Wildermyth

Wildermyth: Complete Guide

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…

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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.

Quick Start

  • Start with Age of Ulstryx. It's the three-chapter introductory campaign and teaches the basics.
  • Three classes, three jobs: Warriors hold the line in melee, Hunters shoot and scout, Mystics interfuse with objects on the battlefield to turn scenery into weapons.
  • Always bring a Mystic. Interfusion turns the map itself into a resource. Most fights get easier with one.
  • Use cover. Standing next to cover gives up to +30 (partial) or +60 (good) Defense Strength. Heroes in the open get hit.
  • Stand heroes next to each other. Orthogonally adjacent heroes gain "walling", reducing damage by 1.
  • Armor vs Warding: Armor reduces physical damage; Warding blocks magical damage and regenerates each turn.
  • The overland clock is the real enemy. Enemy threat grows over time. Don't waste hero-days on low-value jobs.
  • Let heroes fall back. When a hero is taken out, you can often choose to let them survive with a lasting injury rather than die. Maimed heroes can gain surprising transformations.
  • Pay attention to relationships. Rivalries, friendships and romances give combat bonuses and story events.
  • Finish campaigns to build your Legacy. Surviving and retired heroes join your legacy and can be recruited in future campaigns.

Campaigns

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 Mechanics

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.

Hitting and being hit

  • Attacks need line of sight.
  • Attack Strength (Accuracy for basic attacks) is compared with the defender's Defense Strength (Block + Dodge + Cover).
  • The difference sets your hit chance: a hit strength of 0 is about 75% to hit, +10 is 85%, and +40 guarantees a hit.
  • Block and Dodge are mechanically identical; they just differ in flavour.
  • Cover: up to +30 Defense Strength for partial cover or +60 for good cover, reduced if more of the body is exposed.

Damage and defence

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.

Mission types

Missions include Assault (you attack an enemy site), Defense, Ambush, Intercept and Event fights. Assaults grant bonus Legacy Points on completion.

The Three Classes

Warrior

Melee heroes with two-handed weapons or sword and shield; the party's guardians.

  • Starting ability — Guardian: a defensive stance that waits for enemies to come into melee range and strikes them.
  • Key learnable abilities:

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.

Hunter

Ranged fighters who can lay traps or slip into the Grayplane to scout.

  • Starting ability — Silkstep: enter the Grayplane to become hidden; attacks from hiding ignore armor.
  • Key learnable abilities:

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.

Mystic

Human magic-users who interfuse with objects on the battlefield.

  • Starting abilities — Interfuse and Withdraw: mingle the mystic's life energy with a blaze or piece of scenery (interfused targets grant vision and power further abilities), then withdraw to pick a new target.
  • Key learnable abilities:

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.

Overland Management

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.

Heroes, Death and Transformations

  • Heroes age, form relationships, and change through events. Some events give themes (transformations like wolf-like or crystalline features) that alter appearance and grant abilities.
  • When a hero is taken out in combat, you may be able to fall back with a lasting injury (such as a lost limb), which can open new paths, or let them die a heroic death that is remembered.
  • Heroes eventually retire with age. Retired heroes still join your legacy at campaign end.

Legacy System

  • Heroes join your Legacy at the end of a campaign if they survived or retired. Dead heroes can join if you build them a tomb or they died in the final battle (but can't be promoted).
  • Legacy heroes can be recruited in later campaigns instead of new farmers by spending Legacy Points (LP).
  • Tiers: Folk Hero (+1 LP, 1 ability), Local Legend (+2 LP, 2 abilities), Fabled Adventurer (+3 LP, 3 abilities), Balladsung Hero (+4 LP, 4 abilities), Mythwalker (+5 LP, 5 abilities).
  • A three-chapter campaign grants one legacy promotion; a five-chapter campaign grants two; every 10 LP left over grants another.
  • Recruited legacy heroes keep their themes and maimed limbs; their equipment is scaled down to the chapter, but elemental or artifact properties are kept.

Common Mistakes to Avoid

  • Fighting in the open. Cover and walling are huge; use them every turn.
  • Neglecting Warding. Magical enemies chew through armored heroes that have no Warding.
  • Mystic without targets. Place mystics near useful scenery; a mystic with nothing to interfuse is weak.
  • Spreading the party too thin overland. Split squads can get caught by incursions.
  • Letting threat snowball. Ignoring enemy sites lets them grow; assault them when you can.
  • Letting every downed hero die. Falling back often costs less than you think and creates great stories.

Advanced Tips

  • Engage + Guardian Warriors anchor chokepoints; place Hunters behind them with Ambush.
  • Shred stacks for the whole mission, so shredding a tough foe early pays off for everyone.
  • Kill effects now resolve before death effects (patch 1.16+559), so Untouchable can prevent explosion damage from exploding enemies.
  • Relationships: romances give shared buffs; rivalries can also give bonuses. Keep bonded heroes together.
  • Legacy heroes shine in generic campaigns, which are designed to accept them.
  • Omenroad adds a rogue-ish Challenge mode; its bosses are weighted by how often you've seen them (patch 1.16+554), so you'll see new ones faster.

FAQ

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.

Sources

  • Wildermyth on Steam
  • Wildermyth Steam news and patch notes
  • Wildermyth Wiki: Campaign
  • Wildermyth Wiki: Combat mechanics
  • Wildermyth Wiki: Warrior abilities
  • Wildermyth Wiki: Hunter abilities
  • Wildermyth Wiki: Mystic abilities
  • Wildermyth Wiki: Jobs
  • Wildermyth Wiki: Legacy
  • Wildermyth Wiki: Omenroad

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