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Randomizer

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Everything posted by Randomizer

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. You talked to Brodus Blade back in Freegate and East Medab.
  7. 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.
  8. You need to go through the dialogue options on his research to get one where he tells you about a machine to let you be trained and gives you a pass to the room in the south zone corner with the machine. Go there, step in the circle, endure the pain, and you can go back to get trained in advance stuff. Welcome to Spiderweb Software. Please leave your sanity at the door. It's totally useless these days,
  9. If you want a horror story, while fighting the spinecores all 4 final test creations wander over to join the fight. Time to reload.
  10. You don't even need to disrupt the machinery if you start a fight by a gate either through an attack or raiding the Radiant College. The enemy trickles in so you don't need to fight more than 3 at most and usually only one.
  11. GF2 shows the split in the Takers to eliminated the crazed cultists driven mad in order to use magic. Tuldaric's research has ended the need to keep them around, You basically see the start of a more centrist approach to everyone but the Shaper and those that act like Shapers that don't respect creations. So you are tolerated, but will have limited power in the new Taker order.
  12. Edit - No canisters and Loyalist not joining a faction. Can do all but in Gaza-Uss the Drakon Master, Dyx, and hasn't checked on the Many Eye Beams. Mental magic above 1 for daze isn't worth it as much as in other games. Dominate stops being useful too early in the game unless you can use it enough to make them fight amongst themselves. In the later areas almost everything will resist both. For torment difficulty where you need that little extra health for some boss fights. Evasion only helps for single target attacks and lots of things automatically use area attacks. My level 15 solo guardian was without items: Strength 5, Intellect 2, Agility and Essence Mastey 3, and Endurance 7 Missile and Melee Weapons 9, Quick Action 3, and Evasion 5 Blessing Magic 4 Healing Craft 2 Leadership 6, Mechanics 6 Then from equipment: Crystaline Plate - Healing Craft 1 Guardian Cloak - Missile and Melee Weapons and Quick Action +1 Gloves of Spell Mastery - Intellect and Spellcraft 1 Gazerskin Boots - +1 Blessing Magic and Spellcraft At level 20: Strength 6, Endurance 10 Melee Weapons 11, Missile Weapons 10 Blessing Magic 5 Healing Craft 4 Puresteel Plate replaced Crystalline Plate Fyoraskin Cloak replaced Guardian Cloak since I now face more fire damaging creations in the Taker Lands All Protector shield for +2 Evasion Purestel Charm - +1 Strength Spellstone - +2 Spellcraft Skein of Wisdom - +1 Intellect Blade token - +1 Melee Weapons
  13. Fire or magic are best for range attacks while battle is meant mostly for melee fighting. Iron claw bugs and rotghroths at least have some range area effect attacks and more resistance and health to keep them alive. Fire is probably easier for a creation class for guardians and agents since it costs less in skill points and essence usually. Id you can afford it magic does have benefits with acid attacks, buffing vlish and eventually gazers.
  14. There is some mandrake and infernal residue in chests in different zones if you take the time to look around and have enough mechanics to get past obstacles.
  15. I've played a solo guardian through a complete game 5 times on torment difficulty and it's better than original games because of weapon shaping. One key thing to do is buff your character before a fight if you can or use rod of battle and the first two weapon shaping skills to buff your character in combat. With heavy armor they can survive more damage than the other classes. It cost a lot of skill points to get most of the blessing magic spells, but they are still worth it even though they don't last as long as for an agent using spellcradt.
  16. The best you can do is keep track of how loaded a baton is and swap it when it reaches unloaded status with a loaded one.
  17. GF1 wasn't balanced for not having a to hit bonus, but the foes weren't as a high a level as some in GF2 at the time you face them. The weapons having a to hit bonus was added as other beta testers because guardians had a harder time hitting foes than even in GF1.
  18. The item got changed during beta testing as a late correction gave it stun resistance, so it may have got changed again.
  19. The Stalkthorn only appears as a player creation in training and canisters until I think Inner Gaza-Uss where it gets summoned in one fight. Edit - Just checked and it wasn't used there.
  20. A little extra strength so you can wear heavy armor with 60 or 70% stun resistance goes a long way to reducing stun chances combined with the Stasis Shield and another item. You can't eliminate stun, but you can make it happen maybe once a fight.
  21. It gets inserted in a vent in the Geneforge zone. Look around for a pillar after turning off the defenses.
  22. It's a weird thing and mostly applies to melee weapons. Some missile weapons like javelins and shaped lances don't need extra training. I think the Roamertooth Band does count towards Missile Weapons for some reason.
  23. Are you using any items that grant a missile weapons bonus like Deadeye Cloak? Weapons require you to have used skill points to reach the needed level. Welcome to Spiderweb Software. Please leave your sanity at the door. It's completely worthless and taking up space.
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