Version 2.01
Whenever players ask a rules question in the Discord channel, someone else is pretty quick to answer. Sometimes this is a developer, such as myself or Milly, or one of our community moderators. Often, however, it’s another member of the community, one player helping another better understand the rules and their interactions.
Even when a developer isn’t involved in answering a rules question, we try to keep an ear to the ground. “Maybe we can clarify that in the next version,” we say, as we add it to our list of things to look at. And we also note down player feedback, from our own campaigns and from the community at large. While the system works pretty well, there’s always ways to improve it.
Today, after about half a year of collecting feedback, cataloguing typos, and noting where players get confused, we present Version 2.01 of Reclaim the Wild.
Highlights include:
- A revamp of how light works, including codifying dim, fair, and bright lights
- A new Feat to help Companion-focused Heroes power up their sidekicks
- Fixes and improvements to just about every monster in the Bestiary
- Clarifications and improvements to how Heavy Weapons work
- …and dozens of other clarifications, fixes, balance tweaks, and improvements!
You can download the new rules here or here, as always. And also as always, we’d love to hear your feedback!
Check out the full changelogs down below!
Reclaim the Wild (Core Rulebook)
- The art revamp continues.
- Changed all instances of “Trait Requirement” to “Learn Requirement”, to better match other areas of the book.
- Gerudo now have a Knack for using Command to tame animals and recruit Companions, and for the Coordinate and Menace Combat Maneuvers.
- Unified the name of the “Dark” Element (so it is no longer called “Darkness” in some places).
- Adjusted the references to Songs in Character Creation. Now, your character may, with GM permission, start with a Song, if it befits your character.
- Clarified and expanded how light works. Light now officially comes in various levels of brightness (Total Darkness, Dim, Fair, and Bright), and all light sources have been tagged with their level of brightness. There’s also now a section explaining these different levels of brightness, found just after the Weather section.
- The Sheikah benefit towards Sneaking now properly reflects the current Sneaking and Movement Cost rules.
- Subrosians now have a Knack for Active Haggling, to better fit their lore as naïve, brilliant traders.
- Fixed an error in where the Talking Animal Fist weapon listed in the Race’s writeup had an incorrect Attack value.
- Talking Animals can now upgrade their Natural Weapon to a Rank of (Discipline + Fortitude)/3. This is to better balance the number of Tokens required against the Smithing trait on its lonesome, bringing them to closer parity.
- Clarified that upgrading Talking Animal Natural Weapons requires Monster Parts of the same Rank – so upgrading to Rank 2 requires Rank 2 Monster Parts.
- Clarified that Helpless creatures have no Guard Stats, not just no Evasion.
- Removed erroneous, old mentions of Songs costing Tokens of Heroism.
- Specified that Ammo is not consumed when using Spells or Techniques with any Ranged Weapon.
- Fixed inconsistent capitalization of “Weapon” in the Basic Attacks section.
- The “Throw Weapon” Basic Attack now properly gives 1H throwing a Range of 6, and 2H throwing a Range of 4.
- Menace is now listed as a Social Maneuver.
- We’ve made the “Defensive Basic Attacks” into their own section: they’re now called “Basic Reactions”.
- Clarified that the Cursed status does not prevent use of Basic Reactions. (It still prevents use of Reactions that are Spells or Techniques.)
- Added a Feat, “Companion’s Coach,” to allow Companion-focused Heroes to boost Companions’ Token count.
- Added a Feat, “Fairy’s Focused Light”, to allow Fairies to shine a bright spotlight with their natural glow.
- The Feat “Magical Voice” no longer scales off Perform. Instead, it now scales off of your choice of Command, Discipline, Fortitude, Influence, or Intimidate.
- Fixed a minor formatting error in the “Body Check” Technique.
- Mipha’s Grace now costs 9 Tokens (up from 6), and requires you know one other Health-restoring Spell.
- Nayru’s Love has been significantly altered. Thanks to the community for ideas and feedback!
- Boomerangs are now Blunt weapons, instead of the Piercing they were before.
- The Efficient Enchantment can now be placed on all Ranged Weapons.
- The Elemental Weapon Enchantment now alters Techniques’ element for free (no longer costing Stamina).
- In addition, Arcane Weapons with the Elemental Weapon Enchantment can now use Elemental Chaff in a Blast 2.
- The Multi-Shot, Quickshot, and Tracer Enchantments have been standardized. They now all only affect Ranged Basic Attacks, and can be applied to Any Weapon. (This means they also work for throwing Melee weapons!)
- The Hydrodynamic Enchantment now properly helps all Ranged Weapons fire Bomb and Fire arrows underwater.
- The Nightvision Enchantment now scales with Rank.
- The Sand-Walk and Snow-Walk Enchantments now scale with the Enchantment’s Rank.
- Sacks’ HP is now ((Rank + 1) x 5), to prevent Rank 0 Sacks from having no Health.
- Fixed an error in the “Upgrading a Pouch” section, where we incorrectly stated the formula for determining the Material cost for upgrading a pouch.
- Clarified what happens in several cases where an attack might have multiple damage types. (See Vulnerability, Elements and Monsters, and the Elemental Weapon Enchantment.)
- Clarified what happens when a Swarm has a Vulnerability, Resistance, or both, to a type of Damage. (See Elements and Monsters.)
- Added a new Assist Mode Rule, “Easier Ingredients”, to make it easier to find and record Critters and Food Ingredients.
Ravage the Wild (Bestiary)
- Unified the name of the “Dark” Element (so it is no longer called “Darkness” in some places).
- Fixed numerical errors in many monsters’ stats, attacks, weapons, and miscellaneous numbers.
- The monster attack “Belly Flop” now costs 8 Stamina.
- The monster attack “Bubble Bath” now costs 8 Magic.
- The monster attack “Duel Circle” now Dazzles as well as Slows foes who break the circle. We also clarified that crossing the circle breaks it, and Burns the Bound Magic.
- The monster attack “Flame Breath” now costs 6 Magic, and deals (Weapon + Willpower) damage.
- The monster attack “Lay Trap” does not directly deal damage; instead, damage is dealt when the trap is sprung.
- The monster attack “Scaefos’ Curse” now deals Dark damage (instead of not having an element, as before).
- The monster attack “Teleport Strike” now deals Weapon + Willpower damage, with a rider for extra damage, and targets Concentration instead of Vitality.
- The monster attack “Trail of Shadows” now allows the caster to move through foes as Difficult Terrain, and requires a Fair or Bright Light to remove its shadows (Spending the bound Magic).
- The monster attack “Provoking Dance” now uses Perform and Intimidate Traits, is Burst 2, & costs 8 Stamina.
- The monster attack “Wave Beam” now costs 6 Magic, and its damage is always typeless.
- Altered the Shed Armor passive (found on Darknuts) to work more quickly, and not be infinitely stackable.
- Updated the wording of the “Distracting” Passive, found on Keese, to include squares they are in.
- Added a passive to Talus, “Sweeping Striker”, which explains their ability to Sweep with a Fist weapon.
- The monster passive “High Tension Tendons” (found on Tektites) no longer automatically slows a creature while it is walking on water.
- Clarified that the “Deftly Deflectable” passive includes defending against effects and passives, as well as attacks.
- Face Lamps now have a proper passive (Dazzling Threat) instead of a faux-passive on their Basic Attacks.
- Yomo Medusa now have the Magic Salvo Basic Attack, rather than the erroneous Sweep.
- Fixed an error where “Hand Axe” weapons were erroneously listed as “Handaxe”.
- Standardized the wording of Passives throughout the book: now, they should all use the format of “this creature” rather than “you”.
- The “Elemental Aura” and “Hot to the Touch” Passives now affect attackers using Hands-Free Weapons, as well.
- Significantly reworked Lynel’s “Bucking Bronco” Passive, and added a new Passive, “Easy Rider”. Lynel also have the Dragoon’s Animal feat innately, allowing them to use their Roar to dismount unwanted riders.
- Updated the “Denizens of Shadows” Passive to include normal light (which now Dazzles such foes).
- Fixed a formatting error in the Cucco entry (swapped Discipline & Insight locations on its sheet).
- Corrected how far Cheep Cheep and Deep Cheep can leap, and explained their poor Walking speed, thanks to their Flying Fish passive.
- Dinofols now wield Gauntlets, courtesy of the Website article “Design Your Weapon”.
- Shadow Puppets’ Shadow Spear is now properly enchanted with the Elemental Weapon (Dark) enchantment.
- Treasure Octorok are now Large sized.
- Clarified Dark Doppelgangers’ equipment: namely, they should receive both weapons and armor.
- Goriya are now Civilized monsters, since they can talk, craft, and trade.
- Updated the wording of Yiga Earthweavers’ Monastic Training passive to match that of the Core Rulebook.
Rebuild the Wild (Supplement)
- Clarified that the bonus Storage slots you get for owning a Bank do not count towards your limit of purchasable slots. They’re bonus slots.
- Also clarified that, if you lose possession of the Bank, you can still remove items from the bonus slots, but you can’t put new items into them.
- Mills now provide a free Resource node every (6 – (Rank / 2)) days, down from the previous every 7 days. This should make a Mill a better investment for Heroes who have good harvesting Traits, while Shops that specialize in that same Material type are better for Heroes who don’t specialize in harvesting.
- Adjusted the formatting of the Temp HP column for Stables.
- Clarified that the 50 Rupee cost for Stabling a Mount or Companion is per each Mount or Companion.
- Clarified that Heavy Weapons can be Enchanted and Crafted in Styles, as Ranged Weapons.
- Clarified that Cannonballs are limited by your (Smithing Rank / 2), rounded down, per the 2.00 update.
- Added a nice big Example to Heavy Weapons, to better illustrate their use and how their math works.
- Clarified the Attack and Durability of Heavy Weapons of each Rank in the chart.
- Added a new Basic Attack for Heavy Weapons, “Launch Shell”, to better elucidate the use of a Heavy Weapon.
- Clarified that Heavy Weapons cannot use Ammunition aside from Bombs and Cannonballs.
- Genericized wording that states that Castles take up more land than Houses and the like.
- Clarified how the Comfortable Chambers, Profitable Palace, Stupendous Stable, and Wards of Privacy Personal Touches work for Castles.