

but how much could they open up that kind of stuff to let people script on the internals of the combat actions and attach them to items? Since it doesn’t stack with Heroes or water enchantment (action point refund) ,and it is not compatible with Archery, Ambush, Piercing shot, or Bowmaster, it’d generate greater synergy if other abilities are also melee oriented. right now it's just hair styles and the huge event system, from what i've seen. Thornfang, Rogue, Long Reach Thornfang - adds an action point after a melee kill. i'm very interested in how much of that they intended to come in through modding when making the base game? that's where things get interesting for me. There's so much room for that stuff still it's crazy. Combining stealth with flanking attacks from a dagger and/or Thornfang to give extra action. like make wants more specialized (wands of frost, wands of lightning, etc). Schwarzschildas Walking Lunch Builds (1.0) for Wildermyth.
WILDERMYTH THORNFANG HOW TO
and then maybe a special tier of weapons only available to each of the 3 classes with different abilities. Guide to Wildermyth Character Builds - A simple classification of build types, with an overall picture of the skill structure as well as the explanation of how to optimise the synergy between abilities and heroes. different shields that grant different attacks that anybody can pick up. maybe adding in a whip weapon to grab and pull things, or a pole hook. Thornfang no longer scales with potency, 1 use per turn Upgraded Thornfang: Can be used three times per turn Upgraded Through Shot: hit all in a line -1 dmg each MYSTIC. I think more individualization can be found with more weapons/offhands that grant abilities like the interfuse book. Wildermyth has reached 1.0 That doesnt mean were all done, but it does mean we think its a complete game and we wont be making big changes to the structure of it. Sure one might have a bit more damage, or a bit more shred, or let you use an off-hand item, but I've never thought, "I want this hero to have a mace so they can do this cool thing". At this point the hunter is forced to become a thornfang hunter because its fully transformed and cant carry a ranged weapon but in exchange it can one hit. I'd be interested in seeing weapons differentiated a bit more too. Not to detract too much from your point I think there's definitely room for more variety, I just want to suggest that there are a few ways to specialize different characters in the same class. * Hunter - **Assassin** (*Rogue, Foxflight, Thornfang, *): Probably actually pretty standard, just highlighting a non-archery-focused option. Probably also great for loading up on support skills (Bard, Wisdom, etc.)
WILDERMYTH THORNFANG FREE
You rarely directly attack anything instead, you give two free attacks to your real heavy hitters each turn. * Mystic - **Spiritblade Support** (*Spiritblade, Elementalist*): Interfuse with a blaze and ignore everything else. Infuse everything in sight and never explode anything, then Jumpjolt enemies for 20-30 damage.

* Mystic - **Vigorflow Artillery** (*Vigorflow, Openmind, a main attack of your choice*): I've been running this with a Stormtouched character. * Fighter - **Battledance Blender** (*Battledance, Long Reach, Zealous Leap, Broadstrokes*): No Sentinel, just leap straight into combat and eviscerate four or five enemies simultaneously with multi-attack and extra reach. I'd say at least 2-3 distinct "styles" of play for each class.
WILDERMYTH THORNFANG UPGRADE
Upgrade Killing an enemy will refund an action point up to three times per turn. In-Game Description (Passive) Once per turn, Hero is refunded an action point after a melee kill.
