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Registered: 04-2006
Location: USA, Western hemisphere, earth
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The Grey Wizard Warrior Class

The Grey Wizard is one of the four original Warrior classes which comes with the iOS version of Warhammer Quest. For most intents and purposes, he may be considered to be the equivalent of the Wizard in the Warhammer Quest board game. However, the range of spells available have been greatly limited and tend to have a theme of illusion and darkness.

Beginning Equipment

Shortsword (C)(1-3 Damage)(Marauder & Wizard), 320g, sell = 80g
Grey Wizard Staff (C) (Grey Wizard)(+1 Starting Wounds), 100g, sell = 25g
Finger of Death Scroll (U)(one use, 15-30 Damage not modified for Toughness and Armour), 200g, sell = 50?g
1 - Small Bandages (C)(Heal 1-3 Wounds), 30g, sell = 7g

Beginning Characteristics


Power Phase
The Grey Wizard gets 1D6 + (his Battle-level -1) Current Power each turn. Whenever the dice roll is a natural 1, he has 0 Current Power for the turn.

Power Store
The Grey Wizard has no Power Store starting out, but gains +1D6 at each new level, beginning with Battle-level 2. This seems to have some sort of modifier at Battle-Level 2 (more investigation needed).


Shadow Daggers — Attack the targeted adjacent enemy, as well as anyone standing to the target's left or right. Each shadow bolt causes a low number of wounds, proportional to the Wizard's battle-level.
Casting Cost: 2
Duration: Immediate
Target: one enemy adjacent to the Wizard and models to that target's immediate left and right
Need damage basis — it is certainly a low, no-modifier type of damage (1-3 perhaps depending upon Wizard's level, gaining in strength at higher levels).

Shadow Bolt — The Wizard throws a projectile dealing damage to the target and a chance to hit surrounding fighters for minor wounds proportional to the Wizard's battle-level.
Casting Cost: 6
Duration: Immediate
Target: one enemy within the Wizard's line of sight
Need damage basis — it is certainly a low to medium, no-modifier(?) type of damage (4-6 perhaps, depending upon Wizard's level). What is the chance of adjacent models being hit? (1D6, 5+?)

Healing Mist — Heal the targeted Warrior for 1-6 Wounds.
Casting Cost: 5
Duration: Immediate.
Target: Any one Warrior on the board. No line of sight needed.


Battle-level Table
(Battle-Levels 9 & 10 not yet released in game)


* MA = Melee Attacks; RA = Ranged Attacks
** Note that bold text is used to show improvements at each level.
*** The gold and/or experience might not be accurate with the most recent update(s) to the game. For instance, formerly only 400 gold was needed to gain BL 3 and only 600 gold to gain BL 4, but now 500 gold and 1000 gold are required respectively (which changes I included here). As with many video type games, updates can change many details. I plan to make corrections as I come across the new information.
**** Escape Pinning and Ballistic Skill are expressed in the iOS game as a normal numerical value, unlike the original board game. It still functions the same though. Take the iOS value and subtract it from 7 to get the n+ value of the original game. So, I translated it to match the beginning Characteristics and Battle-Level Tables of the original.
***** Wounds are sometimes expressed the same as the original game until I discover that they are different in the iOS version.

New Spells

Defensive Spells

Cyclone of Silence — Attempt to stun the targeted enemies. There is a 50% chance that each targeted enemy will be stunned until your next turn.
Casting Cost: 7
Duration: immediate
Target: all enemies adjacent to the Grey Wizard (within a 3x3 area with the Grey Wizard in the center).

Nightmare Visage — The Grey Wizard attempts to take on the form of an extremely powerful and frightening foe in the mind of the targeted enemy. There is a 50% chance of success. If successful, the enemy's chance to hit is reduced until your next turn. Use 1D6. On 4+ it is successful. Use -1 to hit penalty for the enemy thus affected.
Casting Cost: 3
Duration: immediate
Target: one enemy within the Wizard's line of sight (*need to verify line of sight detail)

Shield of Illusion — .... Wizard and all adjacent Warriors get +7 Toughness to the end of the turn.
Casting Cost: 10
Duration: this turn
Target: Wizard and all Warriors adjacent to the Wizard

Healing Spells

Blood Pulse — Heal the targeted Warrior for 1 Wound, plus an additional Wound per battle-level they have.
Casting Cost: 7
Duration: immediate
Target: one Warrior (line of sight?)

Cure Small Wounds — Heal targeted Warrior for 1 Wound.
Casting cost: 2
Duration: Immediate
Target: One Warrior (within Wizard's line of sight?)

Finger of Life — Attempt to heal the targeted Warrior for 4-6 Wounds. There is a 50% chance that this spell will be successful. Same as the original Wizard's spell, but it costs one more power to cast.
Casting Cost: 4
Duration: immediate
Target: one Warrior (line of sight?)

Heartbeat — Heal the targeted Warrior for between 1 Wound and 6 times their Battle-level Wounds. Propbably they meant the same as the original: 1D6 Wounds per Wizard's Battle-level, which is the same as 1D6 X Wizard's Battle-level.
Casting Cost: 10
Duration: immediate
Target: one Warrior (line of sight?)

Veil of Revival — Revive the targeted Warrior from the dead. The Warrior is brought back to life with 1 Wound. This ability can only be used if there is an empty space adjacent to the Grey Wizard.
Casting Cost: 7
Duration: immediate
Target: one dead Warrior

Voidmaster — The targeted unit is transported to the void, where they will have all of their Wounds healed. This healing takes the remainder of the turn; the targeted Warrior will return at the start of your next turn. This ability can only be cast on one Warrior each turn. If the Grey Wizard is killed whilst a Warrior is in the void, the Warrior in the void is also killed. Note that this works opposite of the original Wizard's spell of the same name. That spell could only target the Wizard, but this one can only target one Warrior other than the Wizard.
Casting Cost: 5
Duration: immediate — completes at beginning of next turn
Target: one Warrior (line of sight?), but NOT the Wizard himself

Offensive Spells

Blade of Night — Give the targeted Warrior additional melee Attacks proportional to their battle-level.
Casting Cost: 4
Duration: immediate
Target: one Warrior within the Wizard's line of sight
Note on effect: It seems to give the Warrior an extra number of Melee Attacks equal to the number of base Melee Attacks that they normally have from their Battle-level table.

Okkam's Mindrazors — Fire three mindrazors at the enemy. Mindrazors cannot miss and cause a large amount of damage, proportional to the Wizard's battle-level
Casting Cost: 7
Duration: immediate
Target: any single enemy within the Wizard's line of sight.
Need to discover how damage is calculated.

Special Spells

Twilight Translocation — Teleport through the void to any empty location within 4 spaces. This spell can be used when the Grey Wizard is pinned. Clarification: it may be used at anytime during the Warrior Phase, not just when the Wizard is pinned. The Wizard can move normally before and after casting this spell if he has any Movement points available.
Casting Cost: 3
Duration: immediate
Target: the caster only

Note that in each of these topics I post in which I give details of the Warrior classes in the game there will be evidence of uncertainty as to exactly how some things function in the game. I am currently gathering the information while playing the game and cannot possibly figure out every hidden detail instantly. emoticon

Also, a few details of how I try to translate the game mechanics into a custom WHQ board game that I GM might also slip through, especially dice expressions and interpretations of how to simulate the effects as seen in the iOS game.

Equipment: C = Common, U = Uncommon, R = Rare
g with a numerical value in front of it stands for gold.
A question mark (?) may appear next to values or statements that I still needed to verify at the time the information was added to the original document.

Damage expressions when describing a weapon are usually a statement of the weapon's damage before adding the Warrior's current Strength.

I will try to give all direct quotes in italics, but I might miss some of these since I am copying and pasting from a document using a different format.

If anyone wishes to see the entire self-contained wiki from which I am copying most of the info contained in these Warrior class topics, here it is: RodeoWHQ-OW-Wiki. It is entirely my own work, but in it I seek to accurately portray (as much as possible) the way the iOS game functions. To be clear, some of the 'info' in the wiki is my educated guess at the hidden game mechanics.

Last edited by OldWarrior, 9/Dec/2013, 5:23 am

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