Interfused fires do not burn out.” Humanist: “Advanced interfusions based on human artifice, instruments, and accidents.” Ignite: “(Active) Hero targets flammable debris, pulling motes of heat out of the air and gathering them into a single point to create an interfused blaze.” Indignance: “(Pa*sive) Hero’s presence is charged against her foes, dealing damage to hostile creatures who enter adjacency to her for any reason.” Mythweaver: “Advanced interfusions for books and textiles interfused statues grant +1 Potency interfused garb has a chance to reflect damage.” Natural Ally: “(Pa*sive) Allies may wall with objects that the hero is interfused with.” Naturalist: “Advanced interfusion abilities for living matter.” Openmind: “(Pa*sive) The Hero can interfuse with one additional target (maximum).” Soulsplitting: “(Pa*sive) When Hero takes damage, for each interfused object, 1 point is prevented, and the object takes 2 damage instead.” Spiritblade: “(Pa*sive/Active) When allies stand next to an interfused object, they gain +1 damage Interfused blazes can be used to grant nearby allies fiery attacks.” Vigorflow: “(Pa*sive) For each interfused object, Hero’s physical attacks gain +1 damage.” Hunter AbilitiesĪmbush: “(Active) Hero draws back, ready to loose an attack upon any enemy who enters the threatened s*rip of tiles. Allies may wall with objects that Hero is interfused with.” Elementalist: “Advanced interfusions for liquid, metal, and wood. As a swift action, Hero makes a daring leap up to 3 spaces away.” Mystic AbilitiesĪrches: “(Active) Hero bonds with the earth, and summons from seedling and silt a wondrous tree that pins surrounding enemies.” Compulsion: “(Active) Hero briefly interfuses with an Enemy and forces it to move where he pleases.” Earthscribe: “Advanced interfusion abilities for Stones and Bones. The warrior leaps up to two tiles in order to intercept foes who pa*s nearby, performing a reaction strike and stopping their movement.” Shieldshear: “(Active) Once every other turn, as a free action, Hero shreds 2 of a foe’s armor with their weapon.” Stalwart: “(Active) As a swift action, once per combat, the hero grants 3 armor to herself or a nearby ally for two turns.” Thundering Challenge: “(Active) Once per combat, as a swift action, Hero frightens the enemy, forcing them to spend their next turn running away.” Vigilance: “(Pa*sive) The Hero’s heightened senses allow them to perform infinite reaction strikes per turn.” Wolfcall: “(Pa*sive) After a successful kill, the hero’s allies gain +2 speed for this and the following turn.” Zealous Leap: “(Active) 1 turn cooldown. If Hero ends her turn by moving, she will automatically enter Guardian.” Raider: “As a swift action, once per turn, Hero can start a fire in an empty tile or break a piece of adjacent scenery.” Sentinel: “Sentinel replaces Guardian. +1 armor per engaged foe.” Inspiration: “(Pa*sive) Hero gives adjacent allies +1 bonus damage and potency.” Paladin: “(Pa*sive). Hero must stay in range and maintain a clear line of sight. With a shield, this also deals some damage.” Battledance: “(Pa*sive) Attacking and attack-actions only cost Hero one action.” Bloodrage: “(Pa*sive) Infuriated by wounds, the hero deals +1 damage for every 2 health they are missing.” Broadswipes: “(Pa*sive) Hero’s melee attacks deal Bonus Damage to all other foes within range.” Engage: “(Active) As a swift action, Hero engages another creature, forcing it to attack her. A compact list compiled from the Wildermyth Wiki intended for use as a helpful reference when deciding (legacy) character builds.īackslam: “(Active) As a swift action, every other turn, using their off-hand, Hero summons a heave of strength to drive an enemy to a nearby tile.
0 Comments
Leave a Reply. |