The process of enchanting your currently wielded weapon effectively destroys your old weapon and replaces it with an elemental quality weapon of the same type and tier.Įach element gives a different bonus when a hero stunts. If you catch it, it can enchant one of the currently wielded weapons of the hero who catches it, or give you a legacy point. I don't know why you think you can cast a spell with it.Įvery once in a while your party might encounter an elemental spirit during a mission (see Spirit Captured for more information). Isn't this literally just a gnarled branch you picked up when you were out hiking?. "A bit of pliable wood and some horsehair makes a fine weapon to warn off wolves with." Hacked from the foot of an uprooted tree, it's heavy and dangerous in the right hands.Ī wood shaft affixed with an iron fork for shoveling hay, it's effective and traditional. Normally used against rocks and tree roots, it can do some damage if you can connect. Tier 0 weapons are the basic weapons that heroes normally start the game with.Ī notched old thing that's seen better days, it belonged to a relation, once upon a time. Basic weapons typically come with a randomly generated name, but do not offer any additional bonuses beyond what might be normal for a weapon of their type. They are often obtained through random loot, but they can also be crafted with the correct resources or using legacy points. Weapons of all qualities can be upgraded to higher tiers through the crafting system.īasic weapons are the most widely available. An additional bottom tier, Tier 0, is present for certain categories of generic weapons.
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All weapons, regardless of quality, additionally come in tiers representing their general power, usually spanning from Tier 1 (the weakest) to Tier 3 (the full capability of the weapon). the randomly generated weapons that you come across during your play), elemental quality (a stunt effect is added to the weapon), or artifact quality (named weapons that have set descriptions and stats/abilities).
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Switching weapons in combat is an unlimited free action.
![wildermyth nexus wildermyth nexus](https://dtf.ru/cover/tw/c/806287/1627061996/cover.jpg)
Generally, a hero can only hold/equip one weapon at a time, but an extra weapon can be stored on the back. Like all equipment, weapons cannot be transferred or traded among heroes after being assigned.
![wildermyth nexus wildermyth nexus](https://unchartedlibrary.com/wp-content/uploads/2021/01/wildermyth_banner1Logo_3000x1500-e1611519600406.png)
If a hero loses arm(s) or undergoes some transformation, some of these weapons may not be equipped. Two-handed weapon types include: bows, greataxes, greatspears, greatswords, hammers, and staves. One-handed weapon types include: crossbows, daggers, dueling swords, swords, axes, maces, and wands. All weapons are either one-handed or two-handed.