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* DropTheHammer: One of the magic items you may be lucky enough to find, is the Hammer of Sigmar. Yup the imperial dwarven artifact that gave the Warhammer franchise its very name. The Warrior Priest starts off with a warhammer
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* MoneyIsExperiencePoints: One of the earliest tabletop games to implement this system. Gold buys you an audience with a renowned trainer who works to improve your level. Gold also buys all the goodies to equip your Warrior.
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* MaximumHPReduction: There are random events that could permanently reduce a character's health, for example if the Warriors joined a Wardancer in going to a Wood Elf Troupe and an event had them welcome a disguised Chaos Warband - the Warriors would survive the encounter but permanently lose 1d6 Wounds.
* MoneySink: Your Warrior can buy things like Fortresses which are extremely expensive and have no relevance to the game, they're just a way to spend off your Gold once you've covered your daily living expenses and resupply.
* NonStandardGameOver: Some of the characters have this as a mechanic. The Chaos Warrior gets a call of Chaos each time they gain a level, they must roll to see if they ignore it and it becomes increasingly harder until they safely reach Level 10. If they fail they leave for Chaos Wastes to join the legions. If they have the Vampiric Thirst mutation and were preying on townsfolk, there's a chance they could be discovered and staked through the heart. Similarly, if the Witch Hunter no longer has any faith, there's a chance they'll leave the profession and advneturing. In a Settlement, there's a Catastrophic event called Settle Down - if rolled then a Warrior has decided to retire at the location.

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* MaximumHPReduction: There are random events that could permanently reduce a character's health, for example if the Warriors joined a Wardancer in going to a Wood Elf Troupe and an event had them welcome a disguised Chaos Warband - the Warriors would survive the encounter but permanently lose 1d6 Wounds. \n The inverse can also happen, there's a random event where the Warriors breathe in a vent of steam which permanently increases their Wounds.
* MoneySink: Your Warrior can buy things like Fortresses which are extremely expensive and have no relevance to the game, they're just a way to spend off your Gold once you've maxed out your Level and then covered your daily living expenses and resupply.
* NonStandardGameOver: Some of the characters have this as a mechanic. The Chaos Warrior gets a call of Chaos each time they gain a level, they must roll to see if they ignore it and it becomes increasingly harder until they safely reach Level 10. If they fail they leave for Chaos Wastes to join the legions. If they have the Vampiric Thirst mutation and were preying on townsfolk, there's a chance they could be discovered and staked through the heart. Similarly, if the Witch Hunter no longer has any faith, there's a chance they'll leave the profession and advneturing.adventuring. In a Settlement, there's a Catastrophic event called Settle Down - if rolled then a Warrior has decided to retire at the location.
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* WeaponOfChoice: Each character starts with their equipment of choice, if they lose their nice magical items - well it's okay as they cherish their starting crap the most. In fact some characters, such as the Witch Hunter and his steel gorget - can't swap out for something better.

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* WeaponOfChoice: WeaponSpecialization: Each character starts with their equipment of choice, if they lose their nice magical items - well it's okay as they cherish their starting crap the most. In fact some characters, such as the Witch Hunter and his steel gorget - can't swap out for something better.
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Dewicked trope


* EmergencyWeapon: The Warriors' starting weapon, besides being a WeaponOfChoice that they'd prefer keeping over a superior magical item, are kept as a spare in the case they lose their main new weapons that they found or bought.

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* EmergencyWeapon: The Warriors' starting weapon, besides being a WeaponOfChoice weapon that they'd prefer keeping over a superior magical item, are kept as a spare in the case they lose their main new weapons that they found or bought.
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* ArmorPiercingAttack: Monsters with the Assassinate special rule are able to launch attacks with such precision that they totally ignore the bonuses granted by their target's armour, as they slip their weapons between the plates. Meanwhile Warriors who have Dirty Blow or other methods to bypass at least partially bypass armor.

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* ArmorPiercingAttack: Monsters with the Assassinate special rule are able to launch attacks with such precision that they totally ignore the bonuses granted by their target's armour, as they slip their weapons between the plates. Meanwhile Warriors who have Dirty Blow or other methods to bypass at least partially bypass armor.
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* HealingMagicIsTheHardest: The best healing spells for the Wizard are amongst the highest level in his repertoire otherwise he's usually much better as an offensive spellcaster than a healer. The Witch Hunter has magical medallions that contain charges of light healing magic and the Warrior Priest also only has weak healing magic. So Warriors should still carry healing potions, bandages, food and whatnot when they can.

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* HealingMagicIsTheHardest: The best Averted for the Wizard, he's no worse with healing than he is with the other types of magic and is actually pretty decent with his healing spells for the Wizard are amongst the highest level in his repertoire otherwise so long as its on an individual basis - it gets tougher if he's usually much better as an offensive spellcaster than a healer. the using healing spells that affect the group. Played straight with everyone else. The Witch Hunter has magical medallions that contain charges of light weak healing magic and magic, the Warrior Priest also only has weak blessings for healing and the Elf Ranger is mostly lacklustre at healing compared to some of his offensive magic. So Warriors should still carry healing potions, trance stones, bandages, food and whatnot when they can.



* LoopholeAbuse: Normally Witch Hunters can only use bladed weapons for melee, but from the Witch Hunter's Cabal they could get an Iron Talisman of Khardoz. These talismans are shaped as warhammers and are indistinguishable from one. In fact the Iron Talisman is used specifically by a Witch Hunter smacking their foes with it.

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* LoopholeAbuse: Normally Witch Hunters can only use bladed weapons for melee, but from the Witch Hunter's Cabal they could get an Iron Talisman of Khardoz. These talismans are shaped as warhammers and are indistinguishable from one. In fact the Iron Talisman is used specifically by a Witch Hunter smacking their foes with it. Also while Trollslayers can't wear armor, they can wear magic items that increases their Toughness and regenerate health (for generic magic items, they're just restricted from using the ones that affect spell-casting).
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* FamilyExtermination: One random event in the Wilderness has a convoy slaughtered by whatever evil group is rolled. Unfortunately for a Warrior, it turns out that among the convoy is some of your bloodkin. Mechanically, though this is a good thing as your Warrior will get the Hate psychological effect against the murdering group (ie Skaven, Chaos, Greenskins and etc.) and it's nice to have happen multiple times so that you can eventually hate all the available evil races.
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* HealingHands: The Wizard Warrior has access to a variety of healing spells that they can use during a game, with each casting level between 1 and 10 having at least one Healing Spell that they can learn. These spells range in power form healing a single wound with Cure Small Wounds, to Heartbeat that can heal a random number of wounds for each of the Wizard's Battle Levels. The Elf Ranger has a Knight skill which lets him restore Wounds to Warriors he touches.

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* HealingHands: The Wizard Warrior has access to a variety of healing spells that they can use during a game, with each casting level between 1 and 10 having at least one Healing Spell that they can learn. These spells range in power form healing a single wound with Cure Small Wounds, to Heartbeat that can heal a random number of wounds for each of the Wizard's Battle Levels. The Elf Ranger has a Knight skill called The Healer which lets him restore Wounds to Warriors he touches.



* NonStandardGameOver: Some of the characters have this as a mechanic. The Chaos Warrior gets a call of Chaos each time they gain a level, they must roll to see if they ignore it and it becomes increasingly harder until they safely reach Level 10. If they fail they leave for Chaos Wastes to join the legions. If they have the Vampiric Thirst mutation and were preying on townsfolk, there's a chance they could be discovered and staked through the heart. Similarly, if the Witch Hunter no longer has any faith, there's a chance they'll leave the profession and advneturing. In a Settlement, there's a Catastrophic event called Settling Down - if rolled then a Warrior has decided to retire at the location.

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* NonStandardGameOver: Some of the characters have this as a mechanic. The Chaos Warrior gets a call of Chaos each time they gain a level, they must roll to see if they ignore it and it becomes increasingly harder until they safely reach Level 10. If they fail they leave for Chaos Wastes to join the legions. If they have the Vampiric Thirst mutation and were preying on townsfolk, there's a chance they could be discovered and staked through the heart. Similarly, if the Witch Hunter no longer has any faith, there's a chance they'll leave the profession and advneturing. In a Settlement, there's a Catastrophic event called Settling Settle Down - if rolled then a Warrior has decided to retire at the location.



* OneHitKill: One of the most advanced spells of the wizard will open a chasm under the enemy and it'll close up on them after they've fallen, killing them instantly. If a Warrior has a Frost Blade, those can also instantly kill foes.

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* OneHitKill: One of the most advanced spells of medium level spell for the wizard will open is Pit of Despair which opens a chasm under the enemy and it'll close up on them after if they've fallen, killing fallen in, it'll kill them instantly, the wizard's highest level attack spells Window of the Void and Vortex of Destruction will also kill instantly. If a Warrior has a Frost Blade, those can also instantly kill foes.foes if it succeeds in causing at least a single Wound.



* WeaponOfChoice: Each character starts with their equipment of choice, if they lose their nice magical items - well it's okay as they cherish their starting crap the most. In fact some characters, such as the Elf Ranger and his scale armor - can't swap out for something better.

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* WeaponOfChoice: Each character starts with their equipment of choice, if they lose their nice magical items - well it's okay as they cherish their starting crap the most. In fact some characters, such as the Elf Ranger Witch Hunter and his scale armor steel gorget - can't swap out for something better.

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* AllYourPowersCombined: The Chaos Warrior can attempt to fuse his Chaos Artifacts if they're of the same type. This new artifact will have the same abilities as the previous two and in turn this new artifact can be fused with another Chaos Artifact and so forth. Meanwhile the Wardancer can keep adding new Aspects to his Swords of Orion which will retain the previous ones, similarly Dwarves and Trollslayers can do the same for their axes using runes that have a chance of being permanent and Bretonnian Knights can accumulate blessings on their Knight's Broadsword.

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* AllYourPowersCombined: The Chaos Warrior can attempt to fuse his Chaos Artifacts if they're of the same type. This new artifact will have the same abilities as the previous two and in turn this new artifact can be fused with another Chaos Artifact and so forth. Meanwhile the Wardancer can keep adding new Aspects to his Swords of Orion which will retain the previous ones, similarly Dwarves and Trollslayers can do the same for their axes using runes that have a chance of being permanent and Bretonnian Knights can accumulate blessings on their Knight's Broadsword.


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* EquipmentUpgrade: The Chaos Warrior fusing his Chaos Artefacts is one example. Meanwhile the Wardancer can keep adding new Aspects to his Swords of Orion which will retain the previous ones, similarly Dwarves and Trollslayers can do the same for their axes using runes that have a chance of being permanent and Bretonnian Knights can accumulate blessings on their Knight's Broadsword.


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* MoneySink: Your Warrior can buy things like Fortresses which are extremely expensive and have no relevance to the game, they're just a way to spend off your Gold once you've covered your daily living expenses and resupply.


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* PerpetualPoverty: Trollslayers can only have up to 4000 Gold and they'll dump most magic items that come their way.
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* GoodThingYouCanHeal: Chaos Warrior may get regeneration as one of his Chaos Attributes, the Warrior Priest's Jade Ring may heal him and some surrounding Warriors, and there's an Elf Ranger spell that'll continually heal him until he's either beaten into 0 wounds or finished the adventure. Additionally, if a Warrior has a Trance Stone and there's no enemies around - they can take a turn and use it to recover a single Wound - eventually recovering all their health if they do it long enough.

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* GoodThingYouCanHeal: Chaos Warrior may get regeneration as one of his Chaos Attributes, the Warrior Priest's Jade Ring may heal him and some surrounding Warriors, and there's an Elf Ranger spell that'll continually heal him until he's either beaten into 0 wounds or finished the adventure. Additionally, if a Warrior has a Trance Stone and there's no enemies around - they can take a turn and use it to recover a single Wound - eventually recovering all their health if they do it long enough. Warriors can also regenerate if they're lucky enough to find an Enchanted Jade Amulet.
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* AllYourPowersCombined: The Chaos Warrior can attempt to fuse his Chaos Artifacts if they're of the same type. This new artifact will have the same abilities as the previous two and in turn this new artifact can be fused with another Chaos Artifact and so forth. Meanwhile the Wardancer can keep adding new Aspects to his Swords of Orion which will retain the previous ones.

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* AllYourPowersCombined: The Chaos Warrior can attempt to fuse his Chaos Artifacts if they're of the same type. This new artifact will have the same abilities as the previous two and in turn this new artifact can be fused with another Chaos Artifact and so forth. Meanwhile the Wardancer can keep adding new Aspects to his Swords of Orion which will retain the previous ones.ones, similarly Dwarves and Trollslayers can do the same for their axes using runes that have a chance of being permanent and Bretonnian Knights can accumulate blessings on their Knight's Broadsword.



* ArmorPiercingAttack: Monsters with the Assassinate special rule are able to launch attacks with such precision that they totally ignore the bonuses granted by their target's armour, as they slip their weapons between the plates.

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* ArmorPiercingAttack: Monsters with the Assassinate special rule are able to launch attacks with such precision that they totally ignore the bonuses granted by their target's armour, as they slip their weapons between the plates. Meanwhile Warriors who have Dirty Blow or other methods to bypass at least partially bypass armor.



* {{Berserker}}: The Enraged skill, available to Dwarf Warriors, allows the character to enter a berserk state once per turn as they give themselves over to their fury. While in this state, the Dwarf has a chance to unleash extra attacks, at the cost of a penalty on his hit rolls, but also has a chance of going so out of control that he cannot hit anything.

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* {{Berserker}}: The Enraged skill, available to Dwarf Warriors, allows the character to enter a berserk state once per turn as they give themselves over to their fury. While in this state, the Dwarf has a chance to unleash extra attacks, at the cost of a penalty on his hit rolls, but also has a chance of going so out of control that he cannot hit anything. Many other characters have their versions of going nuts and attacking at greater intensity.



* CombatMedic: A Pit Fighter can learn some very [[WorstAid emergency first aid]] which can recover some Wounds for a Warrior but may cause the poor guy to temporarily pass out from agony.

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* CombatMedic: A Pit Fighter can learn some very the awful [[WorstAid emergency first aid]] Quick Medication skill]] which can recover some Wounds for a Warrior Warrior, but it may fail and cause the poor guy to temporarily pass out from agony.agony in addition to not recovering health. A Bretonnian Knight with the Bind Wounds skill can likewise administer first aid but much more safely.



* DualWielding: The Troll Slayer and the Wardancer can fight with a specific weapon in each hand, while an Imperial Noble with the Dagger skill can use a dagger in their offhand as an extra attack.

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* DualWielding: The Troll Slayer and with the Ambidextrous skill, the Wardancer can fight with a specific weapon in each hand, while the Twin Swords of Orion and an Imperial Noble with the Dagger skill can use a dagger their respective specific weapon in their offhand as an other hand for extra attack.attacks. The Pit Fighter starts with a weapon in each hand, but he only uses them one at a time and so there's no extra attack though if he had Knee Spikes and Toe-Blades (with the Kick skill) he can extra attacks off of those.

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* CombatMedic: A Pit Fighter can learn some very [[WorstAid emergency first aid]] which can recover some Wounds for a Warrior but may cause the poor guy to temporarily pass out from agony.



* GoodThingYouCanHeal: Chaos Warrior may get regeneration as one of his Chaos Attributes, the Warrior Priest's Jade Ring may heal him and some surrounding Warriors, and there's an Elf Ranger spell that'll continually heal him until he's either beaten into 0 wounds or finished the adventure.
* HealingHands: The Wizard Warrior has access to a variety of healing spells that they can use during a game, with each casting level between 1 and 10 having at least one Healing Spell that they can learn. These spells range in power form healing a single wound with Cure Small Wounds, to Heartbeat that can heal a random number of wounds for each of the Wizard's Battle Levels.

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* GoodThingYouCanHeal: Chaos Warrior may get regeneration as one of his Chaos Attributes, the Warrior Priest's Jade Ring may heal him and some surrounding Warriors, and there's an Elf Ranger spell that'll continually heal him until he's either beaten into 0 wounds or finished the adventure.
adventure. Additionally, if a Warrior has a Trance Stone and there's no enemies around - they can take a turn and use it to recover a single Wound - eventually recovering all their health if they do it long enough.
* HealingHands: The Wizard Warrior has access to a variety of healing spells that they can use during a game, with each casting level between 1 and 10 having at least one Healing Spell that they can learn. These spells range in power form healing a single wound with Cure Small Wounds, to Heartbeat that can heal a random number of wounds for each of the Wizard's Battle Levels. The Elf Ranger has a Knight skill which lets him restore Wounds to Warriors he touches.



* HeartContainer: Some random events can give you a one-shot permanent increase to your Wounds total, such as finding a vent of magical steam when returning from a dungeon. If a player is lucky, they could accrue quite a lot of extra Wounds on top of what they get for increasing their level.

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* HeartContainer: Some random events can give you a one-shot permanent increase to your Wounds total, such as finding a vent of magical steam when returning from a dungeon.being blessed by the gods while praying at their temple. If a player is lucky, they could accrue quite a lot of extra Wounds on top of what they get for increasing their level.

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* BrownNote: Warriors can learn the song "She was only the Emperor's Daughter" in an Ale House event. The song is so loud at the end, that once per adventure it can be used against an enemy worth 300 Gold or less - on a roll of 5 or 6 that foe dies instantly from shock.



* CombatPragmatist: Some of the Warriors can learn skills like Dirty Blow or the equivalent, all Warriors that can enter an Ale House might get a random event where they learn some underhanded tricks.



* NonStandardGameOver: Some of the characters have this as a mechanic. The Chaos Warrior gets a call of Chaos each time they gain a level, they must roll to see if they ignore it and it becomes increasingly harder until they safely reach Level 10. If they fail they leave for Chaos Wastes to join the legions. If they have the Vampiric Thirst mutation and were preying on townsfolk, there's a chance they could be discovered and staked through the heart. Similarly, if the Witch Hunter no longer has any faith, there's a chance they'll retire.

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* NonStandardGameOver: Some of the characters have this as a mechanic. The Chaos Warrior gets a call of Chaos each time they gain a level, they must roll to see if they ignore it and it becomes increasingly harder until they safely reach Level 10. If they fail they leave for Chaos Wastes to join the legions. If they have the Vampiric Thirst mutation and were preying on townsfolk, there's a chance they could be discovered and staked through the heart. Similarly, if the Witch Hunter no longer has any faith, there's a chance they'll retire.leave the profession and advneturing. In a Settlement, there's a Catastrophic event called Settling Down - if rolled then a Warrior has decided to retire at the location.
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* ArmorIsUseless: Zigzagged. The bonus to Toughness from wearing armor is nice, but unfortunately many armor types have drawbacks such as penalties to Movement and Attack rolls to hit. Additionally, most armor is very weak and need to be stacked with other pieces of armor - and uniquely for the Pit Fighter, he'll have many exposed body parts until he can buy enough Pit Armor (which never covers the head). Plus almost all of the character classes are heavily restricted in what they can use.

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* ArmorIsUseless: Zigzagged. The bonus to Toughness from wearing armor is nice, but unfortunately many armor types have drawbacks such as penalties to Movement and Attack rolls to hit. Additionally, most armor is very weak and need to be stacked with other pieces of armor - and uniquely for the Pit Fighter, he'll have many exposed body parts until he can buy enough Pit Armor (which never covers the head). Plus almost all of the character classes are heavily restricted in what they can use. Finally at higher level dungeons, few monster roll less than 2 dice for doing damage.



* OneHitKill: One of the most advanced spells of the wizard will open a chasm under the enemy and it'll close up on them after they've fallen, killing them instantly.

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* OneHitKill: One of the most advanced spells of the wizard will open a chasm under the enemy and it'll close up on them after they've fallen, killing them instantly. If a Warrior has a Frost Blade, those can also instantly kill foes.
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* ArmorIsUseless: Zigzagged. The bonus to Toughness from wearing armor is nice, but unfortunately many armor types have drawbacks such as penalties to Movement and Attack rolls to hit. Additionally, most armor is very weak and need to be stacked with other pieces of armor - and uniquely for the Pit Fighter, he'll have many exposed body parts until he can buy enough Pit Armor (which never covers the head). Plus almost all of the character classes are heavily restricted in what they can use.
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* HeartContainer: Some random events can give you a one-shot permanent increase to your health, such as finding a vent of magical steam when returning from a dungeon. If a player is lucky, they could accrue quite a lot of extra health on top of what they get for increasing their level.

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* HeartContainer: Some random events can give you a one-shot permanent increase to your health, Wounds total, such as finding a vent of magical steam when returning from a dungeon. If a player is lucky, they could accrue quite a lot of extra health Wounds on top of what they get for increasing their level.



* MaximumHPReduction: There are random events that could permanently reduce a character's health

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* MaximumHPReduction: There are random events that could permanently reduce a character's healthhealth, for example if the Warriors joined a Wardancer in going to a Wood Elf Troupe and an event had them welcome a disguised Chaos Warband - the Warriors would survive the encounter but permanently lose 1d6 Wounds.



* WhatTheFuAreYouDoing: Pit Fighter players hate the Pit Flail, it's only a little stronger than a regular flail but it's a very clumsy weapon that has a chance of the Pit Fighter hitting himself.

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* WhatTheFuAreYouDoing: Pit Fighter players hate the Pit Flail, it's only a little stronger than a regular flail but it's a very clumsy weapon that has a chance of the Pit Fighter hitting himself. Similarly if the Bretonnian Knight gets the Whirling Flail skill, he'll be given a Knightly Flail and in combat he could end up hitting himself or another Warrior with it by accident.
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* AllYourPowersCombined: The Chaos Warrior can attempt to fuse his Chaos Artifacts if they're of the same type. This new artifact will have the same abilities as the previous two and in turn this new artifact can be fused with another Chaos Artifact and so forth. Meanwhile the Wardancer can keep adding new Aspects to his Swords of Orion which will retain the previous ones.


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* MasterSwordsman: The Imperial Noble will also attempt to learn a new sword-fighting technique each time he gains level and this is in addition the skills he might get with his normal skill progression. However there's a possibility, the Imperial Noble could accidentally kill his fencing instructor or he may not learn anything new if the instructor attempts to teach a skill the Noble already knows. The Elf Ranger could luck into learning the skill of a Swordmaster of Hoeth.

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* BowAndSwordInAccord: For the Elf Ranger, one skill he might get is to use a bow and melee weapon together in close combat.

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* BowAndSwordInAccord: For the Elf Ranger, one skill he might get is to Flame of Vengeance which lets him use a bow and melee weapon together in close combat.



* DropTheHammer: One of the magic items you may be lucky enough to find, is the Hammer of Sigmar. Yup the imperial dwarven artifact that gave the Warhammer franchise its very name.
* DualWielding: The Troll Slayer and the Wardancer can fight with a specific weapon in each hand.

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* DarknessEqualsDeath: Being caught out in the dark taps into the Warrior's PrimalFear and they could end up fighting worse or be paralyzed with fear. This is why the lantern is such an important item for the party (though some characters have abilities or unique items that'll act as a lantern substitute).
* DropTheHammer: One of the magic items you may be lucky enough to find, is the Hammer of Sigmar. Yup the imperial dwarven artifact that gave the Warhammer franchise its very name.
name. The Warrior Priest starts off with a warhammer
* DualWielding: The Troll Slayer and the Wardancer can fight with a specific weapon in each hand.hand, while an Imperial Noble with the Dagger skill can use a dagger in their offhand as an extra attack.
* EmergencyWeapon: The Warriors' starting weapon, besides being a WeaponOfChoice that they'd prefer keeping over a superior magical item, are kept as a spare in the case they lose their main new weapons that they found or bought.



* GoodThingYouCanHeal: Chaos Warrior may get regeneration as one of his Chaos Attributes, the Warrior Priest's Jade Ring may heal him and some surrounding Warriors, and there's an Elf Ranger spell that'll continually heal him until he's either beaten into 0 wounds or finished the adventure.



* HealingMagicIsTheHardest: The best healing spells for the Wizard are amongst the highest level in his repertoire otherwise he's much better as an offensive spellcaster than a healer. The Witch Hunter has magical medallions that contain charges of light healing magic and the Warrior Priest also only has weak healing magic. So adventurers should still carry healing potions, bandages, food and whatnot when they can.

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* HealingMagicIsTheHardest: The best healing spells for the Wizard are amongst the highest level in his repertoire otherwise he's usually much better as an offensive spellcaster than a healer. The Witch Hunter has magical medallions that contain charges of light healing magic and the Warrior Priest also only has weak healing magic. So adventurers Warriors should still carry healing potions, bandages, food and whatnot when they can.



* LoopholeAbuse: Normally Witch Hunters can only use bladed weapons for melee, but from the Witch Hunter's Cabal they could get an Iron Talisman of Khardoz. These talismans are shaped as warhammers and are indistinguishable from one. In fact the Iron Talisman is used specifically by a Witch Hunter smacking their foes with it.
* MagicKnight: The Elf Ranger will swap back and forth between being a Knight or a Mage depending on how their skill progression is happening. The Warrior Priest gets new blessings as well as grows better as a warrior.



* NonStandardGameOver: Some of the characters have this as a mechanic. The Chaos Warrior gets a call of Chaos each time they gain a level, they must roll to see if they ignore it and it becomes increasingly harder until they safely reach Level 10. If they fail they leave for Chaos Wastes to join the legions. If they have the Vampiric Thirst mutation and were preying on townsfolk, there's a chance they could be discovered and staked through the heart. Similarly, if the Witch Hunter executes an innocent person there's a chance a lynch mob goes after him and if they catch him - he'll be the one to burn at the stake.

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* NonStandardGameOver: Some of the characters have this as a mechanic. The Chaos Warrior gets a call of Chaos each time they gain a level, they must roll to see if they ignore it and it becomes increasingly harder until they safely reach Level 10. If they fail they leave for Chaos Wastes to join the legions. If they have the Vampiric Thirst mutation and were preying on townsfolk, there's a chance they could be discovered and staked through the heart. Similarly, if the Witch Hunter executes an innocent person no longer has any faith, there's a chance a lynch mob goes after him and if they catch him - he'll be the one to burn at the stake. they'll retire.



* ResistantToMagic: Some Monsters that inhabit the dungeons of the Old World have the ability to resist arcane energies. These Monsters have the Magic Resistance ability, which gives them a chance to ignore the effects of spells cast on them.

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* ResistantToMagic: Some Monsters that inhabit the dungeons of the Old World have the ability to resist arcane energies. These Monsters have the Magic Resistance ability, which gives them a chance to ignore the effects of spells cast on them. Some of the Warriors can either have magic resistance as an innate ability or get items unique to them at their special location in a settlement.



* ShotgunWedding: A medieval version of this can happen as a random settlement event. Angry brothers of a farm maid mistaken your character as the guy who knocked her up and hold you at knife point for a wedding to their disgraced sister.

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* ShotgunWedding: A medieval version of this can happen as a random settlement event. Angry brothers of a farm maid mistaken your character as the guy who knocked her up and hold you at knife point for a wedding to their disgraced sister. It's either leave the settlement or retire as a "baby daddy".



* TalentedButTrained: All the adventurers are this, they're all possessed of incredible innate talent which is why they're pretty good even at Level 1 but they each strive to reach the maximum of their ability by paying for training.

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* TalentedButTrained: All the adventurers Warriors are this, they're all possessed of incredible innate talent which is why they're pretty good even at Level 1 but they each strive to reach the maximum of their ability by paying for training.training (and yes, the trainer for a Warrior may actually be of lower level than them).
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* BarbarianHero: The Barbarian is the leader of the game's default party, and the strongest close combat skill of the original Warrior characters. The model itself is sculpted to represent a typical barbarian hero with big muscles, [[BarbarianLongHair long hair]], wears nothing but a fur loincloth and a bear-skin cloak, and wields a large broadsword as a starting weapon.

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* BarbarianHero: The Barbarian is the leader of the game's default party, and the strongest close combat skill of the original Warrior characters. The model itself is sculpted to represent a typical barbarian hero with big muscles, [[BarbarianLongHair long hair]], wears nothing but a fur loincloth and a bear-skin cloak, and wields a large broadsword as a starting weapon. He also predates the retconning of Norscans into Chaos worshippers. In the video game version, he's replaced by the Marauder.



* ExperiencePoints: Experience points don't actually exist in ''Warhammer Quest'', instead gold functions like souls in ''VideoGame/DarkSouls''. Gold can be used to pay for services and goods, but it can also be used to raise a character's level. What happens is the regular characters search for a mercenary camp or whatnot to get tutelage from a trainer there (specially bought characters like the Wardancer have their own special places of training) that lets the character tap into their incredible innate talent.

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* ExperiencePoints: Experience points don't actually exist in ''Warhammer Quest'', instead gold functions like souls in ''VideoGame/DarkSouls''. Gold can be used to pay for services and goods, but it can also be used to raise a character's level. What happens is the regular characters search for a mercenary camp or whatnot to get tutelage from a trainer there (specially bought characters like the Wardancer have their own special places of training) that lets the character tap into their incredible innate talent. The video game version uses the standard experience points and keeps gold only as money.
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* AcidAttack: The spell Acid Blast allows the caster to unleash streams of acid from their fingertips, causing damage to one or more models in its path as it burns through each victim in turn.

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* AcidAttack: The spell Acid Blast allows the caster to unleash streams of acid from their fingertips, causing damage to one or more models in its path as it burns through each victim in turn. Also if you have a Chaos Warrior, one possible mutation is an acid spit done in additional to their normal allotment of attacks.
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* AbsurdlyLowLevelCap: The highest level for a character is 10 and if they've been lucky in accumulating gold - they can reach that limit really quickly. But for some characters, reaching the maxiimum level doesn't mean they can't continue learning new abilities...if they can pay for it.

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* ChurchMilitant: The Warrior Priest is a member of the Church of Sigmar.



* HealingMagicIsTheHardest: The best healing spells for the Wizard are amongst the highest level in his repertoire otherwise he's much better as an offensive spellcaster than a healer. The Witch Hunter has magical medallions that contain charges of light healing magic and the Warrior Priest also only has weak healing magic. So adventurers should still carry healing potions, bandages, food and whatnot when they can.



* HyperactiveMetabolism: The adventurers will recover health when they eat. Some characters have unique food choices as well - dwarven characters can uniquely eat stone bread, which is a highly nutritious bread made with stone. The Imperial Noble can buy delicious dried sausages (and no he's not one to share).



* LinnearWarriorsQuadraticWizards: The Wizard starts off weaker than the others in the beginning, but perhaps barring the Chaos Warrior and Pit Fighter - he'll end up the most powerful adventurer once he has enough powerhouse spells in his repertoire. Basic brawlers like the Barbarian and Dwarf get shafted in how powerful their skills are as the game progresses.

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* LinnearWarriorsQuadraticWizards: LinearWarriorsQuadraticWizards: The Wizard starts off weaker than the others in the beginning, but perhaps barring the Chaos Warrior and Pit Fighter - he'll end up the most powerful adventurer once he has enough powerhouse spells in his repertoire. Basic brawlers like the Barbarian and Dwarf get shafted in how powerful their skills are as the game progresses.



* RandomEvent: Good or bad random events can happen inside the dungeon, while traveling back from the dungeon and during the adventurers' stay inside a settlement Special characters like the Chaos Warrior, Witch Hunter and etc. can have their own unique set of random events.



* ShotgunWedding: A medieval version of this can happen as a random city event. Angry brothers of a farm maid mistaken your character as the guy who knocked her up and hold you at knife point for a wedding to their disgraced sister.

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* ShotgunWedding: A medieval version of this can happen as a random city settlement event. Angry brothers of a farm maid mistaken your character as the guy who knocked her up and hold you at knife point for a wedding to their disgraced sister.


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* WeaponOfChoice: Each character starts with their equipment of choice, if they lose their nice magical items - well it's okay as they cherish their starting crap the most. In fact some characters, such as the Elf Ranger and his scale armor - can't swap out for something better.
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* HeartContainer: Some random events can give you a one-shot permanent increase to your health, such as finding a vent of magical steam when returning from a dungeon. If a player is lucky, they could accrue quite a lot of extra health on top of what they get for increasing their level.


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* LinnearWarriorsQuadraticWizards: The Wizard starts off weaker than the others in the beginning, but perhaps barring the Chaos Warrior and Pit Fighter - he'll end up the most powerful adventurer once he has enough powerhouse spells in his repertoire. Basic brawlers like the Barbarian and Dwarf get shafted in how powerful their skills are as the game progresses.
* MaximumHPReduction: There are random events that could permanently reduce a character's health
* NonStandardGameOver: Some of the characters have this as a mechanic. The Chaos Warrior gets a call of Chaos each time they gain a level, they must roll to see if they ignore it and it becomes increasingly harder until they safely reach Level 10. If they fail they leave for Chaos Wastes to join the legions. If they have the Vampiric Thirst mutation and were preying on townsfolk, there's a chance they could be discovered and staked through the heart. Similarly, if the Witch Hunter executes an innocent person there's a chance a lynch mob goes after him and if they catch him - he'll be the one to burn at the stake.


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* OneHitKill: One of the most advanced spells of the wizard will open a chasm under the enemy and it'll close up on them after they've fallen, killing them instantly.

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