The Archmage roll is seperate. In fact he normally gets twice the magic points that Grey Wizard gets, although his spells also cost more. Instead of saying Wind of Magic, though, it will say Offensive Magic or Defensive Magic, showing what type of spells he will have that turn. whoda
Honestly I lvl all the characters. The tanks are pretty much interchangable, although the marauder is easier to get equipment for. The elf and the archmage (so the two elves really) are support characters that can come and go. The only one I really keep in every dungeon is the Grey Wizard. whoda
My Waywatcher also has the rapid strike skill, but he does NOT get an additional ranged attack, only melee... Are you sure yours does? This is weird...
Good question. I do get ambushed quite a bit but I haven't checked rolls for one vs. both. I do know that whenever I roll a 1 (for 0 magic) BOTH characters get 0 magic, whether or not I get ambushed. That would tell me that if 1 gets a 1, then both get a 1 and therefore uses only one roll, but that's supposition. whoda
My primary healer is my Archmage with his group heal spell. Everyone in my party is equipped with a regeneration ring. I find it more effective to dedicate my Grey Wizard to shooting Mindrazors... No matter what, you need to have at least 1 Grey Wizard for offensive spells, 1 marauder/dwarf/warrior priest as melee tank (the one you plop down right in the center and he kills all the enemy one after another in one attack wowsa!). The other two party members are up to you. I have found the archer kind of useless so far, or else I got all his lousy skills... Marauder is too out of control. Archmage seems to have fans and anti-fans here. I find him not bad...
Just bought the additional characters. I'll check if I can a list of all the abilities by restarting the characters several times Added what I found at the moment to the skill list.
Bring on the Wardancer and Witch Hunter, Rodeo! You keep 'em coming, and I wouldn't be surprised if many of us will keep spending...
It seems like the WarPriest and the Archmage both always have the same basic abilities : Star Lance / Phoenix Kings Protection for the Archmage Call of the Brave / Scourge of Chaos for the Warrior Priest
As much as I want, and would spend on, new characters, please, please, PLEASE make new dungeon tiles. Make more dungeons have effects like the last red quests. Make fights more about strategy and less about resiliency. Then add in new characters, more expansions, new items, new items TYPES (crossbows anyone?). whoda
Isn't that true with the Grey Wizard too? Every playthrough I have started I have: Healing Mist Shadow Darts Shadow Bolt whoda
Aye, all characters always have the same abilities at level 1. It's only randomized after that. The only random attribute at level 1 is their hitpoints Edit.: Anyone else can share some skills that are not listed in the current skill list, please ? (See my Signature for the spreadsheet URL)
Reading over it now. I don't notice anything yet I have seen that isn't there, but a couple notes. Marauder - Reaction Strike - It's not really 'Once per encounter' as it is 'Once per surprise'. If you are in the middle of an encounter and are surprised with more enemies you will attempt to strike again, even though it's the same encounter. Also, and I don't know if this is a language difference, but repeatedly you used 'ennemies' or 'ennemy' instead of 'enemies' or 'enemy'. Still looking. whoda
Ok, what I have on my Warrior Priest that you don't. -- Intervention - The blessed warrior(s) gain an additional turn! Note that magic users do not regain power when they are affected by Intervention. Hammer of Sigmar - The blessed warrior(s) gain additional strength for the remainder of the turn. -- Intervention usually only affects one toon, but it has affect two toons periodically for me. I haven't used Hammer of Sigmar so I don't have a range for the bonus strength. whoda
And some more: -- Steadfast - The blessed warrior(s) gain additional toughness proportional to their level until their next turn. Vanquish - The blessed warrior(s) gain extra attack(s) for the remainder of their turn. Hearts of Steel - The blessed warrior(s) gain magic resistance. There is a chance that magical attacks made during the next enemy phase against the blessed warrior are resisted completely, causing no wounds. -- I'll keep looking. Oh, and if you want to start an Item spreadsheet, I have bunchs of items to do. whoda
Thanks ! I've checked the base game rules to check how it works, and I've added the description in the Spreadsheet for these abilities.