Wildermyth difficulty settings12/27/2023 ![]() ![]() Morthagi you’ll need a lot of shred and want to separate them etc. Know your enemies and what you need to get the advantage. It’s really just about getting a feel for the game and being cautious. Use walling and friendship/family bonds for extra defense buffs to keep your party together. Use cover, if you hover over items on the map it tells you what cover they offer and note that door entrances and walls and stuff are very good cover. One with spirit blade and another with Vigorflow and a bow. Although we have experimented and rocking two battle mages for Eluna. We usually end up with max calamities by the end of each campaign without stopping any calamities.īiggest things is really to plan an outline for a build and ensure you’ve got good synergies. We’re not playing carved in stone but we take deaths and if we got TPK we restart from turn 1 of the fight. ![]() We’re halfway through Eluna and the Moth after finishing the ones before and we started this one with 40 calamities on to up the difficulty a bit more. My mate and I who played a lot of XCOM play this on Walking Lunch for campaign and map. The final benefit is narrative: the character injury and death ramps up over the course of the story, making it feels like the stakes are growing. Those early playthroughs were during beta, though, so I still have to relearn some things that changed.) (That said, I did play it all through at least twice already, so I guess I wouldn't really know if this works for the first time. This also lets you learn the ins-and-outs of the particular campaign's enemies without having to run it through twice, once on Storyteller/Adventurer and once on Tragic Hero. The beginning is easy enough to allow you to build up heroes, but the dynamic overmap events make sure the enemies also scale rapidly in difficulty and give you a lot of incursions and such to gain XP defeating the end is challenging in combat with the full roster of enemies (at least for the main enemy faction) without having a lot of incursions bogging down the story, but at least you have some strong heroes to bring in to the fight. What I do for five-chapter campaigns now is a weird complicated custom difficulty:Ĭhapter One: Storyteller combat difficulty + Tragic Hero campaign difficultyĬhapter Two: Adventurer combat difficulty + Tragic Hero campaign difficultyĬhapter Three: Adventurer combat difficulty + Adventurer campaign difficultyĬhapter Four: Tragic Hero combat difficulty + Adventurer campaign difficulty (or sometimes the same as chapter three)Ĭhapter Five: Tragic Hero combat difficulty + Storyteller campaign difficulty You have to figure out where you want to be challenged and where you don't. I absolutely agree that playing with custom difficulty settings is the way to do. I could just totally suck at the game, but hopefully this helps haha Because knowing something about the enemies you are facing helps a lot with strategizing. I also recommend playing each campaign on regular difficulty first, and then bumping up the difficulty on successive playthroughs. This has been much more survivable for me, and is giving me space to learn new techniques. ![]() So instead of raising the challenge for both the combat and the map, I'm just making combat more difficult. I kept playing the first tutorial campaign again and again and whichever character lived the longest (rarely into chapter two, but usually just into chapter one) would get added to my legacy and I would try again.Įventually I gave up on that and started doing a custom difficulty: harder combat, but "normal" map difficulty. I don't know if this is typical for others or not, but as soon as I jumped up to the next difficulty level I was absolutely destroyed haha. ![]()
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