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Fireball Fodder

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Everything posted by Fireball Fodder

  1. 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.
  2. 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).
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. It's been a long time since I've played the game, but I'm almost certain it has no special purpose.
  8. Hi, this seems like an interesting scenario, but I can't find a working download link. Could you provide a one please?
  9. I tried playing Nightfall, and it definitely doesn't work as intended. Special encounters are routinely treated as already having been triggered even though they haven't, the game treated me as having an item I didn't, etc.
  10. So, in Fort Exile, if you ask Janice about Nephilim, you get this reply: Now, I remember this intrigued me back in the day, but I guess it is never revealed where exactly the Nephilim arrived in Exile, right? Also notice the mention of "lower caverns".
  11. It is indeed impossible. In fact, if you cast Magic Map and scroll around, you can see that the passage behind the barriers has some graphical anomalies. You pass through the barriers in Exile II, but from the other direction. Like Randomizer said, it's a sequel hook, nothing more. I think you can dispel the first barrier in Avernum 1 and get some goodies from the body in between the barriers, but the second row of barriers remains impenetrable.
  12. Never mind, I found him - he's on the opposite end of the tower with the Haakai. You have to go around the Haakai to reach him.
  13. So, I completed X's anvil quest and he told me to meet him upstairs when I'm ready, but he's not there. There is a locked door there, but I can't open it. Is this a bug?
  14. Is there any point in training the Mage Spells skill for non-mages? Does it perhaps affect the wands used by such characters?
  15. Completed Exile III with a singleton. Was interesting but not that hard except at the very beginning. Thought about trying it for Exile I/II but I couldn't get them to work properly on new systems, and I think inventory management would be a pain. Tried, but didn't get far with: -singleton pacifist (it's almost impossible do actually deal any damage, you can't even summon - at least not in combat) -"lucky idiot" - singleton with rubbish stats, but huge Luck (lots of running away in the beginning; loses its appeal later on as you improve your stats) -no spellcasters - HD crash wiped out save. It was interesting, though. You can open magically-locked doors using Piercing Crystals, but I'm not sure if it works in all 3 games. Ideas I've had but never tried: -6 priests or 6 mages -Exile III party with all disadvantages
  16. Some of the items with charges are pretty good though regardless of whether you use their ability, as far as I remember. The Ruby Helm and Emerald Helm are good, and I believe there's a good Halberd that can shoot ice bolts (Runed Halberd? I forget, it's been so long ago). Basically, treat these as good items that can occasionally lob an attack spell.
  17. Well I tried stripping off all my items and still no luck. I even tried increasing both Melee and Pole Weapons to 8 and it still doesn't let me get anatomy...
  18. So what exactly do I need to unlock Anatomy? I have the skills listed in the walkthrough (4 Intelligence - costs 7 + 8 Melee/Pole - costs 8) and I still can't put points in the skill. Am I supposed to do some quest first?
  19. Nah, it's just the lands you can access in Exile I. The Vahnatai lands and Upper Exile are fairly small, though, but it's implied you only get to see a small part of the former.
  20. Good point about the camping. I believe that there are only one or two camps in the Great Cave - one is between Almaria and the Tower of the Magi, and I think there's another one far to the west. I actually checked the Silvar-Fort Exile and Fort Duvno-Fort Exile distances in Exile I and they're approximately correct, allowing for imprecise measuring since cartography seems to be in its infancy in the Exile universe. Looks like Avernum is far less consistent.
  21. Seeing the maps posted in one thread, I thought to myself, so how big is Exile anyway? The only clear indicator of distances we have are the ones marked on the signs, which imply 1 square = 1 mile. So, going by this, Exile has 7x6 outdoor sections, each being 48x48 miles. This would make its total area 336 x 288 miles = 99,768 square miles, or 258,397.9 square kilometers (though this also includes all the impassable cave walls). This means it is roughly comparable to New Zealand or the UK. The nation of Exile, by my rough estimate, controls approximately 40% of this territory (though in many areas this hold is obviously not at all firm), making it similar in size to Iceland, Hungary, or Portugal. However, Exile III adds another dimension: time. We know how much ground a party can cover in one day. I haven't tried this out yet, though, going by memory, it would make the dimensions of Valorim far smaller. That said, there's no real indication the scale in Exile I/II is the same as in Exile III. Any thoughts? How does this stand up when compared to the impression you gained while playing the game?
  22. Hi, I know this is an ancient topic, but I have exactly the same problem with Exile III on Win7 (32-bit). I've tried looking around the internet for a solution, but no dice. Has someone by any chance found a solution to this in the meantime? Funny thing is, I don't seem to have the problem with Exile I, but only Exile III.
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