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Light sources for Tombs?
Is there a better light source for Tombs?

How many torches is enough? I've used 5 but that is a bit marginal on screen with the view.

It seems to total Up the value of your light sources?? What is others experience of light / enough light. light sources Please??
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Showing 1-6 of 6 comments
Doc Dreamist May 1, 2023 @ 3:56pm 
I always have a minimum of 10 torches, but 15 if I have the resources. Sometimes you need to use some to navigate different passage so I prefer more. Oh, you can camp inside a tomb so you can always make more if you have the resources.
Last edited by Doc Dreamist; May 1, 2023 @ 3:57pm
warrgood May 1, 2023 @ 4:40pm 
I do the same, plus I take away all the one-handers' shields and put a torch in the off-hand.

Also, I've found that it's a good idea to camp just before leaving the last tomb screen to return shields and rebuild valor points. Charging out while lacking those things and getting jumped by full strength bad guys or angry critters can be very painful...
Dexter May 1, 2023 @ 4:46pm 
As much as I can carry. Last time entered Tomb with 80+ torches, just to be sure. Out of 10 mercs 4 with torch in off hand, no need for 2handers and shields as fights are not about tanking damage.
Solstius May 1, 2023 @ 5:04pm 
What the others have said.

If you want to minimize the use of torches to just your Rangers alone though, what you can do are 4 things:

- Learn the layout of the map you're fighting in. You can do this by dragging one of the Rangers and just moving around the map with them. Even though enemy units aren't revealed, you can still plan out the fight by determining where they are likely to spawn and how they'll approach your position.
- Group up your units. Make sure they are always in groups of 3 or more, at least in pairs. This way they won't get overwhelmed (safety in numbers). Also, make sure that every grouping has someone with a torch. You wanna neutralize threats hard and fast the moment you see them.
- Make sure at least one of your Archers has the Fire Bow. This thing does wonders, even more in tombs than in rat infestations after level 8. The beauty about the Fire Bow is that you don't need a hostile target to proc. As such, you can illuminate a wide area for 2 turns. You get a crap tonne of breathing room from this.
- Finally, and most importantly, establish a pivot area for efficient fights. So basically, areas where movement is centralized and you can narrow down choke points. This could be an area with a lot of obstacles like pillars and rubble alike. Personally speaking though, I've found best places for fighting to be the map corners. If your back is against the corner, you narrow down hostiles to just 2 paths of movement. If ya can't reach a corner due to where your units are positioned at, at least use the edges of the map, that's still useful.
There are some practical ways to get more visible light when we need it - Incendiary bombs and Fire Bows ( now called " Fugitive Bows" ) can light up a map in addition to torches.
Originally posted by Robin of Spiritwood:
There are some practical ways to get more visible light when we need it - Incendiary bombs and Fire Bows ( now called " Fugitive Bows" ) can light up a map in addition to torches.


Incendiary Bombs - what do they involve and where do I find the recipe / blue prints please?

Sorry I was less than clear it was the number of Characters with torches was the question.

So far I allow foe 4 "refills"so 4 x 5 = 20 as the minimum number can see the use for more as the game changes them out seamlessly however I'm find weight of carry to be an issue despite stash stuff in a couple of Vertruse wayside shrines (not looking forward to moving that forward to the next province)
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Date Posted: May 1, 2023 @ 3:37pm
Posts: 6