Easygoing Eyebeast Triumph Posted January 18, 2013 Share Posted January 18, 2013 Geneforge 2 never received the kind of intensive mechanical and strategic analyses that later games have received (or if it did, the threads are no longer extant). However, this thread attempts to provide some useful information scrounged up from the depths of the past. First, don't forget the links to the maps and FAQ at the top of the Geneforge forum page. The FAQ is imperfect but has much good information. Builds Mental Magic Agent Agent Advice Melee Guardian discussion More on Guardian build Missile Guardian Guardian vs. Agent builds Parry Game Mechanics Basic Tactics for the Geneforge Series Using MORE than 9 canisters (i.e. 10 or more) will alter the ending. Getting “modified” (e.g. by Tuldaric, etc.) does NOT count as canister usage. Since it comes up regularly: Luck does not affect enemy item drops. Source. The “10-cap” (not a G2 thread specifically but valid information anyway) How Damage Works Some changes from G1 to G2 and More The highest you'll ever need Leadership is 12. How Trainers Work “Trainers are rather icky in G2. You can only train twice in any skill, but the game counts using a canister, reading a book, getting a quest reward, or using skill points as getting trained. I ignore all of the stat trainers but the melee trainer in Medab. Sometimes I can buy a skill or two off a later trainer, but I never plan on it. The real thing to watch out for is creations. Don't using canisters that give you create creation skills until you've trained in them if you want to make the improved version of them.” Source. Other interesting information Recruit-able creatures; items to save Optimal weapon discussion Artifact Crafting / Ingredient Locations Cheat codes to affect the game ending Endings Guide Quote Link to comment Share on other sites More sharing options...
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