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ex post slarto

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Posts posted by ex post slarto

  1. Getting to 10 natural AP is HUGE as it gets you an extra attack every turn, including when hasted. Melee fighters actually care about it the least since everyone else can fire off shots without moving at all. If you are only working with one character, or are cheating to get extra shields, the bulwark is by far the best option, as the AP boosting shoes have a big penalty and the armors are significantly worse than other options. This is assuming you use the Cryos Spear (in a quick use slot) for the other extra point.

  2. Quote:
    Originally written by Dr. Johann Georg Faust:
    The world is rural and not heavily populated, so first names would suffice.
    But this isn't true of any historic rural worlds with an Ermarian level of civilization. Furthermore, much of the surface is heavily populated by the Empire, and people clearly came to Exile from there. Names just aren't use much. That's all.

    And the games give us Erika Redmark, Rita Cskany, Carol Hamer, Patrick Padraig, Cecile Vidican, Gabor Krizsan, Mariann Krizsan, Tor Gunston, Jordan Bojar, Gilda Radner, Genevieve Radner.
  3. Trainers have annoyed me -- a LOT -- since G2. I have taken to playing spidweb games with one of the following cheats, because my compulsive min-maxing makes the games suck if I can waste so much time thinking about trainers:

     

    1) If I use sp on a stat early on that I could later train, when I reach the trainer, give myself credit for it and go shopping with the editor

     

    2) Infinite gold, this solves the trainer problem by allowing me to use them as soon as available and also means I don't have to spend forever picking up and selling @#$%@# trinkets... I tend to use this one with singletons, who are unlikely to have anything they can't afford by game's end anyway but have no room to carry stuff.

  4. That said, I did some more practical testing. I took a Roman, levelled him up and gave him all the best pieces of armor (using the editor). Average percentage of damage blocked (and these were fairly consistent) were:

     

    63% - 0 Armor Use

    81% - 10 Armor Use

    86% - 20 Armor Use

     

    I also tested Protection and found something interesting: the percentage of damage blocked does not change at all with Protection, but the damage (both damage taken and damage blocked) DOES change. It appears that Protection just lowers that number by a set amount rather than a percent. That explains why it can block all damage against Normal goblins but is barely noticeable against even midgame enemies on Torment.

     

    Anyway, I'm no longer sure this character can do well. Even blocking 86% of damage is not enough against many enemies. When a hit does 150 damage before armor you'll still take 20 damage... which is fine if the enemy is alone, but if you're fighting a group, you'll die in one turn; or, if you pumped Endurance, you'll die in several, since you can't heal much in one turn while still attacking. Since you can't kill things quickly in Torment either, I think the use of summons and charms becomes a complete and total necessity. It's simply the only way to survive, outside of the 4 game-breaking potions.

     

    And that means a Celt will be much better off. Eventually a Celt will take an extra third or so of damage over a Roman, but the 48% and 52% armors that Celts can't use aren't easily available anyway. And better charms and summons easily make up for that, I think.

  5. You don't even have to wait for the floaty wand... in my game, I haven't yet been able to beat the bridge to Nethergate, but I jumped down using only Luck to survive. (In original Nethergate you could never survive a fall with Luck!) The bracelet was worth it.

     

    I do notice that Charm Beast is remarkably ineffective for me. I suspect the cause is my low spell power (1 Int, 6 Druidism, 4 Beast) and not the Torment setting, seeing as my charming scrolls work great. The spell mostly just works on lizards and rats.

  6. My initial build looked like this:

     

    5 Strength

    6 Armor Use

    5 Roman Training

    2 Luck

    Fast on Feet

    Mighty Warrior

     

    Strength is to carry stuff, kill stuff, and bash down the very common 10 strength doors. Armor Use is to stay alive. Roman Training is to kill stuff especially with slings. Both are cheap. And Luck is Luck. I like Toughness, but in the end its protection is cheaper to duplicate with Armor Use and Toughness than Mighty Warrior's bonus is with offensive skills. Fast on Feet is essential to surviving many fights, especially outdoor encounters.

     

    I found the first dungeon to be quite doable without magic. Geneforge Agent style sniping tactics can get you through nearly all the goblins and rats, though I had to save the wights and drake for later. The Ruined Hall was harder, especially Dolojan. Dolojan sucked. I reloaded a lot to avoid blowing too many summoning scrolls.

     

    The reason to postpone magic is that the first few levels of high cost skills get you BY FAR the most bang for your buck at traders. (Money cost always increases 1x, 2x, 3x, ..., whereas skill point cost increase 3, 3, 4, 4, and so on.) So as much of a hassle as it is getting to Hagfen without magic, it's a hassle that's worthwhile. Those extra skill points add up -- 2 each in Druidism, Health and War is 18 skill points!

  7. Congratulations on finishing.

     

    I think you underestimate Torment; N:R has difficulty stepped up in general from previous games. The problem in this case is that everything has so much extra HP. Even Clouds of Night won't kill things in one hit, but you WILL sometimes die in one hit, so you will have to rely heavily on summons and charms in addition to direct damage. A Celt has more flexibility than a Roman, but summons and charms on top of magic are expensive, and the game will become a nightmare of SP management.

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