Warhammer Quest 2: The End Times

Warhammer Quest 2: The End Times

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Review And Guide From PC Invasion (Class, Items, Gold, etc)
We have a review for Warhammer Quest 2: The End Times in case people would like to know more about the game: https://www.pcinvasion.com/review/warhammer-quest-2-pc-review/

However, if you already have it and you're exploring and adventuring across the Empire's lands, I also have a guide about a number of mechanics (inc. min-maxing, save/reload, best items, class impressions, and the like): https://www.pcinvasion.com/warhammer-quest-2-guide/

Feel free to check those out or offer feedback.

-- Jason R.
Last edited by jasonrodriguez; Feb 1, 2019 @ 10:34am
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Showing 31-45 of 62 comments
FatalFrosty Feb 5, 2019 @ 4:45pm 
Just finished everything. There is no final battle. I remember you saying the ending clash was anticlimatic for the first game, well at least there was a clash.

My party was Captain, Wardancer, Glade Guard, High Elf Mage. Hit points are averages, I don't recall exact numbers for them, didn't have to pay attention to it very often.

Captain 8 slots, 6 action, 6 4 4 3 (40-50 hp)
Wardancer 7 slots, 6 action 3 5 8 3 (35-45 hp)
Glade Guard 5 slots, 6 action, 5 5 5 3 (35-45 hp)
High Elf Mage 4 slots, 6 action, 3 5 5 5 (20 hp)

I never used resistance ignoring weapons, never farmed any market, never used saves to alter level up bonuses. Everyone had an AP refill item with 3 uses. Everyone had Weapon Master except the Wardancer, but he had the item which does the same for 2 turns after a room is opened. I don't remember exact names for everything.

Captain; Helsturm Mace, explo pistol, Immune to burning + 20% all resistances armor, griffon shield, +2 str ring, heal all wounds amulet

Wardancer; Short sword, moonlight spear, speed + 3 ring, use speed instead of strenght for attacks tatoos, leap

Glade Guard; 3x3 bow, double damage if attack twice bow, potion of curing

High Elf Mage; crushing damage 3 attacks 2 action points spell, apotheosis

Edit; I carried a vampire and dark elf for a short while, maybe half of 1st region. I was planning on trying the Bretonnian Knight but things just got too easy. He still seems to have a superior potential than the Captain, in terms of HP and class specific items, while also being able to use everything the Captain uses well.
Last edited by FatalFrosty; Feb 5, 2019 @ 7:20pm
Lampros Feb 5, 2019 @ 4:55pm 
Originally posted by FatalFrosty:
Just finished everything. There is no final battle. I remember you saying the ending clash was anticlimatic for the first game, well at least there was a clash.

My party was Captain, Wardancer, Glade Guard, High Elf Mage. Hit points are averages, I don't recall exact numbers for them, didn't have to pay attention to it very often.

Captain 8 slots, 6 action, 6 4 4 3 (40-50 hp)
Wardancer 7 slots, 6 action 3 5 8 3 (35-45 hp)
Glade Guard 5 slots, 6 action, 5 5 5 3 (35-45 hp)
High Elf Mage 4 slots, 6 action, 3 5 5 5 (20 hp)

I never used resistance ignoring weapons, never farmed any market, never used saves to alter level up bonuses. Everyone had an AP refill item with 3 uses. Everyone had Weapon Master except the Wardancer, but he had the item which does the same for 2 turns after a room is opened. I don't remember exact names for everything.

Captain; Helsturm Mace, explo pistol, Immune to burning + 20% all resistances armor, griffon shield, +2 str ring, heal all wounds amulet

Wardancer; Short sword/spirit sword, moonlight spear, speed + 3 ring, use speed instead of strenght for attacks tatoos, leap

Glade Guard; 3x3 bow, double damage if attack twice bow, potion of curing

High Elf Mage; crushing damage 3 attacks 2 action points spell, apotheosis

Edit; I carried a vampire and dark elf for a short while, maybe half of 1st region. I was planning on trying the Bretonnian Knight but things just got too easy. He still seems to have a superior potential than the Captain, in terms of HP and class specific items, while also being able to use everything the Captain uses well.

1. What was your tactic? I don't want to use any class that cannot use a ranged weapon, so I never tried Wardancer, Ogre, Slayer, or Greatsword. I just figured it would be unoptimal for a pure melee to sit while I shoot in some rounds.

2. I thought there was a named enemy that had 100 percent resist to everything? How did you kill him?

3. I don't agree that the Bret Knight is better than the Captain; he cannot use Explosive Pistol; and that's arguably the best weapon in the game.
FatalFrosty Feb 5, 2019 @ 7:47pm 
1-3; The Wardancer is a killing machine, and the Leap ability almost equals to him being ranged if you use it wisely, because it means you can launch yourself upto 8 tiles away before or after a torrent of hits if he has Weapon Master. The Short Sword is abnormaly powerful with 3 attacks at 30% critical rate for 1 action point, and the damage is higher than most average swords. The Moonlight spear also has high damage and critical rate for 2 action points and can hit 2 panels away in all directions. Most of the time I would use the Captain and Explosive Pistol just to finish things off before each round's end. The Glade Guard can pretty much wipe complete rooms in one turn (except during the skaven dungeons, since their deflect rate is so high) and combined with the Wardancer they can pretty much make sure no enemy will be in range for attacking. Mage and Captain to round things up. Explosive pistol is brutal, but it rarely needed to be the core of the attack. If the Captain was used first, it would mostly be to clear the front line through melee. Most dungeons I entered final rooms with the healing and AP regenerating items still at full use, which basicly means I always had 4 complete turns before any of them could move.

Most of the items described were already obtained by 2/3 of 2nd region. The only one I have which I never seen available in white quests or markets is the Captain's armor. I won it through an Ambush. Always try to complete ambushes, they have the highest constant rate of giving either a powerful item or a lev 4+ hero.

I got my Wardancer as reward for finishing 1st region, he was same level as mine but had 2 more Speed points. My High Elf Mage was obviously far from optimal, resulting from also getting it around 2nd region and having no additional slots on level ups.

2-The enemy with the armor which grants 100% resistances to everything is in the final room of the quest before the last one. However he's bugged cause his resistance gauges are all empty and behave like he has none. I assume this comes from the fact that enemies' resistances are usually natural to their types. But even if they would be on, it still doesn't protect against critical hits, and with 4 turns and everyone on weapon master, even his squad wouldn't be enough to save him. His weapons are bombs though, so I guess if he does get a turn things could get ugly fast.
FatalFrosty Feb 5, 2019 @ 8:07pm 
As about the Bretonnian Knight, he might not be able to use pistols, but he can still have bombs, fireball, a group heal, a counter attack, shields, and his melee weapons seem to surpass any other single handed ones, including a strenght boosting spear. I'd definitly give him a try sometime.

My level average at the end was 11-12 for the main 3 heroes, the mage was 8.

Oh and again, there is a large portion of map which is left unused. It's inside of the 3rd region though, not like a seemingly 4th region like in the 1st game. Also, there are no dungeons at all in this one which are like mazes. What I mean is that if you open a room which has more doors, it will never lead to a dead end.

And last but not least, no HardCore mode.
Last edited by FatalFrosty; Feb 5, 2019 @ 8:34pm
fallenkezef Feb 5, 2019 @ 11:50pm 
Originally posted by Lampros:
Originally posted by FatalFrosty:
Well he doesn't HAVE to move first! ;)

Man this Chaos Banner Champion boss room was a farce. His armor says 100% resistance to everything, but he actually has none at all. Tsk tsk. He did not fire a single bomb and none of his pals moved. Onward to VII.

Do you have resistance ignoring weapon on everyone? It seems like some classes cannot obtain such a weapon. For instance, I haven't seen any resistance ignoring weapons on the Sorceress nor the Warrior Priest.

So far I've found Runefang which many classes can equip, a bow for the GG and a rune for the slayer.

My current setup is Slayer, WH, EC and GG with everyone ignoring resistances
Lampros Feb 6, 2019 @ 3:43am 
Originally posted by fallenkezef:
Originally posted by Lampros:

Do you have resistance ignoring weapon on everyone? It seems like some classes cannot obtain such a weapon. For instance, I haven't seen any resistance ignoring weapons on the Sorceress nor the Warrior Priest.

So far I've found Runefang which many classes can equip, a bow for the GG and a rune for the slayer.

My current setup is Slayer, WH, EC and GG with everyone ignoring resistances

Whoah, no caster at all?
Lampros Feb 6, 2019 @ 3:45am 
Originally posted by FatalFrosty:
1-3; The Wardancer is a killing machine, and the Leap ability almost equals to him being ranged if you use it wisely, because it means you can launch yourself upto 8 tiles away before or after a torrent of hits if he has Weapon Master. The Short Sword is abnormaly powerful with 3 attacks at 30% critical rate for 1 action point, and the damage is higher than most average swords. The Moonlight spear also has high damage and critical rate for 2 action points and can hit 2 panels away in all directions. Most of the time I would use the Captain and Explosive Pistol just to finish things off before each round's end. The Glade Guard can pretty much wipe complete rooms in one turn (except during the skaven dungeons, since their deflect rate is so high) and combined with the Wardancer they can pretty much make sure no enemy will be in range for attacking. Mage and Captain to round things up. Explosive pistol is brutal, but it rarely needed to be the core of the attack. If the Captain was used first, it would mostly be to clear the front line through melee. Most dungeons I entered final rooms with the healing and AP regenerating items still at full use, which basicly means I always had 4 complete turns before any of them could move.

Most of the items described were already obtained by 2/3 of 2nd region. The only one I have which I never seen available in white quests or markets is the Captain's armor. I won it through an Ambush. Always try to complete ambushes, they have the highest constant rate of giving either a powerful item or a lev 4+ hero.

I got my Wardancer as reward for finishing 1st region, he was same level as mine but had 2 more Speed points. My High Elf Mage was obviously far from optimal, resulting from also getting it around 2nd region and having no additional slots on level ups.

2-The enemy with the armor which grants 100% resistances to everything is in the final room of the quest before the last one. However he's bugged cause his resistance gauges are all empty and behave like he has none. I assume this comes from the fact that enemies' resistances are usually natural to their types. But even if they would be on, it still doesn't protect against critical hits, and with 4 turns and everyone on weapon master, even his squad wouldn't be enough to save him. His weapons are bombs though, so I guess if he does get a turn things could get ugly fast.

Your description of the Wardancer is very tempting. Hmm. Does the Slayer or the Greatsword have any movement/attack skills? I don't want an Ogre under any circumstances.
FatalFrosty Feb 6, 2019 @ 8:31am 
I've seen a few items that could make the GreatSword interesting to use, but not enough to replace the balanced versatility of the Captain, and clearly not enough to surpass the WarDancer. The main issue is how much his weapons are too heavy on action points. The Bretonnian is more balanced and has more useful items.

The Slayer is a farce, I can understand why dwarf lovers are angry with him being the only dwarf available. I could see him be more useful in the 3rd act than a Vampire, but only cause his weapons are so brutal. However, it doesn't balance with their heavy AP cost either, so I'd try the Bretonnian or GreatSword anytime first.

Ogres are for ogres. Lazy and dumb.
Last edited by FatalFrosty; Feb 6, 2019 @ 8:38am
FatalFrosty Feb 6, 2019 @ 8:44am 
Oh by the way Lampros, I think you should check out a trailer for the Eternal Arena dlc of Banner Saga 3.

Then read this discussion a little bit; https://steamcommunity.com/app/485460/discussions/0/3441214221459269446/

Seeing how much you enjoy trying configurations out and finding the best optimizations, I think you maybe would revel in this kind of stuff.

Edit; No, you do not NEED to have played any of the 3 games to be able to enjoy this thing.
Last edited by FatalFrosty; Feb 6, 2019 @ 8:47am
fallenkezef Feb 6, 2019 @ 10:54am 
Originally posted by Lampros:
Originally posted by fallenkezef:

So far I've found Runefang which many classes can equip, a bow for the GG and a rune for the slayer.

My current setup is Slayer, WH, EC and GG with everyone ignoring resistances

Whoah, no caster at all?

I find the HE ugly and I refuse to use the DE or Vamp as it breaks the lore of the setting.

To be honest you don't need a caster, with double damage and ignoring resistances the Slayer pretty much oneshots anything, the WH and EC bring plenty of aoe.

Found a spirit sword which ignores armour so my GG has a melee option now.
Lampros Feb 6, 2019 @ 11:51am 
Originally posted by FatalFrosty:
As about the Bretonnian Knight, he might not be able to use pistols, but he can still have bombs, fireball, a group heal, a counter attack, shields, and his melee weapons seem to surpass any other single handed ones, including a strenght boosting spear. I'd definitly give him a try sometime.

My level average at the end was 11-12 for the main 3 heroes, the mage was 8.

Oh and again, there is a large portion of map which is left unused. It's inside of the 3rd region though, not like a seemingly 4th region like in the 1st game. Also, there are no dungeons at all in this one which are like mazes. What I mean is that if you open a room which has more doors, it will never lead to a dead end.

And last but not least, no HardCore mode.

I forgot to address this. Yes, he can have bombs and fire bombs, but so can most non-2H melees. The group heal, I agree, is awesome, and a huge plus that is kind of unique. Riposte is fairly meaningless, because you need the enemy to attack the Bret Knight in the first place. And the best way to play this game is not to be in a position to be defending anyways. Worst of all, it's a pathetic 20 percent chance. In another forum, I think the consensus was that this was in fact one of the worst skills in the game from a meta perspective.

So in sum: The only unique, substantial trick that the Bret Knight has is the AoE heal. So he works well as a kind of a front-line "paladin" character. But so can the Warrior Priest - and she has more group skills. Once again, I just don't see a place for this guy - unless you do it for fluff or aesthetic reasons.
Lampros Feb 6, 2019 @ 11:52am 
Originally posted by FatalFrosty:
I've seen a few items that could make the GreatSword interesting to use, but not enough to replace the balanced versatility of the Captain, and clearly not enough to surpass the WarDancer. The main issue is how much his weapons are too heavy on action points. The Bretonnian is more balanced and has more useful items.

The Slayer is a farce, I can understand why dwarf lovers are angry with him being the only dwarf available. I could see him be more useful in the 3rd act than a Vampire, but only cause his weapons are so brutal. However, it doesn't balance with their heavy AP cost either, so I'd try the Bretonnian or GreatSword anytime first.

Ogres are for ogres. Lazy and dumb.

The Slayer is worse than the Greatsword? Hmm, I thought the consensus was that the Greatsword was the worst class (or so I read in another forum). Damn, I really should experiment with them all - except the Ogre (whom I won't use for aesthetic and fluff reasons).
Lampros Feb 6, 2019 @ 11:53am 
Originally posted by FatalFrosty:
Oh by the way Lampros, I think you should check out a trailer for the Eternal Arena dlc of Banner Saga 3.

Then read this discussion a little bit; https://steamcommunity.com/app/485460/discussions/0/3441214221459269446/

Seeing how much you enjoy trying configurations out and finding the best optimizations, I think you maybe would revel in this kind of stuff.

Edit; No, you do not NEED to have played any of the 3 games to be able to enjoy this thing.

Thanks; I may grab that game. But I don't like to be forced to do things on an artificial game setting constraints though. That's why I hated the real-time aspect of the final scenario in the first game.
Lampros Feb 6, 2019 @ 11:54am 
Originally posted by fallenkezef:
Originally posted by Lampros:

Whoah, no caster at all?

I find the HE ugly and I refuse to use the DE or Vamp as it breaks the lore of the setting.

To be honest you don't need a caster, with double damage and ignoring resistances the Slayer pretty much oneshots anything, the WH and EC bring plenty of aoe.

Found a spirit sword which ignores armour so my GG has a melee option now.

How the heck do you protect the Slayer from missiles? Also, isn't he sitting and not doing anything (other than get penetrated, I mean, pierced) when you are exchanging missile volleys?

Disagree on the HE; I'd bed her in a sec! ;)

FatalFrosty Feb 6, 2019 @ 12:27pm 
Originally posted by Lampros:
Once again, I just don't see a place for this guy - unless you do it for fluff or aesthetic reasons.

Well yeah, but that's pretty much the case with all the melee type heroes except the Captain. He's the only one who's well rounded enough. I haven't paid much attention to the warrior priest, used it in 1st game, and that new model is just a disgrace compared to what warrior priests usually look like. Actually, that's pretty much true for all the models except the captain, gg and ogre.

Originally posted by Lampros:
Thanks; I may grab that game. But I don't like to be forced to do things on an artificial game setting constraints though. That's why I hated the real-time aspect of the final scenario in the first game.

Well that's where the editing fun of the arena comes in. You can alter pretty much all the parameters for your own challenges, and the challenge made by the 'devs' with leaderboard scores changes every week.

Originally posted by fallenkezef:
I refuse to use the DE or Vamp as it breaks the lore of the setting.

You're not grasping the history period of the Old World and it's lore if that's what you think.
Last edited by FatalFrosty; Feb 6, 2019 @ 12:28pm
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