A practical guide to Wildermyth's campaigns, tactical combat, the three hero classes and their abilities, overland management, and the legacy system that carries your favourite heroes into future stories.
Researched September 2026 — current as of patch 1.16+562 (January 2026) with the Omenroad DLC. Live games change; check the linked sources if something differs.
| Campaign | Chapters | Main foes | Notes |
|---|---|---|---|
| Age of Ulstryx | 3 | Mixed | Introductory/tutorial campaign |
| All the Bones of Summer | 5 | Drauven | Longer story campaign |
| Eluna and the Moth | 5 | Thrixl | Longer story campaign |
| The Enduring War | 5 | Morthagi | Weaves a story from 1,000 years ago into the present |
| Monarchs Under the Mountain | 5 | Deepists | Longer story campaign |
| The Sunswallower's Wake | 3 | Various | Shorter story campaign |
| Generic campaigns | 3 or 5 | Random | Randomised chapters and Keystone events, great for legacy heroes |
| A Walk in the Unlight (Omenroad DLC, May 2024) | Varies | Various | Story campaign built on Omenroad's rogue-ish Challenge mode |
Each campaign is split into chapters. Keystone events act as the big boss confrontations at chapter ends. New areas of the map open each chapter.
All campaign types support online multiplayer: players share heroes and can lock specific heroes to specific players.
Combat takes place on a grid. Each turn a hero can typically move and act, with some abilities being turn-ending and others costing a single action.
| Term | Effect |
|---|---|
| Armor | Reduces physical damage |
| Warding | Each point absorbs one magical damage and breaks, but all warding regenerates at the start of the unit's next turn |
| Pierce | Ignores up to that amount of armor or warding |
| Shred | Removes one point of armor for the rest of the mission |
| Walling | Orthogonally adjacent heroes reduce incoming damage by 1 |
Practical rule: against heavily armored foes, bring Shred and Pierce. Against magic-heavy foes, stack Warding.
Missions include Assault (you attack an enemy site), Defense, Ambush, Intercept and Event fights. Assaults grant bonus Legacy Points on completion.
Melee heroes with two-handed weapons or sword and shield; the party's guardians.
| Ability | What it does |
|---|---|
| Engage | Forces engaged enemies to attack the warrior; grants armor |
| Sentinel | Replaces Guardian; the warrior leaps to intercept passing foes |
| Paladin | Automatically enters Guardian at turn end after moving |
| Vigilance | Multiple reaction strikes per turn |
| Battledance | Melee attacks cost only one action |
| Broadswipes | Melee attacks hit multiple nearby foes |
| Bloodrage | More damage the more health is missing |
| Backslam | Knocks enemies away; damage scales with armor |
| Shieldshear | Weapon attacks strip enemy armor |
| Stalwart | Toggle for defensive bonuses at a speed cost |
| Thundering Challenge | Forces enemies to flee for a turn |
| Untouchable | Grants attack immunity after a kill |
| Wolfcall | Allies gain speed after kills |
| Zealous Leap | Rapid repositioning every other turn |
| Raider | Create fires or destroy scenery to damage adjacent foes |
Build tip: a tank Warrior with Engage, Paladin and Stalwart holds a chokepoint; a damage Warrior with Battledance, Broadswipes and Bloodrage clears groups.
Ranged fighters who can lay traps or slip into the Grayplane to scout.
| Ability | What it does |
|---|---|
| Ambush | Ranged counterattack on enemies entering threatened tiles, with bonus damage |
| Archery | Counters ranged attacks aimed at the hunter or adjacent allies |
| Piercing Shots | Ranged attacks gain pierce |
| Through Shot | Arrow passes through multiple targets in a line |
| Crippling Strikes | Attacks apply Hobbled |
| Ember Arrows | Bow attacks gain damage and shred when standing by fire |
| Flashcone | Projectile that blinds enemies or hides allies |
| Foxflight | Speed boost; dodge the next two attacks each combat |
| Jumpjaw | Traps that damage and pin approaching enemies |
| Quellingmoss | Poison weapons and throw a poison flask |
| Rogue | Automatically re-enter the Grayplane after a kill |
| Thornfang | Refund an action after a melee kill |
Build tip: Silkstep + Rogue + Piercing Shots is a strong assassin loop. Ambush + Archery makes a defensive overwatch hunter.
Human magic-users who interfuse with objects on the battlefield.
| Ability | What it does |
|---|---|
| Openmind | Interfuse with more targets; upgrade adds range and makes Withdraw free |
| Elementalist | Advanced fire, wood and liquid interfusions (damage, utility) |
| Naturalist | Plant and tree interfusions (mobility, crowd control) |
| Humanist | Mechanism, metal, tool and shard interfusions (control) |
| Earthscribe | Stone and bone interfusions (defence, active abilities) |
| Mythweaver | Statue, garb, book and textile interfusions (potency, damage) |
| Ignite | Creates interfused blazes; upgrade removes the debris requirement |
| Arches | Summons a tree that pins nearby enemies |
| Compulsion | Forces interfused enemies to move |
| Indignance | True damage to adjacent enemies |
| Soulsplitting | Damage reduction per interfused object |
| Spiritblade | Allies near interfused objects gain bonuses |
| Vigorflow | Physical damage scaling with interfused objects |
Most mystic abilities have a "+" upgrade (for example Arches+ makes it a single action instead of turn-ending).
Build tip: read each map before the fight. Scenery type decides which interfusion tree is most useful, so Openmind plus two or three specialist trees keeps your mystic flexible.
The overland map is divided into territories, each with a biome. Territories can be wild or civilized, and most contain a town or station. Enemy forces occupy locations and send incursions.
Jobs cost hero-days of labour. Selected jobs from the wiki:
| Job | Labour | What it does |
|---|---|---|
| Scout | 40 hero-days | Reveal terrain and threats in a tile |
| Patrol | 60 hero-days | Clear infestations |
| Assault | Starts a mission a day after heroes arrive | Clearing a wild territory earns +2 Legacy Points |
| Secure | 75 or 140 hero-days | Make wild land safe; either work faster or find an item |
| Build | 40 hero-days | Establish a new station |
| Repair | 65 hero-days | Restore ruined sites |
| Prepare Defense | 30, 59, 116 hero-days | Three consecutive defence tiers |
| Bridge | 120 hero-days | River crossing |
| Pass | 240 hero-days | Mountain pass |
| Recruit | 3 hero-days | Pick a new hero from a town |
Priorities: scout early to find threats and items, secure territories that feed your gear upgrades, prepare defences on towns that incursions will target, and don't spend your whole party on slow jobs when enemies are approaching.
Which campaign should I play first? Age of Ulstryx, then a five-chapter story such as All the Bones of Summer.
Is Omenroad worth it? If you enjoy runs with escalating challenges and want more reason to use legacy heroes, yes. The paid DLC (released May 2024) adds the rogue-ish Challenges mode and the story campaign A Walk in the Unlight that uses it.
How does multiplayer work? All campaign types support online co-op; heroes are shared and can be locked to individual players.
Can I bring heroes into a new campaign? Yes. Survivors and retirees join your legacy and can be recruited for Legacy Points.
What's the difference between Armor and Warding? Armor reduces physical damage; Warding absorbs magical damage point by point and regenerates every turn.
Is the game still updated? Yes, occasionally. The most recent patch is 1.16+562 (January 2026), a bug-fix update.