
No auto battle, the only 'energy' system I've noticed is the chests from challenge modes have to be unlocked one by one and it's several hours.īut even with that I've been able to keep playing and gaining levels and gold, and I still get chests from the secret rooms so it's not like you're not able to play. Some creatures remoce all debuffs at start of turn (specters, cubes).īuff/debufd timers usually expire at end of the targets turn. Renoun comes from spending gold on upgrades, at 1 renoun:2 gp except first 10 gp upgrade, which is 1:1. The XP limit is 200ish per day? Easy to reach when you can do a 4 boss sharpstone. Items seem to only appear for your current characters and early game has lots of items. If you click quick when choosing you'll miss them. The 6th hero takes a while aim to have 1 of each by 5th hero. There is a quest that requires a balanced party (one of each archtype). At 6, I use tier 5 healing pants on the cleric (75% chance to random heal).
WARRIORS OF WATERDEEP SECRET ROOM LIST UPGRADE
Highly upgrades common items can beat low upgrade rare ones. Similarly if it heals you for 25% damage in response to an attack, it is your damage. If your ability reduces a foes AC by 10% AC, it uses in at least some cases your AC. Regardless, this means high ATK characters (like warlock) may do more damage than they seem.

If right, then +1 ATK is worth a bit less than 1% of your current damage.Īn alternative is that the scale is just ATK/AC. Or something like that (I tested it with ATK in the 100-150 range on characters). If ATK>AC, then damage is (ATK-AC)%+100%. Tier 3 axes.ĪTK/AC seems to scale damage. My "+1 target" axe attack sometimes hits 3.

I think rare items get something similar even earlier (like tier 3 or 4) but was not watching for it. Healing word becomes 75% chance for example. If you upgrade a commonmitem past 20/20 (tier 5?) the ability gets upgraded. So, some mechanics I have reverse engineered.
