Slayer of kings iap weapon for marauder now procs around 10% for self inflicted wounds. Still hits hard at 22 damage on my marauder. The additional 4 attacks n double base damage is nice though. Hits for around 20-22 damage per hit. Previously it was like more than 30%
Not sure if it's working as intended. Ironbreaker crit damage is now double. Crit swings on my marauder with hammer of sigmar crits for 4x-5x Crits on my ironbreaker consistently hitting for 8x-9x
Not sure if you are aware but you can travel between connected towns that you have discovered without having to go via a white quest. If you wished you can travel around the map between towns until you find loot you want to dungeon for, especially in Averland.
Good walkthrough and tips. Thanks. But hit chance is still a function of warrior WS versus enemy WS, right? It's the "With equal weapon skill, there is a 50% chance to hit" part of the journal that gets me in the case of Skavens. With my warriors' superior WS, they should have a 65%+ chance to hit, but still, after approximately 40 measured attacks, my practical hit chance is down to 20-30%. I'll get back to you all on this after another 60 empirical tests and some semblance at statistic relevance This I know, but thanks regardless I'm mostly just bothered by the fact that these rewards show up at all for characters we have yet to purchase. (And that pure fluke-ishness seems to have dictated that most of my available rewards in any town, at any point, are for the Bright Wizard or Irongut Ogre.)
It doesnt seem to state how much extra hit u get with more weapon skill. The 30% ring usually ensures I miss 1 out of 4 hits usually.
It would be interesting to actually see the underlying mechanics behind the game. At first I assumed they mirrored the board game, but I doubt this now. I can now confirm that there are either lots of hidden factors at work, or hit chances are badly bugged (at least on my device). After hundreds of attacks against enemies with lower weapon skill than my warriors (which should ensure a at least 50% hit rate), I rest solidly at around 20%. This is NOT including dodges and other forms of evasion, but only those attacks that result in a "Miss". Most significant is a test against Giant Pox Rats, which have a WS of 1. With a WS of 5, my warrior lands one hit in 5. It does put greater emphasis on strategy and forethought, since it can become durned hard to survive
Mob level also has a significant effect on damage n hit chance. I just focus on maximizing damage output with melee nowadays. But note I abuse talisman of power on my first 3 encounters to store at least 100 power before I proceed with any map. Its my insurance policy. Heart beart blade of the night twilight translocation. I also use the item that damages casters every turn. So I never have to been of LOS of the pesky casters. Their aoe stun and spells are pretty annoying.
I'm trying desperately to get Okkams Mindrazor for my level 3>4 grey wizard in training. He's 3 levels behind my other guys. I did the force close at training trick at level 3 until I got blade of night which helped immensely. I've tried about 15 times but I can't get the Mindrazor spell. Is this spell only available at higher levels or only with the Brutal Tribe expansion? Thanks!
U can get it without expansion. Sometimes the RNG is tricky. I suggest u take an good spell first. N get it at the next level
I got it at level four, without owning Brutal Tribe. I did quit to springboard and re-train my Grey Wizard quite a few times, though
Mmm, then there must be some invisible rolls that determined when your wizards can learn certain spells. In all my 3 Hardcore Grey Wizards, the learning order is almost identical, with Occam's Mindrazors came at level 5+. I never learned it in level 2-4, no matter how many times i use reset trick
I'm still too much of a sissy to leave the normal difficulty for bloodier pastures. Perhaps they've tweaked the learning order according to difficulty.
It just requires some careful play at the initial stages. Once u are geared up. It's easy. I skipped dungeons multiple times to go back to town repeated to buy 4 x green healing scrolls when I just started out in HC. I made sure all my characters kept 2 x ring of regen. Till now though I am fully geared. I still have 4 x healing scrolls on grey wizard and every dungeon I abuse my talisman of power till I get at least 100 power stored at the first encounter and kill all the adds leaving one, before I proceed to clear the dungeon. Here's the funny thing, once u are geared with the top geared stuff. U realize its easy to replace the gear. The hard part is getting the green rings of str/regen/toughness as they are monster drop rewards only. You can't buy them nor do they show up at the normal quests
Finally picked this game up due to the price drop. It's rough playing on an iPhone due to the small control buttons when selecting spells. Somethings I'm not sure about: 1) can you disable the edge swipe controls in iOS for this game? I keep bringing up the controls by accedent. I know you can turn them off all together but I was hoping for a way to turn them off per app. 2) How does the magic system work? My mage never seems to have enough power to cast anything.
Magic is random every turn. At level 2, magic users will start getting an addition stat that basically allows them to start each dungeon with a storage of magic to be used when you are short. Also, the item stat Power, will boost the amount of random magic you get each turn.