Starting out with the combat, the simplest thing I can say is it’s reminiscent of XCOM. It features tactical combat, interesting characters, as well as loads of choices to make. Wildermyth is an RPG adventure that goes further than most do. Despite that, I’m incredibly impressed with what it brings to the table.
A code for the game was provided to us and it’s still in Early Access. Wildermyth isn’t something I’ve ever heard of before. Until then, we need to talk about Wildermyth. I’ve got loads to talk about, but I’ll be saving that up for next week’s Time Waster Finale. Alia and I are leaving GiN at the end of the year. This build can win a lot of fights single-handedly, but a pair of Father Fungi at any given time is an insurmountable obstacle for it, since they would heal more than the damage you put out.At this point, the cat is out of the bag. Father Fungus can also be a problem because of its healing ability, not to mention the strong ranged attack. The slingers aren't much of an issue, and can be dealt with as described above, but Mushroces can bypass guard with their charge attack, and the Prophet essentially cheats the whole exercise by being immune to reaction attacks. Ranged enemies can be trouble, but will be forced to move on their turn and trigger 'overwatch' if you move adjacent to them, a hit they usually won't survive.ĭeepists, specifically, can counter this character pretty hard. Getting pinned is bad, but won't save melee enemies coming close to you. I've had her win whole encounters on her own, even boss encounters, and on Lovecraft difficulty, though this build is not without its blind spots. The hammer can one-shot a lot of enemies, and the rest will usually be knocked back and pinned away from melee range, thereby being unable to hit. Specifically, she's a mythwalker with a hammer, a pet critter, long reach, untouchable and paladin. My favorite legacy hero is another variant of the sentinel + vigilance combo. Must be real low priority or something, or maybe I'm just experiencing the joy of RNG.
What I guess I'm really asking is what else it takes to trigger-I've played four full 5 chapter campaigns with inhabited characters (2 through character generation hook, and two through with Witchstone inhabitation) and still never had it trigger. Yeah, I have seen that! Brilliant guide, thanks for that by the way. The hero must avoid the Bidding the Ghost Goodbye encounter, which can remove the inhabited shadow. Michela commented that a hero might obtain the Inhabited hook at character creation, with the right biography. To be eligible for the Shadow theme, the hero must have previously become inhabited by either not sacrificing a memory during The Witchstone encounter, or by choosing door number three in the Ghosts of Stone and Steel encounter. Originally posted by σβ nageler:I haven't managed to get a Shadow transformation in any playthrough (8+ campaigns). The celestial hair blind chance is awesome, but the limbs aren't worth it. There are loads of good heads that supplement a hero at no cost and several leg sets that are worth it for most builds. The exception is the flame arm with battledance or heroism, a crystalline arm for a tanky warrior and possibly a vine arm mystic.
Most of the arm transformations aren't worth it, since the throwing axe or dagger offhands plus upgrading one weapon to a two hander tends to be better. Heroism and flameleash works well if you have something like a raider to start fires reliably in the correct position. Mystics really just need splintersalvo and/or stunning barrage. Wolf head and legs is a great addition, it's one of the most powerful transformations overall with no downsides.
Works well with lots of things, like phantomflare for a get out of jail free card for maps where you spawn in a bad place or rogue for complete armor penetration. Hunter with extended range/thornfang and a strong 2H weapon, ideally a greatspear. Leaf weapons for the free healing/shielding is also amazing just in case you do take a hit here and there that's strong enough to get past all the damage reduction. Greatspear is also an option, especially if you're doubling up tanky warriors and want them both to get free hits on enemies that get extended range. One crystalline arm and two legs works well with it. Warrior with extended range/vigilance/engage and a hammer or mace is great, can improve it with a variety of themes, like a fire arm or wolf legs.