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Fireball Fodder

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  1. Almost certainly the result of there being so few spells for the monsters back then. I did find/remember a few more oddities, such as Soldiers getting weaker in the later games. Also cats having armor 7 (armor can obviously represent agility/dodge capability, as Gremlins have 8 and Bats have 5).
  2. I know about the spell. Thing is, the stats actually did change from game to game. Especially in Exile III, where most monsters got buffed quite a bit. Thank you, I'm pretty sure that it's actually meant to be Skill (and Speed isn't listed). Otherwise it does seem broadly accurate, though some things are a bit suspect (e.g. 500 HP seems a bit much for a Golem). It's interesting how monster spell levels only go up to 5... and how weaker monsters were in Exile I compared to Exile III/BoE.
  3. Hi, is there any way to view the stats of creatures in Exile: Escape from the Pit? I've found this list: Exile1 全モンスターデータ・1 (ultimagarden.net) But some of it doesn't really seem right, especially the Speed stat.
  4. Being "over-levelled" can also increase the monsters' damage rolls (their attacks will do more damage). Monster HP can be tripled or even quadrupled if you're way above the scenario's difficulty level.
  5. I remember the only summon spells I regularly used were Weak Summon, Summon Shade (for PCs without Mage skill) and Simulacrum. The higher level summons are too expensive and random IMO, while Weak Summon is sufficient if you just need a bunch of bodies. I've always preferred to use Simulacrum on higher levels. I admit I didn't use Charm often, though Mass Charm was sometimes useful against beefy but non-magic-resistant monsters like Giants. Another spell I'd mention is the Mage spell Strength - the one that blesses your character. It's interesting because the effect is not dependent on the caster's Intelligence, making it very useful for certain builds in the early game, especially singletons.
  6. It's been a long time since I've played, but I believe that the first Exile game has both one- and two-handed versions of each spear. Check out the "item info" when you pick up a spear - it should tell you whether it's one- or two-handed (might have to identify it first).
  7. Perhaps bucklers could provide very little direct protection, but instead reduce an attacker's "to hit" chance in melee, with the penalty being tied to the user's Defense skill (simulates "active" defense). I have no idea how practical or useful this would be, though.
  8. No, a buckler is held in the fist - it is meant as a mobile defense. There is no point in strapping such a small shield to your arm - if you want a passive defence, wear a vambrace (forearm guard).
  9. Sleep Cloud. Extremely good vs. non-magic resistant monsters. Often much more useful than Fireball when you're low level. Web. Thick webs (I think they need to be two tiles, maybe three) actually block line-of-sight. This can be a life saver before you get anti-magic fields, as it allows you to block enemy spellcasters.
  10. I believe that some other spells were also changed to require LOS in Exile III. Slow Group comes to mind - I think it didn't require LOS in the earlier games, but I haven't got the games set up so I can't be bothered to check right now.
  11. True, that. On second thought, I imagine 6 Priests without any Mages wouldn't be all that hard provided you had haste potions. And it would become a breeze once you get Avatar. Maybe one day I'll try that no-spellcaster run again.
  12. If this is of any help, total party Luck skill influences random drops (according to Code Dissection -- Munchkin Style - Blades of Exile - Spiderweb Software Forums (ipbhost.com)). Also PC Levels may influence it in some way.
  13. It's been a long time since I've played the game, but I'm almost certain it has no special purpose.
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