Talisman of power is great. It will store all unused power (up to 6) if monsters are alive at the end of the turn. I regularly avoid casting spells to store power for later. If there is only an orc arrer boy left and you have 4 power then don't fireball him. Fry him the following turn and save the unused power. Spell wise i really like wall of fire, if you can get all enemies to foucus on one warrior then it can soak up a ton of damage. I've also got a waywatcher running as a tank. Dodge, parry, evade and a ring of agility mean he rarely get's hit, rings of fortitude give him wounds to soak up the ones that get through, and herblore lets him heal himself. I just wish he dealt more damage or used the fancy quivers. Offencewise he is just used to snipe archers, finish wounded opponents or set up deathblows.
As a big fan of the Hunter games I'm giving this one serious consideration. Is the gameplay similar enough to Hunters that it would feel familiar but still offer some new variety? Or is it basically just Hunters with a fantasy setting? Judging by the reviews it actually seems quite a bit deeper than Hunters with a much longer campaign. Hunters just boils down to randomly generated single missions but this one seems to have more substance.
The Talisman of Power. Stores unused winds of magic (up to 6 during combat) each turn. You activate it like you use a scroll. it should be in your list. I actually spend a few rounds of combat in the first few encounters.
he never took it from me. I just refuse to give any of his collect "x item" back to him ever. I wish I could have get one more talisman of power. Would make using a second caster viable
I finally got a response back from Rodeo Games after the new update didn't fix it for me. Here's what they said: "We have been made aware that the latest patch did not fix the stability problems for some of our players. We are looking into it and we will release another patch once the issue has been identified and fixed." I'll keep playing with the glitches until then.
After more than 100 hours. And currently 280k gold. I realize there is no real meaningful gold sink And my biggest regret is selling away the green rings I collected. No npc sells them apparently.
Overall without IAP purchased weapons. Do note all my characters are decked out in gold weapons n armor and I have access to brutal tribe campaign. Marauder and grey wizard team dominates dps potential. I keep 1 greater ring of striking on my 2 melee dps With mortal bane or hammer of sigmar n 6 attacks. The potential dps from from marauder is insane. Even if he berserks n has zero attacks once every 3 rounds. Normal hits with mortal bane are like 15. 15 x 6 is 90. Crits means your maximum potential dps is 6 x 35 ( seen up to 40-50 ) which is 210. Orkam razor peaks at around 35 damage for 7 winds. A blade of night on a marauder max level is 3 hits which potentially does 15 x3 or 15 on 3 targets, and much more if you crit. Blade of night costs 4 winds and potentially does double the dps. The 2nd melee dps class is a fight between troll slayer with reaction strike and 21 str and iron breaker. Iron breaker wins by a big margin. Troll slayer with 21 str n 3 melee attacks does average 22 x 3 but no crit weapon means he has no burst potential. Reaction strike helps to boost his dps potential slightly. Slam proc does up to 30 damage x 3 = 90 damage potential Iron breaker wins once he equips a hammer of sigmar but a master work hammer is good too. masterwork hammer does around 12. 5 x 12 is around 60 without crit. with crit using masterwork hammer is around 5 x 28. around 140. Hammer of sigmar boosts damage to 15-18 per hit. 15 x 5 = 75. crits do 32-40 x 5. well 150-200. pretty good no? Troll slayer trip really hurts him cos he loses all remaining melee attacks more than iron breaker enrage. I use a blue ring of striking on my iron breaker to cover for his enrage miss chance. Shadow warrior is the next pick for me. Utility with ranged stun with quiver of stone, Reaction strike, martial prowess (auto attack 1 on miss), counter strike. Makes him the best back row company with grey wizard. Dragon blade is awesome with its high attack n his gold bow with +1 ranged attack and + ranged hit chance. His potential output is 4 x 10 for ranged hit + 3 x 15 for melee. 85 potential dps + stun. IMO classes with no crit weapons and magic not able to crit, Ranged bow attacks can't crit and has no deathblow. Casters possibly can do good dps potential when doing AOE aside. Casters and non crit melee weapon users, melee with no crit weapon lose out on higher damage potential.
Iron gut is now slightly better with the counter attack armor. Iron gut needs to able to use his abilities so like cleave as long as he has melee attacks to be viable. If not even the unreliable Archmage and warrior priest has better damage output potential than iron gut.
I still like the Irongut because of his multi-target auto-hit attack. However, he does fall behind at later levels if he can't line up targets well since the Irongut weapons begin to be really sup-par late game. If his weapons did say 40-60 damage, it would be much easier to work with the single attack structure.
Thanks for letting me know. I still haven't heard anything else from them. I can't play it until they patch it. I don't mind the kicking out to home screen glitch, but I can't handle the locking up of my entire phone. Good to hear they are planning on releasing another patch. Luckily, I've been distracted by Combat Monsters
Taking longer for the fights explains it. I usually finish them within a round or two: that does not give me much time to fill up my reserves via the Talisman. But then, I prefer to be done faster; less chance for ambushes. Just finished the Averland Black Dungeon, and was a bit underwhelmed. I was hoping for something more difficult. Still had my full magic reserves for the last room, and only used one Healing scroll, plus a few bandages I found in the dungeon (more for a change than anything else, my Wizards were steaming Mana out their ears when I didn't get ambushed). And they should have made the rewards green items. No space for anything blue or orange
@Speedweed: Interesting party setup, quite different from mine. I have 1) Marauder: all decked out for maximum melee attacks, he does not even use a bow anymore. I use a 1h axe and a shield with +1 melee attack. Against the Orcs with all the damage negating abilities, I find a higher number of attacks better. Most of the time, he can single-handedly take down a Stone Troll in one round. 2+3) Bright and Gray Wizard: for healing and maximum ranged magic damage. More reliable than the Archmage. 4) Shadow Warrior: Also decked out for melee, where I prefer him to my Ironguard. If I feel like playing more, I want to get his ranged equipment (have the +att bow and the stun quiver), and see how that goes. I do not use regeneration rings at all, but a mix of +wounds and +toughness, whatever I can fit into my few free slots. I don't have Nightblade on my Gray, and my Ironguard could be more powerful as well. I plan to redo them at some point, but don't feel like it now. Same goes for the Waywatcher: I find her quite underwhelming, but like the idea of a tank build someone posted a page or so back. Oh yeah, and I still didn't find Sigmar's Hammer
Ranged attacks short of shadow warrior with quiver is crappy. Melee needs to be crit focused for maximum output. + str damage output cannot compete with crit Spiders web ability is pretty dangerous. N adds can eventually overwhelme n kill 1 of your character n web prevents u from saving him. Mortal bane on marauder auto crit on toughness 6 and above, is almost too good. Very good damage potential. Hammer of sigmar still the best, ignore defense n crit All my characters have 4-6 regen as I have a tendency to farm mobs for as long as I feel like. When ambushes were super common before the patch. I have grinded 20 ambushes in 1 encounter cos I wanted another hammer of sigmar drop to possibly to replace the mortal bane on my marauder. My Iron breaker is using my hammer of sigmar.
There will come a point where orange slots are filled up. Non of the normal quest orange rewards should interest u. U pray for green rings n blue ring of striking to drop from mobs. It come to the point where I put the rabbits foot on my marauder with the off chance it improves drop rate. I picked up a green + 1 toughness ring.
His damage potential is too low. The super crit move he has is good but misses too often. Useless when most encounters are multiple small or medium hp units. Irongut constant dps potential is pathetic.