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Clintone

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About Clintone

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  1. By hit ratio do you mean accuracy or evasion? That's all invisible. You can hover your cursor over a weapon or spell to see its damage and any additional affects it does. You can hover you cursor over armor to see its damage prevention and any additional effects it has. I think some of the damage modifiers are completely invisible, though not all. I have two archers. One has ten points in sharpshooter and the other has zero. They both have the same types of bows and the one with 10 points in sharpshooter does much more damage than the other, despite both their bows listing the same amounts of damage done when I hover my cursor over the weapons.
  2. 1. I have two archers, a mage/melee user, and a priest/mage. The archers and the priest/mage have all their skills in one stat. The priest/mage is still dazing enemies at level 20. I remember in Escape from the bit Daze becoming more or less obsolete after about level 15 or so, except for the ensaring bonus, so it seems more effective this game. Hardiness and resistance are probably both the best skills out there. I have a tank archer that's going for both resistance and hardiness. I've been putting all of it's points possible into dexterity, so it's more or less immune to physical attacks 90% of the time. It still crumbles to certain area attacks or mental attacks. Magic resistance seems to be extremely useful. My mage/melee character has about half it's stats gone into strength and the other half put into intelligence. It's still useful, but it's less useful than the other characters. It's dazes miss more often than the mage priest's dazes. Its melee works fine for smaller enemies, but it's useless against tougher ones. The main problem with multi-tasking in this game is in accuracy. If you have something like a tank priest, or a melee priest with just a little intelligence you don't need accuracy because of all the priest spells that don't attack anything, but with anything else you'll start to notice problems quickly. I think a decent character with half the stats into intelligence and half into strength might be doable, so long as you also get all the strength and intelligence-enhancing perks, but if you invest much in anything else, I would imagine that, at least on torment, the character would become useless pretty quickly. 3. I know that higher intelligence benefits daze. It used to make slow more accurate. It don't know if that still is the case or not. I know there is a priest spell that drops a cloud onto a group of enemies that curses most of them, and at least its accuracy is not dependent on intelligence. That cursing cloud just seems to have a flat 75% chance to hit everything.
  3. This happened to me in Escape from the Pit a couple times, and once in Ruined World. The first time I spent awhile removing the daggers and tossing them on the ground (I don't believe you can sell them). You can get them all out if you're patient enough. I don't remember if that caused any long term repercussions or not. The next time I just reloaded to an earlier save, before the daggers showed up, and everything was fine. Some random glitch seems to trigger that.
  4. I love archers. My party has two of them, and two other characters. They're level 20. They both have 10 in gymnastics and as much dexterity as they can get. Ursagi, giants, and troglodytes pretty reliably have a 5%-10% to hit chance when attacking them. Of course the way the game works dexterity doesn't raise cold evasion and certain other magical attacks evasion, but they're pretty durable against everything else so far. They also deal more damage than my two magic users. That's on torment. For me, I don't see a real point to having melee characters in these games. That's been something I've seen as a flaw since Escape from the Pit. Other people think melee's great though. I'd prefer to have a tank priest, mage, or archer in front. If they're the archer they'll be able avoid massive amounts of damage though evasion (like the lead character should) and if they're the priest or mage they can use all sorts of neat area attacks on crowds and have strong mental defense. I'm sure melee characters can deal more damage to whatever's in front of them, but why would I want to do that when I could snipe mages behind crowds, or control minds with dominate?...but maybe that's just because I haven't really used melee characters. Other people seem to like melee characters. Against single enemies, my archers deal more damage than my priest using smite that has all the intelligence it can get. This is not counting the critical bonus archery gets, or the multiple attacks per turn archery is likely to get. It is including the cloak of bolts though.
  5. So, far I'm really enjoying this game. It seems to solved the problems of past games I noticed. Sliths used to seem pretty much useless, except for roleplaying purposes. Now with halberds that give armor and with a higher chance to hit multiple opponents, and with slith spears giving a bonus to critical hit chance, sliths seem like they could be useful again. In the other two games in this series, I think Nephilim were a little better, but still of questionable value. Now, with bows giving a bonus critical hit chance and javelins having all sorts of new bonuses, they seem like they might be genuinely valuable. In particularly, I love the improvements to thrown weapons. Those used to be pretty much useless, and now they can immobilize opponents and have a 50% chance of doing massive amounts more damage. Also, for the first time in any Avernum game, goblins seem dangerous for low level characters on torment. They're still pretty easy to beat, but you can't just have one character run in and take on three of them at once anymore. You have to think ahead a bit. More strategy. I also like what they did to spells. Not only did Jeff add the "mine field" sorts of spells from the old retro games that harm enemies who walk into a certain area, he kept all the old good ones like Call the Storm and Blink. I also like how area affect spells can now damage your own players on torment. Spells used to be quite overpowered. Now, they're still as powerful as ever, but you have valid reasons to consider not having an all mage/priest party. I like the changes to shields too. I didn't play any of the Crystal souls game beyond the demo, but I at least like the changes in shields between Escape from the Pit and Ruined Word. They give a heavy bonus to parry, but they also are more encumbering, so they're more specialized for tank-like characters. No tank mages, I guess, at least not without a lot of planning. That makes sense. I always pictured mages as wearing flowing robes anyway, not lumbering around in full body armor, with a shield as tall as a short person. They also, apparently, got rid of a glitch the prior two games in this series had that would allow your character to wield a halberd in one hand, and either a shield or a short sword in the other hand. You'd first equip the shield or short sword into your shield hand. Then you'd put the halberd into your quick slot. Then you'd click it to equip the quick-slot halberd. That was a great glitch. I suppose this is fairer though.
  6. He was more of a sub actually. He wore the handcuffs.
  7. I just tested it on my Windows version and challenger works. It definitely has an affect if your character with challenger runs up close to your enemies. It might not have an affect if your enemies see your character with challenger from far away then run up to it. I used a cheat that I found online after a brief search to get my characters up to level 13 so I could give one of them all three levels of the challenger trait. Then I had two characters, a slith and a human, run into the room where your first combat in the game takes place. Here you fight a giant spider and a giant bat. the human had three levels of the challenger perk. the slith had none. There's a wide hallway before the main room with the spider and the bat. 8 out 8 times when I had my human and my slith standing at the edge of the hallway, which was very close to the spider and the bat, both the spider and the bat attacked the human. The human had the thee levels of the challenger trait. Now whenever I had both my human and my slith further back further into the wide hall, further away from the spider and the bat, the spider and the bat would still see my characters and attack them, but the one closer to the slith would attack the slith and the one closer to the human would attack the human. Therefore, I suspect that the challenger trait is only activated once your enemies are within a certain range of characters with the challenger trait. In other words, if a monster sees your characters from sufficiently far away and runs toward them, they'll ignore the challenger trait for at least that first turn. The next turn, assuming they're close enough for the challenger trait to take affect, they'll be much more inclined to attack the character with the challenger trait. After that first turn though, once the spider and the bat had gotten within close proximity to both my human and my slith, the spider and the bat seemed considerably more interested in attacking the human than the slith. The slith (who lacked the challenger trait) could attack the spider and the bat, and the human (with the three levels of the challenger trait) could just stand there, acting like as a pacifist, never having harmed either monster, and the spider and the bat would usually keep attacking the human.
  8. I'm having a nephilim in my party, because my party is not a party of friendly diplomats or explorers. Three of the four are a party of delusional psychopaths. *The leader is Frank N Furter, who lived in Transylvania before being thrown into Avernum. He looks female, but that's because he's a cross-dresser. You may have seen him in the movie "The Rocky Horror Picture Show. *Second in command is Hrungir. Hrungir is a halberd-wielding mage. Hrungir doesn't talk. Hrungir just likes to light people on fire and stab things. *Third is the nephilim, Wen bol Dun. Wen bol Dun is in the party so he can shoot all the people who don't like nephilim. *Last is the priest named Scott. Scott's job is to read things, because nobody else wants to do that. He also has the job finding all his friends' missing limbs and sticking them back on. They're not the explorers the Avernum government decided to send. Those people are locked in a closet somewhere, nude, because my party took their clothes and robbed them...except for Scott. Scott was an accountant and now is their hostage.
  9. In Escape from the pit I liked having defensive archers. I made dexterity as high as possible, including getting all the dexterity-increasing traits, and all the gymnastics I could, and just about every physical attacking enemy was getting a 5% to hit chance except bosses, and the even the bosses with physical attacks were getting reduced to-hit chances. I could see challenger being pretty useful. It'd be a shame if it's not fixed. The game looks like it has a lot of improvements though. Hopefully that's one of them.
  10. A Perfect Forest

    That was a great scenario. Lots of secrets, a good mystery, a tricky ending, and a nice plot. I think it would be perfect, except that there was a glitch that allowed you to get infinite skill-increasing potions merely by exiting the lost city mine after you've gotten the skill-increasing potion, then getting the potion again. The skill-point increasing potion comes back over and over again because leaving the mine makes the whole mine map get regenerated. Best
  11. Avatar

    I play on Torment. I thought this scenario was great. I loved the limited resources (the very few potions out there). Most of the enemies were easy, (the serfs) which I liked because it enhanced the feeling of being a powerful holy warrior who stomps its lowly enemies beneath its boots. The bosses were considerably tougher. They required some thought and preparation to get through. I think this scenario involved more strategy than the typical Avernum game. I like the mood. I liked the plot. The visuals were impressive. I liked the mysterious armor and weapons that you had to experiment with to determine what they did (which those abundant easily squashable serfs assisted with dramatically). I liked everything about this. I recommend players only play this on torment though. I could definitely imagine how combat could get repetitive and dull on easier difficulties. It took me 13 tries to beat this, and two complete restarts, but I did it. I give the scenario a 4.5 out of 5.
  12. Adrift

    I played this with a level 13 party on torment. It was actually a little tough, not too tough, but I bet it would be pretty tough at level 1. I liked the plot. I liked that forced you to think a bit. (spoilers below) It would have been an easy scenario for the level 13 party I had, except I had the goal of keeping the NCP player alive, all the way through to the end. Getting her through the skeleton gauntlet was a major pain in the butt. I think the addition of the NCP player is nice because it gives the lower level players some extra help while evening things out for the higher level players if they want to make the game harder by keeping her alive. A short, enjoyable, ideally creepy little scenario. I pity anyone with a level 1 party who attempts it on torment though.
  13. I think everybody who has played Avadon but not the Avernum series needs to go play at least one of the first six of the Avernum series...and probably Geneforge 5 too. The combat seems so very limited in Avadon. I particularly miss Geneforge and Avernum mind control powers. I don't like the sorcerer's shoddy little attempts at mind control in Avadon. I want to be able to friggin' brainwash entire mobs wth ease to do my evil bidding. The storyline is still good though, and that's the primary reason why I've played Spiderweb games anyway.
  14. I beat him with with a singleton slith mage using no items on torment...not that it's easy, so much as that I have no life. step 1: go onto his ledge and do 2 minor summons before he sees you. Buff them up as much as you can. You won't need much magic left for yourself. step 2: attack him, or wait till your summons do. Try to keep your monsters alive with healing till he splits into three people. If one of your summons dies after he splits in half, but before he splits into thirds, run away and heal (a long trip back down). Return and distract him with monsters till he splits into thirds. Run away and heal. step 3: There's an open space before his ledge that none of hims are usually at. Summon monsters and buff them. sneak around corner and lure only one Lystaak into the alcove with your monsters by using a long range attack on lystaak when only one Lystaak is in view. Run, quick like a bunny back to your monsters. step 4: keep your monsters alive. They can't take much damage, but they can do lots of damage. Continue hacking at him/healing your monsters, till he's done. Run away to heal. step 5: repeat steps 3 and 4 for the other two Lystaaks. I had lots of mage spells but minor heal was my strongest priest spell. I was heavily armored though.
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