Thanks mate! I found out myself before I had the chance to read your reply, but that's exactly it. My priest is level 2 now and receives the additional melee just like any other character.
I really miss having some real documentation about the effect of items Like : What is the exact effect of having a Shield ? What is the exact effect of having a "Ring of Agility" ? What is the exact effect of having a "Ring of Greater Sure Striking" ? Do they stack ? If they do, how ? Got the same problem with some of the skills : How does berserking works exactly ? What about the additional attack after killing a foe ? What about riposting ? How does the "Dodge" skill work for the elf ? I'd really like to read more about this stuff.
Have you tried googling it? I wonder what the first link will be? "Ok Glass, Warhammer Quest manual, password peacock, peacock, peacock..."
The effects are as stated in their respective descriptions, but the exact mechanics are all hidden dice rolls and modifiers, which the developers have decided not to show in-game. There's not a great deal of point in knowing that your Mantle of Illusions increases your chance to evade attacks by 2 if you're never given the actual combat rolls as a point of reference, but if it says "Significantly decreased chance to be hit with a melee weapon", and "Chance to ignore blow", you can safely assume that's what it does. You can also assume it will be more effective than an item that just says "Decreased chance to be hit with a melee weapon". You'll need to read the sourcebooks for the tabletop game if you want specific numbers and tables: Rulebook Roleplay Manual As per the description, +whatever stats, and the chance to block attacks. That chance is, again, a hidden roll. The journal explains how it works, but the trigger mechanic is that a hidden die roll is made each turn: on a 6, the warrior goes berserk and gets an extra attack until the end of combat, while on a 1, the warrior becomes uncontrolled and lashes out, hitting everything around him but otherwise losing his turn. This is also covered in the journal. If a warrior kills an enemy on their first attack against it (even if somebody else damaged it first), they'll score a "Deathblow", which means they get a free attack on an adjacent enemy. These can be chained together if your warrior is able to score continual one-shot kills. By default, you can only counterattack certain attacks made by critters. Again, the basic info is given in the journal. The hidden info is yet another die roll: on a 6, the elf can simply dodge an attack after it lands but before damage is calculated. Basically, you won't be getting any of the information you want about item effects in-game unless the developers change their mind and decide to add in the behind-the-scenes dice rolls as well, because such information is worthless without them.
does anyone have get the achievements Hero of Stirland? i have completed all the red quest but nothing, on the other hand i have completed a quest in Reikland and i have 11% done in that one, Roamer of Stirland as well i have visit every settlement and nothing and the roamer of reikland looks the same
A shield lets your character to completely block incoming attacks. I'm not sure if all attacks are blockable this way though. Berserk: at the start of your turn during combat phase, there's a chance your Marauder gains an additional melee attack for the rest of that combat phase. On the other hand, he also has a chance to become immobile and unable to attack for 1 turn, as well as damaging allies in adjacent squares (next to him). A free additional attack after killing a foe is a Deathblow. This can only happen when there's another enemy right next to the one you killed, in either a clockwise or counter-clockwise direction around your warrior. I haven't really paid attention enough to determine whether or not his happens all the time. I've never experienced any of my characters counter-attacking (I assume that's what riposting means?), except when attacked by critters when they use a skill called something along the lines of "Deathbite". I've never had that skill connect and my warriors always automatically retaliate and kill them afterwards. Also, the Marauder's Reaction Strike sometimes looks like he's counter-attacking when ambushed by critters or snotlings, but it's really not. The elf's Dodge skill works like the shield's block, I think. Mine has never used it though. I hope that helps. I'd like to know how the various equipment effects work too. I have the acorn and Ring of Greater Sure Striking equipped on my warrior priest (both having the same "Significantly increased chance of hitting with a melee weapon" description) but he still seems to miss a lot. I wish they'd show the character's melee and ranged attack accuracy as a percentage in the character screen, so I know whether or not to bother with those equipment. Has anyone started compiling info on the game contents/mechanics? The boardgame manual doesn't really help.
I know, and basically, I think that sucks How do you expect me to make the choice of using a two handed weapon OR a shield plus a one handed weapon when there's nowhere I can get the exact information about the effect of each. I also seem to find that two handed weapon are badly underpowered in the game. They deal 2-3 more damage per hit, but you lose the big perk of having a shield. I really dislike the fact that there's nowhere where you can get the complete and detailed description of the hero abilities / items. Hiding the information "ingame" is one thing that I can agree with, making it absolutely impossible to understand how it actually works sucks.
That's pretty much the only thing I'd change about the game, I love stats and ice rolls and things so I'd love to be able to see all the stuff they've hidden, I want better stats and visible rolls.
It's funny, because when looking at spells details from the roleplay book (http://users.telenet.be/WHQ_TheHouse/Docs/WHQ%20-%20Roleplay%20Book%20v1.01.pdf) I see that they made some errors : For example, the Voidmaster spell should only heal the Wizard. In the game, it does the opposite (It lets you heal anyone BUT the wizard) They also changed the way the ballistic ability works. Instead of beeing : "You must roll superior or equal to <Ballistic Skill> to hit", it's instead : "Roll 1d6 + <Ballistic Skill>. if the total is superior or equal to 6, you hit"
Wait untill you find this weapon. I presume theres a 2h sword and a 2h axe equivalent. The axe probably has the slam special property plus something else. As to the sword i wouldn't have a clue.
I havent buy the game yet. I am planning to get the game with the 3 DLC characters. My questions is, How many characters can be in a party for a quest? Can i use the full 7 characters together in a party for any quest??
No, you can have a maximum of 4 characters in your party. But you can pick which ones to use before you enter a dungeon.
Well, that particular choice isn't so much an issue. If you have a two handed axe that does 13-15 damage, a one-handed sword that does 7-9 damage, and a shield that gives +2 toughness and the chance to block, you do have all the information you need to make a decision about what you'd prefer to use. You're either doing more raw damage with the axe, or giving and taking less damage with the sword and shield, with the shield also providing a chance to prevent 100% of the incoming damage if you roll a block. If the problem is that your one and two-handed weapons both do the same amount of damage, then you need to find a better two-handed weapon. ^_- Well, that particular sourcebook much like the Pirates' Code is specifically stated to be a set of optional extra guidelines rather than hard-and-fast rules, and that the rules/items/spells/etc. laid out in it can be used, adapted or dropped entirely as the GM sees fit. Deliberate changes (rather than oversights) made for the iOS version fit with that philosophy, especially if GW gave the okay. The main rulebook that outlines the core mechanics is the only one that is intended to be adhered to fully; while Rodeo obviously want to stick to the original material as much as possible, the actual details of the physical game including roleplaying elements, quests, spells and items are open to interpretation and encouraged to be adapted as required. If there's a large departure from the source material, it's likely due to technical limitations or straightforward format-related design decisions. I'd expect to see the game becoming more complex and involved as it progresses, though, much as Elder Sign: Omens has advanced quite dramatically with each expansion.