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blackjack

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Posts posted by blackjack

  1. 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?)

  2. 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.

  3. 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?

  4. 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.

  5. 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.

  6. 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?

  7. 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.

  8. 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.

  9. 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.

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