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mok

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Garrulous Glaahk

Garrulous Glaahk (8/17)

  1. I think it would rock if you got to play as a shaped rebel. Like what Lankan becomes if you let him have the canister. Think about it: when you leave him he says something along the lines of "I need time to get used to my power". Maybe you're some dopey fella who finds a canister and gets transformed into something more powerful. And as the games goes on and you gain experience using your powers, you find you can do more and more stuff (like shaping or really getting good at swinging that sword, etc.). * * * * * * But... my money is on the Sholai.
  2. Quote: Originally written by Cubic Zirconia Cattle Wrangler: Quote: Originally written by Kelandon: I've heard that people have had difficulty finding the one in Icy End. Which is, by the way, a polite way of saying that Jeff forgot to put one in there. It's always been my impression that since the only way to get an ur-drakon is to take a regular drakon and immerse it in a (as yet, uncompleted) geneforge and hope it makes it through the experience alive. Being able to shape one seems... counter-intuitive to what the game is doing and saying.
  3. Quote: Originally written by Soulless Demons: oh h*ll that would be awesome this is the only time i'm going to say this h*ll is a place not a swear word if you want to use semantics (word play), you can use this justification for just about any word. Fxxk isn't a curse -- it's a verb! (and a noun, an adjective, an adverb, etc.) ((i'll let you figure out how to use it to make it be all those types of word and many more on your own))
  4. How is using a combat tactic while in combat a way of abusing combat mode? That's like saying if we got in a fight and I used my greater strength, speed or size, it would be cheating. You're right, instead I should walk into the middle of the room and take my licks from the pylons. Hell, if I can't take the beating, I don't deserve to win. Why take advantage of the fact that your opponent is completely immobile?
  5. Quote: Originally written by Ash Lael: As a variation on that idea, how about if you could spend more essencethan you actually have, but the further you go over the limit, the higher the chance that your creations will go rogue. Yes! This seems to be what other shapers [can] do. When you're on the 2nd island and you see the shaper there you can see the almost-crazed look in the creations' eyes b/c he's at the limit of his control. But he wouldn't be the first shaper to not realize his limit and create one too many creations and end up with a bunch of rogues on his hands. You ought to be able to do this yourself. Of course, having done this, you won't be able to cast any spells other than firebolt...
  6. I've never put more than 1 point into luck and never had any problems. I suppose if you are crafting lots of wands/gems to use you would want higher luck to ensure more bits of rogue drop, but otherwise I've found it to be useless. Oh, and when Nanabanana says you need at least 12 leadership and 14 mechanics, I'd like to add that these numbers include equipment boosts. Personally I'm not sure I ever put my leadership past 10, so I don't know if I missed something somewhere, but I've never seen anyone on here refer to an event or conversation I hadn't seen. As for mechanics, more is almost always better, but I generally stop around 12 -- there are (I think) a possible 7 points in mech equipment available. -- SPOILER -- you actually need a (total) mech of 20 to "clear" the monastery of tears.
  7. Ok, we've all heard the arguments about how creations take some of your experience and therefore it is best to go with as few critters as possible. And we've heard the counter argument that says since you're a lower level all the time, everything you do gains you more experience, balancing everything in the end. I just went through my saved files for the end of each of the 5 (yes, 5) times I finished the game. Here are my results: Singleton Guardian = Lvl 40 Singleton Agent = Lvl 40 Singleton Agent = Lvl 41 (Did *everything* including Tears) Shaper + 2-3 creations + Alwan = Lvl 40 Shaper + 3-4 creations = Lvl 39 (though if I'd have used more of my living tools to pick locks to get the last 125 exp, I'd be lvl 40). ........ So, from my own results, I really don't see any significant difference. Anyone care to put their own results up here for comparison? Or is this enough to show that the xp loss from creations is small enough that it simply doesn't matter b/c somewhere along the way, you make for it and catch up.
  8. Quote: Originally written by Contra: I don't use an army, I use only one creation, since a multitude of them eats my XP. I use whatever strongest creation is available for my prefered Shaping skill. I'm curious about the eating effect on your XP, Contra. With only 1 creation throughout, what level did you reach at the end of the game?
  9. ROFL! You used this glitch to gain 8+ levels?!! Outta curiosity, please let us know what level you finish the game at. Unless you used this bug to go even farther than you mentioned, I'd bet you'd still finish somewhere around lvl 42 -- all those critters you kill later in the game which would normally give you 40 exp will prolly now give you 1 or 2. I'm thinking that soon enough you'll "catch up" to where you should've been. It's sort of the same argument ppl make when they say they dont like losing exp to their creations. But at the end of the game my shaper was about the same lvl as my agents and guardians.
  10. um, he's in Icy End. I don't remember which one vrabel is off the top of my head, but he's either in the big compound to the south, or he's out in the snow to the west.
  11. Quote: Originally written by arkadilo: Does anyone else feel the need to clear EVERY red area before moving to the next island, or is it just me? I just can't stand to see a red area b/c I know there are rogues there that need to be sliced and diced.... Yes, I do. I clear everything. And I really hate it when there's one tiny little thing you have to do to turn the area green and you can't find it even though every rogue is dead and every lock is picked or busted open. edit: I even hate to leave the testing grounds behind when I know there's more to accomplish. Same with Kyra's refuge -- I know I'm gonna get my butt handed to me, but I gotta go in there anyway and try.
  12. Not really, before you get on the boat for the first tiem you're told it will be at the docks the next time you need it.... plus, that's where it drops you off when you back.
  13. Yes, and for the most part I would understand these things. But when a member I've never heard of or seen a posting from contacts me for a code... well, I feel like I paid for the game, you should too. If it had been a posting (and email) from a member who (based on posting, etc.) has clearly finished the game or had it for awhile and obviously had the code, I'd be much less suspicious.
  14. Yes, and please don't start contacting every member who you think might give you his/her key..... like you did to me. Besides, since GF3 uses more than one key which is related to the number of your game (which you would probably "remember" if you thought about it) it does no good to ask for a key without supplying your number. Oh, it probably also helps if you say whether you're playing the mac or windows version. Besides, if you had entered your key once, the game would still have it, so what happened?
  15. Inteligence is way more important the Endurance. You may not need the energy now, but you will soon. Wait til you get to a prolonged battle and your spells are running you 75 or 100 (or more) energy each -- and you're casting 2 or 3 times in a round. My agent had over 1000 energy at the end and would still have gladly taken more -- didn't need that much most of the fights, but for the bigger ones I did. There are 3 battle spells which cost 100 or more energy. This in addition to the 3 blessing spells using 100+. Your better healing spells are taking 50-75 per (unless you use mass restore which is 150). And your mental magic can take some nice chunks of energy as well, if you go that way -- 80 for terror, 120 for strong daze, 200 for mass madness. Plus, if you're playing the agent right, you shouldn't be getting hit enough that you need many hps. Strength is worth a few points just to avoid the encumbrance issue. Otherwise, your best bet is to pour everything into your ability to kill things before they kill you. Many on here will tell you to ignore just about everything but battle mag and spellcraft, but I like to go w/ a little more well-rounded agent and take a few points of melee/QA/parry so I can survive if I get cornered or run out of energy. Dex is useful for dodging and it also helps you to go sooner in the round making it a nice stat to boost for an agent.
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