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Contra

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Posts posted by Contra

  1. Mechanics 6 (8 with Tinker gloves). Allready stolen all tools with the creation trick (used Greta), and I use my tools whenever I can, because they usually last anyway and useing tools give allot of good XP.

     

    In G1 tools were completely useless, because unlock worked instead and picking locks did not give XP.

  2. The Shade with the lost arm? If you read Schrodingers excellent FAQ (and I did, a long time ago) you will soon find out that the shade wants a "limb" (That's right, the item you can pick up). Having it in your inventory gives you the option to give it to the shade, which nets Experience and a Shielding Band.

  3. Endurance is pointless. If you get hit, you are not playing right.

     

    As I always said: Mech 6 before you enter the mines on Greenwood, Leadership 7 before speaking with the commander in Fort Kentia.

    Leadership 8 before speaking with the Shaper in San Ru, Mech 8 before entering Purification plant.

     

    Add Infiltrator Vest+Cloak and Tinker Gloves and you got Mech 10 and Leadership 10, which is all you ever need in the game, enough to score you all that good Xp and special items.

  4. I started up my Hunter Guardian on Torment again, and he is doing fine. I am in the Twin Minds lair, opening the locked doors to kill the pylons within.

     

    But, alas, as the topic states: I am out of tools. I have bought up every tool in every shop so far in the game, and I don't have enough Mental Magic to use Unlock.

     

    Any suggestion to how I can find some tools or continue with my game without cheating or useing a code?

  5. Probably same person that hinted that the Shapers did not create the serviles, but enslaved them.

    Both these cases are just a sad display of misunderstood information. The shapers created both the Drayks and the Serviles.

  6. Sounds funky enough. Kinda like a new special abillity called "Runecraft" which allows you to do diffrent kind of runes on creations, or weapons, or even the ground.

     

    You have to admitt that it is a good idea. Shapers are in no way unfamiliar with magic runes, so why not allow the character to learn how to use them?

  7. Quote:
    Originally written by Walter:
    As for that artilla skin tunic, not really as you get one on the first island in kentia south gate.
    I never found that the Artilla there auto-dropped one. Thought i was luck-based.
  8. All creations have their worth, really. Basicly, stick with one type as soona s you get it, then upgrade to the stronger type when you can, within the same school of shaping.

     

    For example: First Fyora, then Cryoa, then Drayk.

    First Artilla, then Searing Artilla, then Vlish, then Ghlaak, then Gazer.

    Thad, Thad Shade, Battle Alpha, Rothgroth.

     

    Just remember to stick to one school of shaping, since it gives focus on the specific area where you spent your skillponts, and thus gives maximum bonus.

  9. "Speak with Gretchen to buy new spells, as well as improve

    you magic skills, and to improve Gretchen's attack to Searer."

     

    From the FAQ. Just a minor error, should be "Speak with Gretchen to improve Greta's attack to Searer"

     

    Edit: Might aswell add my two cents on diffrent places aswell.

     

    Inner Keep has an Artilla Tunic (+2BM -1 MM, I think) in a drawer in the more common areas, guarded by two guards. Might be worth taking at this stage of the game, atleast for an Agent.

  10. Pump Intelligence, ONE shaping skill, either mental, blessing or battle magic or neither. Remember to use Daze. Keep a few creations at Torment and only one or two at lower difficulties.

     

    Not really much to it.

     

    First Create Drayk canister can be found in Dhonald's Keep, in Lord Rahul's private chambers.

  11. Quote:
    Originally written by Zeviz:
    With 10 (or 12?) leadership you can talk your way past Greinter's guards in Main Army Base. (So you don't have to go in through the back door.) Killing these guards is also an option and doesn't make the town hostile. In fact, if you are feeling evil, you could use leadership to get them to open the door and then kill them anyway.

    2. In Darkstone Core, if you have 10 leadership (or less?), you can temporarily disable the servant mind so it doesn't help Hsssak during battle.
    .
    Need 12 for Main Army base.
    9 is enough for Darkstone core, possibly 8.
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