Quick Links
As players begin their time withWildermyth, they may encounter terms with meanings that are initially unclear. For example, fans may occasionally find a piece of gear that increases “Potency” or “Warding” when equipped, and they may be uncertain about the specific benefits of raising those stats. Fortunately, Potency and Warding inWildermythhave fairly straightforward functions, and this guide will help players establish a solid understanding of these stats.
Players can frequently learn about unknown terms by navigating to the Stats section of a Hero’s character sheet and selecting the stat that is of interest. Additionally, the “How to Play” section, which can be accessed from the Pause menu, has entries that cover topics that fans ofturn-based tacticsmay initially find confusing.
Wildermyth: What is Potency?
Potency is a stat that primarily serves toadd damage to Interfusion attacks. For full clarity, Interfusion attacks can be performed after using the Interfuse ability to take control of an object in the environment, and that ability is available to Heroes that are of theMystic class inWildermyth.
While this functionality means that players will typically want to give Potency-increasing items to their Mystics, it is worth noting that the stat also has an effect on several non-Mystic abilities. For instance, Potency increases the range of the Warrior’s Zealous Leap ability, and it improves the damage that is dealt by the Warrior’s Broadswipes ability.
Potency also enhances some of the abilities that are available to themed (transformed) Heroes. Indeed,indie RPGfans will find that the stat increases the damage dealt by a Beartouched’s swipes, increases the damage dealt by a Shadow’s harvest, and more.
Wildermyth: What is Warding?
Warding prevents damage that would be dealt to a Hero bymagic attacks, and it is represented by purple icons beneath a Hero’s health bar. When a Hero with Warding is attacked by magic, purple icons are expended to reduce the spell’s damage by one damage per icon. To concretize this idea with an example, if a Hero with three purple icons was targeted by an attack that deals two magic damage, they would take zero damage and expend two purple icons.
This expenditure is only temporary, though, and a Hero will regain all their purple icons at the beginning of every turn. This functionality differentiates Warding from Armor, which is a flat reduction to physical damage that can be reduced for the entirety of a mission. Despite that differentiation, it is usually wise to give items that increase Armor and those that increase Warding to Heroes that frequently find themselves in unprotected positions, such as those that are assigned theWarrior class inWildermyth.