Wartales

Wartales

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dashavingo Apr 22, 2023 @ 11:43am
What are the mechanics of valor?
Can anybody give me a quick idea? Thanks.
d.
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Showing 1-6 of 6 comments
Stardustfire Apr 22, 2023 @ 11:51am 
you generate valour when camping, you spend it from your teampool for special actions beside the basic attack. each class has choises for a passive ability that generates temporar Valout Points during combat, thats it, no magic complicated mechanic.
Early on it isn't so hard to generate, but later in the game you'll want to make sure folks are sleeping in a tent or using the strategists table to make sure you generate lost valor between each rest.

You gain abilities that give you temp valor points, but they disappear after the battle.
RainbowPig Apr 22, 2023 @ 12:50pm 
Valour is basically the lifeblood of combat, without it your party is basically useless in a fight against similarly levelled opponents. So you should A - have a good camp set up to generate Valour (i go for happiness to generate influence, still make enough valour to get through combat without running short) and B - focus on making a party with the best skills that generate valour to match your playstyle, producing valour in a fight for all those juicy abilities they power.

Archer i have valourous support. DPS ranger valourous victory, tactical rangers valourous audacity. My tank starts early with deflection, to grant valour and tank, but with the mace that grants 'in position' i swap it for the skill that gives valour on engagement and i have the same for my slightly more-dps-less-tanky-tank. Such skills synch well with well placed/timed smokescreens, tactical orders, and galvanise. (Tactical order the captain, galvanise with captain to gain 2 per nearby ally and generate 2-8 valour. my captain is the dps ranger so can easily produce 8 valour between galvanising and backstab crits)
dashavingo Apr 29, 2023 @ 4:32am 
Thanks gents! Great info.

d.
Kai Apr 29, 2023 @ 4:41am 
Spearmen, Rangers, and Archers are better off getting VP from ending turns next to one another, because they are not tanks and don't do well when engaged, especially against armored opponents.

This means you should give them high movement speed to be versatile in regaining VP, at least 14 points so to speak as Archers wear light armor and Spearmen wears Medium.

Because unless you are playing a specific build that lets you one shot kill enemies with such classes, gaining VP from kills isn't going to be that useful, nor is 'standing next to enemies'.

Anything that requires multiple turns to setup may be a wasted effort for VP gain, because there will be fights where turns happen side by side.
Last edited by Kai; Apr 29, 2023 @ 4:43am
Olleus Apr 29, 2023 @ 4:50am 
Valour Points are a resource shared between your entire party, used for most class based abilities (except passives) during combat. It is only regenerated via resting, with more given for high level tents, having more people rest in the tent, and working on the strategy table. It is also possible to generate Temporary Valour Points in combat, all classes have an option of one of three ways of doing so by achieving certain goals, and the Captain and Lieutenants have special skills just for these. Temporary Valour Points can be used in exactly the same way as regular valour points, but are lost at the end of a battle (hence the name Temporary). There is a maximum number of TVP and VP that you can have at any given time, which can also be improved through various camp upgrades, perks, and foods.

Valour Points are a large part of the strategy of the game, and are a more interesting mechanic than the flat cooldown they replace IMO in traditional RPGs, or the energy that you get in card battlers. Part of the skill is generating TVP in combat at the same rate as you spend them, as getting to 0 VP will seriously hurt you in combat. Furthermore "real" VP regenerate slowly, so if you want to do multiple fights per rest, it's better to use as few permanent VP as possible and instead try to keep it within TVP.


Originally posted by Kai:
Spearmen, Rangers, and Archers are better off getting VP from ending turns next to one another, because they are not tanks and don't do well when engaged, especially against armored opponents.

This means you should give them high movement speed to be versatile in regaining VP, at least 14 points so to speak as Archers wear light armor and Spearmen wears Medium.

Because unless you are playing a specific build that lets you one shot kill enemies with such classes, gaining VP from kills isn't going to be that useful, nor is 'standing next to enemies'.

Anything that requires multiple turns to setup may be a wasted effort for VP gain, because there will be fights where turns happen side by side.

Archers, and especially rangers, should get VP from kiils rather than ending next to friendlies IMO. Barrage makes archers a huge VP pump, and rangers should absolutely be running amok behind enemy lines killing multiple soft or engaged targets per turn. They don't need to be able to one-hit things to get the VP, they just need to deliver the final killing blow.
Last edited by Olleus; Apr 29, 2023 @ 5:01am
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Date Posted: Apr 22, 2023 @ 11:43am
Posts: 6