Guys are any of you have game crash even before it starts? Its stuck in loading screen for 10s and then it crashes... Wasnt able to start the game on my iPhone 4(ios 7) for a day now... Any thoughts?
Same problems with me on iPhone 4 & iOS 7.0.2. On the Rodeo Games FB page, it says they're working on the issues on lower version devices and will submit an update to the App Store next week if all goes well. It sucks, but I can play for short periods of time if I can get the game to load.
Here is how it works. I've checked this many times and I'm sure this is correct. However, I had a few consecutive dungeons where the talisman didn't work at all, but I guess that was a bug. At the end of each turn with monsters present (this also works if the magic user carrying the talisman gets an extra turn from intervention), unused power, up to a maximum of six, gets stored in the talisman. This is indicated by a little +x popping over the character in blue. When you are in control again, you can "empty" the talisman (by using it) and add the stored power (up to 6) to your power store. What I don't understand is why this is not automatic. Why would I not add magic to my power store if I can? If you're feeling cheesy, you can let one harmless enemy live and farm up your power reserve and then kill the entire last room by spamming your favourite damage spell.
I haven't got a quest reward item in necromancer quest first time when I said truth to the villagers about necromancer escaped. When I've completed second necromancer quest and killed him, elder said that I lied to him and shouldn't get quest reward - sword. And I really didn't. Then I've reastarted this quests and got bugged ringwith broken description as a reward. Looks like this should be fixed.
I don't usually play these kind of games, but since people have been putting so much time into this one, it has to be good.. Do you guys recommend it, even though I'm not familiar with the genre?
all i can say is i love it. I love farming new items. I love lvling my characters. reminds me of my days as a kid lvling my pokemons
For the low, low entry price of a pint of beer I suggest you give it a whirl. If you don't like it, no big loss. If you do, welcome to gaming Nirvana!
Yes you have. Look, if you are that worried about buying a game you might not like then don't buy it. There is always some risk in buying a game. All the best.
Heres what you can expect from the game that may or may not suite your tastes: 1. While there is leveling, this isnt an RPG in the traditional sense. You are not a band of ideal heroes led by the chosen one out to defeat the ultimate evil. WQ is more about a band of pretty much random, expendable mercenaries/opportunists out to make a living through various dungeon delving related tasks. 2. Since there is no ultimate evil, there is no actual end. You can complete quest chains but the only way a character is done with the story is if they die or retire. The basic goal of the game is grinding for better and better loot. This is great for some, and I love the more open ended approach, but others may feel lost without a specific end goal. 3. There is an element of luck. Whether or not the luck on WQ bothers you is dependent on your tolerance for luck. The skills each character gets is random, and if you level up say a Waywatcher 3 different times, you may well get 3 very different feeling characters. You will also miss a lot. It is not unusual to have a character swing at air for their entire turn, especially late game. There are of course items, skills, and abilities that can help this, but you have to realize that you wont be leading an unstoppable band of Hollywood brand heroes that clear legions of monsters instantly with barely an effort or risk to their own wellbeing. Personally, I love WQ. But I also come from a gaming background where I played a lot of games like MMOs, Diablo, etc that were generally about grinding. I will say it isnt for everyone, but for the people that do like that type of game, WQ offers hours upon hours of game play. I easily have 200+ hours now invested in the game since the initial release.
More of the same. The level cap is up to eight, more sweet loot. New quests. If you like the base game and want to play up to level eight with sweeter loot you will like it. If you get bored before level six and the loot tastes bitter you might not need to buy it. All the best.
The current heroes are: 1 (Base Game) Marauder: Basically a berserker. Melee with limited range, can use most weapons. 2 (Base Game) Ironbreaker: Dwarf melee. Better defense than the Marauder at the expensive of some attack power. Only uses axes and hammers. 3 (Base Game) Grey Wizard: Caster with a strong focus on utility. Has some attack spells, some healing, pretty much a little of everything. Uses swords or daggers for melee. 4 (Base Game) Waywatcher: Elf range unit. Has average melee with numerous ranged shots. Can gain abilities that allow limited healing or accuracy increases. 5 (IAP) Trollslayer: Dwarf berserker, kind of a cross between the Marauder and the Ironbreaker. Only uses axes. 6 (IAP) Archmage: Elf caster. Each turn randomly gains access to either defensive or offensive spells. Has a lot of multi-target spells for either field. Many spells are arguably better than the Grey Wizard’s but less reliable from turn to turn. 7 (IAP) Warrior Priest: Good defense, average melee character. Has a chance to boost some or all heroes every turn. These boosts range from extra attacks, health, or even extra turns. Starts with a ring that each turn can heal or hurt him and his nearby allies. The damage is low but the healing can be really high so this can be handy to start with. 8 (IAP) Irongut: A big old Ogre mercenary. Has only a single attack each turn but gains abilities to use this attack in different ways. Can auto hit multiple targets at once, or gain the ability to perform a big hit that could do 4 times critical damage. Has some interesting Ogre-only items that can make him a veritable tank. 9 (IAP) Shadow Warrior: Similar to the Waywatcher in that she has melee and range. But, the SW is the only hero that can move after attacking. Also, many items make you choose between boosting your melee ability at the expense of your range, and vise versa. I have found generally she is worse at range than the WW, but better at melee. 10 (IAP) Bright Wizard: Caster with damage over time and guaranteed to have some ranged attack spells. Has adequate healing and good debuffs. Good caster for taking on high health enemies like trolls.
I think I finally figured out the endgame Irongut. Having the highest base thoughness as well as a skill that grants +1 toughness as well as good tanking equipment, the Irongut can achieve 20 toughness with moderate efford. In theory this should render him immune to physical attacks, but it seems that some enemies can hit you regardless (e.g. warbosses). Yet most enemies' attacks will get deflected (same as when you have ward of the world dragon up). In addition he has autohit attacks that draw aggo well. Might swing hits up to 3, brawl hits everything around the Irongut. This turns him into the base tank in the game. His equipment is also noteworthy. The gut maw belt adds a sort of counterstike (the description fails to mention) which is nice. He also has a sickle that has stats identical to a masterworked ogre club, but also comes with an hidden ablility. Once per turn you can hit an ally for a random 1-6 damage with the Irongut, giving him that much bonus strenght until end of turn. This is quite unique and close to being his saving grace. I still prefere to be able to kill everything before ot attacks and usually leave the Ogre at home....