55 ratings
Beginner's Guide to Wildermyth
By Saint Scylla
An introduction to the gameplay of Wildermyth: character creation, equipment, combat, campaign mechanics... Welcome to the Yondering Lands!
Starting a new game
Your first campaign
It's recommended to start with the Age of Ulstryx campaign in the Adventurer difficulty level. It's a 3-chapter story which includes cleverly introduced tutorials.

If you need any help or reminder with the basics, visit the How to Play page in the main menu. For further information, hit the links to the official wiki and the Wildermyth Combat Basics video in the top right corner of the How to Play page.

Character creation
When creating a new character, visit the History part of their character sheet. The procedural generation story grants them a set of 2 to 3 hooks (which affect story choices) and a set of passive bonus.

Example of an origin story (left) and its hooks and passive stat bonus (right)

Since you can reroll (randomly generate) the whole character sheet as many times as your patience allows, you may try your luck to get some nice passive bonus. This optimization is certainly not mandatory though it can prove useful if you play with a high difficult setting. For instance Hunters will benefit from a good Range Accuracy and Mystics from a good Potency. A Retirement Age bonus will allow your heroes to be active during extra chapters, which can make a real difference in long campaigns.
Know your enemies
Foes are divided into five different factions.

Human cultists living in deep caves, with acquired tastes for horned headwear and terrible breakfast. If you see them aboveground, it means trouble. The main antagonists in the campaign Monarchs under the Mountain.

Quarrelsome dragon-like creatures living in a caste system. Bad neighbors due to their cultural affinity for all things brutal such as weaponsmithing, raiding and slavery. The main antagonists in the campaign All the Bones of Summer.

Ancient, towering tentacled monsters leading warped beasts out of the woods. Able to corrupt the ground, giving benefits to their members and disadvantages to their human opponents. The main antagonists in the campaign Age of Ulstryx.

The Clockwork Dead. Steampunk skeletons, golems built of bones and cogs. Benefit from synergies when walling. The main antagonists in the campaign The Enduring War.

Weird, elegant insectoid beings, some small, some very large. The smartest of them are able to compete with your Mystics by interfusing with props. The main antagonists in the campaign Eluna and the Moth.

Campaign mechanics
Legacy Points economy
Legacy Points (LP) play a core role in the balancing of your campaign. Liberating a region by driving out the local monsters will grant your 2 LP, though you won't get extra LP if the region falls back under monster control and you liberate it again.
You can spend your LP by :
- recruiting a new hero (3 LP) or a legacy hero (4+ LP). Tip: the Bard passive skill for warriors is a great skill if selected early in your campaign since it reduces the cost of recruiting by 1 LP, in addition to giving a stunt chance bonus to allies in combat.
- crafting combat gear in-between campaign chapters or at the forge of a local village. If you're short in a resource required to craft a piece of equipment, you can spend LP instead.
- cancelling a timed calamity (1-3 LP). See below.

Calamities are cards added to the deck of an enemy faction. They either introduce a new monster or upgrade an existing one.
There are two sources of calamities:
- A calamity card is drawn at the end of each fight, whether you won or lost.
- In addition, extra calamities are triggered at timed intervals depending on your overland campaign difficulty level. These extra calamities can be dispelled by spending Legacy Points, unlike the automatic post-fight calamities. Consider dispelling the calamities from the main antagonist of your campaign. For instance if you're playing the Age of Ulstryx campaign, where the main threat is the Gorgon faction, you will only rarely (if ever) fight Deepists. Therefore you can safely collect Deepist calamity cards and use your Legacy Points to dispel only Gorgon cards.

Overland strategy
In addition to completing the objectives of the chapter, your heroes can clean up each region from monsters and build local infrastructures. At the end of the chapter, these buildings will generate resources which will allow you to craft advanced weapons and armors.
There are pros and cons to these mop-up operations:
- con: every liberated region will extend the peaceful period before the next chapter. This isn't good news for your heroes as they age and will leave you when they hit their retirement age at the conclusion of a chapter.
- con: every fight generates a calamity, making future fights slightly more challenging.
- pro: every fight gives experience to participating heroes. Levelling up grants a skill choice and improves attributes such as health and warding.
- pro: every fight gives one or several items which can be distributed to any hero, participating or not.
- pro: every structure generates crafting resources. Unlike randomly-generated loot, crafting allows you to decide which hero gets which type and which level of weapon or armor. This is a great way to build synergies, such as giving a +potency weapon to a Mystic or a +stunt armor to a Warrior equipped with an elemental weapon.

The key factor in the choice between clearing the map or rushing to complete the chapter is the length of your campaign. If you're playing a three-chapter campaign, your starting heroes won't retire before the end of the campaign unless things really drag out. But if you're playing a five-chapter campaign (with the exception of Eluna and the Moth which plays in a limited time frame), you'll probably have to deal with retirement. Either you'll want to really rush things to bring your original heroes to the fifth chapter, or you'll need to recruit their replacements around the third chapter.
Note that Warriors typically have a low retirement age and Mystics a high retirement age.

Charisma and Tenacity
These character stats factor passively into story choice rolls, like a skill check in a classic RPG. The higher the stat, the higher the chance of a positive outcome. Positive outcomes go from temporary stats bonus in your next fight to opportunities to get a permanent change to your character in a theme event.

Theme events
Random events can be triggered when scouting a new region, arriving to or departing from a battle site, or simply travelling the world with a specific personality (e.g. leader) or history hook (e.g. dreamer). FeralKitty has written a comprehensive guide on this matter:

Rivers and mountains
Are your heroes unable to reach a region of the map or required to do a long detour because a river or a mountain range is blocking their way? You can click on a section of the river to build a bridge above it, or click on the mountain range to dig a pass through.
Equipment stats
Make an informed decision when you find or craft a new piece of gear.

Potency vs Warding
- Potency adds extra damage to Interfuse spells and themed spells. Mostly useful to Mystics.
- Warding cancels some damage from fire and enemy magical attacks. Mostly useful to exposed heroes such as Warriors.

Shred vs Pierce
- Shred destroys a fixed amount of the target's armor on every attack, down to zero. Typical of axes. Survivors get their full armor back at the end of the mission.
- Pierce ignores a fixed amount of the target's armor. Note that Hunters attacking from grayplane always ignore all armor.

Critical hit chance. A useful mechanic in higher difficulty levels. A successful stunt applies extra damage and an additional bonus if the weapon has an elemental property:
- Fire: damages up to three nearby enemies
- Water: refunds one action point (limited to once per turn)
- Leaf: grands two temporary hit points (can stack)
- Stone: shreds 1 armour of all enemies in a two tile radius

There are several ways to improve your Heroes stunt chance:
- Warriors can equip a Wilderguard armor to improve their chance to stunt.
- Two friends get a +5 to +25 stunt chance when walling (positioned side-by-side).
- A rival gets a one-time +25% to +100% stunt chance bonus when their rival lands a stunt hit.

Dictates how many tiles a character can move per action point. Lowered by the heavy Linkmail and Knightmail armors of Warriors.

Combat tips
No enemy in sight
Be wary of unseen dangers. Don't exhaust all of your action points to dash into unknown territory, as you might not be able to fall back to safety. It can be smart to scout ahead with Hunters invisible in grayplane. Opening a door is something which should be done early in your turn, when most of your heroes can react to whatever lurks behind the door.

Around an enemy
Always minimize the number of enemies that will be able to attack you on their turn. Set up strangeholds with doorsteps, Warriors using Guardian to auto-attack enemies entering their range, or Mystic tricks such as fire and poisoned props to weaken the enemy.

Hover your mouse over an enemy and hold the shift key to see their move range. Make sure your characters stay out of reach, unless it's part of your battle plan. Note that monsters will avoid Warriors in Guardian/Sentinel stance if they have easier targets in range.
Parting words
The official wikia
If you'd like to dig deeper into the mechanics or the lore, you'll want to visit the official game's wikia: https://wildermyth.com/wiki/index.php

Turn-Based Tactics
If you enjoy turn-based games, visit the Steam community Turn-Based Tactics. We review the best games of the genre (from AAA to indie gems like Wildermyth), we share weekly news regarding games in development, and we maintain a huge release schedule of upcoming titles.

< >
Saint Scylla  [author] Aug 2 @ 8:23am 
@Silvercourage Good point, thanks for bringing it up! I've added some notes on overland strategy in the Campaign mechanics.
Silvercourage Jul 26 @ 2:29pm 
Thank you! I’m still confused by whether I should be locking down every province I go to, or just pressing on straight for quest goals. I just finished chapter 1, so it may be clearer to me later, but thought I would mention as a helpful potential add in future. Maybe something like a general idea of when to patrol, when to assault, when to lock down, always lockdown towns, etc., tips. Regardless though, appreciate the effort you put into the guide, it was helpful! 🙂🦖🥦
Saint Scylla  [author] Jul 2 @ 3:28am 
Guide updated for 1.0
PK Ultra Jun 17 @ 6:01pm 
a side pro-tip, dont name your heroes after loved ones. Permadeath is on.
RedPine Mar 9 @ 6:05pm 
Potency is potentially useful on all classes now, and it isn't always good on certain mystics. There are rare mystic builds that rely on physical attacks, using infusions only for passive bonuses. Poison hunters in particular rely on potency. Warrior abilities such as broadswipes and bloodrage get dramatic bonuses at high potency, though that is a bit of a rare oppurtunity.
WebTiger1375 Jan 11 @ 12:27pm 
A good tip for doors it to take a turn or two 'stacking' your troops in front of them before opening. 'stacking' is a mix of the person's speed and role in your play stile. slow, armored, warriors in the front to handle heavy oponets by the door followed by mystics then the quick hunters in the back to get the foes in the far corners is a good example.
Saint Scylla  [author] Jun 19, 2020 @ 6:03am 
Quick note: this guide has become partly obsolete due to recent game updates adressing community feedback and known exploits, such as the endless reroll of hooks. The devs are doing a terrific job. I'll get back to Wildermyth in a couple of months and will update the guide accordingly.
samington miggs May 13, 2020 @ 10:58am 
great guide, thanks for writing it!
valaquent Apr 24, 2020 @ 1:00pm 
I have found it can be really handy to have the Mystic ability Compulsion, especially with another Mystic who has lots of ways to play with fire. Using Compulsion you can walk opponents into flames, which can cause quite a bit of damage.

And, personally, I find it rather funny.
Orn Ree Dec 14, 2019 @ 10:16am 
The Rivers and Mountain tips is important. I was stuck on a chapter because I had (I thought) no way to reach the destination. Only after wasting a lot of time did I stumble on the option to build bridges or mountain passes. I would suggest something that makes this option more obvious, either in the UI or perhaps a tutorial side quest -- build bridge to accomplish some good deed sort of thing.