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  • Game-Breaker:
    • Of all of the Mystic's available skills to learn, Ignite+ is perhaps the strongest available. It allows you to conjure fire on any space you wish, which can cause heavy damage to any enemy that you conjure fire on immediately and then again when their turn comes around. If that hero hasn't moved, Ignite can be immediately followed by the Fireleash ability to damage the original target and others nearby. To compensate, you must level up one more time after taking the first level of Ignite, which is situational at best (basic Ignite can only be used on panels with debris, either pre-existing debris or from obstacles that have been destroyed already.)
    • Several ability combos are this. Broadswipe in particular has a ton of synergy, it does extra damage (based on stats) to all enemies in range of the warrior when they attack another enemy. Thing is, it triggers on non damaging attacks too (and still deals damage), like the armor shredding, free action shieldshear ability, allowing a warrior to do the AOE twice a turn. If the warrior has abilities that boost their range (like having a spear or long reach) this can easily cause half a dozen enemies to take damage twice. It'll also trigger from reaction from being in Guardian mode, making it synergize with Paladin and Paladin+ (which grants free guardian mode). Zealous Leap meanwhile gives free movement that bypasses obstacles and terrain and allows a warrior easily reposition to maximize AOE damage done by Broadswipe.
    • Endurance gives +2 armor and +1 warding, permanently. (+3 armor and +2 warding at 2nd rank). Mystics can become surprisingly tanky with this, while warriors with both ranks, heavy armor, and a shield become basically immune to attacks from all but the strongest enemies who will only tickle them. The only source of damage against them are damage over time like poison (which ignores armor/warding) or taking an absurd amount of shredding attacks to peel their protections away which is likely to take so long you'll have finished the mission.
    • Heroism is a one-use skill any class can pick, where it basically gives you +1 action point and attacks only cost 1 action point for one turn. Translated into simpler terms, you can attack twice in one turn, which allows a properly specced character to decimate or even kill boss monsters. And then there is Heroism+, which gives you another action point, which means you can attack three times for that turn. For some of the final dungeons, having a crew with Heroism can be life-saving, since they can kill several infinitely-spawning mooks, while your strongest party member saves their Heroism for the boss.
  • That One Level: The final battle of the first chapter of "Eluna and the Moth" is a major difficulty spike. You have just four characters (two of which are novice mystics) to deal with an assault of ten Thrixl, many of which have high health. Oh, and you start the fight in the center of the map, surrounded by your enemies on multiple sides. You will need every bit of skill, and more than a little luck, to pull off a win in this fight.

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