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Randomizer

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Everything posted by Randomizer

  1. MattP hasn't posted recently, at least with his old account. A pity since he did such detailed game guides.
  2. According to MattP's guide, there is a Thad canister in the Warren of the Three which you mentioned that you hadn't finished. Also if you do have money, check out the trainers just to be sure.
  3. It may also be a forgotten reason prohibition to the original war on Such Island that is mentioned in the Standing Sentinels zone where they tried something like that with disastrous consequences. They lacked control over side effects since it was knew to them.
  4. Sorry, I didn't see it was original. You do want to level up creation strength since that does damage and to hit chance.
  5. You didn't mention difficulty level, but on normal level you can get for some suboptimal builds. Also how many creations are in your party. As a Shaper you need more since they do the damage for you. Also having a higher Shaping type skill makes your creations more powerful. Having so high an intelligence is not useful since you don't need as much to buff your party before combat. It would be more useful in essence mastery to have more creations and use the essence to make them have more levels and abilities. You would want searing artilas to be able to their cone acid spray every round so they can hit several targets each round to overlap damage. Using items with mechanics bonus will get you mechanics 7 so you can go through the other Rising Bridge as a non combat way to reach the Loyalist Encampment. Tuldaric is in the north corner of Complex Core. Not that useful unless you are Awakened. But there is plenty of loot in the zone to pick up for money. Experimental Chambers is mostly doable at that level and has some other nice items. Cure for the Serviles quest is long off in Taker Lands so don't think about it.
  6. Purity Agent is more like a neutron bomb in that it kills creations and leaves the buildings standing like most biological warfare.
  7. They appear in the room's four corners at different parts of the fight as Teriel takes damage. Two are glaahk types and two are vlish.
  8. "What are the summoned soul jars? " When you do enough damage to Teriel, he summons a soul jar that heals him and provides some other bonuses.
  9. Some infernal like Teriel are meant to be fought when you are a few levels higher if you want an easier fight. Teriel heals if you aren't near him. This is ti prevent agents from standing out of attack range and using airshock. Same for other foes that are in a fixed position like pylons. Destroying summoned soul jars prevents him from getting bonuses and healing.
  10. It's more after the Geneforge used in GF2, the dragon allies want to limit how much of an upgrade their servile and common man allies get. They realize that giving a full GF1 upgrade will make them too powerful and shift the balance. Just look at how powerful the canister mad Barzites got.
  11. Jeff makes his games first for Apple computers and then makes the Windows version. However he no longer waits months before releasing the Windows ones from captivity.
  12. Tek's Spectral Dagger - Melee Tr 4 gets you +20% physical armor, +25% magical damage resistance, +20% stun resistance Agent starts at melee training 1, canister in Phariton's Hall +1, so you only need two more levels. You probably hate the Takers anyway.
  13. The damage difference isn't much and some weapons may have more useful bonuses at some parts of the game. It's your choice with how you feel about it especially if you play on torment difficulty and need that extra bit of damage.
  14. There are only a few places like Road to Phariton where stealth is useful and you probably have some items that you can use.
  15. The weapon to hit bonus works for that weapon and there is a similar one on missile weapons. It does make it easier to hit enemies and it was way worse in beta testing before it got added. You are simply fighting something that probably has a higher level than you. Right clock on your target to see its level and resistances.
  16. It's to teach you not to kill everyone. I forgot about him. Updated Atlas with his item drops.
  17. Agents are slightly easier because the Cloak of the And lets you cast airshock long before you can learn the spell from a trainer. Area effect spell with chance of stun and lets you attack from farther away than a normal range attack with the extra distance of the spell's effect.
  18. Agents start out weak because heir spell damage is lower than weapon or creation damage. But after a while they are much stronger than all but a Shaper with several creations. The main drawback is that when stunned or slowed, you can't do anything that round unlike a Shaper that usually has several active creations. Guardians are now much stronger with weapon shaping giving them reliable area attacks. Still not as powerful as an agent or Shaper, but one on one they'll beat an enemy and can deal with even a swarm.
  19. The remakes limited the use of food as cheap, quick healing. It makes it worthless to keep collecting food and only bandages and wine (ingredient later on in the game) are sellable versions of food.
  20. Raw Adaptable Spores can be used with healing pods to make restoration pods or with healing spores to make restoration spores. The limitation in the game is the number of raw adaptable spores so you should be able to find plenty healing pods, healing spores, and wine.
  21. I know from a bug fix comment that Jeff plans to remake the rest of the Geneforge games. I assume he has ideas for a QW3. game but maybe he's going to do Avernum Second Trilogy games as his alternates.
  22. Probably. Jeff likes to alternate between series.
  23. You talked to Brodus Blade back in Freegate and East Medab.
  24. Only the factions require being modified. Phariton (advancd creation), KLayos in Hermit's Crossing (Leadership 5) (high level spells), and Gaas (Outer Gaza-Uss) (highest creations and spells) all will do unmodified character.
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