

Passing through a tile that is already occupied by an ally costs +0.5 movement point. Diagonal movement costs 1.41 movement points. Click on the "Speed" line on the character sheet to see the actual value and the factors that go into it.
#Wildermyth hooks full
On the "Stats" pane of the Character Sheet, the speed value is shown rounded down, but when moving on the battle map, a hero uses the full unrounded value of their speed. (Abilities like Heroism can let a hero start their turn with more than 2 AP.) Moving to a yellow-highlighted tile will end their turn. When the hero is selected, tiles they can move to without using all their available AP are highlighted in green. On the battle map a hero can spend an action point to move a number of tiles equal to their speed stat. It is also modified by age and by various augments and themes. Humans start with a base speed, modified +1.7 by each of their natural legs they still have. A hero's current hit points is equal to Health + temporary health – injury. Health is the hero's maximum hit points, and does not change in combat. Health determines how many injuries a hero can sustain before they must make a mortal choice. 4.5 armor), Wildermyth ultimately rounds these stats down. Though players may encounter fractional stats gains through gear and events (e.g. The starting values for a young adult human depend slightly on the combat difficulty level.
