Warhammer Quest guide (iOS)

If you are looking for an RPG with tactical combat, Warhammer Quest is a must-have.

It’s not as deep as say Final Fantasy Tactics (on sale now at 50% off!) but its simplicity and production values put it firmly on my iPad.

It provides about 20 hours of gameplay, more if you purchase the Skaven pack. I hope they add more levels, characters, and monsters.

Update: I got an email from the developer confirming the Skaven pack offers content (quests, enemies, items) in the same level range as the base game, i.e. level 2-6.

Hammer of SigmarWarhammer Quest Guide – Classes
The four starting classes are nicely selected. If you’d like to replay with a different set, it’s OK to get the additional classes (at $2.99 a pop) but that’s absolutely NOT needed.

Marauder – he’s the best front-line fighter, thanks to his early berserker skill. You can go with a 2H weapon or the classic shield and weapon combination. Both are viable but I prefer the heavy-hitting 2-handers. Especially at low levels, monsters miss a lot. Also, the best defense is clearing the mobs quickly.

Ironbreaker – another excellent fighter though I can’t say I like him as much as the marauder. You could spec him like a tank but there’s just one shield (blue one at that), so that’s not exactly easy. I give him a 2H warhammer and I’m done with him.

Wayfarer – probably the worst fighter, since ranged attacks miss a lot. I’d equip this guy with the best bow as a first priority. Also, get the helm/cloak that gives you an extra ranged attack. You can use him offensively (i.e. not just at range) to kill wounded enemies but he’ll fail that often enough to be a constant annoyance.

Wizard – useful as AOE opened and healer. Get as many items with +Power and power storage as possible. He doesn’t need equipment other than that. There isn’t much of a weapon choice anyway. Don’t spend money on him!

Warhammer Quest Guide – Equipment
I got Hammer of Sigmar from a random encounter in a dungeon. It was a patrol but I doubt that has to do with it. It’s probably a random drop. It crits for 65-70 and hits consistently for 20-25. It’s indispensable for hitting Orc Warbosses and Big bosses.

When it comes to bought weapons, Wayfarer should get the Elven weapons from the last town (Eleven Quarter), save about 7000 gold. As a general rule, skip blue-level weapons and go for the orange ones.

I also bought the 2H warhammer because it can be used by both the Ironbreaker and Marauder. That way when you find Sigmar’s Hammer you can equip both with the best 2h weapons. My Marauder leveled up a lot faster, so I moved Sigmar’s hammer from him to the dwarf once I maxed him at level 6.

Healing is important, so stock plenty of potions. Especially late game, it’s tough to find an available slot. Don’t forget if your Wizard is down, someone needs to get close to him (bandages) or heal him remotely (scroll). If you lose him (at hardcore!), the dungeon is probably lost as well. His healing is needed between battles.

Warhammer Quest Guide – Battles
Moving in the corridors is different from battles. It’s important to get it right, not at first, but later when you get patrols of 7 Black Orcs hitting you.

If you use the regular formation of 2 fighters front, 2 ranged in back, every random encounter will be a PAIN. Instead put the dwarf as leader, second row is wizard + marauder, and the wayfarer as rear guard. That way the marauder can face both directions and you can switch the positions of your troops as you see fit (i.e. not be pinned in a 2×2 formation).

Most rooms, you’d want to open with AOE from the wizard. Especially at low levels, monsters have few HP and the fighters can move in the room to locations that maximize the number of targets.

The key to positioning early on is getting as many enemies in a row around the fighter. That way you can maximize your Deathblow hits.

What’s deathblow? When you kill a monster in one hit, you transfer your attack to the next one. It has to be a continuous line, so gaps in the line will stop your deathblows. The second thing is preparing monsters for deathblow sequences. You can reduce their HP by AOE, another fighter, or by ranged attacks. Get them to within the lower end of your current weapon (e.g. 6-8 HP in the beginning, 12-20 by end game).

In the last dungeon (see below), you need to be wary of patrols, which demand a change in tactics. But it’s just for the end battle. Normally, going into a room is OK.

Warhammer Quest Guide – Idol of Mork
The last dungeon/quest is the Idol of Mork. It can be replayed as many times as you want though the reward is an exceptional item only the first time around. After that it’s just consumables.

The enemies are Black orcs, Warbosses, and Big bosses. You need to be hitting hard by this point (Sigmar’s Hammer hits can kill a Black orc in one hit, if it crits). Yet, you’d want to set aside slots for consumables. The best are those that give you extra melee attacks (+2) or weapon mastery and strength.

I’ve hit a number of patrols when I’m already engaged in a battle, so I had to change my tactic from storming the room to stalling the entrance. You don’t get to kill as many as you want but you only get hit by two at a time. And because shaman and archers can be dealt with, it doesn’t really matter that there 10 orcs in the room, you only fight two at a time. Plus getting 10 orcs at the entrance is the perfect chance to get two AOE spells every turn.

Last, staying at the entrance for the first couple of turns, allow you to move back when the patrol comes. I’ve had patrols of between 5 and 7 black orcs hit from behind. Not having fighters to burn through them (relatively) quickly, will be the end of your wizard and wayfarer. When the patrol hits, I usually kill the two orcs in the doorway with the dwarf, so I can unpin my Marauder who goes on a killing spree with the patrol – killing 3 with some help from the wizard/wayfarer. Next turn might be hard to survive but if you’ve packed some healing, you will survive and you’ll thin the patrol some more, while healing the dwarf too.

The setups below are NOT the end-game setups but they’re pretty close. They are also a good guidance on what items you’ll be able to get. By the end, I also got everyone 5+ rings: strengths, hitting, +wounds, ignore hits, etc.





Idol of Mork

Idol of Mork

  1. How did you get the hammer of sigmar? Is it just a random drop in any dungeon or is it in the idol of mork quest?

  2. I think I mentioned it was a random encounter with some Black Orcs (I think). It was definitely NOT the Mork quest as I got it level 4. Maybe I was lucky.

    • James
    • June 27th, 2013

    Hey- thanks for the guide – it’s a good read and gives some good tips. Last nite I had a go at Idol of Mork for the first time with marauder and dwarf both lvl 6 and the wizard and elf level 5. I was surprised at the jump in difficulty as those Black Orc patrols keep on coming.
    I got wiped although I managed to stay alive a while.
    Great game!

  3. Thanks James! I wiped too when I tried to go to Mork when only my marauder was 6. It was really a big jump from the other quests.

    It’s really the black Orc patrol that messes things up, the rest of the encounters are manageable.

    • Ovid
    • September 3rd, 2013

    Thanks for these tips! A couple of things I haven’t quite grokked are how the Power items and the potions work. When you use a Power item, does that just give you extra Winds of Magic for that turn? Similarly with the potions: are their effects just for a turn or for a combat? It’s pretty unclear from the write-ups, from what I can tell.

    • sean
    • April 18th, 2014

    what does the Lucky rabbits head do?

  4. All my character’s level are maxed out but still can’t get the Idol of Mork quest.. Pls help…

  5. I think Idol of Mork is a random quest. So just wonder between two towns and look at the ruins for quests. If the quests are not refreshed, try doing one and see if it gets replaced.

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