Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
2. there is a skill called guidance (intel skill, skaven sorcerer has automatic) that allows the user of the skill to take the check in place of the enemy sufffering from stupidity. This is commonly how skaven get by the rat ogres stupdity, but it works with others as well. They just need to actually purchase the skill on thier intel character. I am not for sure, but there may also be some enchants for amulets or helms that can help.
On the whole tho, I feel firing said unit works best. No more stupidity to worry about :). For the allures, thats a bit more difficult, but swarming is a good tactic.
Thanks. But Stupidity tests occur for every character in every turn? Or did I misunderstand you? I haven't played Mordheim on tabletop, but in Fantasy Battle version, only certain "stupid" characters are subject to stupidity tests...
Once you have it you test for Stupidity every turn unless you are engaged in melee.
Ah, ok; thanks. So it's not too different from Warhammer Fantasy Battle. So I guess the Alluress battle was a unique, story-specific mechanic.
The Alluress is a type of Daemonette and has Daemonette minions, which as mentioned have a spell that temporarily inflicts Stupidity. I haven't seen the video you are referring to but I've played the missions myself, and they are pretty fond of that spell, and it is very annoying if you haven't statted for Int.
You can also meet Daemonettes as a random neutral* monster on Brutal/Deadly missions if your warband rank is high enough.
*Neutral: equally likely to murder you or the enemy band
Is it worth pushing high Intelligence in general in this game? I noticed that most henchmen can't even get over 10 without reading books.
Apart from that Draught of Focus[mordheimcotd.gamepedia.com]helps. And in the special case for the Alluress, a Warlock's Dispel[mordheimcotd.gamepedia.com] should work as well I believe
I didn't have any of these though when I first did Act II-III, but still managed anyhow, though admittedly it was fairly traumatic. So all the above are nice to have but not necessities.
YMMV Lampros, but sometimes I find it fun to go in blind and find things out for myself too. xD
Reading mechanics and how to play is fine, even a necessity for this game, but beyond that, I try to avoid spoilers. Part of the enjoyment for me is getting surprised and seeing if I am able to tackle desperate situations with what I have. Being overprepared, having perfect builds and knowing everything that is coming somewhat spoils that. ;)
Thanks much for the further advice. I did notice the Runes and the consumables, but I did not know about Dispel. So Warlock is another character worth keeping around. I suppose there are so many options at the Hero slots that I will not likely employ an Impressive.
But you know how I operate, bro! ;) Some folks like to discover stuff for themselves; others prefer to use what others have already discovered. I am decidedly in the second camp, and I sometimes actually "research" or "study" games for dozens of hours before I play them! ;)
For a henchman Int higher than 9 is usually wasted (that's the requirement for Knowledge: Mordheim); you do get increased Stun Resist and Stupidity resist for going higher, but you have to weigh that against Leadership (increased chance to pass Fear/Terror/All Alone, which are much more common than Stupidity) and Alertness (increased Initiative and Ranged Resist) when spending your Mental points.
I see. I was thinking about farming books for 12 Intelligence, too.
How often do you find these training books at end-game? Do you eventually have enough to use on everyone? I have no idea what end-game economy is like in terms of cash, Wyrdstones, and gear.
Find? Rarely, though the latest Story Rewards give multiples.
Buy once one reaches the Shipment rewards for them? More than you'll need unless everyone wants the book.
That's what I meant. I should have said "acquire" and not "find"! ;)
No, unless you want to promote the henchman to hero and/or want to train Knowledge: Mordheim (which is an awesome passive that allows for 1 more meter of movement range, 2 if mastered). In any other case leave it at minimum and fire the unit if it gets skull fracture.