Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by Hume

  1. The defensive skills are ratio-based. For example, a level of Hardiness reduce the damage taken by 2%. While most of the offensives skills are additive. Say, a weapon skill adds 1 to 4 more damage. The latter makes a much bigger difference early on, when damage and hit points are low. That said, because the increasing cost of skill, you should spend on both. That is because shields are armors do not necessarily encumber you, even if they look heavy. Mages can wear a total of -5% without losing the ability to cast spells. You will find enough magical armors and shields that do not enc
  2. No, it will stay with you unless you visit that person. That person will become hostile if you refuse to give the canister. You don't have to kill that guy when turn hostile though.
  3. No. The mix makes a lot of things stronger, and a small amount weaker. For an optimal party, I feel the remix makes it slightly weaker. For new player, the remix will make your life easier since it allows more viable build.
  4. The last time I played Geneforge, killing your own creations will not give you xp unless they have gone rogue.
  5. Hint Touching the ancient pylons in the right order will unlock a secret level You will know if the pylon you touch is the right one if you read the message The pylons roughly form a circle. Find the right start pylon, then try touch other ones clockwise or counterclockwise in the circle.
  6. Natural armor works in G1 and G2, x natural armor reduce all damage taken by dx (a dice from 1 to x). Then later geneforges there are different types of damage, and armor reduction is percentage based, so natural armor is no longer used.
  7. Good job. What about physical resistance, is it the same as stun resistance, not listed, or the stun resistance is actually physical?
  8. This table works for Geneforge 5 too. The only important difference is Tralls and Shock Tralls have 30 40 40. i.e. they have 0 energy resistance in GF4, improved to 40% in GF5
  9. There is no requirement to reach the tower, but there is a requirement to meet Solberg. Someone in Tower of Magi will give you a quest to find him
  10. I think you cannot even meet Mr. Solberg if you do not know about the demon
  11. Only listed physical, energy, and fire resistances, because they are a lot more important than other ones. (For some version, where drayks, drakons and ur-drakons does physical damage, even fire resistance is not so important. Ur-drakon is the most overpowered creation. They not only have a large damage boost over drakon, the best ancillary effect - slow, but also the best resistance - a 70 energy resistance over drakons. Shaper 40 50 50 Guardian 60 50 30 Alwan 0 0 0 Agent 50 60 30 Greta 0 0 0 Fyora 0 0 30 Cryoa 0 0 0 Thahd 30 0 0 Charged Thahd 0 50 0 Unstable Thahd 0 80 0 Ar
  12. Good to know about luck. But I don't think it adds 2% to hit and to dodge anymore. Though that only matters for a while, obsolete long before the end game.
  13. I suppose so. I have tested with a small-sized sample, the data suggests it works. All items that add your blessings also add your cursing too. So they are likely treated the same way.
  14. No for intelligence Spellcraft affect everything else (damage spells, healing spells, blessing and cursing) but summoning. Most buff/debuff spell has a base duration of 3-5 turns. So 10 spellcraft adds another 0.6 to 1 turns.
  15. I find that in this remix (v2.5), battle discipline does 0 damage if you do not have the required skill. (like blademaster, sharp shooter) This is bad. If you do not have the required skill, it is acceptable the battle discipline does nothing (allowing you to damage monsters normally). But preventing you harming monsters?
  16. I agree, but a mandatory -5% penalty in parry messed things up. Change short swords to have a 5% parry bonus instead, so we can have a lot more build options. From most offensive to most defensive: Two-handed, dual wielding, dual short swords, spear and shield, long sword and shield, short sword and shield
  17. As far as Might & Magic 6-8 are concerned, you can choose between turn based and real time. If you play on turn based, they are not action/rpg at all. MM 6 and MM7 are great games and MM8 good. The bad thing is, they are more than 15 years old. Turn based party RPG are very rare since Wizardry 8. Luckily there are some good ones release last year. Divinity: Original Sin is the best Shadowrun: dragonfall is also great If you want more, try Wasteland 2
  18. You are not supposed to enter the fortress again. Once you kill to one you are supposed to kill, head to the portal and never be back. All the optional quests in Formello are outside of the fortress.
  19. Short comment on melee/pole balance in this remix: You can only use short swords as off weapon, and short swords have a penalty of -5% parry. Dual wielding is a lot weaker. Long swords are about as good as the vanilla game. Spears are about 1/4 stronger than vanilla, making them as strong as vanilla halberd. They are single handed, allow you to wear a shield, though they have a penalty of -5% parry. Two-handed weapons are more than 50% stronger than the spears in this remix, with halberd better in offense and swords better in defense Conclusion: Two-handed weapons are the best in t
  20. On easy, anyone can tank. But anyhow boosting mental magic is a good idea (and only viable idea on torment for singleton), and use daze (later strong daze), you will find easy really easy.
  21. The first Geneforge - ultra powerful, you are encouraged to destroy it, with or without using it yourself. The power it gives is so great that you want no one have it, or you are the only one. The later geneforges are only poor replica, they make the user a little stronger, not make them god. The second and third are for drakons only. The fourth there is one at the very beginning, and is used to turn rebel apprentice into lifecrafter. You are a rebel apprentice.
  22. Sounds interesting. But why do I need fighters when my mages can melee as well?
  23. Sage lore is not bad. Both go with it and without it are reasonable. With it: 3 sage lore, 2 arcane lore Without: 13 arcane lore Trade off Sage lore: save 11 skill points At the cost of 3 traits, one level of resistance for everyone, unable to get the max level of a few spells.
  24. Geneforge 3, I think In the game, there are two artifact armors both gives 2 AP a shield gives 1 AP quicksilver leather/chain/plate quicksilver boots
  • Create New...