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Slawbug

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Posts posted by Slawbug

  1. ...ironically, I think all the anti-muffin scenario comments have had the opposite effect. We're going to end up with three or four muffin scenarios now.

     

    Let's get organized right now so they make sense when you put them together: somebody can do Blueberry Muffin, somebody can do Bran Muffin, Corn Muffin, and so on.

  2. Really? Wow. Now that I think about it, my testing, which was years ago, mostly just used the displayed hit bonuses as its data point. Maybe those cap off before the defensive bonuses do. But I'm almost sure they never went above 40% and +8, even with multiple spells involved.

     

    Sheesh.

  3. Additional blessing spells only multiply the effect if you cast it at relatively low Intelligence. At high Int a single bless spell can get you up to a high level of blessing. (Not sure if this is true of Bless Party and Major Blessing but I think it is.) (Also not sure if further blesses will increase the duration or not. I think not, but not sure.)

     

    Blessing can go up to 8 levels in Exile. Each level confers a +5% bonus to hit, a +1 damage bonus, and I think (but don't quite recall) a +5% bonus to dodge and +1 bonus to armor. That armor bonus is extremely powerful.

  4. Quote:
    Originally written by Morior:
    Apropos of nothing, (always wanted to use that phrase):

    Where does it say that shaping was created on Sucia Island? I've played through all of G1, and I didn't notice anything about shaping starting on Sucia. It just reached the height of its art on Sucia.

    Thanks.
    Then you didn't play through quite all of G1. Or if you did, you forgot what you learned in the Spirit City.
  5. There are doomguards in Exile 2, too.

     

    The keys to defeating them are:

     

    1) Damage per turn doesn't matter nearly so much as damage per strike, since each attack will make it split. That makes this one of the few situations in Exile where halberds and greatswords are better than dual-wielded wave blades.

     

    2) Because it is going to take a long time no matter what you do, and because making lots of attacks every turn just guarantees you'll have lots of guys attacking you back, having a strong defense is more important than having a strong offense. If your fighters (or ideally, your whole party) are wearing lots of armor, and you keep everyone heavily blessed, all you really need is patience. Doomguards don't have any special attacks to worry about.

     

    Another strategy is to summon overpowered creatures with Simulacrum. This didn't work well in 3 as I recall, but in Exile 2, you could make Simulacrums of the dragons. Their really high HP and high damage breath attack makes them useful in this scenario.

  6. I haven't been able to find a single line from any of the games suggesting that Terrestia is the less settled Shaper land. G4 makes it clear that Eastern Terrestia is the less settled part of Terrestia, but there's nothing to suggest it's the Shaper equivalent of Valorim.

  7. The original version of Exile II had music. The original version of Exile I did not; it was added in the v2.0 upgrade that gave Exile I the bright, Exile III style graphics several years after its release. That's all Mac versions. I don't know the history for PC versions.

  8. In G3, Akhari Blaze implies that the Council is on Terrestia: "It is time for you to go to Terrestia. It is time for our forces there to know what we have done. And for the Shaper Council to know that their cause is lost... Return to the mainland. Find Ghaldring. Find the Council. Tell them of the Geneforge."

     

    G2 is more conclusive: "You stand on the road leading out of these mountains. It is but a three days' walk to the next city and a quick, easy journey from there to the Shaper Council." A boat might be involved, but changing continents could hardly be a "quick, easy journey".

     

    The PC, on Mouawad: "The members of the Council rule the Shapers, and thus all Terrestia."

  9. Technically, they aren't immune to either. The poison/acid "immunity" is at 80%, so they should still take some damage. Plus, it's a BUG -- ancillary poison and acid resistance is calculated with the magic resistance stat instead of the appropriate ones.

     

    Their mental resistance starts at 90%, so it's unlikely anything will ever affect them. However, that's true of all the other 4th- and 5th-tier creations as well.

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