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Warhammer Quest» Forums » General

Subject: List of Skills rss

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J P
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I've been retiring and retraining a lot of characters to see all their skills and compiled my findings here. I'm having problems with the Waywatcher and the Grey Wizard - according to the journal there are skills I haven't see yet, but I NEVER get them Please help if you have gotten something else! Here is the list. Starred skills are starting skills.

Ironbreaker: (complete)
Deathsong
Endure
Enrage
Goldmaster
Killing Blow
Mighty Blow

Priest: (complete)
Call of the Brave*
Hammer of Sigmar
Heart of Steel
Intervention
Scourge of Chaos*
Steadfast
Vanquish

Archmage: (complete)
Apotheosis
Blinding Light
Drain Magic
Phoenix King's Protection*
Ward of the World Dragon
Arcane Unforgiving
Hand of Glory
Soul Quench
Star Lance*
Tempest

Waywatcher: (one missing)
Dodge*
Doomstrike
Herblore
Hypnosis
Parry
Rapid Strike

Grey Wizard: (three missing)
Cure Small Wounds
Finger of Life
Healing Mist*
Blood Pulse
Heartbeat
Twilight Translocation
Shadow Daggers*
Shadow Bolt*
Blade of Night
Cyclone of Silence
Voidmaster
Okkam's Mindrazors
Nightmare Visage
Veil of Revival

Marauder: (complete)
Berserk*
Battle Blades
Battle Rage*
Duckback
Hunter's Eye
Ignore Wounds
Reaction Strike
Sixth Sense

Trollslayer: (complete)
Slaying*
Berserk
Deathsong
Ignore Blow
Lessen Blow
Mighty Blow
Reaction Strike

I plan to eventually add descriptions and ratings.



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Bradford Lounsberry
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Nice work. Thank you. If I run across any you are missing I'll let you know.
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alexandre Boureau
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A few of the missing skills :

Grey Wizard :
Heartbeat : heals 1 HP to 6*Battle level HP (in the board game it is Battle level D6 HP)

Marauder :
Reaction strike : automatically attacks one ennemy when ambushed (encounter on magic roll) or discovering a new room if able (ie if there is one adjacent).

Troll Slayer :
Deathsong : Instead of falling down, fights with 1 wound when downed. Each subsequent blows makes him go unconscious on 1-4 (keeps fighting with 1 HP on 5-6).

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J P
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Just found that Troll Slayer also gets Reaction Strike.
 
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alexandre Boureau
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Here are my descriptions and impressions for the Ironbreaker :

Ironbreaker: (complete)
Deathsong : Allow the fighter to continue fighting when at zero wounds. Each time he is wounded afterwards, he is downed on 1-4 and keeps fighting on 5-6. This skill is pretty underwhelming, it may be useful, but not as much as a skill that would avoid getting killed in the first place. However, that is sadly one of the best skills of the Ironbreaker.


Endure : Allows the warrior to ignore a blow that would otherwise kill him. It sounds like a weaker version of deathsong (although negating the damage can be nice in certain circumstances).

Enrage : Roll 1 dice at the beginning of the turn :
1 : the attacks of the warrior become wild and inaccurate (in the boardgame, he would lose all attacks, here, it sounds like he hits with a modifier, or on a natural 6, I don't know).
2-4 : no change
5-6 : gets +1D6 attacks with a -1 modifier to hit roll.
This skill was originally very good, because it was optional, but for some weird reason, the ios app developers decided to make it mandatory, thus making this skill pretty unreliable (especially at higher levels).
That said, the inaccurate penalty is not as crippling as in the base game.

Goldmaster : Doubles the amount of gold got when dealing the finishing blow to an opponent. The effect can be quite noticeable if you make sure dealing the final blow with the Ironbreaker as often as possible.
The skill seems bugged though, either the amount of gold displayed on a killing blow is wrong, either the skill does not work at all, but it displays the same number of coins whenever the Ironbreaker or someone else makes the kill.

Killing Blow : Causes 2 extra damage on a roll of 6 when attacking. Good passive skill, even though the extra damage is a bit low.

Mighty Blow : allows to trade all your remaining attacks for a more powerful one : each attack forfeited adds the strength bonus to damage.
This skill was much better in the tabletop game than here, because it is not uncommon to have weapon with very high base damage compared to toughness now, which makes forfeiting these attacks not worth it except to get a higher chance of causing a deathblow.

 
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Pan Zuriel
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Not sure if it's your missing skill, or the new expansion, but I just got:

Waywatcher:
Elude (improvement to Dodge)

 
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Selwyn Hope
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Bright Wizard 10 total
Fireball* (4) - single target, decent damage spell
Cinder Blast* (5) - low damage AoE (like Shadow Bolt)
Wall of Fire* (6) - protective spell
Sear Wounds (6) - healing spell, heals for quite a bit
Burn (6) - Ongoing 5 damage, last until it wears off
Withering Heat (7) - cause a single target to lose Toughness for the turn
Inferno (8) - hit all adjacent, can cause Burn
Rise from Ashes (10) - resurrect a fallen ally


Ogre Irongut 9 Total
Mighty Swing* - hit all figures adjacent to target (damage based on level)
Head Crusher - quadruple damage if cause a critical hit (1/turn)
Thick Skull - gain +1 Toughness
Poison Immunity - as it says - less useful than a Ring of Regeneration


Shadow Warrior 10 Total
Quivers* - can equip magical quivers (an item you can find) which adds effect to ranged attacks
Encumbrance* - increasing Toughness decreases Weapon Skill
Alacrity* - can use bow and move afterwards
Martial Prowess - if miss with melee attack attacks again
Reaction Strike - attack any new monsters that appear adjacent
Vanish - disappear then reappear next turn with more movement and attacks (1/dungeon)
Sudden Strike - gain +2 Weapon Skill when attacking from behind
Unburdened - removes the penalty from Encumbrance

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Selwyn Hope
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Galdred wrote:
Goldmaster : Doubles the amount of gold got when dealing the finishing blow to an opponent. The effect can be quite noticeable if you make sure dealing the final blow with the Ironbreaker as often as possible.
The skill seems bugged though, either the amount of gold displayed on a killing blow is wrong, either the skill does not work at all, but it displays the same number of coins whenever the Ironbreaker or someone else makes the kill.


Fixed with the 1.1 release (shows more gold when the Ironbreaker kills something).
 
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Selwyn Hope
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Another new one for the Ironbreaker

Sturdy: +1 Toughness. ALSO has a hidden feature that enables the Ironbreaker to ignore a hit, comes up "Sturdy" when otherwise was hit.
 
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Aaron Bohler
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I'm sure this is obvious and I'm just not reading the game materials correctly, but is it possible to have a character with every skill available to their class at max level? Or will every character of a given class always and up missing a few skills every time you reroll?

I always end up trying to min/max games like this, and ideally don't want to have to retire characters with bad skills if that character can get them all eventually. If even some classes with low skill counts can, it'd be better than none.
 
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Selwyn Hope
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dosaceos wrote:
I'm sure this is obvious and I'm just not reading the game materials correctly, but is it possible to have a character with every skill available to their class at max level? Or will every character of a given class always and up missing a few skills every time you reroll?

I always end up trying to min/max games like this, and ideally don't want to have to retire characters with bad skills if that character can get them all eventually. If even some classes with low skill counts can, it'd be better than none.


Grey Wizard has 19 total journal entries... (and has 9 spells at level 7) so you need to force quit the app when you get a "crappy" power because you CAN'T get them all. I think there might be a few only for level 7 and 8 (because I still haven't seen any of the others)

The Bright Wizard WILL end up with all the spells (as far as I can see) because I was getting no repeats at level 6, so the last 2 must be from level 7 and 8?

Marauder has two new powers (10 total - gets 6 by level 7):
Battle Shout - chance to stun adjacent, 1/dungeon
Blood Rage - heals 1/2 damage dealt, 1/dungeon

Ironbreaker has two new powers (8 total - gets 5 by lvl 7):
Sturdy - +1 Toughness, and chance to ignore a blow - shows "Sturdy"
Tunnel Fighter supposedly gives a bonus to hit when in tunnels

Waywatcher has four new (although mine is showing the Ironbreaker's Tunnel Fighter in the list for Waywatcher) (10/11 total gets 5 by level 7):
Critical Strike - a Melee attack that ignores Toughness, 1/dungeon)
Elude - improved version of Dodge

Trollslayer
Blood Rage - heal 1/2 damage dealt, 1/dungeon
Evade - chance to avoid attacks

After realising the skills weren't set (ie random each level) I had to re-level each of the original 4 characters. Got them almost double the hit points and a heap more Power Store for the Grey Wizard.

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Selwyn Hope
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Update to thirteenthirtyseven's list with the new classes/skills

Grey Wizard (19 total)
The best support class for your warriors. Has some good heals and a good offensive spell (Mindrazors), and Blade of Night will have your melee clearing the rooms very quickly. (every team should include the Grey Wizard)
Blade of Night (4 magic) - grants target warrior extra attacks based on level
Blood Pulse (7 magic) - Heals 2-9 damage
Crushing Eclipse (12 magic) - Hit a target for high damage and then all adjacent for reasonable damage
Cure Small Wounds (2 magic) - Heals 1 wound
Cyclone of Silence (7 magic) - 50% chance to stun adjacent
Finger of Life (4 magic) - 50% chance to heal 1d6 wounds
Gloom of Reanimation (X magic) - revive a dead warrior and bring them to full health (or where you lose people in Hardcore)
Healing Mist* (5 magic) - Heals 1d6 damage
Heartbeat (10 magic) - Heals 1d6 times level of warrior
Nightmare Visage (3 magic) - target enemy gets reduced chance to hit in melee
Okkam's Mindrazors (7 magic) - launch three damaging projectiles at foe (2-9 damage each)
Shadow Daggers* (2 magic) - deals damage to adjacent enemy/enemies
Shadow Bolt* (6 magic) - AoE (3x3) damage (5-10)
Shield of Illusion (10 magic) - give +7 Toughness to adjacent warriors until end of turn
Sleep (? magic) - put target enemy to sleep for 1 turn
Spectral Sanctuary (8 magic) - heal the Grey Wizard and all adjacent warriors for a large amount
Twilight Translocation (3 magic) - move Wizard up to 4 squares
Veil of Revival (7 magic) - raise a dead warrior ( if combats last more than 1 round and your warriors get downed alot)
Voidmaster (5 magic) - remove ally and fully heal them when they return at start of next turn


Ironbreaker (8 Total)
Solid, tanky class which needs good weapons (Hammer of Sigmar) to be a death dealer. Good party tank.
Deathsong (Passive) - chance to ignore fatal wounds, continues until healed or downed
Endure (Passive, 1/Dungeon) - ignore a fatal hit entirely
Enrage (Passive) - chance to get extra attacks or do nothing
Goldmaster (Passive) - increase gold from mobs killed by Ironbreaker
Killing Blow (Passive) - Deal extra DOUBLE damage on a critical hit
Mighty Blow (1/Turn) - forgo extra attacks to multiply Strength by that amount (can be good for one shotting bosses for the achievement)
Sturdy (Passive) - increase Toughness by 1, also chance to ignore blows
Tunnel Fighter (Passive) - improved chance to hit when in confined spaces


Marauder (10 Total)
Your melee powerhouse with the right items. Can end up doing nothing due to Berserk backfire.
Battle Blades (Passive) - chance to double attacks during first round of combat
Battle Rage* (1/Dungeon) - double melee attacks
Battle Shout (1/Dungeon) - 80% chance to stun adjacent
Berserk* (Passive) - chance to get extra attack or do nothing for a turn
Blood Rage (1/Dungeon) - Heal 1/2 damage dealt
Duckback (Passive) - reduced chance to get Pinned
Hunter's Eye (1/Dungeon) - gain a number of Ranged attacks equal to Melee attacks
Ignore Wounds (1/Dungeon) - chance to ignore a fatal wound
Reaction Strike (Passive) - free attack against any new mobs that appear adjacent
Sixth Sense (Passive) - chance to dodge blows


Waywatcher (11 Total)
A good ranged combatant, with the right gear can help pincushion the mobs that like to stay back from melee.
Critical Strike (1/Dungeon) - make a melee attack that ignores Toughness
Dodge* (Passive) - chance to ignore blows
Doomstrike (1/Dungeon) - 50% extra chance to hit with ranged attacks
Elude (Passive) - chance to ignore blows
Herblore (1/Turn) - chance to heal or harm (1d6 heal)
Hypnosis (1/Turn) - heal Waywatcher out of combat
Parry (Passive) - chance to ignore blows
Rapid Strike (Passive) - gain +1 Melee and Ranged attacks
?? Tunnel Fighter (Passive) - improved chance to hit when in confined spaces
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Selwyn Hope
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Expansion Pack #1


Archmage (11 Total)
Randomly gets access to either defensive or offensive magic. Too random to be useful.
Ward Save* (Passive) - gain chance to avoid damage based on number of spells cast each turn
Offensive Spells
Arcane Unforgiving (15 magic) - light damage to all visible enemies
Hand of Glory (8 magic) - warrior gets +2 Movement, +1 attack
Soul Quench (11 magic) - AoE (3x3) with light damage
Star Lance* (7 magic) - high damage to single target
Tempest (14 magic) - AoE (3x3) that does small damage but can stun
Defensive Spells
Apotheosis (9 magic) - heal all warriors for a small amount
Blinding Light (10 magic) - stun adjacent
Drain Magic (8 magic) - target enemy can't cast spells this turn
Phoenix King's Protection* (10 magic) - all warriors gain chance to avoid damage
Ward of the World Dragon (15 magic) - give +12 Toughness to all warriors



Warrior Priest (9 Total)
Blessings are really unreliable, target random amount of warriors and don't always do anything, a poor class
Call of the Brave* - blessed warriors gain chance to dodge attacks
Hammer of Sigmar - blessed warriors gain extra Strength
Hearts of Steel - blessed warriors gain Magic Resistance
Intervention - blessed warriors gain an Extra Turn
Prayer of Devotion - blessed warriors gain health for damage dealt
Scourge of Chaos* - blessed warriors gain improved chance to hit
Sigmar's Rally - attempt to teleport warriors adjacent to warrior priest
Steadfast - blessed warriors gain improved Toughness
Vanquish - blessed warriors gain extra melee attacks
The ratings for the prayers are because of the poor chance to receive ANY blessing, as well as the totally random selection of which warrior(s) are blessed. If you could target the blessing to particular warrior(s) they would get another or two

Trollslayer (9 total)
A good alternative to the Marauder/Ironbreaker.
Berserk (Passive) - chance to do nothing or get extra attack
Deathsong (Passive) - As per Ironbreaker
Evade (Passive) - chance to ignore blows
Ignore Blow (Passive) - can ignore a number of blows each round
Lessen Blow (Passive) - Increased Toughness
Mighty Blow (1/Turn) - Convert remaining attacks into one attack that multiplies Strength
Reaction Strike (Passive) - As per Marauder
Room to Move (Passive) - Gain +1 WS in open areas (the Trollslayer laughs at rolling to hit)
Slaying* (Passive) - Deal extra damage on a critical hit/slam
Whirlwind (Active) - Hit all adjacent figures using one of your regular attacks (counts as a magic attack and deals damage to all adjacent equal to the Trollslayer's Strength)
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Aaron Bohler
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My Warrior Priest learned "Prayer of Devotion", a blessing at lvl 7, that "Every time the blessed warrior(s) damage a target they regain some of the damage dealt back as health." It doesn't show up in the journal anywhere.

When you say that some lists are complete or missing something, what are you basing that off of? I can't seem to find a total number of skills stated anywhere in-game, but I'm sure I'm not looking in the right places.
 
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Selwyn Hope
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If you check your Journal it has a x/y if you haven't revealed all the skills for the class.

Looks like the expansion ones might be bugged if they aren't updating the numbers (ie the Priest like you reported).
 
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Aaron Bohler
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Cesspit wrote:
If you check your Journal it has a x/y if you haven't revealed all the skills for the class.

Looks like the expansion ones might be bugged if they aren't updating the numbers (ie the Priest like you reported).


I can see the x/y Collected for all total journal entries, but I don't see one for any individual classes though.
 
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Selwyn Hope
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Expansion Pack #2

Bright Wizard (10 Total)
A good blaster wizard with some heal spells
Burn (6 magic) - Deals ongoing fire damage to target (until it wears off)
Burning Barrage (? magic) - launch up to 6 Fireballs at targets the Bright Wizard can see
Cinder Blast* (5 magic) - AoE (3x3) like Shadow Bolt
Fireball* (4 magic) - Decent damage missile (~10)
Inferno (8 magic) - damages all adjacent with chance to inflict Burn
Magma Storm (12 magic) - high damage on a single target with chance to hurt those adjacent (3x3 area), also can inflict Burn
Rise from Ashes (10 magic) - raise a dead warrior ( if combats last more than 1 round and your warriors get downed alot)
Sear Wounds (6 magic) - Heals a decent amount of damage
Wall of Fire (6 magic) - defensive spell, gives target to resist attacks
Withering Heat (7 magic) - reduces Toughness of target


Ogre Irongut (9 Total)
A decent brute, let down by his single Melee attack.
Ball Up (1/Dungeon) - curls into a ball and becomes immune to damage for the rest of the turn
Brawl (??) - Deal Strength to adjacent targets
Head Crusher (1/Turn) - Deals quadruple damage if it is a critical
Mighty Swing* (1/Turn) - Deal low amount of damage to monster and those adjacent
Ogre Charge (1/Dungeon) - Gain +4 Move, +3 Strength
Poison Immunity (Passive) - does less than a Ring of Regeneration ( on Hard Core where poison isn't so easy to remove)
Pulp (1/Turn) - Make multiple low-damage attacks reducing target's Toughness permanently (takes place after all other attacks are used)
Thick Skull (Passive) - Gain +1 Toughness



Shadow Warrior (10 Total)
A good mix of melee and ranged ability. Gives the Waywatcher some competition for the spot
Alacrity* (Passive) - can fire and move
Counter Strike (Passive) - strike back when struck in melee
Encumbrance* (Passive) - reduces Weapon Skill as Toughness improves with items
Martial Prowess (Passive) - if first attack misses automatically attacks again
Misdirect (Passive) - attacks appear to come from another warrior (so the monster doesn't turn to face or attack him)
Reaction Strike* (Passive) - attacks any new monsters that appear adjacent
Shadow Walker (Passive) - avoid an attack and move to adjacent square
Unburdened (Passive) - removes the penalty of Encumbrance
Unseen Blade (Passive) - gain bonus to hit from "behind"
Vanish (1/Dungeon) - Disappear and then next turn get +2 Movement, +2 Ranged and Melee attacks

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dosaceos wrote:
Cesspit wrote:
If you check your Journal it has a x/y if you haven't revealed all the skills for the class.

Looks like the expansion ones might be bugged if they aren't updating the numbers (ie the Priest like you reported).


I can see the x/y Collected for all total journal entries, but I don't see one for any individual classes though.


If you go to the Journal, hit Warriors, it should show each Warrior listed. Next to the name should be a 7/10 or 18/19 or nothing (if you have found all entries.

I think some of the entries might be bugged at the moment because I have had my Ironbreaker's Tunnel Fighting show up under the Waywatcher list.
 
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Aaron Bohler
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Cesspit wrote:
dosaceos wrote:
Cesspit wrote:
If you check your Journal it has a x/y if you haven't revealed all the skills for the class.

Looks like the expansion ones might be bugged if they aren't updating the numbers (ie the Priest like you reported).


I can see the x/y Collected for all total journal entries, but I don't see one for any individual classes though.


If you go to the Journal, hit Warriors, it should show each Warrior listed. Next to the name should be a 7/10 or 18/19 or nothing (if you have found all entries.

I think some of the entries might be bugged at the moment because I have had my Ironbreaker's Tunnel Fighting show up under the Waywatcher list.


Well huh, I've got nothin' there. Maybe there's not enough real estate on the iPhone screen? Or maybe I'm bugged. I too have a skill or two under the wrong class.
 
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Martin Uhlig
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I agree with most of Sel Hope's analyses.

Will though say that Veil of Revival and Rise from Ashes should get 3/2 stars respectively, when you play Hardcore. Because they bring back dead and gone characters.
Had a really nasty encounter with tons of spiders, and then several ambushes from skaven and more spiders. Left standing was my bright wizard and troll slayer, and I recovered by blocking corridor with troll slayer and start raising my two dead warriors.
I was basically ready to delete the game in anger, but ended up finishing the dungeon with around 100.000 xp in total to my group.

This has made me swap Archmage for a grey wizard, simply crazy how strong it is to be able to raise your warriors even after they've gone.


I will say in Archmage defence, that the combination of Ward Save and Staff of Hoeth (4 regen), a wound ring and another regen item, makes him rival Ironbreaker in "tanking". I've had him stand next to 3 blackorcs for 3 rounds, never going below 50%, giving my group time to mop up the other monsters.
And the Arcane Unforgiving is a strong spell. It will send bolts to ALL mobs he can see, and when you've had 1-2 ambushes in a row, getting this of helps a ton.
But that said... getting defensive power for 3 rounds, when you just want to kill, is annoying. And the lack of a raise spell, makes me think I might be better of using a Grey Wizard in his place.

I don't like the archers, the magic users are just better at delivering ranged damage, and at lvl 7 my bright wizard has 3 attacks.
And I see the best group combo as 2 melee + 2 support (with healing).

The quivers does look interesting though...


Edit: Btw, Ogre poison immunity is not bad. Try having a warrior poisoned half way through a dungeon. You can't heal him at all... and if he dies, it's permanent.
I think a Grey Wizard (with Blade of Night) and an ogre would be crazy combo. But alone the ogre 1 attack, is to risky.
I consider running Ogre, Grey, Bright, Troll. Enter rooms on good power rolls, and clear it in 1 round.
 
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spivo wrote:
Edit: Btw, Ogre poison immunity is not bad. Try having a warrior poisoned half way through a dungeon. You can't heal him at all... and if he dies, it's permanent.


A ring of regeneration (either the 1 Wound, 2 Wound or 3 Wound per turn) takes care of poison... any healing removes Poison. That is unless it is changed on Hard Core?
 
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Martin Uhlig
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Cesspit wrote:
spivo wrote:
Edit: Btw, Ogre poison immunity is not bad. Try having a warrior poisoned half way through a dungeon. You can't heal him at all... and if he dies, it's permanent.


A ring of regeneration (either the 1 Wound, 2 Wound or 3 Wound per turn) takes care of poison... any healing removes Poison. That is unless it is changed on Hard Core?


That is changed in Hard mode
You just get a nifty "failed" message every round...

So yeah, on hard mode poison is super annoying.
 
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spivo wrote:
Cesspit wrote:
spivo wrote:
Edit: Btw, Ogre poison immunity is not bad. Try having a warrior poisoned half way through a dungeon. You can't heal him at all... and if he dies, it's permanent.


A ring of regeneration (either the 1 Wound, 2 Wound or 3 Wound per turn) takes care of poison... any healing removes Poison. That is unless it is changed on Hard Core?


That is changed in Hard mode
You just get a nifty "failed" message every round...

So yeah, on hard mode poison is super annoying.


Wow that's gotta suck then. One more reason to avoid Hard mode
 
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Martin Uhlig
Denmark
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Cesspit wrote:

Wow that's gotta suck then. One more reason to avoid Hard mode


That's what's so fun about HM
And I guess HM also makes those raise dead spells stand out so much more, because it really really sucks to have a warrior stranded without any around who can heal him, and then just watch while he the next round is gone for good. With raise dead you not only keep all his nice lvl/xp, but also all the items on him.
 
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Selwyn Hope
Australia
Cannington
WA
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spivo wrote:
I don't like the archers, the magic users are just better at delivering ranged damage, and at lvl 7 my bright wizard has 3 attacks.
And I see the best group combo as 2 melee + 2 support (with healing).


The only advantage the archers have over the wizards is that they don't need the winds of magic to clear out threats at long range.

The only time combats usually take more than 1 round for me is during an Ambush (where my melee are tied up or too far away from the long range threats to kill them off). During that same Ambush my mages don't have the magic to really do much useful, but the archers can pick something off.


Party options I have considered:
Grey Wizard, Marauder, Trollslayer, Ironbreaker
or
Grey Wizard, Bright Wizard, Marauder, Trollslayer
 
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