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Shadowplay

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  • Birthday 09/30/1966

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Curious Artila

Curious Artila (3/17)

  1. Thanks, although I find it odd that skill points would be capped at level 20 since there's only enough xp to go up to about level 22. My chars did everything except fight the dragons and the area east of Prova Krug (they did Prova Krug directly) and finished the game at level 21.
  2. Hello. My chars recently got to level 21 and did not get a skill point. Should they have gotten one?
  3. Hi. What are the in-game (not post-game) effects of Q, R, V? Personally I would like a cheat code (e.g. STATS, no achievement prevention) that shows Q,R,V. Given that you have changed the nature of resources, perhaps replace the daily screen with a resource and theft summary, and replace the word "theft" with something else like "corruption" that implies less permanency? I find it annoying to have to wander around for a day in order to see my new resource and theft levels. Personally I found it disappointing that I could not implement one solution I would have liked: send Aato to High Litha, send Yvette to Low Dhaga, and send Ivanna to Kranas Woods. Delia did say she wanted Aato somewhere cold, and I'm sure Yvette trying to deal in Low Dhaga would be ... interesting ... for her, and Ivanna needs to be promoted.
  4. A few other comments: * I like the little things like the way the rats' noses go up and down, sniffing for my characters. Makes even the mutated ones look rather cute. * I find the identical shape of inside and outside very nice and handy. Are you moving towards a fully flat model with no map switches between "inside" and "outside" for the same vertical level? * If you're going to have "danger spots" like the Corruption, then either pets' AIs need to be written so that they do not trigger "danger spots", or we need to be able to unsummon critters. I don't know how the AI is written but sometimes after combat the summoned pets like to wander around for a bit (perhaps checking to see if there is anything else left to fight?), which is VERY hazardous in the Corruption Core. * Speaking of the Corruption Core, it would have been nice had the "rough ground" icon been used for all of the rough ground, including the ground under the "sidewalks" which apparently uses the sidewalk icon but is still considered "rough ground". * One thing I don't understand is that the stats say that they reduce not only enemy to-hit probability but also damage. For example, if you increase Dex to some truly excessive value like 50 then obviously you reduce enemies' fire and physical attack to-hit probability by 50 levels. Do you also decrease enemy damage by 50 hit dice? * One thing you might want to show somewhere is some sort of raw damage estimate so we know which sword is better given a particular build (e.g. given effects of +% bonuses of items, skill, and specials). Right now I'm using the rule-of-thumb 1% damage bonus gives an identical average bonus as 2% crit bonus or whatever number of hit dice 1% damage is. * Something like the Flame Blade might be nice even if it had low bonuses if it picked the best damage type (physical or fire) for each attack. * Btw, the Taewon Empire and Svorgald need their own character types. I vote for Mass-assembly Expert and Sweedish Sushi Chef.
  5. Hello. Question: What does "absorbs elemental damage and uses this to regain abilities" mean? Does it increase Vitality points, or does it reduce all abilities' fatigue, or does it just reduce one ability's fatigue, or as many fatigue points as it can, starting with some arbitrary ability and then going through all the remaining ones? Some comments for Avadon 3: * I really would like the level cap increased to 40 because, frankly, the game's getting too big. I don't mind level caps per se if I the level cap is reached about 90% of the way thru the game, but I think this time I reached it something like 2/3rds of the way thru. If someone wants to go quickly through the game, then I recommend Casual mode because the damage is so low even a level 10 character should be able to get thru the entire game. * One other thing I'd like is the ability to change any item's blessing by using a different blessing stone on it. * A third thing is someone who can upgrade potions, e.g. 2 or 3 Healing Potions to a Healing Elixir. * One thing I must point out is that even major enemies should still follow game rules. I find it annoying to see enemies zip around the screen, attack my summoned monster, kill it, and then zip around some more, or get 2 turns (not attacks) per round. The former is annoying because why should my characters not be allowed to move after attacking when the opponents can? The latter can I guess be explained by "fast moving characters" but why not just make them perpetually hasted or berserked instead? * Oh, and humans will always drop weapons and armor when dead, or maybe drop the equivalent in coins. Unless of course they fight without armor, weapons, or misc items. * Shouldn't bags of grain, bags of coal, and bars of iron be worth something to someone? * Please make all non-wearable non-usable items stackable. Makes it easier to carry around those alchemetical supplies, bowls, and incense. * One last thing: even the cheapie items should still be worth a few coins when sold. If stores are selling it, you should be able to sell it to them at the normal 1/5th cost. Thanks. My view of the classes: Blademaster: standard meat-shield. Great for (not) taking damage. A Blademaster is best as a defensive character, not an offensive one. Primary attirbute: strength, although need some endurance as well to max out the usefulness of your healing and for those bosses that hit for tons and tons of damage. Btw, if you give your first heal scarab to a Blademaster you really won't need to worry about that character for a long time unless you're facing enemies that can Slow or Stun. Shadowwalker: A properly trained Shadowwalker is a great ranged-attack person and can be hard to hit as well. Primary attribute: Dex. Shaman: Your other meat-shield. Shamans can summon pets which can go forth and absorb tons and tons of damage and more importantly effects and ranged-attack spells. Send your pet out as a scout and watch those enemy mages put several area-effect spells into it and then your party can rush in and whack them. Spells appear to be designed to increase group survivability so that you eventually wear down your opponent. I really don't think you will succeed trying to make a Shaman into an offense powerhouse. Primary attributes: endurance and intelligence. Sorceror: Here's your attack master. He can whack a ton of enemies at once. Give him a couple scarabs and watch the carnage. Primary attribute: Intelligence, although could use a few endurance points for a bit of extra vitality for a few extra spells before needing to go back to base. The major flaw with this class is that it has no healing spells, so toss him the vast majority of your food and healing potions. Seriously, if your character is not hasted or frenzied, chomping on a bit of food is a great way to compensate for occasional damage, unless you need to run around a lot. Pity you can't make an IV mushroom drip. Tinkermage: An interesting character class. Here's a character who can summon "creatures" that can do area effect spells every round (once you get the 2nd turret). Only problem is that this takes up a LOT of vitality so you probably don't want to use this character for scouting large monster-filled terrains. I don't think this character can be easily made into a meat shield so I suggest building up Dex for ranged attacks.
  6. Nathalie is the youngest of the bunch, probably 19-ish. while the rest are probably in their late 20s and early 30s. Yes, Nathalie is rather arrogant because she does have talent and probably got sent to Avadon a decade or so ahead of everyone else and so nobody knows what to do with her. She's also probably more than a bit ignorant of both her own limits and others' opinions. All of Lynaeus appears to be culture-inflexible, arrogant, and selfish. Not surprising for a confederation of feudal powers that are constantly bickering.
  7. The Shaman is a meat-shield provider. Either she turns your characters into meat shields or she provides them herself. A good idea is to send out a pet on recon around a corner when you face a big group or boss. You will usually get something like 4 or 5 area affect attacks turning your hellhound into a puddle on the ground instead of doing 150 damage (450 resisted) to everyone in your party, PLUS drawing a lot of the more adventurous enemy spellcasters out from behind their fighters and archers. This is more beneficial in the end game where you can combine the Shaman's pet with the Scarab of Summoning and maybe one or two Wands as well for nearly perpetual meatshieldage.
  8. There were a few things that confused me, including the Sorceress tree where Cold Ball, a tier 2 skill, can slow a group while slow as per a spell rather than a side effect is tier 4. I honestly found slow to be a tad useless because most characters who are hasted do not even seem to be affected by slow. At least Daze had a really low percentage of affecting anything rather than a zero percent chance.
  9. I don't know if the "return to Avadon" cheat would work for you. Did you try it?
  10. My pet peeve with Avadon is that on Torment level some of the hostiles appear to blatantly break the rules. For example, some hostiles, including humans, can: 1. Take 2 separate turns for every 1 of yours 2. Launch an ability multiple times without cool-down 3. Repeatedly Haste themselves 4. Use abilities that appear to make them somewhere between level 30 and level 50 (you can either get offense or defense to a reasonable level, not both, so I'm surprised some end-game characters seem to have both sets of spells handy). 4. Attack and defend pretty well even though you don't get armor or potions, scrolls, and wands from most of them. I mean, don't fighters have (sellable) chain and plate armor, or even swords? Don't the archers have bows of some sort?
  11. There are a few things I'd like: 1. Increased party size, e.g. +1 companion every 10 levels (2 at level 10, 3 at level 20, 4 at level 30) 2. Unlimited levelling, or at least a higher limit compared to what you can do in-game. I figure my characters could have made level 35 if there was a level 35. 3. There were a few bonuses that were +1% or +2%, which effectively make no difference (e.g. the Shaman's Protection Reward). 4. Personally I was rather surprised that Iron could not be sold because it appeared to be in demand, at least the Khemerian merchant said iron was hard to get.
  12. I hate to be so negative, but I was greatly annoyed by the useless items being so useless, apart from the Rod of Attraction, which actually does have tactical value (I wouldn't mind 50 charges of that!). I spend a lot of time trying to find a way to Use the Reproducing Bulwark to build a bridge across Zethron's lava to his hoard. I guess what I mind is not being able to use the useless items creatively.
  13. You can get the following food items: Big mushroom Three small mushrooms Egg Fish Dried meat Meat with bone Biscuit Bread Cake Generally I like them because they effectively do a small bit of regeneration on your character if you move up to 2 squares before eating and attacking. If you can figure out how to take damage slowly enough, or regenerate most of the damage you're taking, you can use food to replenish the rest.
  14. Message board? I didn't know Spiderweb had a message board. Amazing what actually reading a "readme" file can do ... I think the main easiness of the game was because many of the "rank and file" monsters' special abilities didn't grow as yours did. For example, the Chitrach was a perfect mid-level monster because mid-grade and upper level Chitratches had that extremely annoying parry/riposite skill. Giants, while big and damaging, did not have many special abilities. The blue ones didn't throw boulders at melee range, which made them easy to kill by running up to them and whacking away, and the only other ability was the orange mutated ones' "daze stomp", which they used very infrequently. The Vahnatai Myrmidon was an effective late game opponent because of magic resistance and Parry/Riposite, but I don't think you ever encountered another force like the 4 Myrmidons you fought in the Castle even at the end game. the average Vanhatai fighter is weak and too easily Dazed (don't even need Strong Daze; the average Daze will do just fine), and the Myrmidons were too few in number in Rentar-Ihrno's lairs. One other thing was that SP and HP were very level dependent and not so much attribute dependent, so that even my brain-dead fighters had half-decent spell points in the middle of the game. The one thing I found that was perfect in this game was the cash balance: the available spells and skills ate up your cash at the rate at which it became available. Anyways, there were several things I noticed about the game: 1. I couldn't seem to figure out what the difference was between difficulty levels; they all seemed roughly the same. Also, difficulty levels had a habit of switching from time to time when I loaded the game, or not displaying properly (options would show one thing, the game screen another). Perhaps there's a bug in the difficulty levels? 2. In previous games, there were only 14 levels of spells (7 priest, 7 mage), whereas now there are 34 (17 priest, 17 mage). If you start pumping up your levels, your spellcasters become VERY powerful. The 100-hp Minor Heal, 70-hp level 1 Fire spell, and 30-hp Poison spell got me through a lot of battles because of their very low spell point cost. If you take a look at previous games, you got something like 80 skill points at the start plus 6 points per level, decreasing by 1 every 10 levels. Here you got 5 points per level. 3. Even mass battles become easy if you use Daze/Mass Daze, sometimes even embarassingly so. 4. I don't know about you guys, but later on in the game I was trying to keep my spellcasting down to make sure I broke even on spell points every battle so I could dungeon crawl longer and have plenty of spell points for big battles. I think there's something wrong when the average encounter actually increases your current SP. For most encounters I just let the fighters wade in and kill everything in sight, and healed them a few times when necessary. As I said before, a 100hp minor heal goes a long way. 5. If you boost your spellcasters' Intelligence trait, after a while you get a phenomenal amount of spell points. 6. I don't know about you guys, but I found the Pylons more bothersome than challenging with a "bait and bow" strategy: sent one person about 5 squares away from the pylon to stop regeneration, and then whack it to death with everyone else hasted and blessed shooting from 1 square outside the pylon's range. Put Fire and Frost resistance and an Endurance Girdle on your baiter and he'll last a looooong time (assume Enduring Shield/Armor, Steel Skin, and Augmentation as available). Add a 100hp Minor Heal every 2 turns and he'll last forever. 7. One thing that I found strange: I couldn't seem to figure out if Demonslayer had any special properties against demons. Maybe enhanced critical hit probability? Also, did Heartstriker have any special powers other than doing huge damage? At the end of the game I had: 2 x Level 35 Custom Class: Human Paladin (level 4 priest + sword/bow fighter) Level 35 Custom Class: Human Mage/Priest (level 17 priest/mage, level 5 spellcraft). Level 35 Custom Class: Human Mage/Priest/Rogue (level 17 priest/mage, level 10 spellcraft, level 12 tool use, GREAT for Unlock). Gave her all of my Skill potions/gems and got something like 600 spell points at the end. If you want a great investment, think of a few levels of Priest for your fighters. They become a fountain of free pre-battle Bless/shield and post-battle healing. Are those undead or demons troubling you with their melee resistances? Have your fighters zap away with Repel Spirit. Anyways, have fun. Those of us who aren't playing on fruit will have to wait a while for Geneforge.
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