Query: is it me? Hypothetical answer: go and grap a copy of KOTOR, go to that-famous-planet-with-2-suns and you shall meet a character talking like this. I just follow his example.
Emphasis: KOTOR preludes ME and is made by the same company. It is not hard to see why copies exists for some really popular character. Edit: we should bring this to the KOTOR thread next door.
So.....has anyone figured out a way around the crash on the Grey Seer's Tail quest? Every time I get his health down and he vanishes, when I end turn the game crashes. I've tried moving into another room, killing him with different guys, and killing him with different attacks. Every single time the game crashes at the end of the turn.
what? you guys haven't figured it out? just wait long enough to be ambushed. at least that works for me. good luck with it! i do wanna ask is there anything you can do to choose what skills the heroes get
the dwarves are such a waste that they cant even hit a simple target and stand through the end of enemy's turn at the same time. i had expected the ironbreaker to be tough as hell and the trollslayer some sort of aggressive berserker or at least effective against trolls. the truth is, a fully equipped marauder could handle both without a sweat. the designated weapons and armors have made it sure that marauder and wp are the only worthy melee heroes.
gold won't do you any gold except for healing scolls and potions. believe me you want take down the enemy rather than reap the coins
Gold can be used to buy better gear at the shop, to level up your party, and to buy prayers in town...
yeah? guess what happens when all your heroes have reached level 6 with the best equipments in hand but still got "waaaghed" in the red quests for the skaven expansion you just can't risk having a low hp or wounds whatever, cuz being knocked down means losing 1 strength, permanently! in the end you'd just have to strike a balance between having multiple +3 strength rings, +3 wounds per turn rings, increase accuracy rings, legendary orbs of might and THE GREATER SCROLL OF HEALING. i'm not saying that gold is not useful, it's just I NEED MORE ITEM SLOTS!
cant agree more. in hunter 2 you can cheat the hardcore by quitting to the main menu. but in wq that's possible only after clearing the room. way different and more challenging.
Alright, finally managed to level up all my characters to 6. Here's the skill list I got for each of them. It seems like the base spells of the grey wizard are always the same (Shadow dagger, shadow bolt, healing mist). The other spells gained seem to be random Marauder : Ignore wounds Passive / Once per dungeon Prevents the marauder dying from a hit, leaving him with 1 hp instead. Reaction Strike Passive / Once per event If an ennemy appears close to the marauder at the start of an even, he gets one free attack against him Hunter's Eye Active / Once per dungeon Grants your marauder as many ranged attacks as he has melee attacks for the current turn Battle Blades Passive / Once per event When faced with new enemies, the marauder has a chance to get his melee attacks doubled for 1 turn. Berserk Passive / Once per turn At the start of each turn, the marauder has a chance to go berserk. If he goes berserk, he has a chance to lose all attacks this turn (Meaning he'll have to reroll for berserk next turn), or he gets an additional melee attack for the remainder of the fight (Without needing to reroll until next fight) Waywatcher: Hypnosis Active / Once per turn (out of combat) You can spend your whole turn to heal 1d6 wounds to yourself Herblore Active / Once per turn You can try to mend the wounds of a member of the party. Roll 1d6 1 : You worsen the wound, dealing 1d6 damage to the target 2-3 : No effect 4-5 : Target recovers 1d6 wounds 6 : Target recovers 2d6 wounds Doomstrike Active / Once per dungeon Gives you a 50% increased chance to hit for the current turn Parry Passive / Always active Whenever he's attacked, he has a chance to prevent a blow from landing Dodge Passive / Always active Whenever he's attacked, he has a chance to prevent a blow from landing Ironbreaker: Mighty Blow Active / once per turn You can choose to trade all the remaining melee attacks to get a strength bonus equal to the lost attacks to your next attack (IE : If you have 5 strength, and 3 attacks, you lose 2 attacks and get a +10 damage bonus on your next attack Goldmaster Passive / Always active Whenever the Ironbreaker kills an ennemy, he gains additional gold Enrage Passive / Once per turn The iron breaker has a chance to enrage at the beginning of each turn, either gaining 6 additional attacks (with a lower chance to hit) or getting wildly inaccurate swings for the reminder of the turn THIS SKILL DOESN'T SEEM TO WORK AT ALL Endure Passive / Once per dungeon Lets the ironbreaker ignore the damage from a single hit that should have killed him Grey Wizard: Shadow Bolt Cost : 6 power Target and each creature adjacent to the target recieve 1-3 + [Grey Wizard level] damage. This spell can sometime miss (Seems to be "roll 1d6 for each target, on a roll of 1, the spell misses that target") Healing Mist Cost : 5 power Target recovers 1d6 hp Cure Small Wounds Cost : 2 power Target recovers 1 hp Finger of life Cost : 4 power Roll 1d6. 1-3 : Nothing happens 4+ : Target recovers hp equal to the roll Veil of Revival Cost : 7 power Revive target dead party member Nightmare Visage Cost : 3 power Target enemy has a 50% chance get his attack skill lowered (by 1 it seems). Should last only 1 turn, but actually seems to last forever Voidmaster Cost : 5 power Target ally (Except the Wizard) disappears from the board. On next turn, it reappears, recovering ALL hp but losing an additional turn (Doesn't recover hs attacks and/or movement) Shadow Dagger Cost : 2 power Deal 1-2 damage to target adjacent monster, and 1-2 damage to each other ennemy adacent to both that monster and the Wizard
Except that doesn't work. I've been ambushed twice while trying to get it working and it still crashes every single time.
i guess it was pure luck for me then. i'm on the second play through and it's hardcore, better not risk it
i think in my first play through the marauder also had an ability that gives him 2 additional attacks (per dungeon) and the grey wizard there's the blade of night and also two very powerful healing spells
consider yourselves lucky, my waywatcher has gone through 2 levels where she didn't gain a skill at all, my Ironbreaker also had one level without a bonus skill gain! Still, that's the game I suppose.
You don't get a skill at each level, but skill gains should be preset I'd guess. if anyone with level 6 characters can also list their skills for comparison (And give details for the skills that I haven't yet listed), it'd be great