottom tier, Tier 0, is present for certain categories of generic weapons. Weapons of all qualities can be upgraded to higher tiers through the crafting system.&lt;br /&gt;
&lt;br /&gt;
=== Basic Weapons ===&lt;br /&gt;
Basic weapons are the most widely available. They are often obtained through random loot, but they can also be crafted with the correct [[resource]]s or using legacy points. Basic weapons typically come with a randomly generated name, but do not offer any additional bonuses beyond what might be normal for a weapon of their type.&lt;br /&gt;
&lt;br /&gt;
Tier 0 weapons are the basic weapons that heroes normally start the game with.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Tier 0 Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Image !! Type !! Description !! Stats&lt;br /&gt;
|-&lt;br /&gt;
| Old Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword_old.png|100x50px]] || Sword || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A notched old thing that&amp;#039;s seen better days, it belonged to a relation, once upon a time.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Pick Axe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_pick.png|100x50px]] || Axe || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Normally used against rocks and tree roots, it can do some damage if you can connect.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Frying Pan || style=&amp;quot;text-align: center&amp;quot; | [[File:item_fryingPan.png|100x50px]] || Mace || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A roughly made mace.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Root Club || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace_root.png|100x50px]] || Mace || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Hacked from the foot of an uprooted tree, it&amp;#039;s heavy and dangerous in the right hands.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Shovel || style=&amp;quot;text-align: center&amp;quot; | [[File:item_shovel.png|100x50px]] || Spear || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;&amp;quot;This shovel will dig... your grave!&amp;quot;&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Pitchfork || style=&amp;quot;text-align: center&amp;quot; | [[File:item_pitchfork.png|100x50px]] || Greatspear || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A wood shaft affixed with an iron fork for shoveling hay, it&amp;#039;s effective and traditional.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm Bow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_bow_farm.png|100x50px]] || Bow || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;&amp;quot;A bit of pliable wood and some horsehair makes a fine weapon to warn off wolves with.&amp;quot;&amp;#039;&amp;#039; || Damage: 3&amp;lt;br /&amp;gt;Range: 1.9–7.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Walking Staff || style=&amp;quot;text-align: center&amp;quot; | [[File:item_staff_walking.png|100x50px]] || Staff || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Isn&amp;#039;t this literally just a gnarled branch you picked up when you were out hiking?.&amp;#039;&amp;#039; || Damage: 3&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Spell Damage: 1&amp;lt;br /&amp;gt;Block: 15&lt;br /&gt;
|-&lt;br /&gt;
| Soupspoon || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spoon.png|100x50px]] || Wand || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Good at serving people soup. I don&amp;#039;t know why you think you can cast a spell with it.&amp;#039;&amp;#039; || Damage: 1&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Basic Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Image !! Type !! style=&amp;quot;width:20%&amp;quot; | General Attributes !! Tier 1 !! Tier 2 !! Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword1_t1_basic.png|200x100px]][[File:item_sword1_t2_basic.png|200x100px]][[File:item_sword1_t3_basic.png|200x100px]] || One-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Greatsword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword2_t1_basic.png|200x100px]][[File:item_sword2_t2_basic.png|200x100px]][[File:item_sword2_t3_basic.png|200x100px]] || Two-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 9&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Dueling Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_rapier_t1_basic.png|200x100px]][[File:item_rapier_t2_basic.png|200x100px]][[File:item_rapier_t3_basic.png|200x100px]] || One-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy and stunt. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10 ||  Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Axe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_axe1_t1_basic.png|200x100px]][[File:item_axe1_t2_basic.png|200x100px]][[File:item_axe1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon shred armor. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_axe2_t1_basic.png|200x100px]][[File:item_axe2_t2_basic.png|200x100px]][[File:item_axe2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon shred armor. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 9&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Mace || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace1_t1_basic.png|200x100px]][[File:item_mace1_t2_basic.png|200x100px]][[File:item_mace1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon knock back enemies, which deals additional damage equal to the number of tiles knocked back. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Hammer || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace2_t1_basic.png|200x100px]][[File:item_mace2_t2_basic.png|200x100px]][[File:item_mace2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon knock back enemies, which deals additional damage equal to the number of tiles knocked back. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 8&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 3.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Spear || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spear1_t1_basic.png|200x100px]][[File:item_spear1_t2_basic.png|200x100px]][[File:item_spear1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon have longer range. || Damage: 5&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Greatspear || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spear2_t1_basic.png|200x100px]][[File:item_spear2_t2_basic.png|200x100px]][[File:item_spear2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon have longer range. || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 8&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Bow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_bow_t1_basic.png|200x75px]][[File:item_bow_t2_basic.png|200x75px]][[File:item_bow_t3_basic.png|200x75px]] || Two-Handed Ranged || Attacks have longer range than crossbows but cannot target adjacent enemies without [[Sharpshooter]]. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.9-7.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 5&amp;lt;br /&amp;gt;Range: 1.9-8.6&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.9-9.6&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_crossbow_t1_basic.png|100x50px]]&amp;lt;br /&amp;gt;[[File:item_crossbow_t2_basic.png|100x50px]]&amp;lt;br /&amp;gt;[[File:item_crossbow_t3_basic.png|100x50px]] || One-Handed Ranged || Attacks have shorter range than two-handed bows but can target adjacent enemies. || Damage: 4&amp;lt;br /&amp;gt;Range: 6.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 5&amp;lt;br /&amp;gt;Range: 6.9&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 6&amp;lt;br /&amp;gt;Range: 7.6&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || style=&amp;quot;text-align: center&amp;quot; | [[File:item_dagger_t1_basic.png|200x100px]][[File:item_dagger_t2_basic.png|200x100px]][[File:item_dagger_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon deal double damage after armor when flanking but have shorter range. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Flanking 2x damage || Damage: 5&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Flanking 2x damage || Damage: 6&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Flanking 2x damage&lt;br /&gt;
|-&lt;br /&gt;
| Staff || style=&amp;quot;text-align: center&amp;quot; | [[File:item_staff_t1_basic.png|200x100px]][[File:item_staff_t2_basic.png|200x100px]][[File:item_staff_t3_basic.png|200x100px]] || Two-Handed Melee || Provides block and spell damage.&amp;lt;br&amp;gt;Attacks with this weapon have longer range. || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Spell Damage: 2&amp;lt;br /&amp;gt;Block: 15 || Damage: 5&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Spell Damage: 3&amp;lt;br /&amp;gt;Block: 15 || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Spell Damage: 4&amp;lt;br /&amp;gt;Block: 20&lt;br /&gt;
|-&lt;br /&gt;
| Wand || style=&amp;quot;text-align: center&amp;quot; | [[File:item_wand_t1_basic.png|200x100px]][[File:item_wand_t2_basic.png|200x100px]][[File:item_wand_t3_basic.png|200x100px]] || One-Handed Melee || Provides warding and spell damage. || Damage: 2&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 2 || Damage: 3&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 3 || Damage: 4&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Warding: 2&amp;lt;br /&amp;gt;Spell Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Weapons ===&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
Fireswordt3.png|Fire Sword&lt;br /&gt;
Waterswordt3.png|Water Sword&lt;br /&gt;
Leafswordt3.png|Leaf Sword&lt;br /&gt;
Stoneswordt3.png|Stone Sword&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Every once in a while your party might encounter an elemental spirit during a mission (see [[Spirit Captured]] for more information). If you catch it, it can enchant one of the currently wielded weapons of the hero who catches it, or give you a [[legacy point]]. The process of enchanting your currently wielded weapon effectively destroys your old weapon and replaces it with an elemental quality weapon of the same type and tier.&lt;br /&gt;
&lt;br /&gt;
Each element gives a different bonus when a hero [[stunt]]s. The element granted is dependent upon the element of the spirit encountered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Fire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Damages up to three nearby enemies.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Refunds one action point. (Can only occur once per turn, stunt damage reduced to 1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Leaf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Grants two temporary hit points. (This effect can stack)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Stone&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Shreds 1 Armour of all enemies in a two tile radius.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Shadow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Grants [[Shadowed_(Status_Effect)|Shadowed]] status: {{Data description|Shadowed (Status Effect)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Obtaining an enchantment for a specific weapon type unlocks that option in your [[legacy]] when you win a game. Thereafter, you will be able to craft that enchanted weapon type in future games without having to capture another spirit. If you immediately salvage a weapon without equipping it, it will not become unlocked for crafting; you must must actually equip it. However, once equipped, it will still unlock at the end of the campaign even if you replace it later.&lt;br /&gt;
&lt;br /&gt;
=== Artifact Weapons ===&lt;br /&gt;
Artifact weapons are most notable for their unique bonuses, visual appearances, and the fact that they carry over with a legacy hero into their next story or campaign (rather than being lost as most equipment is). Many are obtained through random drops, but some are available through specific [[event]]s or moments in the main campaigns. They are never available to be crafted, but an already obtained artifact quality weapon can have its tier improved using the crafting system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Artifact Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot;|Image&lt;br /&gt;
! Type&lt;br /&gt;
! Effect&lt;br /&gt;
! Obtained&lt;br /&gt;
|-&lt;br /&gt;
| [[Abjure]]&lt;br /&gt;
| [[File:AbjureT3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| On stunt, all enemies within a 3-tile radius are [[deafened]] for two turns, reducing their damage by 2&lt;br /&gt;
| Unlockable Random Drop, [[Ollend the Abductor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Antler Bow]]&lt;br /&gt;
| [[File:AntlerBowT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1/1/2 Damage against Gorgons, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Avenger (Sword)]]&lt;br /&gt;
| [[File:Avengerswordt3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[Avenger]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Baleblade]]&lt;br /&gt;
| [[File:Item_swordArc_t3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| On hit, grant 1 Temp Health to a random directly adjacent ally&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastblight]]&lt;br /&gt;
| [[File:BeastblightT3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| On stunt, applies 1/2/2 poison to the target and to three other enemies within 3 tiles&lt;br /&gt;
| Unlockable Random Drop, [[The Gardener]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt-thrower]]&lt;br /&gt;
| [[File:BoltthrowerT3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| +5/10/15 Ranged Accuracy, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Bow]]&lt;br /&gt;
| [[File:Bonebowt3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1/2/3 Potency, -10 Charisma&lt;br /&gt;
| [[Dreams and Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Spear]]&lt;br /&gt;
| [[File:Item_spear1Bone_t3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| +1/1/2 Potency, -10 Charisma&lt;br /&gt;
| [[Dreams and Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clockstopper]]&lt;br /&gt;
| [[File:Clockstoppert3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/2/1 Shred, +1 Stunt Damage.&lt;br /&gt;
| [[The Enduring War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyclone Fork]]&lt;br /&gt;
| [[File:Item_spear_cyclonefork.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Speed, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Dreadscythe]]&lt;br /&gt;
| [[File:Dreadscythetier3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| On attack, deals 1 damage to all enemies within range, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Dreamer&amp;#039;s Crook]]&lt;br /&gt;
| [[File:DreamersCrookT3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Grants the ability to teleport adjacent to interfused blazes or scenery as a swift action.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Eaglewing]]&lt;br /&gt;
| [[File:Item_sword2handWing_t3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| +4/5/6 Knockback, reduced damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Elgorn Pike]]&lt;br /&gt;
| [[File:ElgornpikeT3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Empowered Bone Bow]]&lt;br /&gt;
| [[File:Item_bowBone2_t3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +2/3/4 Potency, -10 Charisma, Stunt Effect: Stone&lt;br /&gt;
| [[Storied Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Empowered Bone Spear]]&lt;br /&gt;
| [[File:Item_spear1Bone2_t3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| +2/2/3 Potency, -10 Charisma, Stunt Effect: Stone&lt;br /&gt;
| [[Storied Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fang Axe]]&lt;br /&gt;
| [[File:Fangaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +1/1/2 Damage against Drauven, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Fatetracer]]&lt;br /&gt;
| [[File:FatetracerT3.png|center|100x50px]]&lt;br /&gt;
| Dueling Sword&lt;br /&gt;
| +2 Damage on Enemy Turn, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Firling Wand]]&lt;br /&gt;
| [[File:Item_wandPine_t3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Splinterblast and Splintersalvo now damage the wooden object instead of always destroying it, Stunt Effect: Leaf&lt;br /&gt;
| Random Drop, [[Answer to Austerity]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flare-axe]]&lt;br /&gt;
| [[File:Flareaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| On attack, deals 1 damage to all enemies within range, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Frostfang]]&lt;br /&gt;
| [[File:Item_crossbowIce_t3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| Applies 1 Hobble on hit, Stunt Effect: Pins enemies adjacent to the target&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grimblade]]&lt;br /&gt;
| [[File:Grimbladet3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| Heal on kill, but no Sword block bonus.&lt;br /&gt;
| [[Bidding the Ghost Goodbye]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Halehammer]]&lt;br /&gt;
| [[File:Halehammert3.png|center|100x50px]]&lt;br /&gt;
| Mace&lt;br /&gt;
| Stuns enemy on Stunt, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[His One True Knife]]&lt;br /&gt;
| [[File:HisonetrueknifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| Once per fight, teleport up to 3 tiles away and enter grayplane, +1 Stunt Damage&lt;br /&gt;
| Unlockable Random Drop, [[Luthin the Mirrormaster]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Icebreaker]]&lt;br /&gt;
| [[File:Item_sword2handGlacier_t3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| Stunt Effect: A glacier erupts beneath a random enemy within 5 tiles, Stunning them&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Lockbreaker]]&lt;br /&gt;
| [[File:Item_axe2Lockbreaker_t3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/1/2 Damage against Morthagi, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Longwatch Lamp]]&lt;br /&gt;
| [[File:Item_wandLantern_t3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Increases area revealed range by interfused objects by 2, Stunt Effect: Fire&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Minotaur Axe]]&lt;br /&gt;
| [[File:Item_axe2Minotaur_t3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/1/2 Damage against Deepists, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Moonspear]]&lt;br /&gt;
| [[File:MoonspearT3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1/1/2 Damage against Thrixl, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Mothbite]]&lt;br /&gt;
| [[File:Item_crossbowMoth_t3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| Silkstep range increased by 2, Stunt Effect: Blinds the target&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Night Shard]]&lt;br /&gt;
| [[File:Nightshard_t3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| +5/10/15 Dodge, +1 Stunt Damage&lt;br /&gt;
| [[Former Colleagues]], [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oakenbrand]]&lt;br /&gt;
| [[File:Oakenbrandt3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| +2.1/2.1/3.1 Knockback, +1 Stunt Damage, No spell damage bonus&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oath of Oldwane]]&lt;br /&gt;
| [[File:Item_dagger_oldwane.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| +2 Warding, +4 Spell Damage&lt;br /&gt;
| [[To Humble Ends]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Omenfry Skillet]]&lt;br /&gt;
| [[File:OmenfryskilletT3.png|center|100x50px]]&lt;br /&gt;
| Mace&lt;br /&gt;
| Reduced main attack stunt damage (1/1/2), On stunt, up to five fireballs hit enemies within 5 tiles (2/3/4 magic damage, 1 pierce).&lt;br /&gt;
| Unlockable Random Drop, [[Head Chef]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Petriglass Seaspear]]&lt;br /&gt;
| [[File:Item_spear_gorgon.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Water&lt;br /&gt;
| [[Age of Ulstryx]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Petriglass Wand]]&lt;br /&gt;
| [[File:Petriglasswandt3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Stunt Effect: Water, immune to corruption while equipped&lt;br /&gt;
| Gorgon Story&lt;br /&gt;
|-&lt;br /&gt;
| [[Quakebaker]]&lt;br /&gt;
| [[File:Quakebakert3.png|center|100x50px]]&lt;br /&gt;
| Hammer&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Stone&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Queen Axe]]&lt;br /&gt;
| [[File:Queenaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +2 Damage against single-tile enemies, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sharktooth Axe]]&lt;br /&gt;
| [[File:SharktoothAxeT3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +2 Shred, but -1 Damage compared to a normal Greataxe.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sojourner]]&lt;br /&gt;
| [[File:Item_staffAstrolabe_t3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Grants the ability to walk through scenery&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starseed Staff]]&lt;br /&gt;
| [[File:Starseedstafft3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Gain &amp;quot;Starseed&amp;quot; ability, +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[The Starseed Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starseed Wand]]&lt;br /&gt;
| [[File:Starseedwandt3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[The Starseed Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Strongbow]]&lt;br /&gt;
| [[File:StrongbowT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Swan Scepter]]&lt;br /&gt;
| [[File:SwanScepterT3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Interfusion is a free action once per turn&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvan Axe]]&lt;br /&gt;
| [[File:Sylvanaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Leaf&lt;br /&gt;
| [[Drifters]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Thanefeller]]&lt;br /&gt;
| [[File:Thanefellert3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +2 Damage against large (4+ tile) enemies, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[The Orphan Sword]]&lt;br /&gt;
| [[File:TheOrphanSwordT3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Umbertorch]]&lt;br /&gt;
| [[File:TheUmbertorchT3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| Deals magic damage instead of physical damage, +1 Stunt Damage, Stunt Effect: Stone&lt;br /&gt;
| Unlockable Random Drop, [[The Umbercryst Martyr]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Thorn of the Fens]]&lt;br /&gt;
| [[File:Thornofthefenst3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| -1 Damage (on par with a Dagger), flanking attacks do 2x damage (like a Dagger)&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Titan&amp;#039;s Fist]]&lt;br /&gt;
| [[File:Item_mace_titansfist.png|center|100x50px]]&lt;br /&gt;
| Hammer&lt;br /&gt;
| +1 Knockback, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Vigilkeeper]]&lt;br /&gt;
| [[File:Item_bowVigilkeeper_t3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1 Range, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Vost]]&lt;br /&gt;
| [[File:Vostt3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1.6 Knockback, Stunt Effect: Stone&lt;br /&gt;
| [[Monarchs Under the Mountain]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vracsel&amp;#039;s Staff]]&lt;br /&gt;
| [[File:Vracselstafft3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Stunt Effect: Fire&lt;br /&gt;
| Drauven Story&lt;br /&gt;
|-&lt;br /&gt;
| [[Will of the Forest]]&lt;br /&gt;
| [[File:Item_spear2Forest_t3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| Spawns trees on kill, +1/2/3 Potency&lt;br /&gt;
| [[Havenbeams]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wing of Ruin]]&lt;br /&gt;
| [[File:WingofruinT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| -1 Damage, +1 Range, +1 Stunt Damage, +2/2/3 Damage to enemies adjacent to primary target&lt;br /&gt;
| Unlockable Random Drop, [[Party Wagon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wingknife]]&lt;br /&gt;
| [[File:WingknifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| +0.5 Range (can make diagonal attacks without any additional range bonuses), +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Winterfur Staff]]&lt;br /&gt;
| [[File:Item_staffWinterfur_t3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Discus can now ricochet to a third target, Stunt Effect: Stone&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wintershard]]&lt;br /&gt;
| [[File:WintershardT3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| Hobbles enemies on attack, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wraithword Knife]]&lt;br /&gt;
| [[File:WraithwordKnifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| Grants the ability to perform one distant strike per battle that ignores line of sight and cover, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyverntail]]&lt;br /&gt;
| [[File:Wyverntailt3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1/1/2 Poison on hit&lt;br /&gt;
| Random Drop&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon drop rate ==&lt;br /&gt;
&lt;br /&gt;
* Main article: [[Drop rates]]&lt;br /&gt;
&lt;br /&gt;
Artifact vs non-artifact is determined after it knows you&amp;#039;re getting a weapon. Every time you get a non-artifact weapon, the chance increases by 0.15. Every time you get an artifact, the chance decreases by 0.5. (So, you&amp;#039;re guaranteed an artifact at least every 7 weapons)&lt;br /&gt;
&lt;br /&gt;
The game won&amp;#039;t give you an artifact that you already have in the current campaign.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! drop rate&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Sword&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Axe&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Spear&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.3&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Crossbow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Dagger&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Staff&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Wand&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Within those the chance of getting a specific Artifact in the weapon Archetypes is influenced by the amount of Artifact Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! drop rate&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Sword (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Axe (8)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Spear (5)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mace (3)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.33&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bow (3)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Crossbow (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Dagger (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Staff (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Wand (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Battle]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Wraithword_Knife&amp;diff=26026</id>
		<title>Wraithword Knife</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Wraithword_Knife&amp;diff=26026"/>
		<updated>2024-09-04T22:16:17Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: updated attack range&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox equipment&lt;br /&gt;
| name = Wraithword Knife&lt;br /&gt;
| image = WraithwordKnifeT3.png&lt;br /&gt;
| type = Weapon&lt;br /&gt;
| slot = Primary Weapon&lt;br /&gt;
| effect = Grants the ability to perform one distant strike, +1 Stunt Damage.&lt;br /&gt;
| acquisition = Random Drop&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wraithword Knife&amp;#039;&amp;#039;&amp;#039; is an artifact quality dagger.&lt;br /&gt;
&lt;br /&gt;
== In-Game Description ==&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;lt;q&amp;gt;Glyphs glow on a black blade of petriglass, survivors of a dead script that has no identifiable cousin or reference. The words change with each draw of the knife, cycling through a collection of eventually familiar shapes. Its edge can be wielded across empty distance, to strike from nowhere, to find even a cowering mark.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Wraithword Knife&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;One-Handed {{Icon|artifact}}Artifact Dagger&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Grants the ability Edge Unbounded, which can be used once per battle to attack any visible enemy within 20 tiles, ignoring both line of sight and enemy cover. The attack has the same damage as a regular attack with the weapon, including double damage (after armor) if [[flanking]].&lt;br /&gt;
&lt;br /&gt;
It is also capable of attacking diagonally adjacent enemies and provides + 1 [[stunt]] damage&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WraithwordKnifeT1.png|left|thumb|100px]] &lt;br /&gt;
||&amp;#039;&amp;#039;&amp;#039;Tier 1&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Damage: 4&lt;br /&gt;
&lt;br /&gt;
Range: 1.1&lt;br /&gt;
&lt;br /&gt;
Stunt Damage: 3&lt;br /&gt;
&lt;br /&gt;
Damage x2 (after armor) if flanking&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WraithwordKnifeT2.png|left|thumb|100px]] &lt;br /&gt;
||&amp;#039;&amp;#039;&amp;#039;Tier 2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Damage: 5&lt;br /&gt;
&lt;br /&gt;
Range: 1.1&lt;br /&gt;
&lt;br /&gt;
Stunt Damage: 4&lt;br /&gt;
&lt;br /&gt;
Damage x2 (after armor) if flanking&lt;br /&gt;
|-&lt;br /&gt;
|[[File:WraithwordKnifeT3.png|left|thumb|100px]] &lt;br /&gt;
||&amp;#039;&amp;#039;&amp;#039;Tier 3&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Damage: 6&lt;br /&gt;
&lt;br /&gt;
Range: 1.1&lt;br /&gt;
&lt;br /&gt;
Stunt Damage: 5&lt;br /&gt;
&lt;br /&gt;
Damage x2 (after armor) if flanking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Obtained as random loot, typically after a combat encounter, certain events, or after carefully securing a location on the Overland map (needs verification).&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
The Wraithword Knife was designed by Wracketeer for a contest on the Wildermyth Discord to create an artifact weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon]]&lt;br /&gt;
[[Category:Dagger]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Weapons&amp;diff=26025</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Weapons&amp;diff=26025"/>
		<updated>2024-09-04T22:15:01Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Artifact Weapons */ updated artifact dagger ranges&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons are the equipment heroes carry in their primary and/or secondary equipment slots. They serve as the primary method for dealing damage to enemies.&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
All weapons are either one-handed or two-handed. One-handed weapon types include: crossbows, daggers, dueling swords, swords, axes, maces, and wands. Two-handed weapon types include: bows, greataxes, greatspears, greatswords, hammers, and staves. If a hero loses arm(s) or undergoes some transformation, some of these weapons may not be equipped.&lt;br /&gt;
&lt;br /&gt;
Like all equipment, weapons cannot be transferred or traded among heroes after being assigned.&lt;br /&gt;
&lt;br /&gt;
Generally, a hero can only hold/equip one weapon at a time, but an extra weapon can be stored on the back. Switching weapons in combat is an unlimited free action.&lt;br /&gt;
&lt;br /&gt;
== Weapon Qualities ==&lt;br /&gt;
Weapons can be &amp;#039;&amp;#039;&amp;#039;basic quality&amp;#039;&amp;#039;&amp;#039; (i.e. the randomly generated weapons that you come across during your play), &amp;#039;&amp;#039;&amp;#039;elemental quality&amp;#039;&amp;#039;&amp;#039; (a stunt effect is added to the weapon), or &amp;#039;&amp;#039;&amp;#039;artifact quality&amp;#039;&amp;#039;&amp;#039; (named weapons that have set descriptions and stats/abilities). All weapons, regardless of quality, additionally come in tiers representing their general power, usually spanning from Tier 1 (the weakest) to Tier 3 (the full capability of the weapon). An additional bottom tier, Tier 0, is present for certain categories of generic weapons. Weapons of all qualities can be upgraded to higher tiers through the crafting system.&lt;br /&gt;
&lt;br /&gt;
=== Basic Weapons ===&lt;br /&gt;
Basic weapons are the most widely available. They are often obtained through random loot, but they can also be crafted with the correct [[resource]]s or using legacy points. Basic weapons typically come with a randomly generated name, but do not offer any additional bonuses beyond what might be normal for a weapon of their type.&lt;br /&gt;
&lt;br /&gt;
Tier 0 weapons are the basic weapons that heroes normally start the game with.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Tier 0 Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Image !! Type !! Description !! Stats&lt;br /&gt;
|-&lt;br /&gt;
| Old Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword_old.png|100x50px]] || Sword || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A notched old thing that&amp;#039;s seen better days, it belonged to a relation, once upon a time.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Pick Axe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_pick.png|100x50px]] || Axe || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Normally used against rocks and tree roots, it can do some damage if you can connect.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Frying Pan || style=&amp;quot;text-align: center&amp;quot; | [[File:item_fryingPan.png|100x50px]] || Mace || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A roughly made mace.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Root Club || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace_root.png|100x50px]] || Mace || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Hacked from the foot of an uprooted tree, it&amp;#039;s heavy and dangerous in the right hands.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Shovel || style=&amp;quot;text-align: center&amp;quot; | [[File:item_shovel.png|100x50px]] || Spear || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;&amp;quot;This shovel will dig... your grave!&amp;quot;&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Pitchfork || style=&amp;quot;text-align: center&amp;quot; | [[File:item_pitchfork.png|100x50px]] || Greatspear || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A wood shaft affixed with an iron fork for shoveling hay, it&amp;#039;s effective and traditional.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm Bow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_bow_farm.png|100x50px]] || Bow || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;&amp;quot;A bit of pliable wood and some horsehair makes a fine weapon to warn off wolves with.&amp;quot;&amp;#039;&amp;#039; || Damage: 3&amp;lt;br /&amp;gt;Range: 1.9–7.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Walking Staff || style=&amp;quot;text-align: center&amp;quot; | [[File:item_staff_walking.png|100x50px]] || Staff || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Isn&amp;#039;t this literally just a gnarled branch you picked up when you were out hiking?.&amp;#039;&amp;#039; || Damage: 3&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Spell Damage: 1&amp;lt;br /&amp;gt;Block: 15&lt;br /&gt;
|-&lt;br /&gt;
| Soupspoon || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spoon.png|100x50px]] || Wand || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Good at serving people soup. I don&amp;#039;t know why you think you can cast a spell with it.&amp;#039;&amp;#039; || Damage: 1&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Basic Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Image !! Type !! style=&amp;quot;width:20%&amp;quot; | General Attributes !! Tier 1 !! Tier 2 !! Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword1_t1_basic.png|200x100px]][[File:item_sword1_t2_basic.png|200x100px]][[File:item_sword1_t3_basic.png|200x100px]] || One-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Greatsword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword2_t1_basic.png|200x100px]][[File:item_sword2_t2_basic.png|200x100px]][[File:item_sword2_t3_basic.png|200x100px]] || Two-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 9&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Dueling Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_rapier_t1_basic.png|200x100px]][[File:item_rapier_t2_basic.png|200x100px]][[File:item_rapier_t3_basic.png|200x100px]] || One-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy and stunt. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10 ||  Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Axe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_axe1_t1_basic.png|200x100px]][[File:item_axe1_t2_basic.png|200x100px]][[File:item_axe1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon shred armor. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_axe2_t1_basic.png|200x100px]][[File:item_axe2_t2_basic.png|200x100px]][[File:item_axe2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon shred armor. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 9&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Mace || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace1_t1_basic.png|200x100px]][[File:item_mace1_t2_basic.png|200x100px]][[File:item_mace1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon knock back enemies, which deals additional damage equal to the number of tiles knocked back. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Hammer || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace2_t1_basic.png|200x100px]][[File:item_mace2_t2_basic.png|200x100px]][[File:item_mace2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon knock back enemies, which deals additional damage equal to the number of tiles knocked back. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 8&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 3.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Spear || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spear1_t1_basic.png|200x100px]][[File:item_spear1_t2_basic.png|200x100px]][[File:item_spear1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon have longer range. || Damage: 5&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Greatspear || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spear2_t1_basic.png|200x100px]][[File:item_spear2_t2_basic.png|200x100px]][[File:item_spear2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon have longer range. || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 8&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Bow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_bow_t1_basic.png|200x75px]][[File:item_bow_t2_basic.png|200x75px]][[File:item_bow_t3_basic.png|200x75px]] || Two-Handed Ranged || Attacks have longer range than crossbows but cannot target adjacent enemies without [[Sharpshooter]]. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.9-7.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 5&amp;lt;br /&amp;gt;Range: 1.9-8.6&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.9-9.6&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_crossbow_t1_basic.png|100x50px]]&amp;lt;br /&amp;gt;[[File:item_crossbow_t2_basic.png|100x50px]]&amp;lt;br /&amp;gt;[[File:item_crossbow_t3_basic.png|100x50px]] || One-Handed Ranged || Attacks have shorter range than two-handed bows but can target adjacent enemies. || Damage: 4&amp;lt;br /&amp;gt;Range: 6.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 5&amp;lt;br /&amp;gt;Range: 6.9&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 6&amp;lt;br /&amp;gt;Range: 7.6&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || style=&amp;quot;text-align: center&amp;quot; | [[File:item_dagger_t1_basic.png|200x100px]][[File:item_dagger_t2_basic.png|200x100px]][[File:item_dagger_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon deal double damage after armor when flanking but have shorter range. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Flanking 2x damage || Damage: 5&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Flanking 2x damage || Damage: 6&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Flanking 2x damage&lt;br /&gt;
|-&lt;br /&gt;
| Staff || style=&amp;quot;text-align: center&amp;quot; | [[File:item_staff_t1_basic.png|200x100px]][[File:item_staff_t2_basic.png|200x100px]][[File:item_staff_t3_basic.png|200x100px]] || Two-Handed Melee || Provides block and spell damage.&amp;lt;br&amp;gt;Attacks with this weapon have longer range. || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Spell Damage: 2&amp;lt;br /&amp;gt;Block: 15 || Damage: 5&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Spell Damage: 3&amp;lt;br /&amp;gt;Block: 15 || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Spell Damage: 4&amp;lt;br /&amp;gt;Block: 20&lt;br /&gt;
|-&lt;br /&gt;
| Wand || style=&amp;quot;text-align: center&amp;quot; | [[File:item_wand_t1_basic.png|200x100px]][[File:item_wand_t2_basic.png|200x100px]][[File:item_wand_t3_basic.png|200x100px]] || One-Handed Melee || Provides warding and spell damage. || Damage: 2&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 2 || Damage: 3&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 3 || Damage: 4&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Warding: 2&amp;lt;br /&amp;gt;Spell Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Weapons ===&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
Fireswordt3.png|Fire Sword&lt;br /&gt;
Waterswordt3.png|Water Sword&lt;br /&gt;
Leafswordt3.png|Leaf Sword&lt;br /&gt;
Stoneswordt3.png|Stone Sword&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Every once in a while your party might encounter an elemental spirit during a mission (see [[Spirit Captured]] for more information). If you catch it, it can enchant one of the currently wielded weapons of the hero who catches it, or give you a [[legacy point]]. The process of enchanting your currently wielded weapon effectively destroys your old weapon and replaces it with an elemental quality weapon of the same type and tier.&lt;br /&gt;
&lt;br /&gt;
Each element gives a different bonus when a hero [[stunt]]s. The element granted is dependent upon the element of the spirit encountered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Fire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Damages up to three nearby enemies.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Refunds one action point. (Can only occur once per turn, stunt damage reduced to 1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Leaf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Grants two temporary hit points. (This effect can stack)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Stone&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Shreds 1 Armour of all enemies in a two tile radius.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Shadow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Grants [[Shadowed_(Status_Effect)|Shadowed]] status: {{Data description|Shadowed (Status Effect)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Obtaining an enchantment for a specific weapon type unlocks that option in your [[legacy]] when you win a game. Thereafter, you will be able to craft that enchanted weapon type in future games without having to capture another spirit. If you immediately salvage a weapon without equipping it, it will not become unlocked for crafting; you must must actually equip it. However, once equipped, it will still unlock at the end of the campaign even if you replace it later.&lt;br /&gt;
&lt;br /&gt;
=== Artifact Weapons ===&lt;br /&gt;
Artifact weapons are most notable for their unique bonuses, visual appearances, and the fact that they carry over with a legacy hero into their next story or campaign (rather than being lost as most equipment is). Many are obtained through random drops, but some are available through specific [[event]]s or moments in the main campaigns. They are never available to be crafted, but an already obtained artifact quality weapon can have its tier improved using the crafting system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Artifact Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot;|Image&lt;br /&gt;
! Type&lt;br /&gt;
! Effect&lt;br /&gt;
! Obtained&lt;br /&gt;
|-&lt;br /&gt;
| [[Abjure]]&lt;br /&gt;
| [[File:AbjureT3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| On stunt, all enemies within a 3-tile radius are [[deafened]] for two turns, reducing their damage by 2&lt;br /&gt;
| Unlockable Random Drop, [[Ollend the Abductor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Antler Bow]]&lt;br /&gt;
| [[File:AntlerBowT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1/1/2 Damage against Gorgons, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Avenger (Sword)]]&lt;br /&gt;
| [[File:Avengerswordt3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[Avenger]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Baleblade]]&lt;br /&gt;
| [[File:Item_swordArc_t3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| On hit, grant 1 Temp Health to a random directly adjacent ally&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastblight]]&lt;br /&gt;
| [[File:BeastblightT3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| On stunt, applies 1/2/2 poison to the target and to three other enemies within 3 tiles&lt;br /&gt;
| Unlockable Random Drop, [[The Gardener]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt-thrower]]&lt;br /&gt;
| [[File:BoltthrowerT3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| +5/10/15 Ranged Accuracy, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Bow]]&lt;br /&gt;
| [[File:Bonebowt3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1/2/3 Potency, -10 Charisma&lt;br /&gt;
| [[Dreams and Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Spear]]&lt;br /&gt;
| [[File:Item_spear1Bone_t3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| +1/1/2 Potency, -10 Charisma&lt;br /&gt;
| [[Dreams and Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clockstopper]]&lt;br /&gt;
| [[File:Clockstoppert3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/2/1 Shred, +1 Stunt Damage.&lt;br /&gt;
| [[The Enduring War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyclone Fork]]&lt;br /&gt;
| [[File:Item_spear_cyclonefork.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Speed, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Dreadscythe]]&lt;br /&gt;
| [[File:Dreadscythetier3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| On attack, deals 1 damage to all enemies within range, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Dreamer&amp;#039;s Crook]]&lt;br /&gt;
| [[File:DreamersCrookT3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Grants the ability to teleport adjacent to interfused blazes or scenery as a swift action.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Eaglewing]]&lt;br /&gt;
| [[File:Item_sword2handWing_t3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| +4/5/6 Knockback, reduced damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Elgorn Pike]]&lt;br /&gt;
| [[File:ElgornpikeT3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Empowered Bone Bow]]&lt;br /&gt;
| [[File:Item_bowBone2_t3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +2/3/4 Potency, -10 Charisma, Stunt Effect: Stone&lt;br /&gt;
| [[Storied Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Empowered Bone Spear]]&lt;br /&gt;
| [[File:Item_spear1Bone2_t3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| +2/2/3 Potency, -10 Charisma, Stunt Effect: Stone&lt;br /&gt;
| [[Storied Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fang Axe]]&lt;br /&gt;
| [[File:Fangaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +1/1/2 Damage against Drauven, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Fatetracer]]&lt;br /&gt;
| [[File:FatetracerT3.png|center|100x50px]]&lt;br /&gt;
| Dueling Sword&lt;br /&gt;
| +2 Damage on Enemy Turn, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Firling Wand]]&lt;br /&gt;
| [[File:Item_wandPine_t3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Splinterblast and Splintersalvo now damage the wooden object instead of always destroying it, Stunt Effect: Leaf&lt;br /&gt;
| Random Drop, [[Answer to Austerity]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flare-axe]]&lt;br /&gt;
| [[File:Flareaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| On attack, deals 1 damage to all enemies within range, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Frostfang]]&lt;br /&gt;
| [[File:Item_crossbowIce_t3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| Applies 1 Hobble on hit, Stunt Effect: Pins enemies adjacent to the target&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grimblade]]&lt;br /&gt;
| [[File:Grimbladet3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| Heal on kill, but no Sword block bonus.&lt;br /&gt;
| [[Bidding the Ghost Goodbye]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Halehammer]]&lt;br /&gt;
| [[File:Halehammert3.png|center|100x50px]]&lt;br /&gt;
| Mace&lt;br /&gt;
| Stuns enemy on Stunt, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[His One True Knife]]&lt;br /&gt;
| [[File:HisonetrueknifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| Once per fight, teleport up to 3 tiles away and enter grayplane, +1 Stunt Damage&lt;br /&gt;
| Unlockable Random Drop, [[Luthin the Mirrormaster]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Icebreaker]]&lt;br /&gt;
| [[File:Item_sword2handGlacier_t3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| Stunt Effect: A glacier erupts beneath a random enemy within 5 tiles, Stunning them&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Lockbreaker]]&lt;br /&gt;
| [[File:Item_axe2Lockbreaker_t3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/1/2 Damage against Morthagi, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Longwatch Lamp]]&lt;br /&gt;
| [[File:Item_wandLantern_t3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Increases area revealed range by interfused objects by 2, Stunt Effect: Fire&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Minotaur Axe]]&lt;br /&gt;
| [[File:Item_axe2Minotaur_t3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/1/2 Damage against Deepists, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Moonspear]]&lt;br /&gt;
| [[File:MoonspearT3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1/1/2 Damage against Thrixl, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Mothbite]]&lt;br /&gt;
| [[File:Item_crossbowMoth_t3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| Silkstep range increased by 2, Stunt Effect: Blinds the target&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Night Shard]]&lt;br /&gt;
| [[File:Nightshard_t3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| +5/10/15 Dodge, +1 Stunt Damage&lt;br /&gt;
| [[Former Colleagues]], [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oakenbrand]]&lt;br /&gt;
| [[File:Oakenbrandt3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| +2.1/2.1/3.1 Knockback, +1 Stunt Damage, No spell damage bonus&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oath of Oldwane]]&lt;br /&gt;
| [[File:Item_dagger_oldwane.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| +2 Warding, +4 Spell Damage&lt;br /&gt;
| [[To Humble Ends]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Omenfry Skillet]]&lt;br /&gt;
| [[File:OmenfryskilletT3.png|center|100x50px]]&lt;br /&gt;
| Mace&lt;br /&gt;
| +1 Stunt Damage, On stunt, up to five fireballs hit enemies within 5 tiles.&lt;br /&gt;
| Unlockable Random Drop, [[Head Chef]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Petriglass Seaspear]]&lt;br /&gt;
| [[File:Item_spear_gorgon.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Water&lt;br /&gt;
| [[Age of Ulstryx]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Petriglass Wand]]&lt;br /&gt;
| [[File:Petriglasswandt3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Stunt Effect: Water, immune to corruption while equipped&lt;br /&gt;
| Gorgon Story&lt;br /&gt;
|-&lt;br /&gt;
| [[Quakebaker]]&lt;br /&gt;
| [[File:Quakebakert3.png|center|100x50px]]&lt;br /&gt;
| Hammer&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Stone&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Queen Axe]]&lt;br /&gt;
| [[File:Queenaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +2 Damage against single-tile enemies, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sharktooth Axe]]&lt;br /&gt;
| [[File:SharktoothAxeT3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +2 Shred, but -1 Damage compared to a normal Greataxe.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sojourner]]&lt;br /&gt;
| [[File:Item_staffAstrolabe_t3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Grants the ability to walk through scenery&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starseed Staff]]&lt;br /&gt;
| [[File:Starseedstafft3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Gain &amp;quot;Starseed&amp;quot; ability, +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[The Starseed Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starseed Wand]]&lt;br /&gt;
| [[File:Starseedwandt3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[The Starseed Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Strongbow]]&lt;br /&gt;
| [[File:StrongbowT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Swan Scepter]]&lt;br /&gt;
| [[File:SwanScepterT3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Interfusion is a free action once per turn&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvan Axe]]&lt;br /&gt;
| [[File:Sylvanaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Leaf&lt;br /&gt;
| [[Drifters]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Thanefeller]]&lt;br /&gt;
| [[File:Thanefellert3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +2 Damage against large (4+ tile) enemies, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[The Orphan Sword]]&lt;br /&gt;
| [[File:TheOrphanSwordT3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Umbertorch]]&lt;br /&gt;
| [[File:TheUmbertorchT3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| Deals magic damage instead of physical damage, +1 Stunt Damage, Stunt Effect: Stone&lt;br /&gt;
| Unlockable Random Drop, [[The Umbercryst Martyr]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Thorn of the Fens]]&lt;br /&gt;
| [[File:Thornofthefenst3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| -1 Damage (on par with a Dagger), flanking attacks do 2x damage (like a Dagger)&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Titan&amp;#039;s Fist]]&lt;br /&gt;
| [[File:Item_mace_titansfist.png|center|100x50px]]&lt;br /&gt;
| Hammer&lt;br /&gt;
| +1 Knockback, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Vigilkeeper]]&lt;br /&gt;
| [[File:Item_bowVigilkeeper_t3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1 Range, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Vost]]&lt;br /&gt;
| [[File:Vostt3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1.6 Knockback, Stunt Effect: Stone&lt;br /&gt;
| [[Monarchs Under the Mountain]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vracsel&amp;#039;s Staff]]&lt;br /&gt;
| [[File:Vracselstafft3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Stunt Effect: Fire&lt;br /&gt;
| Drauven Story&lt;br /&gt;
|-&lt;br /&gt;
| [[Will of the Forest]]&lt;br /&gt;
| [[File:Item_spear2Forest_t3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| Spawns trees on kill, +1/2/3 Potency&lt;br /&gt;
| [[Havenbeams]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wing of Ruin]]&lt;br /&gt;
| [[File:WingofruinT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| -1 Damage, +1 Range, +1 Stunt Damage, +2/2/3 Damage to enemies adjacent to primary target&lt;br /&gt;
| Unlockable Random Drop, [[Party Wagon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wingknife]]&lt;br /&gt;
| [[File:WingknifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| +0.5 Range (can make diagonal attacks without any additional range bonuses), +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Winterfur Staff]]&lt;br /&gt;
| [[File:Item_staffWinterfur_t3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Discus can now ricochet to a third target, Stunt Effect: Stone&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wintershard]]&lt;br /&gt;
| [[File:WintershardT3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| Hobbles enemies on attack, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wraithword Knife]]&lt;br /&gt;
| [[File:WraithwordKnifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| Grants the ability to perform one distant strike per battle that ignores line of sight and cover, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyverntail]]&lt;br /&gt;
| [[File:Wyverntailt3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1/1/2 Poison on hit&lt;br /&gt;
| Random Drop&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon drop rate ==&lt;br /&gt;
&lt;br /&gt;
* Main article: [[Drop rates]]&lt;br /&gt;
&lt;br /&gt;
Artifact vs non-artifact is determined after it knows you&amp;#039;re getting a weapon. Every time you get a non-artifact weapon, the chance increases by 0.15. Every time you get an artifact, the chance decreases by 0.5. (So, you&amp;#039;re guaranteed an artifact at least every 7 weapons)&lt;br /&gt;
&lt;br /&gt;
The game won&amp;#039;t give you an artifact that you already have in the current campaign.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! drop rate&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Sword&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Axe&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Spear&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.3&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Crossbow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Dagger&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Staff&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Wand&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Within those the chance of getting a specific Artifact in the weapon Archetypes is influenced by the amount of Artifact Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! drop rate&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Sword (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Axe (8)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Spear (5)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mace (3)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.33&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bow (3)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Crossbow (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Dagger (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Staff (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Wand (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Battle]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Upbringing&amp;diff=25936</id>
		<title>Upbringing</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Upbringing&amp;diff=25936"/>
		<updated>2024-08-18T18:14:26Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Monarchs Under the Mountain */ updated stat generation probabilities&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>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Havenbeams&amp;diff=25904</id>
		<title>Havenbeams</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Havenbeams&amp;diff=25904"/>
		<updated>2024-08-09T16:08:03Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Trivia */ added some targeting info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox event&lt;br /&gt;
| event = Creating Havenbeams&lt;br /&gt;
| image = Havenbeams2.png&lt;br /&gt;
| author = Douglas Austin&lt;br /&gt;
| type = Opportunity&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A hero starts thinking about having a family and how dangerous the world is. They decide to follow the legend of Havenbeams - magical trees whose wood repels the flames - in order to create a fire-proof house. &lt;br /&gt;
&lt;br /&gt;
== Choices ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;1. &amp;lt;q&amp;gt;You&amp;#039;ve got a good questing-ear!&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
::&amp;#039;&amp;#039;1.1 &amp;quot;I don&amp;#039;t know. I&amp;#039;d be kind of &amp;#039;&amp;#039;afraid&amp;#039;&amp;#039; to raise an axe here.&amp;quot;&amp;#039;&amp;#039;&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;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Begin a battle with {{Fortitude}} against some [[Drauven]]. After the fight, they leave the grove and find a little altar with a gift from the spirit: [[Will of the Forest]]. The following is added to the hero&amp;#039;s history:&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;lt;q&amp;gt;They journeyed to a sacred wood to fell a havenbeam tree, but instead was called to defend it. They left the trees unharmed, and the spirits of that place granted them a mighty gift in recognition.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
::&amp;#039;&amp;#039;1.2 &amp;lt;q&amp;gt;The spirit led us here. Sooo... We must have its blessing?&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&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;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The heroes are attacked by a [[Forest Guardian]]. Afterwards, gain &amp;#039;&amp;#039;&amp;#039;+3 heartwoods&amp;#039;&amp;#039;&amp;#039;, a calamity card is added, and the following is added to the hero&amp;#039;s history:&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;lt;q&amp;gt;They journeyed to a sacred wood and felled a single havenbeam tree. The home they&amp;#039;ll build with its timbers will be a warded and weatherblessed place.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;#039;&amp;#039;2. &amp;lt;q&amp;gt;Ease up, &amp;lt;Hero&amp;gt;. You&amp;#039;ve got time.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&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;Outcome&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Decline the opportunity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
This event targets a hero with the Loyal [[hook]]. Neither the Loyal hero nor the helper can ever have had children in any campaign, and the Loyal hero must be at most 35 years old.&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=150px&amp;gt;&lt;br /&gt;
File:Havenbeams1.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Targets2&lt;br /&gt;
| page = Targets hook Loyal havenbeams intro&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Category:Event]]&lt;br /&gt;
[[Category:Loyal]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Template:Targets_hook_Loyal_havenbeams_intro&amp;diff=25903</id>
		<title>Template:Targets hook Loyal havenbeams intro</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Template:Targets_hook_Loyal_havenbeams_intro&amp;diff=25903"/>
		<updated>2024-08-09T16:01:19Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: updated with info that hook2 cannot have children either&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &amp;#039;&amp;#039;&amp;#039;hook&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
    Test: AGE &amp;lt;= 35&lt;br /&gt;
    Forbidden Aspects: parentOf*, hook_LoyalResolved&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;aspect&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
    Aspects: hook_Loyal&lt;br /&gt;
    relativeTo: hook&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;hook2&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
    Forbidden Aspects: parentOf*,familyWith.hook&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;friend&amp;#039;&amp;#039;&amp;#039; (required)&lt;br /&gt;
    Score: max(FRIEND_WITH.hook,LOVER_WITH.hook) &amp;gt;= 1&lt;br /&gt;
    notAlreadyMatchedAs: hook, hook2&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;party&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
    Aspects: alive, ACTIVE&lt;br /&gt;
 &lt;br /&gt;
 &amp;#039;&amp;#039;&amp;#039;volunteer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
    Aspects: alive, ACTIVE&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Targets Template]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Thnarrs_Accordica&amp;diff=25868</id>
		<title>Thnarrs Accordica</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Thnarrs_Accordica&amp;diff=25868"/>
		<updated>2024-07-31T06:46:11Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Acquisition */ added info about acquisition order for frost theme and Thnarrs Accordica&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox equipment&lt;br /&gt;
| name = Thnarrs Accordica&lt;br /&gt;
| image = item_bookGoldBlue_closed.png&lt;br /&gt;
| type = Book&lt;br /&gt;
| slot = Off-Hand&lt;br /&gt;
| effect = Increases this hero&amp;#039;s max interfusions by 1 (and allows non-mystics to interfuse)&lt;br /&gt;
| acquisition = [[Out of the Rain]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Thnarrs Accordica&amp;#039;&amp;#039;&amp;#039; is an artifact shield.&lt;br /&gt;
&lt;br /&gt;
== In-Game Description ==&lt;br /&gt;
&lt;br /&gt;
 &amp;#039;&amp;#039;&amp;lt;q&amp;gt;The loopingwords within this book help a speaker make connections: among the Self, the Things, and the Spirits. In anyone&amp;#039;s hands, it enables interfusion.&amp;lt;/q&amp;gt;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Specifics ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Thnarrs Accordica&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Off-Hand Artifact&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Increases hero&amp;#039;s max interfusions by 1&amp;lt;br /&amp;gt;Allows non-mystics to interfuse&lt;br /&gt;
&lt;br /&gt;
== Acquisition ==&lt;br /&gt;
&lt;br /&gt;
Guaranteed acquisition when selecting &amp;quot;take the ancient stairs&amp;quot; in [[Out of the Rain]]. Since having a hero with the [[Frost]] theme prevents that event from happening, if you want a hero to have both the Frost theme and the Thnarrs Accordica, they must acquire the Thnarrs Accordica first.&lt;br /&gt;
&lt;br /&gt;
== Images ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=packed heights=200px&amp;gt;&lt;br /&gt;
Thnarrsaccordica description.png|thumb|Description when obtaining Thnarrs Accordica.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Event]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Off-Hand]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Ratlike&amp;diff=25864</id>
		<title>Ratlike</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Ratlike&amp;diff=25864"/>
		<updated>2024-07-24T23:32:05Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Tips */ corrected info about being able to be overwritten&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;Ratlike&amp;#039;&amp;#039;&amp;#039; is a [[theme]] that can be gained by a [[hero]] from the event [[The Offering]].&lt;br /&gt;
&lt;br /&gt;
 {{Quote|{{Data description|Ratlike (theme)}}}}&lt;br /&gt;
&lt;br /&gt;
[[File:Rat_Base.png|thumb|215px|right|A [[Mystic]] with the Rat Tail.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Rat_Tufted.png|thumb|215px|right|The alternative &amp;quot;Tufted&amp;quot; skin, from the [[Armors and Skins]] DLC.]]&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 Ratlike hero will not be eligible for any of these additional themes: {{Theme conflicts|{{PAGENAME}}|blocks}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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 Ratlike: {{Theme conflicts|{{PAGENAME}}}}&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Theme compat text}}&lt;br /&gt;
&lt;br /&gt;
==Specifics==&lt;br /&gt;
&lt;br /&gt;
The [[hero]] has a rat tail. This is a cosmetic change and confers no additional abilities.&lt;br /&gt;
&lt;br /&gt;
=== Rat Tail ===&lt;br /&gt;
&lt;br /&gt;
 {{Quote|{{Data description|Rat Tail (theme piece)}}}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Ratlike provides no benefit to the player but may be overwritten by functional tails.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ability]]&lt;br /&gt;
{{Navbox themes}}&lt;br /&gt;
[[Category:Transformation]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Testing&amp;diff=25853</id>
		<title>Testing</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Testing&amp;diff=25853"/>
		<updated>2024-07-16T18:58:40Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: added clarification about enabling cheats during a campaign&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the challenges in testing/modifying a randomly generated game is that you need access to all available content in order to test it. As such, you could theoretically never naturally experience a feature you wish to test.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Enabling dev tools can help make it easier to test the game.&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To Enable Dev Mode, create a new text file (.txt) named &amp;quot;devMode&amp;quot; to your install folder (The default location of the install folder in Windows is C:\Program Files (x86)\Steam\steamapps\common\Wildermyth). It will appear in this folder as devMode.txt, and it will not need to contain any text - the game just checks to see whether or not this file exists. &lt;br /&gt;
&lt;br /&gt;
*If you&amp;#039;re playing on Steam, you can get to your install folder by right-clicking Wildermyth in the Steam library and selecting Manage &amp;gt; Browse local files.&lt;br /&gt;
*If you&amp;#039;re playing on Mac, you can get to your install folder by right-clicking the app. selecting &amp;quot;Show contents&amp;quot;, and then opening Contents/Resources.&lt;br /&gt;
&lt;br /&gt;
Now you are able to &amp;#039;&amp;#039;&amp;#039;Enable Cheats&amp;#039;&amp;#039;&amp;#039; at the beginning of a New Game (or in the middle of a game under &amp;quot;This Game&amp;quot; in the Options menu) and select each cheat option you want active for that save. Aside from the checkbox features that are selected at the start of a new game, playing with Cheats Enabled allows you to &amp;quot;edit&amp;quot; character stats, traits, aspects, relationships, gear, etc.&lt;br /&gt;
&lt;br /&gt;
While devMode and cheats are enabled, you can press &amp;#039;&amp;#039;&amp;#039;F10&amp;#039;&amp;#039;&amp;#039; during a game (in-mission or on the overland/nodemap) to open the [[Comic Editor Reference|Comics and Content Editor]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Testing Cheat Options:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Pick Events&amp;#039;&amp;#039;&amp;#039; allows you to choose which event occurs whenever a (normally) random event activates. It can slow down play, but it&amp;#039;s the best way to test or experience any particular event. If you are trying for a particular event but it is not available, the details shown will help you to debug.  (If you are modding a new event and it doesn&amp;#039;t even show up in the list, check the game log file for errors reading your event file.)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;See All&amp;#039;&amp;#039;&amp;#039; removes the &amp;quot;fog of war&amp;quot; that normally obscures undiscovered Overland tiles, allowing you to view all tiles currently present in that Chapter. &lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Overland Only&amp;#039;&amp;#039;&amp;#039; needs to be tested more to precisely determine how it affects gameplay.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Skip Promotions&amp;#039;&amp;#039;&amp;#039; needs to be tested more to precisely determine how it affects gameplay.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Objective Cheats&amp;#039;&amp;#039;&amp;#039; allow you to click on any Chapter Objective (Displayed at the upper left of the screen), and have the game automatically satisfy the objective for you. This is crucial if you want to skip battles or whole chapters.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Test Hook Quests&amp;#039;&amp;#039;&amp;#039; allows you to trigger characters&amp;#039; &amp;quot;Hooks&amp;quot; to start their respective questlines.&lt;br /&gt;
# choose the &amp;quot;test hooks&amp;quot; checkbox under cheats when you start the game.  This gives every hero a max level relationship with one other hero at the end of the first battle.  You can give max relationships manually if you prefer.&lt;br /&gt;
# give every hero in your party the hook using the debug panel under aspects&lt;br /&gt;
# the hook will trigger randomly during play.  It may be faster to use the objective cheat to advance to the start of chapter 2, when more terrain types are available&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Fast Overland Travel&amp;#039;&amp;#039;&amp;#039; causes overland travel to speed up much faster than normal. This feature only accelerates your characters moving to a new tile -  is not &amp;quot;Fast Travel&amp;quot; and does not allow for immediate travel (0 Days to tile).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Skip Gear&amp;#039;&amp;#039;&amp;#039; needs to be tested more to precisely determine how it affects gameplay.&lt;br /&gt;
&lt;br /&gt;
===Quick Cheats===&lt;br /&gt;
Most of these are things that could be done via hero character sheet cheats, but having a quick keybinding way to do them makes things much faster! These will work as long as devMode is enabled and cheats are enabled for the game.&lt;br /&gt;
&lt;br /&gt;
* Holding &amp;#039;&amp;#039;&amp;#039;CTRL+F&amp;#039;&amp;#039;&amp;#039; makes movement and abilities go &amp;#039;&amp;#039;&amp;#039;[F]ast&amp;#039;&amp;#039;&amp;#039;, and will skip battles/nodes. Useful for skipping battles without needing to turn on Overland Only cheat, makes all abilities and animations run as fast as possible and often simultaneously (useful when using Objective Cheats, so you don&amp;#039;t have to wait for all enemy death animations to play)&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;CTRL+SHIFT+A&amp;#039;&amp;#039;&amp;#039; gives selected hero &amp;#039;&amp;#039;&amp;#039;[A]ction points&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;CTRL+SHIFT+H&amp;#039;&amp;#039;&amp;#039; gives selected hero &amp;#039;&amp;#039;&amp;#039;[H]ealth&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;CTRL+SHIFT+D&amp;#039;&amp;#039;&amp;#039; gives selected hero &amp;#039;&amp;#039;&amp;#039;[D]amage and accuracy Bonus&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;CTRL+SHIFT+R [R]efreshes&amp;#039;&amp;#039;&amp;#039; the selected hero&amp;#039;s abilities&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;CTRL+SHIFT+S&amp;#039;&amp;#039;&amp;#039; increases the hero&amp;#039;s &amp;#039;&amp;#039;&amp;#039;[S]peed&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;CTRL+SHIFT+G&amp;#039;&amp;#039;&amp;#039; gives selected hero a lot of &amp;#039;&amp;#039;&amp;#039;[G]ear&amp;#039;&amp;#039;&amp;#039; (specifically, 5 random augments, armor, a suitable class weapon (melee weapon for warrior, bow or dagger for hunter, wand or staff for mystic). 30% chance for them to also get a random non-class weapon (e.g. a mystic with a hammer), 30% chance for them to get a random artifact weapon, 40% chance for them to get an offhand, 50% chance for their weapon to have a random element)&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Talk:Mods/Roes_and_More!&amp;diff=25809</id>
		<title>Talk:Mods/Roes and More!</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Talk:Mods/Roes_and_More!&amp;diff=25809"/>
		<updated>2024-07-12T07:12:03Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Appropriate locations for pages with modded content */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Who made this mod ==&lt;br /&gt;
&lt;br /&gt;
I made this mod with the help of MegaDozer. It was at first just a fun mod but I uploaded it for the community to use.&lt;br /&gt;
--[[User:Super Dozer|𝒮𝓊𝓅ℯ𝓇_𝒟ℴ𝓏ℯ𝓇]] ([[User talk:Super Dozer|talk]]) 05:38, 11 July 2024 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Releases ==&lt;br /&gt;
&lt;br /&gt;
This mod is now at pre-release 1.2.0! 1.2.0 might come out in a few days, so stay tuned! --[[User:Super Dozer|𝒮𝓊𝓅ℯ𝓇𝒟ℴ𝓏ℯ𝓇]] ([[User talk:Super Dozer|talk]]) 08:45, 11 July 2024 (PDT)&lt;br /&gt;
1.2.0 has hit! Make sure to download it now! --[[User:Super Dozer|𝒮𝓊𝓅ℯ𝓇𝒟ℴ𝓏ℯ𝓇]] ([[User talk:Super Dozer|talk]]) 08:52, 11 July 2024 (PDT)&lt;br /&gt;
Pre-release 1.3.0 has hit! Make sure to download it now! --[[User:Super Dozer|𝒮𝓊𝓅ℯ𝓇𝒟ℴ𝓏ℯ𝓇]] ([[User talk:Super Dozer|talk]]) 08:57, 11 July 2024 (PDT) 1.3.0 pre-release 2 has hit! Make sure to download it now! --[[User:Super Dozer|𝒮𝓊𝓅ℯ𝓇𝒟ℴ𝓏ℯ𝓇]] ([[User talk:Super Dozer|talk]]) 09:03, 11 July 2024 (PDT)&lt;br /&gt;
1.3.0 will likely drop on July 13th, 2024 --[[User:Super Dozer|𝒮𝓊𝓅ℯ𝓇𝒟ℴ𝓏ℯ𝓇]] ([[User talk:Super Dozer|talk]]) 09:04, 11 July 2024 (PDT) 1.3.0 pre-release 3 has hit! Make sure to download it now! --[[User:Super Dozer|𝒮𝓊𝓅ℯ𝓇𝒟ℴ𝓏ℯ𝓇]] ([[User talk:Super Dozer|talk]]) 09:24, 11 July 2024 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Appropriate locations for pages with modded content ==&lt;br /&gt;
&lt;br /&gt;
Hello Super Dozer and MegaDozer,&lt;br /&gt;
&lt;br /&gt;
Thank you for sharing info on your mods; however, please move all of your pages for modded content into a format consistent with the example page, [[Mods/TemplateModPage]], with pages relating to each mod in subpages, as well as add the mod banner to all pages. I hope you don&amp;#039;t mind that I moved this page and added the banner.&lt;br /&gt;
&lt;br /&gt;
Thanks!&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Mods/TemplateModPage&amp;diff=25808</id>
		<title>Mods/TemplateModPage</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Mods/TemplateModPage&amp;diff=25808"/>
		<updated>2024-07-12T06:52:38Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: fixed typo in example url (&amp;quot;?&amp;quot; instead of &amp;quot;&amp;amp;&amp;quot;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod|Template Mod Page|Mods/TemplateModPage}}&lt;br /&gt;
Description about your mod! Make this as fancy as you&amp;#039;d like. Always put the Mod template at the top, so players who stumble upon this know what they&amp;#039;re looking at isn&amp;#039;t official game content. &lt;br /&gt;
&lt;br /&gt;
If you don&amp;#039;t have any subpages (e.g. your mod doesn&amp;#039;t have any events or abilities that need describing), feel free to exclude the &amp;quot;Wiki Pages&amp;quot; section below.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re not seeing your new subpages show up, try [https://www.mediawiki.org/wiki/Manual:Purge Purging] the page to clear the cached version of the page.&lt;br /&gt;
To purge a page, add &amp;lt;code&amp;gt;?action=purge&amp;lt;/code&amp;gt; to the URL of the page you are viewing. You will be asked to confirm. For example:&lt;br /&gt;
: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;http://wildermyth.com/wiki/Mods/TemplateModPage&amp;lt;/nowiki&amp;gt;&amp;#039;&amp;#039;&amp;#039;?action=purge&amp;#039;&amp;#039;&amp;#039;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wiki Pages==&lt;br /&gt;
{{#subpages: default=None}}&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Mods/Roes_and_More!&amp;diff=25807</id>
		<title>Mods/Roes and More!</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Mods/Roes_and_More!&amp;diff=25807"/>
		<updated>2024-07-12T06:38:45Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: added mod banner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod|Roes and More!|Mods/Roes and More!}}&lt;br /&gt;
This mod just tweaks Deepists, Gorgons and other entities in random ways to make them harder. I hope you enjoy this mod! Link [https://github.com/SuperDozer/roes-and-more here].&lt;br /&gt;
&lt;br /&gt;
This mod also adds harder Omenroad fights but they have more loot.&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Talk:Roes_and_More!_(Mod)&amp;diff=25806</id>
		<title>Talk:Roes and More! (Mod)</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Talk:Roes_and_More!_(Mod)&amp;diff=25806"/>
		<updated>2024-07-12T06:32:13Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: Psionusoid moved page Talk:Roes and More! (Mod) to Talk:Mods/Roes and More!: moved to conform to modded content guidelines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Mods/Roes and More!]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Talk:Mods/Roes_and_More!&amp;diff=25805</id>
		<title>Talk:Mods/Roes and More!</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Talk:Mods/Roes_and_More!&amp;diff=25805"/>
		<updated>2024-07-12T06:32:13Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: Psionusoid moved page Talk:Roes and More! (Mod) to Talk:Mods/Roes and More!: moved to conform to modded content guidelines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Who made this mod ==&lt;br /&gt;
&lt;br /&gt;
I made this mod with the help of MegaDozer. It was at first just a fun mod but I uploaded it for the community to use.&lt;br /&gt;
--[[User:Super Dozer|𝒮𝓊𝓅ℯ𝓇_𝒟ℴ𝓏ℯ𝓇]] ([[User talk:Super Dozer|talk]]) 05:38, 11 July 2024 (PDT)&lt;br /&gt;
&lt;br /&gt;
== Releases ==&lt;br /&gt;
&lt;br /&gt;
This mod is now at pre-release 1.2.0! 1.2.0 might come out in a few days, so stay tuned! --[[User:Super Dozer|𝒮𝓊𝓅ℯ𝓇𝒟ℴ𝓏ℯ𝓇]] ([[User talk:Super Dozer|talk]]) 08:45, 11 July 2024 (PDT)&lt;br /&gt;
1.2.0 has hit! Make sure to download it now! --[[User:Super Dozer|𝒮𝓊𝓅ℯ𝓇𝒟ℴ𝓏ℯ𝓇]] ([[User talk:Super Dozer|talk]]) 08:52, 11 July 2024 (PDT)&lt;br /&gt;
Pre-release 1.3.0 has hit! Make sure to download it now! --[[User:Super Dozer|𝒮𝓊𝓅ℯ𝓇𝒟ℴ𝓏ℯ𝓇]] ([[User talk:Super Dozer|talk]]) 08:57, 11 July 2024 (PDT) 1.3.0 pre-release 2 has hit! Make sure to download it now! --[[User:Super Dozer|𝒮𝓊𝓅ℯ𝓇𝒟ℴ𝓏ℯ𝓇]] ([[User talk:Super Dozer|talk]]) 09:03, 11 July 2024 (PDT)&lt;br /&gt;
1.3.0 will likely drop on July 13th, 2024 --[[User:Super Dozer|𝒮𝓊𝓅ℯ𝓇𝒟ℴ𝓏ℯ𝓇]] ([[User talk:Super Dozer|talk]]) 09:04, 11 July 2024 (PDT) 1.3.0 pre-release 3 has hit! Make sure to download it now! --[[User:Super Dozer|𝒮𝓊𝓅ℯ𝓇𝒟ℴ𝓏ℯ𝓇]] ([[User talk:Super Dozer|talk]]) 09:24, 11 July 2024 (PDT)&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Roes_and_More!_(Mod)&amp;diff=25804</id>
		<title>Roes and More! (Mod)</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Roes_and_More!_(Mod)&amp;diff=25804"/>
		<updated>2024-07-12T06:32:12Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: Psionusoid moved page Roes and More! (Mod) to Mods/Roes and More!: moved to conform to modded content guidelines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Mods/Roes and More!]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Mods/Roes_and_More!&amp;diff=25803</id>
		<title>Mods/Roes and More!</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Mods/Roes_and_More!&amp;diff=25803"/>
		<updated>2024-07-12T06:32:12Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: Psionusoid moved page Roes and More! (Mod) to Mods/Roes and More!: moved to conform to modded content guidelines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This mod just tweaks Deepists, Gorgons and other entities in random ways to make them harder. I hope you enjoy this mod! Link [https://github.com/SuperDozer/roes-and-more here].&lt;br /&gt;
&lt;br /&gt;
This mod also adds harder Omenroad fights but they have more loot.&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Weapons&amp;diff=25799</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Weapons&amp;diff=25799"/>
		<updated>2024-07-11T21:31:37Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Basic Weapons */ added more info about knockback and bows/crossbows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons are the equipment heroes carry in their primary and/or secondary equipment slots. They serve as the primary method for dealing damage to enemies.&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
All weapons are either one-handed or two-handed. One-handed weapon types include: crossbows, daggers, dueling swords, swords, axes, maces, and wands. Two-handed weapon types include: bows, greataxes, greatspears, greatswords, hammers, and staves. If a hero loses arm(s) or undergoes some transformation, some of these weapons may not be equipped.&lt;br /&gt;
&lt;br /&gt;
Like all equipment, weapons cannot be transferred or traded among heroes after being assigned.&lt;br /&gt;
&lt;br /&gt;
Generally, a hero can only hold/equip one weapon at a time, but an extra weapon can be stored on the back. Switching weapons in combat is an unlimited free action.&lt;br /&gt;
&lt;br /&gt;
== Weapon Qualities ==&lt;br /&gt;
Weapons can be &amp;#039;&amp;#039;&amp;#039;basic quality&amp;#039;&amp;#039;&amp;#039; (i.e. the randomly generated weapons that you come across during your play), &amp;#039;&amp;#039;&amp;#039;elemental quality&amp;#039;&amp;#039;&amp;#039; (a stunt effect is added to the weapon), or &amp;#039;&amp;#039;&amp;#039;artifact quality&amp;#039;&amp;#039;&amp;#039; (named weapons that have set descriptions and stats/abilities). All weapons, regardless of quality, additionally come in tiers representing their general power, usually spanning from Tier 1 (the weakest) to Tier 3 (the full capability of the weapon). An additional bottom tier, Tier 0, is present for certain categories of generic weapons. Weapons of all qualities can be upgraded to higher tiers through the crafting system.&lt;br /&gt;
&lt;br /&gt;
=== Basic Weapons ===&lt;br /&gt;
Basic weapons are the most widely available. They are often obtained through random loot, but they can also be crafted with the correct [[resource]]s or using legacy points. Basic weapons typically come with a randomly generated name, but do not offer any additional bonuses beyond what might be normal for a weapon of their type.&lt;br /&gt;
&lt;br /&gt;
Tier 0 weapons are the basic weapons that heroes normally start the game with.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Tier 0 Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Image !! Type !! Description !! Stats&lt;br /&gt;
|-&lt;br /&gt;
| Old Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword_old.png|100x50px]] || Sword || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A notched old thing that&amp;#039;s seen better days, it belonged to a relation, once upon a time.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Pick Axe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_pick.png|100x50px]] || Axe || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Normally used against rocks and tree roots, it can do some damage if you can connect.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Frying Pan || style=&amp;quot;text-align: center&amp;quot; | [[File:item_fryingPan.png|100x50px]] || Mace || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A roughly made mace.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Root Club || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace_root.png|100x50px]] || Mace || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Hacked from the foot of an uprooted tree, it&amp;#039;s heavy and dangerous in the right hands.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Shovel || style=&amp;quot;text-align: center&amp;quot; | [[File:item_shovel.png|100x50px]] || Spear || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;&amp;quot;This shovel will dig... your grave!&amp;quot;&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Pitchfork || style=&amp;quot;text-align: center&amp;quot; | [[File:item_pitchfork.png|100x50px]] || Greatspear || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A wood shaft affixed with an iron fork for shoveling hay, it&amp;#039;s effective and traditional.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm Bow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_bow_farm.png|100x50px]] || Bow || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;&amp;quot;A bit of pliable wood and some horsehair makes a fine weapon to warn off wolves with.&amp;quot;&amp;#039;&amp;#039; || Damage: 3&amp;lt;br /&amp;gt;Range: 1.9–7.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Walking Staff || style=&amp;quot;text-align: center&amp;quot; | [[File:item_staff_walking.png|100x50px]] || Staff || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Isn&amp;#039;t this literally just a gnarled branch you picked up when you were out hiking?.&amp;#039;&amp;#039; || Damage: 3&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Spell Damage: 1&amp;lt;br /&amp;gt;Block: 15&lt;br /&gt;
|-&lt;br /&gt;
| Soupspoon || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spoon.png|100x50px]] || Wand || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Good at serving people soup. I don&amp;#039;t know why you think you can cast a spell with it.&amp;#039;&amp;#039; || Damage: 1&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Basic Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Image !! Type !! General Attributes !! Tier 1 !! Tier 2 !! Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword1_t1_basic.png|200x100px]][[File:item_sword1_t2_basic.png|200x100px]][[File:item_sword1_t3_basic.png|200x100px]] || One-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Greatsword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword2_t1_basic.png|200x100px]][[File:item_sword2_t2_basic.png|200x100px]][[File:item_sword2_t3_basic.png|200x100px]] || Two-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 9&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Dueling Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_rapier_t1_basic.png|200x100px]][[File:item_rapier_t2_basic.png|200x100px]][[File:item_rapier_t3_basic.png|200x100px]] || One-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy and stunt. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10 ||  Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Axe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_axe1_t1_basic.png|200x100px]][[File:item_axe1_t2_basic.png|200x100px]][[File:item_axe1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon shred armor. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_axe2_t1_basic.png|200x100px]][[File:item_axe2_t2_basic.png|200x100px]][[File:item_axe2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon shred armor. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 9&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Mace || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace1_t1_basic.png|200x100px]][[File:item_mace1_t2_basic.png|200x100px]][[File:item_mace1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon knock back enemies, which deals additional damage equal to the number of tiles knocked back. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Hammer || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace2_t1_basic.png|200x100px]][[File:item_mace2_t2_basic.png|200x100px]][[File:item_mace2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon knock back enemies, which deals additional damage equal to the number of tiles knocked back. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 8&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 3.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Spear || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spear1_t1_basic.png|200x100px]][[File:item_spear1_t2_basic.png|200x100px]][[File:item_spear1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon have longer range. || Damage: 5&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Greatspear || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spear2_t1_basic.png|200x100px]][[File:item_spear2_t2_basic.png|200x100px]][[File:item_spear2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon have longer range. || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 8&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Bow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_bow_t1_basic.png|200x75px]][[File:item_bow_t2_basic.png|200x75px]][[File:item_bow_t3_basic.png|200x75px]] || Two-Handed Ranged || Attacks have longer range than crossbows but cannot target adjacent enemies without [[Sharpshooter]]. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.9-7.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 5&amp;lt;br /&amp;gt;Range: 1.9-8.6&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.9-9.6&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_crossbow_t1_basic.png|100x50px]]&amp;lt;br /&amp;gt;[[File:item_crossbow_t2_basic.png|100x50px]]&amp;lt;br /&amp;gt;[[File:item_crossbow_t3_basic.png|100x50px]] || One-Handed Ranged || Attacks have shorter range than two-handed bows but can target adjacent enemies. || Damage: 4&amp;lt;br /&amp;gt;Range: 6.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 5&amp;lt;br /&amp;gt;Range: 6.9&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 6&amp;lt;br /&amp;gt;Range: 7.6&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || style=&amp;quot;text-align: center&amp;quot; | [[File:item_dagger_t1_basic.png|200x100px]][[File:item_dagger_t2_basic.png|200x100px]][[File:item_dagger_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon deal double damage after armor when flanking but have shorter range. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Flanking 2x damage || Damage: 5&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Flanking 2x damage || Damage: 6&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Flanking 2x damage&lt;br /&gt;
|-&lt;br /&gt;
| Staff || style=&amp;quot;text-align: center&amp;quot; | [[File:item_staff_t1_basic.png|200x100px]][[File:item_staff_t2_basic.png|200x100px]][[File:item_staff_t3_basic.png|200x100px]] || Two-Handed Melee || Provides block and spell damage.&amp;lt;br&amp;gt;Attacks with this weapon have longer range. || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Spell Damage: 2&amp;lt;br /&amp;gt;Block: 15 || Damage: 5&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Spell Damage: 3&amp;lt;br /&amp;gt;Block: 15 || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Spell Damage: 4&amp;lt;br /&amp;gt;Block: 20&lt;br /&gt;
|-&lt;br /&gt;
| Wand || style=&amp;quot;text-align: center&amp;quot; | [[File:item_wand_t1_basic.png|200x100px]][[File:item_wand_t2_basic.png|200x100px]][[File:item_wand_t3_basic.png|200x100px]] || One-Handed Melee || Provides warding and spell damage. || Damage: 2&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 2 || Damage: 3&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 3 || Damage: 4&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Warding: 2&amp;lt;br /&amp;gt;Spell Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Weapons ===&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
Fireswordt3.png|Fire Sword&lt;br /&gt;
Waterswordt3.png|Water Sword&lt;br /&gt;
Leafswordt3.png|Leaf Sword&lt;br /&gt;
Stoneswordt3.png|Stone Sword&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Every once in a while your party might encounter an elemental spirit during a mission (see [[Spirit Captured]] for more information). If you catch it, it can enchant one of the currently wielded weapons of the hero who catches it, or give you a [[legacy point]]. The process of enchanting your currently wielded weapon effectively destroys your old weapon and replaces it with an elemental quality weapon of the same type and tier.&lt;br /&gt;
&lt;br /&gt;
Each element gives a different bonus when a hero [[stunt]]s. The element granted is dependent upon the element of the spirit encountered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Fire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Damages up to three nearby enemies.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Refunds one action point. (Can only occur once per turn, stunt damage reduced to 1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Leaf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Grants two temporary hit points. (This effect can stack)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Stone&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Shreds 1 Armour of all enemies in a two tile radius.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Shadow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Grants [[Shadowed_(Status_Effect)|Shadowed]] status: {{Data description|Shadowed (Status Effect)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Obtaining an enchantment for a specific weapon type unlocks that option in your [[legacy]] when you win a game. Thereafter, you will be able to craft that enchanted weapon type in future games without having to capture another spirit. If you immediately salvage a weapon without equipping it, it will not become unlocked for crafting; you must must actually equip it. However, once equipped, it will still unlock at the end of the campaign even if you replace it later.&lt;br /&gt;
&lt;br /&gt;
=== Artifact Weapons ===&lt;br /&gt;
Artifact weapons are most notable for their unique bonuses, visual appearances, and the fact that they carry over with a legacy hero into their next story or campaign (rather than being lost as most equipment is). Many are obtained through random drops, but some are available through specific [[event]]s or moments in the main campaigns. They are never available to be crafted, but an already obtained artifact quality weapon can have its tier improved using the crafting system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Artifact Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot;|Image&lt;br /&gt;
! Type&lt;br /&gt;
! Effect&lt;br /&gt;
! Obtained&lt;br /&gt;
|-&lt;br /&gt;
| [[Abjure]]&lt;br /&gt;
| [[File:AbjureT3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| On stunt, all enemies within a 3-tile radius are [[deafened]] for two turns, reducing their damage by 2&lt;br /&gt;
| Unlockable Random Drop, [[Ollend the Abductor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Antler Bow]]&lt;br /&gt;
| [[File:AntlerBowT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1/1/2 Damage against Gorgons, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Avenger (Sword)]]&lt;br /&gt;
| [[File:Avengerswordt3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[Avenger]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Baleblade]]&lt;br /&gt;
| [[File:Item_swordArc_t3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| On hit, grant 1 Temp Health to a random directly adjacent ally&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastblight]]&lt;br /&gt;
| [[File:BeastblightT3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| On stunt, applies 1/2/2 poison to the target and to three other enemies within 3 tiles&lt;br /&gt;
| Unlockable Random Drop, [[The Gardener]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt-thrower]]&lt;br /&gt;
| [[File:BoltthrowerT3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| +5/10/15 Ranged Accuracy, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Bow]]&lt;br /&gt;
| [[File:Bonebowt3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1/2/3 Potency, -10 Charisma&lt;br /&gt;
| [[Dreams and Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Spear]]&lt;br /&gt;
| [[File:Item_spear1Bone_t3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| +1/1/2 Potency, -10 Charisma&lt;br /&gt;
| [[Dreams and Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clockstopper]]&lt;br /&gt;
| [[File:Clockstoppert3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/2/1 Shred, +1 Stunt Damage.&lt;br /&gt;
| [[The Enduring War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyclone Fork]]&lt;br /&gt;
| [[File:Item_spear_cyclonefork.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Speed, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Dreadscythe]]&lt;br /&gt;
| [[File:Dreadscythetier3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| On attack, deals 1 damage to all enemies within range, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Dreamer&amp;#039;s Crook]]&lt;br /&gt;
| [[File:DreamersCrookT3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Grants the ability to teleport adjacent to interfused blazes or scenery as a swift action.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Eaglewing]]&lt;br /&gt;
| [[File:Item_sword2handWing_t3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| +4/5/6 Knockback, reduced damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Elgorn Pike]]&lt;br /&gt;
| [[File:ElgornpikeT3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Empowered Bone Bow]]&lt;br /&gt;
| [[File:Item_bowBone2_t3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +2/3/4 Potency, -10 Charisma, Stunt Effect: Stone&lt;br /&gt;
| [[Storied Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Empowered Bone Spear]]&lt;br /&gt;
| [[File:Item_spear1Bone2_t3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| +2/2/3 Potency, -10 Charisma, Stunt Effect: Stone&lt;br /&gt;
| [[Storied Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fang Axe]]&lt;br /&gt;
| [[File:Fangaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +1/1/2 Damage against Drauven, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Fatetracer]]&lt;br /&gt;
| [[File:FatetracerT3.png|center|100x50px]]&lt;br /&gt;
| Dueling Sword&lt;br /&gt;
| +2 Damage on Enemy Turn, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Firling Wand]]&lt;br /&gt;
| [[File:Item_wandPine_t3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Splinterblast and Splintersalvo now damage the wooden object instead of always destroying it, Stunt Effect: Leaf&lt;br /&gt;
| Random Drop, [[Answer to Austerity]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flare-axe]]&lt;br /&gt;
| [[File:Flareaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| On attack, deals 1 damage to all enemies within range, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Frostfang]]&lt;br /&gt;
| [[File:Item_crossbowIce_t3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| Applies 1 Hobble on hit, Stunt Effect: Pins enemies adjacent to the target&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grimblade]]&lt;br /&gt;
| [[File:Grimbladet3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| Heal on kill, but no Sword block bonus.&lt;br /&gt;
| [[Bidding the Ghost Goodbye]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Halehammer]]&lt;br /&gt;
| [[File:Halehammert3.png|center|100x50px]]&lt;br /&gt;
| Mace&lt;br /&gt;
| Stuns enemy on Stunt, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[His One True Knife]]&lt;br /&gt;
| [[File:HisonetrueknifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| Once per fight, teleport up to 3 tiles away and enter grayplane, +0.5 Range (can make diagonal attacks without any additional range bonuses), +1 Stunt Damage&lt;br /&gt;
| Unlockable Random Drop, [[Luthin the Mirrormaster]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Icebreaker]]&lt;br /&gt;
| [[File:Item_sword2handGlacier_t3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| Stunt Effect: A glacier erupts beneath a random enemy within 5 tiles, Stunning them&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Lockbreaker]]&lt;br /&gt;
| [[File:Item_axe2Lockbreaker_t3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/1/2 Damage against Morthagi, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Longwatch Lamp]]&lt;br /&gt;
| [[File:Item_wandLantern_t3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Increases area revealed range by interfused objects by 2, Stunt Effect: Fire&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Minotaur Axe]]&lt;br /&gt;
| [[File:Item_axe2Minotaur_t3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/1/2 Damage against Deepists, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Moonspear]]&lt;br /&gt;
| [[File:MoonspearT3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1/1/2 Damage against Thrixl, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Mothbite]]&lt;br /&gt;
| [[File:Item_crossbowMoth_t3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| Silkstep range increased by 2, Stunt Effect: Blinds the target&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Night Shard]]&lt;br /&gt;
| [[File:Nightshard_t3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| +5/10/15 Dodge, +1 Stunt Damage&lt;br /&gt;
| [[Former Colleagues]], [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oakenbrand]]&lt;br /&gt;
| [[File:Oakenbrandt3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| +2.1/2.1/3.1 Knockback, +1 Stunt Damage, No spell damage bonus&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oath of Oldwane]]&lt;br /&gt;
| [[File:Item_dagger_oldwane.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| +2 Warding, +4 Spell Damage&lt;br /&gt;
| [[To Humble Ends]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Omenfry Skillet]]&lt;br /&gt;
| [[File:OmenfryskilletT3.png|center|100x50px]]&lt;br /&gt;
| Mace&lt;br /&gt;
| +1 Stunt Damage, On stunt, up to five fireballs hit enemies within 5 tiles.&lt;br /&gt;
| Unlockable Random Drop, [[Head Chef]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Petriglass Seaspear]]&lt;br /&gt;
| [[File:Item_spear_gorgon.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Water&lt;br /&gt;
| [[Age of Ulstryx]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Petriglass Wand]]&lt;br /&gt;
| [[File:Petriglasswandt3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Stunt Effect: Water, immune to corruption while equipped&lt;br /&gt;
| Gorgon Story&lt;br /&gt;
|-&lt;br /&gt;
| [[Quakebaker]]&lt;br /&gt;
| [[File:Quakebakert3.png|center|100x50px]]&lt;br /&gt;
| Hammer&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Stone&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Queen Axe]]&lt;br /&gt;
| [[File:Queenaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +2 Damage against single-tile enemies, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sharktooth Axe]]&lt;br /&gt;
| [[File:SharktoothAxeT3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +2 Shred, but -1 Damage compared to a normal Greataxe.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sojourner]]&lt;br /&gt;
| [[File:Item_staffAstrolabe_t3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Grants the ability to walk through scenery&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starseed Staff]]&lt;br /&gt;
| [[File:Starseedstafft3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Gain &amp;quot;Starseed&amp;quot; ability, +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[The Starseed Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starseed Wand]]&lt;br /&gt;
| [[File:Starseedwandt3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[The Starseed Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Strongbow]]&lt;br /&gt;
| [[File:StrongbowT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Swan Scepter]]&lt;br /&gt;
| [[File:SwanScepterT3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Interfusion is a free action once per turn&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvan Axe]]&lt;br /&gt;
| [[File:Sylvanaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Leaf&lt;br /&gt;
| [[Drifters]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Thanefeller]]&lt;br /&gt;
| [[File:Thanefellert3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +2 Damage against large (4+ tile) enemies, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[The Orphan Sword]]&lt;br /&gt;
| [[File:TheOrphanSwordT3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Umbertorch]]&lt;br /&gt;
| [[File:TheUmbertorchT3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| Deals magic damage instead of physical damage, +1 Stunt Damage, Stunt Effect: Stone&lt;br /&gt;
| Unlockable Random Drop, [[The Umbercryst Martyr]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Thorn of the Fens]]&lt;br /&gt;
| [[File:Thornofthefenst3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| -1 Damage (on par with a Dagger), flanking attacks do 2x damage (like a Dagger)&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Titan&amp;#039;s Fist]]&lt;br /&gt;
| [[File:Item_mace_titansfist.png|center|100x50px]]&lt;br /&gt;
| Hammer&lt;br /&gt;
| +1 Knockback, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Vigilkeeper]]&lt;br /&gt;
| [[File:Item_bowVigilkeeper_t3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1 Range, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Vost]]&lt;br /&gt;
| [[File:Vostt3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1.6 Knockback, Stunt Effect: Stone&lt;br /&gt;
| [[Monarchs Under the Mountain]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vracsel&amp;#039;s Staff]]&lt;br /&gt;
| [[File:Vracselstafft3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Stunt Effect: Fire&lt;br /&gt;
| Drauven Story&lt;br /&gt;
|-&lt;br /&gt;
| [[Will of the Forest]]&lt;br /&gt;
| [[File:Item_spear2Forest_t3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| Spawns trees on kill, +1/2/3 Potency&lt;br /&gt;
| [[Havenbeams]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wing of Ruin]]&lt;br /&gt;
| [[File:WingofruinT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| -1 Damage, +1 Range, +1 Stunt Damage, +2/2/3 Damage to enemies adjacent to primary target&lt;br /&gt;
| Unlockable Random Drop, [[Party Wagon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wingknife]]&lt;br /&gt;
| [[File:WingknifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| +0.5 Range (can make diagonal attacks without any additional range bonuses), +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Winterfur Staff]]&lt;br /&gt;
| [[File:Item_staffWinterfur_t3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Discus can now ricochet to a third target, Stunt Effect: Stone&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wintershard]]&lt;br /&gt;
| [[File:WintershardT3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| Hobbles enemies on attack, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wraithword Knife]]&lt;br /&gt;
| [[File:WraithwordKnifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| Grants the ability to perform one distant strike per battle that ignores line of sight and cover, +0.5 Range (can make diagonal attacks without any additional range bonuses), +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyverntail]]&lt;br /&gt;
| [[File:Wyverntailt3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1/1/2 Poison on hit&lt;br /&gt;
| Random Drop&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon drop rate ==&lt;br /&gt;
&lt;br /&gt;
* Main article: [[Drop rates]]&lt;br /&gt;
&lt;br /&gt;
Artifact vs non-artifact is determined after it knows you&amp;#039;re getting a weapon. Every time you get a non-artifact weapon, the chance increases by 0.15. Every time you get an artifact, the chance decreases by 0.5. (So, you&amp;#039;re guaranteed an artifact at least every 7 weapons)&lt;br /&gt;
&lt;br /&gt;
The game won&amp;#039;t give you an artifact that you already have in the current campaign.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! drop rate&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Sword&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Axe&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Spear&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.3&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Crossbow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Dagger&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Staff&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Wand&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Within those the chance of getting a specific Artifact in the weapon Archetypes is influenced by the amount of Artifact Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! drop rate&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Sword (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Axe (8)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Spear (5)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mace (3)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.33&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bow (3)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Crossbow (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Dagger (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Staff (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Wand (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Battle]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Weapons&amp;diff=25798</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Weapons&amp;diff=25798"/>
		<updated>2024-07-11T17:30:42Z</updated>

		<summary type="html">&lt;p&gt;Psionusoid: /* Basic Weapons */ added dagger attributes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons are the equipment heroes carry in their primary and/or secondary equipment slots. They serve as the primary method for dealing damage to enemies.&lt;br /&gt;
&lt;br /&gt;
== General Information ==&lt;br /&gt;
All weapons are either one-handed or two-handed. One-handed weapon types include: crossbows, daggers, dueling swords, swords, axes, maces, and wands. Two-handed weapon types include: bows, greataxes, greatspears, greatswords, hammers, and staves. If a hero loses arm(s) or undergoes some transformation, some of these weapons may not be equipped.&lt;br /&gt;
&lt;br /&gt;
Like all equipment, weapons cannot be transferred or traded among heroes after being assigned.&lt;br /&gt;
&lt;br /&gt;
Generally, a hero can only hold/equip one weapon at a time, but an extra weapon can be stored on the back. Switching weapons in combat is an unlimited free action.&lt;br /&gt;
&lt;br /&gt;
== Weapon Qualities ==&lt;br /&gt;
Weapons can be &amp;#039;&amp;#039;&amp;#039;basic quality&amp;#039;&amp;#039;&amp;#039; (i.e. the randomly generated weapons that you come across during your play), &amp;#039;&amp;#039;&amp;#039;elemental quality&amp;#039;&amp;#039;&amp;#039; (a stunt effect is added to the weapon), or &amp;#039;&amp;#039;&amp;#039;artifact quality&amp;#039;&amp;#039;&amp;#039; (named weapons that have set descriptions and stats/abilities). All weapons, regardless of quality, additionally come in tiers representing their general power, usually spanning from Tier 1 (the weakest) to Tier 3 (the full capability of the weapon). An additional bottom tier, Tier 0, is present for certain categories of generic weapons. Weapons of all qualities can be upgraded to higher tiers through the crafting system.&lt;br /&gt;
&lt;br /&gt;
=== Basic Weapons ===&lt;br /&gt;
Basic weapons are the most widely available. They are often obtained through random loot, but they can also be crafted with the correct [[resource]]s or using legacy points. Basic weapons typically come with a randomly generated name, but do not offer any additional bonuses beyond what might be normal for a weapon of their type.&lt;br /&gt;
&lt;br /&gt;
Tier 0 weapons are the basic weapons that heroes normally start the game with.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Tier 0 Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Image !! Type !! Description !! Stats&lt;br /&gt;
|-&lt;br /&gt;
| Old Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword_old.png|100x50px]] || Sword || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A notched old thing that&amp;#039;s seen better days, it belonged to a relation, once upon a time.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Pick Axe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_pick.png|100x50px]] || Axe || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Normally used against rocks and tree roots, it can do some damage if you can connect.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Frying Pan || style=&amp;quot;text-align: center&amp;quot; | [[File:item_fryingPan.png|100x50px]] || Mace || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A roughly made mace.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Root Club || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace_root.png|100x50px]] || Mace || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Hacked from the foot of an uprooted tree, it&amp;#039;s heavy and dangerous in the right hands.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Shovel || style=&amp;quot;text-align: center&amp;quot; | [[File:item_shovel.png|100x50px]] || Spear || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;&amp;quot;This shovel will dig... your grave!&amp;quot;&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Pitchfork || style=&amp;quot;text-align: center&amp;quot; | [[File:item_pitchfork.png|100x50px]] || Greatspear || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;A wood shaft affixed with an iron fork for shoveling hay, it&amp;#039;s effective and traditional.&amp;#039;&amp;#039; || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Farm Bow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_bow_farm.png|100x50px]] || Bow || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;&amp;quot;A bit of pliable wood and some horsehair makes a fine weapon to warn off wolves with.&amp;quot;&amp;#039;&amp;#039; || Damage: 3&amp;lt;br /&amp;gt;Range: 1.9–7.6&amp;lt;br /&amp;gt;Stunt Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
| Walking Staff || style=&amp;quot;text-align: center&amp;quot; | [[File:item_staff_walking.png|100x50px]] || Staff || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Isn&amp;#039;t this literally just a gnarled branch you picked up when you were out hiking?.&amp;#039;&amp;#039; || Damage: 3&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Spell Damage: 1&amp;lt;br /&amp;gt;Block: 15&lt;br /&gt;
|-&lt;br /&gt;
| Soupspoon || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spoon.png|100x50px]] || Wand || style=&amp;quot;width: 14em;&amp;quot; |&amp;#039;&amp;#039;Good at serving people soup. I don&amp;#039;t know why you think you can cast a spell with it.&amp;#039;&amp;#039; || Damage: 1&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 1&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ Basic Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Image !! Type !! General Attributes !! Tier 1 !! Tier 2 !! Tier 3&lt;br /&gt;
|-&lt;br /&gt;
| Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword1_t1_basic.png|200x100px]][[File:item_sword1_t2_basic.png|200x100px]][[File:item_sword1_t3_basic.png|200x100px]] || One-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Greatsword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_sword2_t1_basic.png|200x100px]][[File:item_sword2_t2_basic.png|200x100px]][[File:item_sword2_t3_basic.png|200x100px]] || Two-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10 || Damage: 9&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Dueling Sword || style=&amp;quot;text-align: center&amp;quot; | [[File:item_rapier_t1_basic.png|200x100px]][[File:item_rapier_t2_basic.png|200x100px]][[File:item_rapier_t3_basic.png|200x100px]] || One-Handed Melee || Provides block.&amp;lt;br&amp;gt;Attacks with this weapon have higher accuracy and stunt. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10 ||  Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Accuracy: 5&amp;lt;br /&amp;gt;Stunt Chance: 10&amp;lt;br /&amp;gt;Block: 10&lt;br /&gt;
|-&lt;br /&gt;
| Axe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_axe1_t1_basic.png|200x100px]][[File:item_axe1_t2_basic.png|200x100px]][[File:item_axe1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon shred armor. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || style=&amp;quot;text-align: center&amp;quot; | [[File:item_axe2_t1_basic.png|200x100px]][[File:item_axe2_t2_basic.png|200x100px]][[File:item_axe2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon shred armor. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 9&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Shred: 2&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Mace || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace1_t1_basic.png|200x100px]][[File:item_mace1_t2_basic.png|200x100px]][[File:item_mace1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon knock back enemies. || Damage: 5&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 1.6&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Hammer || style=&amp;quot;text-align: center&amp;quot; | [[File:item_mace2_t1_basic.png|200x100px]][[File:item_mace2_t2_basic.png|200x100px]][[File:item_mace2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon knock back enemies. || Damage: 6&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 8&amp;lt;br /&amp;gt;Range: 1.6&amp;lt;br /&amp;gt;Knockback: 3.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Spear || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spear1_t1_basic.png|200x100px]][[File:item_spear1_t2_basic.png|200x100px]][[File:item_spear1_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon have longer range. || Damage: 5&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 7&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Greatspear || style=&amp;quot;text-align: center&amp;quot; | [[File:item_spear2_t1_basic.png|200x100px]][[File:item_spear2_t2_basic.png|200x100px]][[File:item_spear2_t3_basic.png|200x100px]] || Two-Handed Melee || Attacks with this weapon have longer range. || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 7&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 8&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Bow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_bow_t1_basic.png|200x75px]][[File:item_bow_t2_basic.png|200x75px]][[File:item_bow_t3_basic.png|200x75px]] || Two-Handed Ranged || Attacks have longer range than crossbows. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.9-7.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 5&amp;lt;br /&amp;gt;Range: 1.9-8.6&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 6&amp;lt;br /&amp;gt;Range: 1.9-9.6&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow || style=&amp;quot;text-align: center&amp;quot; | [[File:item_crossbow_t1_basic.png|100x50px]]&amp;lt;br /&amp;gt;[[File:item_crossbow_t2_basic.png|100x50px]]&amp;lt;br /&amp;gt;[[File:item_crossbow_t3_basic.png|100x50px]] || One-Handed Ranged || Attacks have shorter range than two-handed bows. || Damage: 4&amp;lt;br /&amp;gt;Range: 6.6&amp;lt;br /&amp;gt;Stunt Damage: 2 || Damage: 5&amp;lt;br /&amp;gt;Range: 6.9&amp;lt;br /&amp;gt;Stunt Damage: 3 || Damage: 6&amp;lt;br /&amp;gt;Range: 7.6&amp;lt;br /&amp;gt;Stunt Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || style=&amp;quot;text-align: center&amp;quot; | [[File:item_dagger_t1_basic.png|200x100px]][[File:item_dagger_t2_basic.png|200x100px]][[File:item_dagger_t3_basic.png|200x100px]] || One-Handed Melee || Attacks with this weapon deal double damage after armor when flanking but have shorter range. || Damage: 4&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Flanking 2x damage || Damage: 5&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Flanking 2x damage || Damage: 6&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Flanking 2x damage&lt;br /&gt;
|-&lt;br /&gt;
| Staff || style=&amp;quot;text-align: center&amp;quot; | [[File:item_staff_t1_basic.png|200x100px]][[File:item_staff_t2_basic.png|200x100px]][[File:item_staff_t3_basic.png|200x100px]] || Two-Handed Melee || Provides block and spell damage.&amp;lt;br&amp;gt;Attacks with this weapon have longer range. || Damage: 4&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Spell Damage: 2&amp;lt;br /&amp;gt;Block: 15 || Damage: 5&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Spell Damage: 3&amp;lt;br /&amp;gt;Block: 15 || Damage: 6&amp;lt;br /&amp;gt;Range: 2.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Spell Damage: 4&amp;lt;br /&amp;gt;Block: 20&lt;br /&gt;
|-&lt;br /&gt;
| Wand || style=&amp;quot;text-align: center&amp;quot; | [[File:item_wand_t1_basic.png|200x100px]][[File:item_wand_t2_basic.png|200x100px]][[File:item_wand_t3_basic.png|200x100px]] || One-Handed Melee || Provides warding and spell damage. || Damage: 2&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 2&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 2 || Damage: 3&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 3&amp;lt;br /&amp;gt;Warding: 1&amp;lt;br /&amp;gt;Spell Damage: 3 || Damage: 4&amp;lt;br /&amp;gt;Range: 1.1&amp;lt;br /&amp;gt;Stunt Damage: 4&amp;lt;br /&amp;gt;Warding: 2&amp;lt;br /&amp;gt;Spell Damage: 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Weapons ===&lt;br /&gt;
&amp;lt;gallery mode=nolines&amp;gt;&lt;br /&gt;
Fireswordt3.png|Fire Sword&lt;br /&gt;
Waterswordt3.png|Water Sword&lt;br /&gt;
Leafswordt3.png|Leaf Sword&lt;br /&gt;
Stoneswordt3.png|Stone Sword&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
Every once in a while your party might encounter an elemental spirit during a mission (see [[Spirit Captured]] for more information). If you catch it, it can enchant one of the currently wielded weapons of the hero who catches it, or give you a [[legacy point]]. The process of enchanting your currently wielded weapon effectively destroys your old weapon and replaces it with an elemental quality weapon of the same type and tier.&lt;br /&gt;
&lt;br /&gt;
Each element gives a different bonus when a hero [[stunt]]s. The element granted is dependent upon the element of the spirit encountered.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Fire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Damages up to three nearby enemies.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Water&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Refunds one action point. (Can only occur once per turn, stunt damage reduced to 1)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Leaf&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Grants two temporary hit points. (This effect can stack)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Stone&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Shreds 1 Armour of all enemies in a two tile radius.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Shadow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|Grants [[Shadowed_(Status_Effect)|Shadowed]] status: {{Data description|Shadowed (Status Effect)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Obtaining an enchantment for a specific weapon type unlocks that option in your [[legacy]] when you win a game. Thereafter, you will be able to craft that enchanted weapon type in future games without having to capture another spirit. If you immediately salvage a weapon without equipping it, it will not become unlocked for crafting; you must must actually equip it. However, once equipped, it will still unlock at the end of the campaign even if you replace it later.&lt;br /&gt;
&lt;br /&gt;
=== Artifact Weapons ===&lt;br /&gt;
Artifact weapons are most notable for their unique bonuses, visual appearances, and the fact that they carry over with a legacy hero into their next story or campaign (rather than being lost as most equipment is). Many are obtained through random drops, but some are available through specific [[event]]s or moments in the main campaigns. They are never available to be crafted, but an already obtained artifact quality weapon can have its tier improved using the crafting system.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Artifact Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot;|Image&lt;br /&gt;
! Type&lt;br /&gt;
! Effect&lt;br /&gt;
! Obtained&lt;br /&gt;
|-&lt;br /&gt;
| [[Abjure]]&lt;br /&gt;
| [[File:AbjureT3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| On stunt, all enemies within a 3-tile radius are [[deafened]] for two turns, reducing their damage by 2&lt;br /&gt;
| Unlockable Random Drop, [[Ollend the Abductor]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Antler Bow]]&lt;br /&gt;
| [[File:AntlerBowT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1/1/2 Damage against Gorgons, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Avenger (Sword)]]&lt;br /&gt;
| [[File:Avengerswordt3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[Avenger]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Baleblade]]&lt;br /&gt;
| [[File:Item_swordArc_t3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| On hit, grant 1 Temp Health to a random directly adjacent ally&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Beastblight]]&lt;br /&gt;
| [[File:BeastblightT3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| On stunt, applies 1/2/2 poison to the target and to three other enemies within 3 tiles&lt;br /&gt;
| Unlockable Random Drop, [[The Gardener]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt-thrower]]&lt;br /&gt;
| [[File:BoltthrowerT3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| +5/10/15 Ranged Accuracy, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Bow]]&lt;br /&gt;
| [[File:Bonebowt3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1/2/3 Potency, -10 Charisma&lt;br /&gt;
| [[Dreams and Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone Spear]]&lt;br /&gt;
| [[File:Item_spear1Bone_t3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| +1/1/2 Potency, -10 Charisma&lt;br /&gt;
| [[Dreams and Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Clockstopper]]&lt;br /&gt;
| [[File:Clockstoppert3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/2/1 Shred, +1 Stunt Damage.&lt;br /&gt;
| [[The Enduring War]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyclone Fork]]&lt;br /&gt;
| [[File:Item_spear_cyclonefork.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Speed, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Dreadscythe]]&lt;br /&gt;
| [[File:Dreadscythetier3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| On attack, deals 1 damage to all enemies within range, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Dreamer&amp;#039;s Crook]]&lt;br /&gt;
| [[File:DreamersCrookT3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Grants the ability to teleport adjacent to interfused blazes or scenery as a swift action.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Eaglewing]]&lt;br /&gt;
| [[File:Item_sword2handWing_t3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| +4/5/6 Knockback, reduced damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Elgorn Pike]]&lt;br /&gt;
| [[File:ElgornpikeT3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Empowered Bone Bow]]&lt;br /&gt;
| [[File:Item_bowBone2_t3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +2/3/4 Potency, -10 Charisma, Stunt Effect: Stone&lt;br /&gt;
| [[Storied Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Empowered Bone Spear]]&lt;br /&gt;
| [[File:Item_spear1Bone2_t3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| +2/2/3 Potency, -10 Charisma, Stunt Effect: Stone&lt;br /&gt;
| [[Storied Bones]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fang Axe]]&lt;br /&gt;
| [[File:Fangaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +1/1/2 Damage against Drauven, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Fatetracer]]&lt;br /&gt;
| [[File:FatetracerT3.png|center|100x50px]]&lt;br /&gt;
| Dueling Sword&lt;br /&gt;
| +2 Damage on Enemy Turn, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Firling Wand]]&lt;br /&gt;
| [[File:Item_wandPine_t3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Splinterblast and Splintersalvo now damage the wooden object instead of always destroying it, Stunt Effect: Leaf&lt;br /&gt;
| Random Drop, [[Answer to Austerity]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Flare-axe]]&lt;br /&gt;
| [[File:Flareaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| On attack, deals 1 damage to all enemies within range, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Frostfang]]&lt;br /&gt;
| [[File:Item_crossbowIce_t3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| Applies 1 Hobble on hit, Stunt Effect: Pins enemies adjacent to the target&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Grimblade]]&lt;br /&gt;
| [[File:Grimbladet3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| Heal on kill, but no Sword block bonus.&lt;br /&gt;
| [[Bidding the Ghost Goodbye]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Halehammer]]&lt;br /&gt;
| [[File:Halehammert3.png|center|100x50px]]&lt;br /&gt;
| Mace&lt;br /&gt;
| Stuns enemy on Stunt, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[His One True Knife]]&lt;br /&gt;
| [[File:HisonetrueknifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| Once per fight, teleport up to 3 tiles away and enter grayplane, +0.5 Range (can make diagonal attacks without any additional range bonuses), +1 Stunt Damage&lt;br /&gt;
| Unlockable Random Drop, [[Luthin the Mirrormaster]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Icebreaker]]&lt;br /&gt;
| [[File:Item_sword2handGlacier_t3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| Stunt Effect: A glacier erupts beneath a random enemy within 5 tiles, Stunning them&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Lockbreaker]]&lt;br /&gt;
| [[File:Item_axe2Lockbreaker_t3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/1/2 Damage against Morthagi, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Longwatch Lamp]]&lt;br /&gt;
| [[File:Item_wandLantern_t3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Increases area revealed range by interfused objects by 2, Stunt Effect: Fire&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Minotaur Axe]]&lt;br /&gt;
| [[File:Item_axe2Minotaur_t3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +1/1/2 Damage against Deepists, +1 Stunt Damage.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Moonspear]]&lt;br /&gt;
| [[File:MoonspearT3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1/1/2 Damage against Thrixl, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Mothbite]]&lt;br /&gt;
| [[File:Item_crossbowMoth_t3.png|center|100x50px]]&lt;br /&gt;
| Crossbow&lt;br /&gt;
| Silkstep range increased by 2, Stunt Effect: Blinds the target&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Night Shard]]&lt;br /&gt;
| [[File:Nightshard_t3.png|center|100x50px]]&lt;br /&gt;
| Sword&lt;br /&gt;
| +5/10/15 Dodge, +1 Stunt Damage&lt;br /&gt;
| [[Former Colleagues]], [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oakenbrand]]&lt;br /&gt;
| [[File:Oakenbrandt3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| +2.1/2.1/3.1 Knockback, +1 Stunt Damage, No spell damage bonus&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oath of Oldwane]]&lt;br /&gt;
| [[File:Item_dagger_oldwane.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| +2 Warding, +4 Spell Damage&lt;br /&gt;
| [[To Humble Ends]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Omenfry Skillet]]&lt;br /&gt;
| [[File:OmenfryskilletT3.png|center|100x50px]]&lt;br /&gt;
| Mace&lt;br /&gt;
| +1 Stunt Damage, On stunt, up to five fireballs hit enemies within 5 tiles.&lt;br /&gt;
| Unlockable Random Drop, [[Head Chef]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Petriglass Seaspear]]&lt;br /&gt;
| [[File:Item_spear_gorgon.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Water&lt;br /&gt;
| [[Age of Ulstryx]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Petriglass Wand]]&lt;br /&gt;
| [[File:Petriglasswandt3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Stunt Effect: Water, immune to corruption while equipped&lt;br /&gt;
| Gorgon Story&lt;br /&gt;
|-&lt;br /&gt;
| [[Quakebaker]]&lt;br /&gt;
| [[File:Quakebakert3.png|center|100x50px]]&lt;br /&gt;
| Hammer&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Stone&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Queen Axe]]&lt;br /&gt;
| [[File:Queenaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +2 Damage against single-tile enemies, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sharktooth Axe]]&lt;br /&gt;
| [[File:SharktoothAxeT3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| +2 Shred, but -1 Damage compared to a normal Greataxe.&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sojourner]]&lt;br /&gt;
| [[File:Item_staffAstrolabe_t3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Grants the ability to walk through scenery&lt;br /&gt;
| Random Drop, [[Minuet]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starseed Staff]]&lt;br /&gt;
| [[File:Starseedstafft3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Gain &amp;quot;Starseed&amp;quot; ability, +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[The Starseed Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Starseed Wand]]&lt;br /&gt;
| [[File:Starseedwandt3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Fire&lt;br /&gt;
| [[The Starseed Tree]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Strongbow]]&lt;br /&gt;
| [[File:StrongbowT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Swan Scepter]]&lt;br /&gt;
| [[File:SwanScepterT3.png|center|100x50px]]&lt;br /&gt;
| Wand&lt;br /&gt;
| Interfusion is a free action once per turn&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Sylvan Axe]]&lt;br /&gt;
| [[File:Sylvanaxet3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +1 Stunt Damage, Stunt Effect: Leaf&lt;br /&gt;
| [[Drifters]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Thanefeller]]&lt;br /&gt;
| [[File:Thanefellert3.png|center|100x50px]]&lt;br /&gt;
| Axe&lt;br /&gt;
| +2 Damage against large (4+ tile) enemies, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[The Orphan Sword]]&lt;br /&gt;
| [[File:TheOrphanSwordT3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| +1 Damage&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[The Umbertorch]]&lt;br /&gt;
| [[File:TheUmbertorchT3.png|center|100x50px]]&lt;br /&gt;
| Greatsword&lt;br /&gt;
| Deals magic damage instead of physical damage, +1 Stunt Damage, Stunt Effect: Stone&lt;br /&gt;
| Unlockable Random Drop, [[The Umbercryst Martyr]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Thorn of the Fens]]&lt;br /&gt;
| [[File:Thornofthefenst3.png|center|100x50px]]&lt;br /&gt;
| Spear&lt;br /&gt;
| -1 Damage (on par with a Dagger), flanking attacks do 2x damage (like a Dagger)&lt;br /&gt;
| [[All the Bones of Summer]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Titan&amp;#039;s Fist]]&lt;br /&gt;
| [[File:Item_mace_titansfist.png|center|100x50px]]&lt;br /&gt;
| Hammer&lt;br /&gt;
| +1 Knockback, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Vigilkeeper]]&lt;br /&gt;
| [[File:Item_bowVigilkeeper_t3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1 Range, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Vost]]&lt;br /&gt;
| [[File:Vostt3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| +1.6 Knockback, Stunt Effect: Stone&lt;br /&gt;
| [[Monarchs Under the Mountain]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Vracsel&amp;#039;s Staff]]&lt;br /&gt;
| [[File:Vracselstafft3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Stunt Effect: Fire&lt;br /&gt;
| Drauven Story&lt;br /&gt;
|-&lt;br /&gt;
| [[Will of the Forest]]&lt;br /&gt;
| [[File:Item_spear2Forest_t3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| Spawns trees on kill, +1/2/3 Potency&lt;br /&gt;
| [[Havenbeams]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wing of Ruin]]&lt;br /&gt;
| [[File:WingofruinT3.png|center|100x50px]]&lt;br /&gt;
| Bow&lt;br /&gt;
| -1 Damage, +1 Range, +1 Stunt Damage, +2/2/3 Damage to enemies adjacent to primary target&lt;br /&gt;
| Unlockable Random Drop, [[Party Wagon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wingknife]]&lt;br /&gt;
| [[File:WingknifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| +0.5 Range (can make diagonal attacks without any additional range bonuses), +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Winterfur Staff]]&lt;br /&gt;
| [[File:Item_staffWinterfur_t3.png|center|100x50px]]&lt;br /&gt;
| Staff&lt;br /&gt;
| Discus can now ricochet to a third target, Stunt Effect: Stone&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wintershard]]&lt;br /&gt;
| [[File:WintershardT3.png|center|100x50px]]&lt;br /&gt;
| Greataxe&lt;br /&gt;
| Hobbles enemies on attack, +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wraithword Knife]]&lt;br /&gt;
| [[File:WraithwordKnifeT3.png|center|100x50px]]&lt;br /&gt;
| Dagger&lt;br /&gt;
| Grants the ability to perform one distant strike per battle that ignores line of sight and cover, +0.5 Range (can make diagonal attacks without any additional range bonuses), +1 Stunt Damage&lt;br /&gt;
| Random Drop&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyverntail]]&lt;br /&gt;
| [[File:Wyverntailt3.png|center|100x50px]]&lt;br /&gt;
| Greatspear&lt;br /&gt;
| +1/1/2 Poison on hit&lt;br /&gt;
| Random Drop&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon drop rate ==&lt;br /&gt;
&lt;br /&gt;
* Main article: [[Drop rates]]&lt;br /&gt;
&lt;br /&gt;
Artifact vs non-artifact is determined after it knows you&amp;#039;re getting a weapon. Every time you get a non-artifact weapon, the chance increases by 0.15. Every time you get an artifact, the chance decreases by 0.5. (So, you&amp;#039;re guaranteed an artifact at least every 7 weapons)&lt;br /&gt;
&lt;br /&gt;
The game won&amp;#039;t give you an artifact that you already have in the current campaign.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! drop rate&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Sword&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Axe&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Spear&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.3&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Crossbow&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Dagger&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Staff&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Wand&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Within those the chance of getting a specific Artifact in the weapon Archetypes is influenced by the amount of Artifact Weapons.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! drop rate&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Sword (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|1.0&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Axe (8)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.125&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Spear (5)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.2&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Mace (3)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.33&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Bow (3)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.43&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Crossbow (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.5&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Dagger (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.7&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Staff (0)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;#039;&amp;#039;&amp;#039;Wand (1)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|0.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
[[Category:Battle]]&lt;/div&gt;</summary>
		<author><name>Psionusoid</name></author>
	</entry>
</feed>