🧗Wildmen
Main Stats
Each wildman has 3 main stats, which affect other stats.
Players must distribute 2 points on any stats they desire, in each level, from levels 1 to 30.
Each main stat point of a wildman, provides the following:
Muscle
Hit Points
Basic Damage
Brains
Basic Defense
Evasion
Ranged Attack Multiplier
Accuracy (reduces enemy evasion)
Pierce (reduces enemy armor)
Moves
Movement Speed
Attack Speed
Armor
Melee attack multiplier
Swift attack (melee attack bonus vs heavy armor)
Note: 1 point of each main stat, increases all included stats.
Hidden stats
Based on their main stats, wildmen also have hidden stats, which may also be affected by weapons or consumables.
HP
Wildman life, if goes to 0 you lose the battle. Lose 1 HP per incoming damage inflicted.
Basic damage
Used for attacks, ranged or melee.
Damage Melee
Wildman must have a melee weapon equipped. Distance 1 hex away (adjacent).
Damage Ranged
Wildman must have a ranged weapon equipped. Minimum distance 2 hexes away (blocked by adjacent). Has no range limits.
Defense
Total defense is deducted from the incoming damage, when attacked.
Armor
Reduces incoming damage by a percentage.
Evasion
Chance that the opponent misses an attack.
Accuracy
Reduces the armor of the opponent wildman. Applies to all types of attacks.
Pierce
Reduces the armor of the opponent wildman. Applies to all types of attacks.
Movement Speed
Defines the movement of a wildman. Movement does not apply to ranged wildmen, who remain on their position, until reached by an opponent. Slow weapons reduce a wildman's movement speed by 1. The minimum possible movement speed is always 1.
Attack Speed
Defines who attacks first in each round (initiative).
May also grant a second or third attack in a turn, if a certain threshold is reached. 100% attack speed grants a second attack, and 200% grants a third attack per turn.
It is affected by the attack speed of weapons.
Swift attack
Inflicts extra damage against heavy armor type (see armor types).
Starting wildman stats
Level: 1
Hit Points: 20
Damage: 2
Defense: 1
Movement Speed: 2
All other stats are 0.
Each wildman picks 2 main stats to boost. Can be any combination, including 2 boosts of the same stat.
Each wildman unlocks 1 ability from any of their trees.
Armor types
Depending on the primary main stat of a wildman, they would automatically gain an armor type:
Muscles = Heavy armor (increased damage from ranged, decreased from melee)
Brains = Light armor (increased damage from melee)
Moves = Normal armor (decreased damage from ranged)
If all main stats are tied, gain normal armor.
Inventory
Characters can equip weapons/items and hire pets:
Weapons: 2 hands are used as a limit of 2 max weapons equipped per wildman, 1 ranged and 1 melee. You cannot equip 2 melee weapons. Some weapons may require 2 spots to equip. Shields can also be equipped on a hand spot (item).
Items: each wildman has body type spots (for example feet or head) used for equipping various items, 1 max matching item per spot. For example, you can equip an armor on the torso spot. Shields are items that are equipped in hands, same as weapons.
Pets: Wildmen can hire pets and bring them to battle. Pets have their own stats and abilities, and fight as an independent unit on your side.
Limits
2 Hands: 2 weapons or 1 weapon and 1 shield (2 in total for both hands).
Body types: 1 item per body type.
Pets (1-3): 1 pet, 2 pets from level 15, 3 pets on level 30.
Potions: There is no limit on how many potions a wildman can own, but there is a limit on how many potions a wildman can drink in the same time (see: potions).
Note:
You must unlock the tier 1 abilities from your trees, in order to be able to equip weapons, items or hire pets.
Pets, weapons and items have a minimum level requirement, in order to be available for your wildman to equip.
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