My enrage from the ironbreaker works very often. I loved battle blade from the marauder. Shame i didnt get it. And thanks for explaining herblore. Its nice to know the mechanics behind it. I will try to take a screenshot for each of my skills EDIT: Marauder skills
Just take a screen of those that I didn't already describe Don't bother with other skills It's weird, enrage has never worked for me, but it's the last skill I got (Level 6 skill for my dwarf)
Heh, it's funny how the randomness of both the combat and itemization shapes opinions of the underlying class. My game is the complete opposite. The Ironbreaker trounces the Marauder, and the Trollslayer is on par with the Marauder. I've come out of this first playthrough completely underwhelmed by the Marauder who's only distinguishing characteristic is he likes to hit his own guys and demonstrate how badly he handles a bow
I'm compiling a google spreadsheet with the list of all skills. Please, if anyone else has gotten skills and/or spells that weren't listed in the previous page, can you list them ? I ll share the spreadsheet after that If you guys can also list the skills / abilities of the IAP classes, i'd love that
I don't know if it has already been stated (this thread grows so fast!) but if they didn't change since beta there is another important difference between hardcore and normal difficulty: poison. Poison effects are permanent in hardcore, they last just 1 dungeon in normal. Poisoned characters are more difficulty to cure, poison hampers abilities, cured poisoned characters lose 1 wounds and poisoned characters knocked down with just 1 wound can't be revived (in hardcore means death). This is VERY important in the Riekland, because every Skaven weapon is poisoned. FYI a massive uodate is now in Apple hands, addressing hopefully all crash bugs of the initial release. I still think the game is way too easy now, but at level 6 in both black dungeons and last quests of expansion the old nice difficulty is somewhat a back (this is good for longevity after you have completed the game). I hope for an insane mode with the old brutal difficulty...the game tactical offering really shines when your are hammered by enemies.
Here my Wizard and Archmage spells which haven't been listed yet. I think. Wizard Cyclone of Silence (Cost 7) Attempt to stun the targeted enemies. There is a 50% chance that each targeted enemy will be stunned until your next turn [stuns enemies in the 8 squares around you] Archmage Apotheosis (DEF Cost 9) Every warrior in the party is heals for 4-6 wounds Drain Magic (DEF Cost 8) Target will be unable to use any spells for their next turn [I mainly only use this on Goblin Shamans] Ward of the World Dragon (DEF Cost 15) Attempts to shield warrior's group. +12 toughness and their enemies are all slightly less likely to hit. Arcane Unforgiving (OFF Cost 15) Fire bolts at every visible enemy. Heavy damage proportional to the Archmage's battle level [I love love love this spell] Hand of Glory (OFF Cost 8) Gives warrior +2 movement, +1 attack and significantly increased their chance to hit with all attacks for the remainder of the turn. Soul Quench (OFF Cost 11) Attack targeted enemy dealing heavy damage. Everyone adjacent to the target is struck for a smaller amount porportional to the Archmage's battle leve. [Works the same way as the GW's Shadow Bolt. Became obsolete once I got Arcane Unforgiving] Tempest (OFF Cost 14) Summons tempest on the target enemy causing 1-6 wounds and stunning them until the next turn. Chance to stun anyone surrounding the target as well. I retired my level 5 Archmage and started over. Hence the high volume of Archmage spells that show up in Journal. My first one was more defensive where I only had 2 offensive spells (Lance and Tempest). My second one is only level 4 for but is all offensive save the default Phoenix defensive spell. I think if I get the Mass heal in my next level up, that should round my Mage out. I typically roll with both Grey Wizard and Archmage and then pick 2 out of the following: Maurader, Ironbreaker and Waywatcher. Warrior Priest kinda stink IMO and I started the Trollslayer too late and never got into him.
Is anyone else getting the bug where the UI doesn't load when you enter a town? Like, after the pop-out book opening sequence, the game just shows the map and you're stuck there unless you go back to the main menu.
Nope, never encountered that bug before, but always run into the one where an encounter happens in the dungeon, but the monster list does not pop up and the game just hangs. Have yet to hear of anyone else bumping into this bug...
I should also mention that my Archmage is pretty tough and a good melee fighter too. I usually cast my blast spells and them jump right in the fray. I am not too worried if I get a defensive magic turn, I just cast my protection spell and keep swinging that Elven blade. Level 4 Archmage Stats Movement 4 Weapon Skill 5 Ballstic Skill 4 Strength 5 (Base 2+3 from ring) Toughness 5 (Base 3+2 from ring) Melee Attacks 2 Range Attacks 0 Key equipment Shimmering Robe (blue): +1 Power; decrease chance to be hit by melee Ring of Agility (blue): Chance to ignore blows Sun Staff of Hoeth (blue): Regen 4 wounds per turn Masterwork Elven Blade (orange): 10-12 dmg [store bought] Ring of Str (orange): +3 str [store bought] Lightning Fire Ring (orange): 5-30 dmg single target spell, once per dungeon [random drop] I haven't found a whole of Archmage specific equipment. So he has a lot of empty slots that I use for rings etc. Unlike my Maurader and Ironbreaker, where almost all their slots are taken up with class specific armour and weapons/shields. Did mention I love my Archmage? =)
Thanks for listing your skills. Here's everything i've recieved so far compiled in a Spreadsheet : https://docs.google.com/spreadsheet/ccc?key=0AlCK28A28-47dGxOeS1ON0VYY2ZBSjNqSzZzX2Y1eVE&usp=sharing Keep them coming and I'll update the list.
I took a look at your document. Here's 2 more to add to your list. Maurauder Sixth Sense (passive) The Maurauder has a sixth sense in combat, allowing him to sense blows before they are thrown. When he is attacked, there is a chance he casually avoids the blow. This ability can only occur once per turn Waywatcher Rapid Strike (passive) The Waywatcher's base number of attacks is increased by 1. [both Range and Melee]
I have equipped my Dwarf with the 2 handed Rune Axe of Morgrim but he can no longer attack anyone. Anyone know why?!