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blackjack

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Everything posted by blackjack

  1. You can also randomly get a Glaahk Shield by killing a Glaahk or Ur-Glaahk.
  2. Some armour provides a -x% to hit chance. I had always assumed that this meant that it is a penalty that reduces your "to hit" probability, esp since some weapons and armour have a +x% to hit chance. Is that correct, or is it the other way round (ie it reduces enemies' chance of hitting you?)
  3. Is it an accident that the warmth ring provides +25% fire resistance while the chilling band provides +15% fire resistance? Shouldn't the warmth ring provide cold resistance instead?
  4. I don't find Monarch to be particularly difficult as long as you do two things: 1. Find the baton 2. Don't use your main character to engage in melee with him. Not finding the baton is irritating, but not fatal. It just means that the guys you recruit from the rebels are going to have a harder time fighting the rogues. The 2nd point is more important... maybe a hint in the dialogues that Monarch is dificult to fight hand-to-hand.
  5. I was poking around with the logic used in the scripts... what happens to Alwan if you never get the pass from him in Rivergate Keep (ie you don't choose the right dialogue options or worse still your reputation is too pro-Rebel)? If you meet him in Burwood for the end-game, is he still at Rivergate Keep if you go back?
  6. You need to find a bed and rest in it... the southwestern part of the room there are a few cots for you to lie down in. This leads to a scripted event.
  7. I was helping both the Shapers and the rebels, only I left the Fens without talking to Greta. No cheats involved. When I came back, I did get the dialogue options when I spoke to Greta. Just seems strange that she would be in the camp when the drakons are supposed to have kidnapped her.
  8. I noticed that the game assumes that you pay a visit to Greta in the rebel camp after you've killed Monarch but before you go into Burkwood. In my game, I killed Monarch, got to get out of the Fens and Litalia was telling me that Greta's been kidnapped by the drakons. However, when I went back to the rebel camp in the swamp in order to sell more swamp herbs, Greta was still there.
  9. One nice thing about GF3 is that there are several maps which are filled with rubble, which can often be cleared. Examples include Darkstone Mine, where it gives you access to an anvil, and the first 2 map areas, which clear up (partially) after a few days. (incidentally, you can go back to the first map to pick up a few minor goodies) But my question is regarding Crumbling Lab on Gull. There is a section in the NW corner which is blocked off, and you can even see a door in that section. Is it ever possible to unblock that section and open the door?
  10. Though it is not a quest, it is nonetheless a flaw in the game that you can keep getting experience from it.
  11. The Golden Crystal, on a weapon, increases the damage inflicted by the weapon, in its primary damage type. (opposed to steel spines infllicting a separate physical damage) The Tiny Orb of Mist on weapon increases QA. Don't know by how much. You may wish to add that Greta will leave you just before you take the boat from Harmony to Dhonal's isle if you have killed Lankan and the rebels.
  12. For 1-on-1 combat: Oozing Sword with Acid infusement For killing all and sundry: Guardian Claymore best overall blade you get too late in the game to make a difference: Puresteel soulblade
  13. Though Guardians should almost always use the "Drain Life" enhancement on their swords, I think that the Stunning Blade, if accompanied by a stunning enhancement, could be essentially be a one-hit kill.
  14. Oops - confused this with the other box that required ridiculously high mechanics to open. The "crystal spool" is used in a quest.
  15. I'm making a list of items by trawling through the scripts. Here's part I: the cloaks and robes. My comments are below. (Formatting is a bit off, so apologies) (Pls post if you found any typos) Cloak/Robes %P Wt Value Specials Cloak 2 2 5 Fine Cloak 4 2 20 Shaped Fiber Cloak 6 2 800 +5% to hit Drakon Skin Cloak 8 2 5000 +5% to hit Fyoraskin Cloak 4 2 400 +5%FiR Coated Cloak 4 2 200 +5%EnR Polar Fur Cloak 4 2 200 +5%CoR Agent Cloak 3 2 2000 +1 BaM,MM,BlM,SC Guardian Cloak 8 2 2000 +1 MeW,MiW,QA,Parry Symbiotic Cloak 5 2 2000 +2 End, +1 MiW,QA,Parry Infiltrator Cloak 2 2 500 +1 Ldr,Mch, +2% HER Deadeye Cloak 2 2 800 +2 MiW Robe 6 5 10 Fine Robe 10 5 40 Grounded Robe 6 5 200 +5% EnR Shaper Robe 6 5 2000 +1 FiS,BaS,MaS Specter Robe 10 5 2000 +5%EnR, +15%StR, -2%FiR, Cr +10%MER Transference Robe 6 5 2000 -2 Str,Dex,End, Cr +2 Str,Dex,End Twice-Blessed Robe 10 5 3000 +2 BaM, Cr +15%MER The best cloak/robe in the game appears to be the Symbiotic Cloak... it's basically a Guardian Cloak with 3% less armour, no +1 to Melee but +2 Endurance! Who wouldn't trade 3% armour and 1 melee for 2 Endurance? You also get the Symbiotic Cloaks earlier (or about the same time). It might be a typo - Jeff prolly forgot to put a "import=10" in the scripts, in which case the Symbiotic Cloak becomes a more reasonable item (i.e. no bonus to Missle, QA or Parry) The Specter Robe is also a great item, and you get it pretty early too. The rest are so-so... Shapers may like the Transference Robe. Basically, all cloaks weigh 2 lbs, while robes weigh 5 lbs, so there's little to pick from there. And they can all be augmented by crystals.
  16. For q1: you can get Agent Cloaks with high luck. I don't know where that can happen, but at Phasia's Steelworks I got an agent cloak when one of the ghosts (not Zerik) dies. It doesn't happen all the time (or even often).
  17. Give me a few days; I'll try and look at the game scripts and see if I can find anything.
  18. Here is an incomplete list, garnered through my items to form a complete list of items: Haven't trawled through entirely so I haven't figured out the some of the more esoteric ones. 0 - Strength 1 - Dexterity 2 - Intelligence 3 - Endurance 4 - Melee Weapons 5 - Missle Weapons 6 - Quick Action 7 - Parry 9 - Battle Magic 10 - Mental Magic 11 - Blessing Magic 12 - Spellcraft 15 - Fire Shaping 16 - Battle Shaping 17 - Magic Shaping 18 - Healing Craft 20 - Leadership 21 - Mechanics 22 - Luck 201 - Action Points 202 - Chance to hit. in 5% multiples 204 - Hostile Effect Resistance 205 - Energy Resistance 206 - Fire Resistance 207 - Poison Resistance 208 - Acid Resistance 210 - Mind Effect Resistance 211 - Stun Resistance 212 - Cold Resistance Edited for a typo.
  19. I guess the point is moot - the starting screens say that you are exceptionally bright.
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