I’ll be covering builds for all three class types in the game, and I’ll be sticking to combinations I’ve actually had the opportunity to use – while you could certainly use legacy points to fish for “optimal” builds, I find much of the joy of Wildermyth comes from making the best of the unique combination of abilities, transformations, and gear that you discover with each adventure. So I thought it would be fun to spend some time reflecting on some of my favorite builds from across my many campaigns. There’s a lot I love about Wildermyth but in previous articles I have primarily focused on my appreciation for the game’s narrative qualities. Ten more years follow.I recently started playing Wildermyth again – it is a game I have revisited multiple times since I played it for the first time at the beginning of this year. After a nailbiting set of rounds where everyone takes damage and dashes wildly for the exit, the company emerges from the cave system victorious - and with a weapon that buys them some time. I am on the edge of my seat right now, I kid you not. The company starts to make a run for it through a gauntlet of monsters in order to reach the exit on the far side of the map. Defeating it nets the team a tier 3 spear - and an endless wave of gorgons. With a single day left - yes, I was cutting it close to the wire - the company finds the big sentinel boss, claws, paws and all. Oh, and Walshae catches a cute little water spirit and forces it to transform into a stronger magic staff, because that’s what you do with cute things - make better loot. ![]() The company gets trapped in a cave, finds a mysterious underground temple, swipes a book, causes a second cave-in, then emerges to attack a group of baddies. ![]() Let’s see… lot happens in this next tile. It talks to her mind, sketching out a map to the enemy before asking the party to put it out of its misery. Welshae encounters an ox with a strange growth on it. And then I promptly forget her in the town, which I don’t realize until I’m three tiles away, she’s not equipped, and I don’t have the time to go back and get her. Along the way they stop in Pebbleham, where they pick up a fifth party member - Galadiel, a hunter who’s got a boasty mouth on her. ![]() With less than 300 days to get to the root of the Gorgon problem, the party heads to unknown territories. This makes the third party member I have with some sort of facial deformity. She gulps this magic water down and gets a big glowing star on her forehead. The farmer chickens out of using the Stormwell, so Walshae does it instead. After the fight, the farmer said that he’d heard of some sort of shrine that lends people extra power, so he’s been coming up here to try to access it and use it to protect his family (and goats). I love infusion, it’s really so much fun. I’m getting better with the combat scenes, grouping up my party for added protection, forming a shield wall with my paladins, and using my mystic’s infusion ability to turn the environment against the bad guys. Gorgons are finally spotted in some ruins, where a farmer is wandering around monster country. It’s a sweet little tale as the crew finds the spot where the storyteller wanted to buried, fight off a few bad guys, and in the end decide to enjoy nature rather than recall old stories. ![]() On the way, however, Geeve decides this is a good time to bury the ashes of a storytelling friend. This time it’s to investigate the mother gorgon that they heard about previously, to see if they can track down the threat before it overwhelms the land. It’s 10 years later for my Wildermyth party (who are now in their early 30s), the Bringers of the Things We Lost, and they are setting out once again.
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