![wildermyth thornfang wildermyth thornfang](https://i.redd.it/vswmy8rrk1t61.png)
![wildermyth thornfang wildermyth thornfang](https://i.redd.it/n4l1nuv5ec721.png)
When upgraded, in combination with Thornfang, Rogue, Heroism, and a water weapon, it feels pretty satisfying dancing around the battlefield flitting from shadow to shadow, assassinating enemies in a dervish of smoke and blood before vanishing.īalefire – A pact struck with a Lostling for unbridled power in exchange for 15 years of the mystic’s life. Alternatively, it can still be viewed as in a mundane fashion representing the hunter’s knack for navigating through difficult terrain. While Ghostsliver does border on the supernatural by allowing the hunter to phase through scenery, I thought it wouldn’t hurt to expand the borders of the class’s fictional role since many popular characters would likely fall under this class such as Corvo from Dishonored or Durzo Blint from the Night Angel Trilogy. Hunter, I will note, should have more capabilities when it comes to maneuvering just due to the typical fantasy of the class yet most of their abilities are geared towards utility or attack upgrades.
#Wildermyth thornfang upgrade#
Ghostsliver was designed synergistically in regards to how it would function with Thornfang and Rogue as well as providing the hunter with an upgrade for Silkstep like the warrior’s abilities can upgrade Guardian. Enough to maneuver smartly behind allies/cover or for an extra burst to get close to an enemy, but not enough to allow ridiculous shenanigans. I was wary (and still am) of how cheesy a player could get with this ability which is why the target can only move half their speed. Now risky gambits like your melee hunter diving into the fray to finish off a dangerous enemy can be provided with a safety net by having them be repositioned after the fact despite their turn being over. More interesting decisions are opened up with how a turn can be planned by spending the action of the warrior to reposition their allies. Of course, it also fulfills the classic trope of the warlord, the marshal, the battlefield commander who excels at maneuvering and planning. Tactician is an ability I heavily wanted for warriors to open up a more support-oriented playstyle for that class. Regarding the narrative aspect, I wanted the ability to reflect the untamed nature of the Yondering Lands which is why beast spirits are called to serve the mystic (expanding upon the spirits in game). Often, there’s an interesting decision to be made regarding calling the summon earlier onto the battlefield at the expense of sacrificing the capability to finish off a potentially dangerous enemy and immediately weakening yourself, or waiting for a lull in the action but delaying the summon. Its limitations in that the ability effectively takes a whole round to setup as well as imposing the drained condition to further limit the mystic on subsequent rounds was eventually what I settled on. However, I was concerned with balancing the action economy yet still having a powerful enough summon that felt useful without resorting to putting a timer on the summon. With other abilities such as Arches and Naturalist, Call Beast further enabled the class fantasy of the mystic as a wise druid, woodland witch, or otherworldly shaman. I won’t touch on everything, but I’ll give you a glimpse into what goes on behind my process with three abilities.Ĭall Beast was created with the intention of fulfilling the classic summoner archetype often seen in fantasy.
![wildermyth thornfang wildermyth thornfang](https://img.itch.zone/aW1nLzQyODgyMzkucG5n/original/lWn4ZT.png)
With that in mind, here are some thoughts I had while designing some of the abilities. My goal is to allow a wide variety of balanced builds that are all viable yet able to accommodate the lore of the setting, enough so that the average player won’t stick to the same builds each playthrough just because they’re the most effective. For example, Wildermyth is not a game about demigods so you will not see crazy superheroic abilities. Anything that made the cut was examined rigorously for the purposes of balance as well as narrative cohesion.
#Wildermyth thornfang mod#
The intent of this mod is to add an assortment of abilities to help spice up any campaign as well as to enable builds/archetypes that weren’t previously available or did not have enough support. Foreword – Design Philosophy (skip down if you just want to read what each ability does)