Wildermyth

Wildermyth

XXXII abilities/skills
Anonymous  [developer] 11 Sep, 2022 @ 5:11am
List of ability
---------------------------------------Hunter---------------------------------------

- Hunter Gizmo Preparation: Once every turn as a swift action, grant 1 potency for every 6 bonus stunt chance for a turn, up to maximum of 30 potency.
Upgrade: Preparation is 50% more effective.
(Originally Named: Hawksight)


- Hunter Hiddenstrike: 30% chance of entering grayplane when turn ends. If you are in grayplane as the turn ends, +2 speed and +10 stunt until next attack.
Upgrade: Gives +2 flank damage when ending in grayplane.


- Hunter Piercing Precision: Once every three turn , grant 1 bonus damage for every 10 bonus total accuracy for 2 turns.
Upgrade: Additionally gives +1.6 range and perception.
(Originally Named: Keensight)


- Hunter Shadeshot: Up to 3 times a combat, Shoot an enemy once with a 33% chance to blind the target. 100% on stunt.
Upgrade: Shots now limited to 2 instead, but blinds with 100% chance on hit. Shadeshot can now blind for 2 turns with a 50% chance.


- Hunter Stationary: Pin yourself for 2 turns, but gain +1 bonus damage and 10 accuracy.
Upgrade: Attacks in stationary have a 33% chance to refund an action, and now grants +20 stunt.


- Hunter Piercing Flank: (Passive) Flanking attacks gain +2 shred.
Upgrade: No upgrade.

Mastery Synergy - Piercing Precision+: Increases flanking shred by an additional [1/5 * Bonus Damage]
(Implementation of: Humanoid Enemy Guerilla Passive based on Paragon's suggestion)


- Hunter Ninpō: Sensō Slash: (Active) Attack an adjacent foe, dealing one half of weapon damage while receiving two stacks of Hobbled. An action point is refunded as long as the user has more than 1 speed.
Upgrade: Attacks gains +1 Shred.


- Hunter Ninpō: Senmai Shot: (Active) Shoot a foe within range, dealing 1 damage with 2 shred while applying 1 Hobbled. User also receives two stacks of Hobbled. An action point is refunded as long as user has more than 1 speed.
Upgrade: Senmai Shot now pins the enemy for 1 turn.


- Hunter Ninpō: Rewind: (Active) Twice per combat, removes all wither and debuff from user.
Upgrade: Wither and debuff removal also applies to nearby allies


- Hunter Vanish: (Active): Once every three turns, user vanishes, blinking to a tile up to [2 * Max Speed] away and self-inflicts 1 hobbled.
Upgrade: No upgrade.



---------------------------------------Mystic---------------------------------------
- Attunement: Once every three turns as a swift action, drain [1/2 * Warding] warding to gain [Warding] potency for 2 turns.
Upgrade: Attunement's effect increases by 50%


- Mystic Dusk: Once every three turns, wither and drain 1/5 of max health to interfuse and inflict 5 stacks of gloom to targets in a 5 range long cone shape, dealing 1 damage and moving all targets hit toward a secondary selected tile.
Upgrade: Dusk now does [1 + Potency] damage and inflicts 1 pinned.

Mastery Synergy - Compulsion+: The cone is now 8 range long and you are able to move and group all targets farther away.


- Mystic Raise Earth: Able to use Raise Earth(Minor) and Raise Earth(Greater)
>Minor: Once every three turns, wither and drain health equal to 2/3 of your max health to summon up to 2 minor earth elementals (2 + [1/2 * Potency] Hp, 1 Dmg, 1 Armor & Ward, + Knockback) on a nearby space.
>Greater: Once every three turns, wither and drain health equal to your max health to summon up to 1 greater earth guardian (4 + [Potency] Hp, 3-5 Dmg, 2 Armor & Ward, + Shouldersledge) on a nearby 2x2 space (will not spawn if space unavaliable).
Upgrade 1: Doubles number of minor summoned and doubles health of greater elemental.
Upgrade 2: Enable Earth Pact (see mystic earth pact for detail)

Mastery Synergy - Earthscribe+ & Naturalist+: Minor gains 2 health for each mastery the caster possesses. Greater gains 4 health instead of 2. Summoned Greater elemental possess engage+ if caster masters both Earthscribe+ & Naturalist+

> Mystic Earth Pact: (Active): Once per turn as a swift action, <name> temporarily interfuses the target with the pact of earth. If the target is mortally wounded, a minor elemental with 2 health will be spawned in place.
(Implementation of: Murk Mother Pact of the Deep based on Paragon's suggestion)


- Mystic Rejuvenate: Twice per combat and once per turn, wither and drains 1/3 of your max health to heal a nearby unit for [1+1/4*potency]. 2 times per combat.
Upgrade: Heals twice as much.

Mastery Synergy- Aid+: Removes normal negative status effects and wither for all heroes.
Mastery Synergy- Earthscribe+: Shields everyone for [potency] temporary health.


- Mystic Storm: Once every three turns, wither and drain 1/2 of your max health and channel a turn to create a storm and strike the area dealing [spell damage + potency] aoe damage.
Upgrade: Now stuns targets and deals more damage based on how many targets are hit.

Mastery Synergy- Improvised Fireball: Deals an additional [potency] aoe damage and each tile targeted have 25% chance of lighting on fire.
Mastery Synergy- Elementalist+: Deals an additional [spell_damage] aoe damage and 2 shred
(Originally Named: Blizzard)


- Mystic Conjure Object: By channeling life force, user conjures a random object and interfuse with it. This consumes one tenth of max health (rounded up) and inflicts user with 1 wither.
Upgrade: No Upgrade.
(Implementation of: Giallo's suggestion)


- Mystic Living Armament: Once every three turns, gain 3 stacks of wither & drain one fifth of max health to exchange a target's health into target's armor while placing the target into stasis for a turn.
Upgrade: No Upgrade.
(Implementation of: Seeker Dreamtrap)


- Mystic Soul Ward: Once every three turns, gain 3 stacks of wither & drain one fifth of max health to exchange a target's health into target's ward while placing the target into stasis for a turn.
Upgrade: No Upgrade.
(Implementation of: Seeker Dreamtrap)


- Mystic Armament Collapse: Once every three turns, wither & drain half of max health to collapsing the target's arcane integrity, dealing true damage equate to target's max armor multiplied by target's max ward.
Upgrade: No Upgrade.


---------------------------------------Warrior---------------------------------------

- Warrior Berserk: For 1 turn, take 33% of your max health as damage and lose 5 accuracy and gain 1 bonus damage per health taken. (This ability will always leave you at 1 hp if you don't have enough)
Upgrade: No upgrade.


- Warrior Embolden: (Passive) A successful kill grants all heroes +[1+1/4*potency] armor for 2 turns. More kills refresh duration.
Upgrade: Kills now grant +1 temp health which can stack (no duration)


- Warrior Reckless: Once per combat take 50% of your max health as true damage: For 2 turns. Attacks now cost 1 action point, and kills grant 1 action point up to 3 for the whole duration.
Upgrade: No upgrade.


- Warrior Vanguard: (Passive) Grant adjacent allies +2 armor.
Upgrade: Range increases by 1, now additionally gives +2 warding.


- Warrior Headsmash: Gain 1 armor and smash your head into the enemy, dealing [bonus damage + 0.1 * block] as damage, and stunning them for 1 turn and yourself for 2 turns.
Upgrade: Headsmash now stuns them for 2 turns, and can shred 2 armor at a 50% chance.


- Warrior Rousing Strike: Strike an enemy and taunt them for 1 turn. Gain 1 bonus damage for your next attack.
Upgrade: Gives +2 bonus damage instead. Applies weakening: enemy deals less damage.


- Warrior War Cry: Once every three turns, perform war speeches to inspire your allies, removing hidden and hobbling yourself for 5 turns to grant adjacent allies and you +[1+1/4 * potency] stackable bonus damage. Has 3 uses.
Upgrade: Buff range increases by 1.
(Originally Named: Tremor)


-Warrior Harrass: Once per turn, command your Drauven bird to exploit an enemy's weakpoints, shreding their armor by [1+1/4 * potency]. This attack never misses.
Requirement: Drauven Bird Theme and Mark Prey
(Implementation of: Stormthroat Harrass)


-Warrior Apprehend: Through wits and superior weapon expertise, Deal [1/10 * (Block - 40)] damage to apply 2 hobbled to a target in melee range and pull the target to an adjacent tile.
Upgrade: Apply 5 hobbled instead of 2.
(Implementation of: Bogmoor Noxious Tongue based on Paragon's suggestion)


- Warrior Galvanizing Aura: (Passive): grants adjacent allies +20 melee and range accuracy while removing 1 stack of pinned, stunned, hobbled, and 5 stacks of wither at the end of each turn.
Upgrade: Range increases by 1.



---------------------------------------Common---------------------------------------
- Formation Link: (Passive) Gains +1 armor and ward for each walling ally (within 1.1 range).
Upgrade: The formation range now extends from walling allies to nearby allies.
(Implementation of: Morthagi Link based on Paragon's suggestion)

- Galespeed: (Passive) +20 percent speed.
Upgrade: +40 percent speed instead
(Implementation of: Giallo's suggestion)



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Irremovable Status Effects (unless stated otherwise):
Gloom: Reduces damage by 1.
Withered: Usually served in 5 stacks, grants -0.4 speed, -15 block, -15 dodge, -1 armor, -1 ward.

Additional Terms:
Nearby: 2.6 range away
Adjacent: 1.6 range away
Walling: 1.1 range away
Synergy - X: referenced ability gains the mentioned addition effect if hero also have ability X
Last edited by Anonymous; 11 Feb, 2024 @ 9:58pm