True, the more I play the more I realize there is quite a bit of strategy involved. Especially with equipment modifiers and positioning. And when your characters level up it really makes a difference. My level 3 wizard is an offensive powerhouse compared to when he was a just a noob. Great game that can only get better.
anyone care to explain a little more on how the combat rolls work? Its the difference between for example my weapon skill and the one from the monster right? So lets say mine weapon skill is 4 and the one from the monster is 2 so the difference is 2 and? how much could that mean a chance to actually hit the target?
Found this on another forum, should be helpful: How does hit chance and damage work in Warhammer Quest? A: I found some of this information buried in the help. Melee attack hit chance is based in comparing both combatant's weapon skills. If they are even, it is a 50/50 chance. It doesn't say how much the odds change as they start to differ, though. Melee attacks do damage equal to a chararacter's strength, plus any bonuses (such as weapon damage), minus the defenders toughness. So Strength is +1 damage per point and Toughness is -1 damage per point. Ranged attacks do not have Strength added in to the damage. I have not found information on what Ballistic Skill is compared against to determine hit chance. --- Question: in my inventory, an item might has a gold amount in its direction but it usually sells for much less at the market. Why?
Perhaps it shows the cost to buy the same item from the store to help you compare items by value regardless of where they came from. Sell price tends to be lower than what you paid for it.
Melee table: Thus, if the attacker and defender have the same weapon skill, the chance of landing a blow is 50%, in that you need to roll a 4, 5 or 6 to hit. The above table also reveals that while you can minimise the chance of missing, you can't eliminate it entirely. Ranged attacks just involve a straight pass/fail die roll against your Ballistic Skill. The higher price is the purchase price; the lower is the sale price.
How I use my wizard's reserve power and how do I know if I even have a reserve? And how do I rename my characters?
You haven't paid for the answers to your other questions yet. Reserve power shows on the far left of the mage's HUD as a little fireball icon with a number beside it; whenever you cast a spell that will cost more than the current WoM, you'll automatically draw the difference from the reserve. Not knowing about this reserve is the cause of the confusion so many people have suffered from, where they were wondering why they were suddenly no longer able to cast spells less than halfway into the dungeon. This was happening because they were just draining their entire reserve at the start by casting spells they couldn't actually afford. To rename your characters, tap on their names while you're in town.
So far, I have played for an hour (not all at once) and only two of my characters have hit level 2. Not saying it's at all good that the level cap is so low, just saying that so far it doesn't hurt the game. Not fast leveling. Edit: Actually two hours. Maybe I'm just bad at the game... Is that going very slow?
It's a board game. Having 6 levels is actually pretty standard for RPG boardgames. Getting to level 6 takes a while, and each level up significantly increases your chances to live and dish out damage.
While I am enjoying this game, I can't help but feel things could have been better. I understand its based on a board game but there seems to have been some odd decisions made with a few things like the flat camera and flat environments, 3D figures you never really get to see properly, the small UI, text and piddly journal itself, the rotation for inventory, the lack of meaningful exploration in dungeons. Don't get me wrong, it's a good and worthwhile game, just surprised by some of the execution in places.
I liked this feature in another dungeon game where you could search desks or book cases along the way and find some loot inside them. I was kind of surprised that I saw nothing like that in this game, the environments are just empty aside from enemy battles. I think implementing something like that would make a difference. I mentioned this before but I also didn't see a quick reference on your weapons to let you know if an inventory weapon is better than what you have equipped, in most games there would be a green or red indicator to let you know. I wish this game featured something like that. I don't really care if that wasn't in the board game, this is based on the old game but it's now a video game and shouldn't be afraid to implement small enhancements like that.
Because this isn't Call of Duty. Ascending above 6 isn't going to unlock an AK-47 or sticky grenades, all of the content the game has is contained within those six levels.
how about just open the inventory and press the equip weapon and the one in your inventory and compare?
I think every RPG or game with even slight RPG elements that I've played has featured something like this, or even non-RPGs that have a lot of guns/weapons. Just a quick reference that saves you some time. It's a process that you have to go through very frequently in a loot game like this. The shortcut would be very welcome in my eyes.