So i have the mission names guards for hire so what is the best keep the goods or give it to the merchant?
Character impressions Here are my impressions on the characters. I play on moderate difficulty. My current party is: The two Dwarves, Archmage, Warpriest. The Marauder is warming the bench until the other catch up (he is level 5 already; first one to hit it when all others where still level 2) - Marauder: With the right equipment, this guy is a melee beast. With the added bonus that he can use a ranged weapon as well. I gave him a bow with lower damage but higher chance to hit, with good results. Gets complimented nicely by the skill that adds ranged attacks (once per dungeon). I use him with a shield and a Knuckleduster: His damage potential looks lower on paper; but this is traded off by the additional attack and the higher hitchance you get from the Knuckleduster. So at level 2 you can have 3 attacks per round. Combined with Deathblows, he can clean a room of smaller mobs all by himself. And early on, you do not need overkill damage. To give an impression: In one dungeon, everyone else had ~5 kills, while the Marauder's kill list went all the way to the edge of the screen (>20 kills, I think). The only downside is that sometimes (like once or twice per dungeon) he fumbles his Berserk skill and his attacks get reduced to 0 for a few rounds. - Warpriest: Okay tank, and okay damage dealer. I found a mean warhammer that packs a nasty punch and also adds Wounds to him. The party-healing ring he has is a nice bonus. You cannot rely on his Blessings to save your behind; better treat them as a goodie: Nice to have, but you can live without them. Don't plan in such a way that you absolutely need to get a blessing to survive. No ranged attacks by default, though. Not that it is much of a problem. - The Dwarves: Summed up in one entry, because they are very similar. The Ironbreaker can use a shield and 1hand weapon, while the Trollslayer is limited to 2handed ones (and no shield). Really tanky guys, and they can dish out good damage, too. No ranged attacks by default, but that's not a problem: If you have room, just give them Firebombs or AoE-scrolls that you find. No need to buy those, though: the shorties can take care of almost anything in melee. - Archmage: Very nice. "Phoenix King's Protection" gives your whole party a chance to dodge any incoming attacks for the round. Starlance is a good singletarget attack spell. Give him some stuff that adds Wounds (HP), he needs it. And the flip-flop between Protection and Attack magic isn't that bad: You go in guns blazing, or tanked up. Either way a good deal. Plus, he can do okay melee damage too. And with some trinkets, he gets tanky enough to survive it: e.g. mine has an armor that reduces his chance to get hit in melee. - Grey Wizard: Don't like him too much. Rather squishy, and no skills I find useful (got the area attack, and the "magic missiles" that can also hit your own guys. I found some excellent +powerstore equipment though, so things might be different with another skillset. - Elven Waywatcher: I like her the least, actually. Mainly because her attacks miss so often. Might be that she gets better at levels higher than the 3 she has now; but currently she is too much of a liability to be used. And for me she is too squishy to put in her melee much where she could make use of those attacks too. But I saw some other people write here that their Waywatcher is excellent. So maybe it depends on the skills you get. Some general tips: - In the beginning, keep your money together. You will find lots of good stuff, so no need to spend on things that are just a little bit better than what you have. - Plus, later on, you can buy some really great gear; e.g. trinkets that increase your chance to hit. - Also in the beginning, spend some money on healing items, but not too much; so that everyone carries one or two. You will find enough healing that you do not need to buy a lot of it. - Make getting the best Knuckleduster you can buy a priority if you use the Marauder. - Praying at temples does not seem to be worth it early on. Later, when you get enough money that you can afford donating 200-300 before you enter a dungeon, this changes. - Note that praying with the Warpriest is always free; but you cannot expect Sigmar to listen that often. - Do sidequests, and lots: Most of them - including the "rescue/kill X" ones - give a special piece of equipment. If you cannot use it, you can always sell it. Also, you can tap on the item in the quest description to see what it does, for "get piece X" quests. Also, quests reappear: If you cannot get it right away, it will show up again later. But some seem to be rarer than others.
I actually like Elder Sign : Omens due to the fact that the mechanics are not hidden (Bought all the expansions ) Your example is actually a pretty good example : A masterwork 1 handed axe deals 9-13 damage A masterwork 2 handed axe deals 11-15 damage if my memory serves me well How often do you get to parry with a shield ? Is it on a roll of 6+ (IE : 16.6%) ? Is it on a roll of 5+ (IE : 33.3%) ? If it's the former, using a shield seems better by a small margin) If it's the latter, it's not even a contest The shield could as well be a modifier to the roll of anyone that attacks you. Or a negative modifier to their attack skill Or anything else, really. Basically, the game hides stuff from me from a mechanical perspective, and I hate this.
Do the warrior priest's blessings stack? I mean if I make a party of 3-4 of them and if they all get say the increased chance to hit blessing conferred, does it mean that the probability increases with each successful blessing? Grey wizard has my take down the boss spell, Mind Razor...
It's funny, because, for me, it's the Grey Wizard that is the star of the team. Mine got a lot of healing skills, plus a good old "AoE" damage spell (Shadow Bolt) Basically, he's cleaning entire rooms of lower critters by casting that once or twice per round.
Thanks for the tips sheinfell. What i like about the elf is that he is a second healer. He saved my party so many times now that i cant even count. With a good orange bow and some nice items i like to keeep him around.
hey guys, why in this and other threads (like Mighty Dungeons & Dark Quest ones) are mentioned a lot of games, but no one ever remember Dungeon Crawlers??? imho is one of the best turn-based crawlers in the entire appstore, and dare to say that is several steps ahead from this trio, despite being released a couple of years ago! i would love a sequel from Ayopa, or at least a WHQ (or another title) with the same 3D grafx & engine.
The Grey Wizard starts with 3 spells, and gains an additional at each level. Mine has the following : Shadow Bolt : Costs 6 AoE spell that deals damage the target and everything around it Healing Mist : Costs 5 Heals 1d6 wounds to target Cure Small Wounds Costs 2 Heals 1 wound to target Finger of Life Costs 4 Roll 1d6 1-3 : No effect 4+ : Heal target for the dice value (4 to 6) Veil of revival Costs 7 Revive target from the dead with 1 HP Voidmaster Costs 5 Target ally disappears for 1 turn On next turn, he reappears, fully healed Shadow Dagger Costs 2 Attack target enemy that's next to your character for 1-2 damage This will also deal damage to any creature adjacent to it (On the left/right of the target)
Probably because they launched it half-finished and full of bugs, took forever to fix them, and even when all was said and done, it still felt so half-assed as a TBS that I decided to never support Ayopa games again... or something like that YMMV, but Dungeon Crawlers was so bad imo I really did swear off of Ayopa after that.
Just to add to this list, mine has: Blade of Night Costs 4 Target ally gets an additional melee attack for the turn Okkam's Mindrazors Costs 7 Fires three mindrazors at an enemy. Cannot miss (but can be deflected one-by-one by enemies with Magic Ring) and deals large amount of damage, proportional to the Wizard's battle level My level 5 wizard does 24-30 damage per cast. Give it to the merchant. He'll give you 200 gold as a reward. If you keep it, you get an item that's worth 400 gold but sells for 100.
Is anyone else having trouble selecting the final, black quest? When I tap on it it just gives me a black square as shown in the screenshot if I have just restarted the app, or if I have tapped on another quest or city since restarting the app it just shows me the info for that quest or city.
agree with you about bugs and later delayed fixes, Ayopa didn't make a good job, but i meant in terms of its 3D engine & graphic art. imo this one is boring and repetitive compared to DC, sorry!
You can activate one of his blessing per round, so the Priest's cannot stack. However, they do stack with other buffs. E.g. when things get a bit tight, I like to use the Archmage's "Phoenix King Protection" with the Priest's "Call of the Brave" for extra dodgyness. Or "Vanquish" with a "+Melee attacks" potion for more carnage and My Greywiz has Shadow Bolts, which I don't like 'cause it hits my guys too; and the lousy Shadow Daggers. Did not get Mind Razor (yet), maybe I need to level him up more. Always welcome Which also serves to show that apparently there can be huge differences per playthrough/character. I almost never have to heal, maybe once or twice per dungeon. I find more healing items than I can use currently. 3 of my guys have regeneration rings, the 4th has enough wounds that he doesn't need one. The Warpriest's healing ring and the Archmage's Apotheosis groupheal cover what little I need. Seems some characters stand or fall with their skills.
I got Mindrazor quite early on, level 3 or 4. It doesn't have the hit allies nearby problem that the daggers and the 9 square AOE spell has...
So, I just bought the trollslayer char, and am trying to level him up with my lvl 5 guys (I got so sick of the ironbreaker having awful hit rolls). So to give him a hand I cast Blade of Night on him and it doesn't work? He gets the buff, but it's coloured red and he doesn't get the additional attacks, despite my wizard using the power points? Wtf is this about?
For better or worse, outside of the font size and crashes, the majority of specific complaints against WHQ are because that's what the rules say. - Why are dungeons, outside of the final room, just a mix of 2 sq wide corridors and 4x4 rooms? That's what the rules say. - Why do enemies spawn right on top of my warriors at random? That's what the rules say. - Why is enemy AI so basic? That's what the rules say. And so on... This is an adaptation of a board game that was meant to be played in one sitting with 2-4 players assuming individual control of the hero units and the winner being the player who's hero amassed the most gold at the end of the session. Where it winds up feeling odd, limited, and repetitive is that it's been abstracted from a multiplayer board game to a single player RPG style adventure, yet nearly all the limitations, randomizations, and automations necessary for multiple players to engage in what would otherwise require a Dungeon Master are retained.
I cannot comment on the "Blade of Night" skill, because I do not have it. However, both my Dwarves hit well enough, even without buffing them up. I think your chance to hit is much lower when you fight against monsters that are higher level than you; which is most likely the case when you run a level 1 together with level 5s. What you can try is: - Get them items that improve your tohit chance (expensive) - Use the Warpriest's buffs for increased tohit or additional melee attacks