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Even during a single playthrough, it’s easy to see how much potential the multitude of builds offers, on their own and in conjunction with other characters.
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The tactics are both simple enough to get your head around easily – all numbers are fairly small and the pool of abilities minimal – while also being incredibly deep and satisfying to master. Infusing with a table will offer the option to create a splinter bomb, while a rock can create a discus that rebounds off several enemies. Magic is the most unique: instead of simply casting a fireball, mystics “infuse” with objects in the environment, calling upon the properties of the object to then cast spells. The tried and true archetypes have their own unique spins, however, thanks in large part to the cleverly intertwined skill set of each class. Your handful of heroes – fitting the classic trifecta of melee, ranged and mage – traverse the tiles and use abilities to deal with enemy creatures of all stripes. There is a world to explore in the form of moving tiles around a map, uncovering new landmarks and clearing out the monsters prowling the land.īattles are played out much like a Fire Emblem map would, but on a smaller scale. There is a main overarching narrative, of which the main through-line is (I suspect) relatively set, yet the considerably hefty run time of 10+ hours for a playthrough is generated in a roguelike fashion. Wildermyth is part grid-based tactical RPG, part roguelike, and part storytelling game.