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Skippy the bush kangaroo

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Everything posted by Skippy the bush kangaroo

  1. Quote: Originally written by VCH: Yes what a nice feature murder is. The king and Solberg died on my sword. Scratch that apparently King Strattus has too many guards so I loose. Ahh. Lord British, wither didst thou go? There is honour of a sort not easily comprehended in killing the king. (Is Starrus actually unkillable or just well guarded?)
  2. Quote: Originally written by *i: Quote: You forget that Terella is unlikely to have been annointed by the Avernum crown to use such ultra-secret technology. I do not forget a thing. She was working for Avernum and I would hardly call the teleporter ultra-secret as it seems there are plenty of agents from Avernum who use it. I just assumed being one of Avernum's agents with an important mission to watch the Giants, she would be allowed to use it. OK. Maybe I need to read the text more closely. I remembered her explorations being more a function of her religious order than Avernum government related (but that is probably just the conversation thread that leads to the information rather than the information itself). The two are obviously not mutually exclusive. The one other example of an Avernum agent I can think of is whosiwhatsit in Mertis - and she most definitely walked because she had to sneak through Almaria. If she used the pylon it would have been easier to pylon to Fort Avernum (as all users must) and then walk or pylon to Mertis. But, after all, it's only a game. And such details may not ultimately determine the fate of the free world, which the amount of text I am spending on it might otherwise indicate.
  3. Quote: Originally written by *i: Just assumed pylons to Fort Monastery and then south would be a lot less treacherous than the trek through Slith lands and Nicoduas' tunnel. You forget that Terella is unlikely to have been annointed by the Avernum crown to use such ultra-secret technology. And if the possibility of ending up encased in granite doesn't fill you with dread then you are clearly in the wrong business. Not only that, but the magic involved in those pylons warps animals in ways that make the Threshold mutations look tame.
  4. Quote: Originally written by *i: I believe the Vahnatai Myrmidons have a chance of dropping a fine waveblade also. I seem to remember find one early on also. Yes they can drop one. (And knowing that, it does encourage savefile abuse to ensure you get one.)
  5. Quote: Originally written by Wanderer: I don't have a saved version that I could resurrect. You sure they are meant to be your allies? There are hostile vahnatai out there too. Indeed, I think the group immediately out from Fort Remote are hostile. Other than that: You saved in the middle of or after a fight with them ?! You don't even have a quicksave or autosave from before the fight ?! Suck it up and chalk it up to experience. No use getting all worked up over something you can't change. You've got twenty save slots - you should at least use a couple of them if not all twenty.
  6. Quote: Originally written by Xeno's Paragua: It's interesting how many skills are for sale in Almaria for prices much higher than are available in places that you reach sooner. Who would buy anything there? —Alorael, who also can't imagine getting to Almaria without putting enough points into Tool Use that you can't buy even that in Almaria. I buy Quick Action there because it is the first place you can buy it. You can not buy it from Captain Call until much later. By which time it should really be moot - your characters are already going to be buff enough to deal with anything left in the game. If you think about the time value of money, it is really much cheaper to get it in Almaria than to wait until after you have dealt with the shade in Silvar (which I never did anyway in my first game). I'd much rather have two points of Quick Action for all points between Almaria and getting rid of the shade than a measly 600 gold.
  7. Quote: Originally written by Xeno's Paragua: It's interesting how many skills are for sale in Almaria for prices much higher than are available in places that you reach sooner. Who would buy anything there? —Alorael, who also can't imagine getting to Almaria without putting enough points into Tool Use that you can't buy even that in Almaria. I buy Quick Action there because it is the first place you can buy it. You can not buy it from Captain Call until much later. By which time it should really be moot - your characters are already going to be buff enough to deal with anything left in the game. If you think about the time value of money, it is really much cheaper to get it in Almaria than to wait until after you have dealt with the shade in Silvar (which I never did anyway in my first game). I'd much rather have two points of Quick Action for all points between Almaria and getting rid of the shade than a measly 600 gold.
  8. Quote: Originally written by Cruniac: —Alorael, who is very proud of his immobile target destruction tactics. You probably wouldn't fight the Black Knight like a man either. —Skippy, who knows the unladen flight speed of an African swallow.
  9. Quote: Originally written by SNM: Quote: Originally written by Istara: The exception might be the guy who charges you 1000 to make you a client, who then makes Warrior's Cloaks and Runed Helms and stuff (which you won't find by that stage, nor ever in multiple quantities). Ugh, no. While I admittedly found him kind of late, I also found Runed Helms within 1.5 hours of buying them. They're available within the Great Cave, and so is the not-so-stellar Warrior's Cloak. I found the Warrior's Cloak most beneficial, ironically, to my spell-casters and I believe they wore them all the way to the end.
  10. Quote: Originally written by Slartucker: 2. While I like the new armor system very much, it does mean that the difference between different pieces of armor becomes very small, as far as protection goes. Given how easy it is to heal, an extra 10% protection is never really going to be significant unless you are stretched to your absolute limit fighting some powerful enemy. The protection you get from a Blessed Breastplate over a regular one is significantly less than the bonus from the Protection or Steel Skin spells, too. The impotant benefit I find from more base protection is the higher elemental resists. Each 10% extra protection also gets you 5% (I think) on all your elemental resists. That's a reason to go for, say, Blessed Breastplate over chain or whatever - not the base armour effect (Parry should be taking care of much of the physical damage anyway).
  11. Quote: Originally written by Thuryl: I remembered there was a trainer somewhere in the early game who taught both Nature Lore and Arcane Lore, and assumed that it was the sage in Formello. Walner in Duvno if I'm not mistaken (And if I am mistaken, (not Walner in not Duvno) or (Walner in not Duvno) or (not Walner in Duvno) )
  12. Quote: Originally written by Thuryl: I remembered there was a trainer somewhere in the early game who taught both Nature Lore and Arcane Lore, and assumed that it was the sage in Formello. Walner in Duvno if I'm not mistaken (And if I am mistaken, (not Walner in not Duvno) or (Walner in not Duvno) or (not Walner in Duvno) )
  13. Quote: Originally written by Slartucker: And you can indeed equip 3 +1 items -- 1 chest armor, 1 footwear, and 1 spear or shield. So you should be able to get a natural 14 AP and a hasted 21 AP. It takes three times the investment of getting to 10/15 AP, but hey... Does 19.5AP (13AP hasted) round up or down?
  14. Quote: Originally written by Slartucker: And you can indeed equip 3 +1 items -- 1 chest armor, 1 footwear, and 1 spear or shield. So you should be able to get a natural 14 AP and a hasted 21 AP. It takes three times the investment of getting to 10/15 AP, but hey... Does 19.5AP (13AP hasted) round up or down?
  15. Just make sure you haste first and get to that container before the slimes cut you off. After that they all calm down again. But whatever you do, don't attack them.
  16. Looks like people are converging on an ideal party of: 2x Nephil, Divinely Touched, Elite Warrior 1x Nephil, Divinely Touched, Natural Mage 1x Nephil, Divinely Touched, Pure Spirit or 2 x Nephil, Natural Mage, Pure Spirit Anyone running a party like this at the moment?
  17. Looks like people are converging on an ideal party of: 2x Nephil, Divinely Touched, Elite Warrior 1x Nephil, Divinely Touched, Natural Mage 1x Nephil, Divinely Touched, Pure Spirit or 2 x Nephil, Natural Mage, Pure Spirit Anyone running a party like this at the moment?
  18. Does this mean that you can get to 20AP with haste, FoF, QS and two equipment based +AP or will you require three equipment based AP bonuses?
  19. Does this mean that you can get to 20AP with haste, FoF, QS and two equipment based +AP or will you require three equipment based AP bonuses?
  20. Quote: Originally written by Synergy: I gave my human melee fighter Strong Will in the first game, and he was definitely charmed and terrified less often than my slith who was without it, but others have claimed it seems to make little difference. Charming and Terror are frequent nuisances in A4, so it might be worth considering. Intelligence seems worthless to give a fighter to combat Charm and Terror. My take on this is that it doesn't matter once you get the priest spell that counteracts mind control (can't remember its name now). (And you would rarely get charmed before you get it anyway.) While my fighters were charmed it usually happened that my fighters moved before monsters and my spell casters moved after. As a result, my fighters would attack, get charmed, and then my spell caster would uncharm them as required. As I was usually hasted this still left an action free for the casters to do something else and there was no real cost. consequently, I prefer some other trait than Strong Will... Fast on Feet maybe?
  21. Quote: Originally written by Synergy: I gave my human melee fighter Strong Will in the first game, and he was definitely charmed and terrified less often than my slith who was without it, but others have claimed it seems to make little difference. Charming and Terror are frequent nuisances in A4, so it might be worth considering. Intelligence seems worthless to give a fighter to combat Charm and Terror. My take on this is that it doesn't matter once you get the priest spell that counteracts mind control (can't remember its name now). (And you would rarely get charmed before you get it anyway.) While my fighters were charmed it usually happened that my fighters moved before monsters and my spell casters moved after. As a result, my fighters would attack, get charmed, and then my spell caster would uncharm them as required. As I was usually hasted this still left an action free for the casters to do something else and there was no real cost. consequently, I prefer some other trait than Strong Will... Fast on Feet maybe?
  22. In my second game I had a deadeye nephil archer and he was great early on but by the time I got to the Great Cave I was switching him to polearms. Sure he was guaranteed to hit, but the damage he could do was capped at around 30. If you find monsters that are below average in an area he would do more, but by and large his damage maxed out at 30 odd. Melee damage per strike was generally a bit more than that and with Quick Action it wasn't even close. From then on in I only used archery as a secondary option for monsters I couldn't get at otherwise - there was only one monster that required archery to dispose of and its been toned down in the release version as best I know. So having some archery skill is useful, but concentrating on archery wasn't very beneficial for me and I wouldn't recommend it. YMMV.
  23. Didn't happen to me. At any rate, compress your savefile and send it to Jeff with a description of the bug and he may be able to fix it.
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