Each character has probably about 10+ skills, more for the spell casters. Skills and spells are randomly distributed and the same hero class can level-up with dramatically different stats and abilities. Not sure if you mean skills or stats. For skills you'd have to look around as I think someone did make a list. The wizard's ability at level 2 onwards simply gives you X amount of stored magic at the beginning of each dungeon. Certain items can add to this store. The expansions add new regions, enemies, and story/random quests. The new enemies are restricted to the expansion regions. The enemy packs add new enemies, but no areas. These enemies are not restricted by region and add to the general monster pool from levels 1-8 wherever you are, appearing both in their own random quests and occasionally during ambushes. The tile packs add new tile art and layouts and like enemy packs can appear anywhere during random quests.
I actually like the early parts, and have often restarted saves to play through again from scratch. There are certain monsters you rarely see once you level up. I can see that level 1 is less interesting though since casters tend to be fairly weak until they have some magic storage to ensure they can cast when you really need it.
Thanks for the reply. Wow so with the skills there is really a ton of replayability here. I'll have to make sure to take advantage of that. In my second question I was referring to stats, like toughness, weapon skill, pinning, etc.
I'm rusty on the specifics for stats but I'll try. Strength adds to damage, toughness negates damage. It actually is possible to get enough toughness for certain heroes to completely negate attacks from some enemies. Both work by adding the numbers directly to the damage being done/being canceled. I'm not exactly sure how pinning works in regards to getting pinned, it's not a stat I bother with. Weapon/ranged skill is fairly complex but has to do both with your accuracy and the accuracy of enemies attacking, I believe attacks match your weapon skill to the targets and difference helps determine the chance of a hit. However, many enemies, especially Skaven seem to have innate abilities to dodge and will be hit less than other enemies of the same level range. If I remember correctly, items that improved your chance to hit add 15% accuracy, and 30% if they say greatly improve. Others might be able to give you more details or you can try searching online for a WQ rulebook that might explain things better.
Haven't been able to find a cut-and-dry definition of each stat, but your definitions make sense. I was able to find this though: http://videogamegeek.com/thread/988157/list-of-skills It's a list of every skill for every character in the game, with ratings for the character's overall usefulness and the usefulness of each skill. Looks like I will be re-rolling my skills when I get up to level 3 with my party. I might also be investing in the shadow warrior since it seems like it would be more fun to use then the wayfarer, and just as effective.
Gamer log : Friday : 0,89 euros spent. A bit sceptical. Adventurer mode. Today : Nearly 40 euros spent. Totaly addicted. Hardcore mode.
^this. I decided to buy the shadow warrior and the witch hunter. While the shadow warrior has been a bit of a let down, since I haven't been able to find any quivers or special items for him, the witch hunter has been really awesome. His willpower is a lot more reliable than the winds of magic, and is useful even when you don't use it. Plus he comes with a powerful healing amulet. Not too shabby.
Jumped in with the .99 sale and glad I did! Slowing down my obsessive Marvel Puzzle Quest playing which was really needed . I've got like 9hrs in with the original warriors any they are all level 4 or 5. I have some questions that hopefully you guys can help me with. Apologize if it is elsewhere in the thread - have been poking around but it is a big thread! 1) Believe that warriors only get experience if they make the kill - even if they only did the last point of damage. Is that correct? 2) Thinking about buying more warriors via IAP. Not sure how that will work though. a) If I buy new warriors can they play in the existing campaign? Suspect I'm better off starting a new one since they will be so low level and will have a lot of trouble getting kills. May regret selling all the loot my party can't use. b) If you have more than 4 warriors it looks like you can choose who fights each battle. It seems that the level of your party impacts dungeon difficulty (and reward?). Is it a viable strategy to have a big stable of warriors and then mix it up so your marauder for example does not get too far in front? Does the difficulty scale to the 4 your are bringing in or does it also take into account the resting warriors as well? c) If I have a stable of warriors can I put stuff in all their inventories or just the 4 that fought last? Thought is that I would want to give each their class specific drops but not sure how that works. Anyway, great game and suspect the inital .99 will turn into a bigger purchase
1) XP comes will the killing blow. But you also get XP for buffing comrades or debuffing monsters. 2) I bought all the IAP warriors and have not regretted it. Some are more versatile than others who need a bit more thought and/or equipment to make them viable. I have a big stable and level them all up (does take time but grinding gear is a good strategy. Difficulty scales to your active party level, loot scales to highest level in stable (or something along those lines). All warriors have their own inventory slots: and can swap the items between them as required: more warriors the more you can hold. How that helps.
That helps a lot thanks! I don't need to start over then if I buy enough IAP warriors. I can catch them up with the rest of the party by fighting with just the new guys. Of course I will cry for selling off the equipment they could be using I suppose I could have a higher level in there but try not to let them get the final hit in to level up a new guy. Who would you buy first? When in inventory, can you scroll through all the warriors then or just the active party? Does it change when you are in an encounter? Also, does it make sense to buy The Hidden Threat from the get go? Does it add more enemies to the initial missions or just the new region? Believe that The Brutal Tribe is for higher levels so I should hold off on that.
Keep in mind that white dungeons scale to the highest leveled member of your party, red dungeons scale only to a certain level, which they will say when you highlight it. Since I was only at level 2/3 with my party I restarted completely when I decided to get the witch hunter and shadow warrior. Everyone is ready to get to level 3 now, but unfortunately I don't have the gold to upgrade everyone yet.
I've been running into a 'deflect' mechanic that I can't figure out, which renders enemies unhittable in melee. Translation, anyone? :/ Edit: also, buying the undead tiles on an iphone 4 is a grave mistake. The effects they use cause immense slowdown and can 't be pulled back out of the rotation as far as I see... I have to restart everytime it pops up.
Just started playing and wondering if I should dump some of my original crew. The wizard seems worthless, he can never cast spells. It seems like a group of just warriors would be a lot better. What's a good team to start with?
The Grey Wizard is a pretty reliable healer once you have him at least up to level 2 so he has his WoM pool reserves. The Witch Hunter is kinda broken with his Bane of Undead.
Which enemies are deflecting blows? Some creatures do have innate abilities to dodge or negate damage.
All casters get better levels 2 and up. They begin to be able to store magic power and there are items that will help them be more reliable in their casting abilities. This isn't to say it's impossible to play without casters. although they help for resurrecting fallen heroes. The Warrior Priest and Witch Hunter get items right from the start that heal, which can help a lot early on. The Warrior Priest can also (randomly) gain an ability that allows all affected heroes to gain health depending on the damage they do for a turn. There are also expendable and reusable items that can be used for healing purposes of course.
My lvl2 grey was trying a dagger whos name I cannot recall that gave +1 attacks and literally everything did, till I changed back to the shortsword. In hindsight probably indicated small hits with small stats squalling hits for zero.
Ah, yeah. Daggers ignore strength, a stat which adds directly the quantity of damage a particular attack does. Meanwhile, toughness cancels out damage proportional to the number of toughness of said creature. Thus daggers in general do so little damage that many creature's toughness simply negates it. Daggers are fine for taking on low toughness creatures like critters, but a lot of orcs will shrug them off.