🧗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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