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Hume

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Everything posted by Hume

  1. You can learn haste on green island. The mage east of the fort teaches that. Haste does make a huge difference. Quote: The thorn batons would kill in two shots, but the one round of HP generation seems to be just enough to keep stuff alive. I'm still on Greenwood. Once I get to Harmony and get Speed that should make things a lot better.
  2. Forget about dex and missile weapon. Start with most points spend on int and (fire shaping or magic shaping) Is a shaper mage good? Depends on what kind of spells. Generally magic spell is a moderately bad idea. Bless magic is a necessity for mass energize is a must. Mind magic is very good. Remember you can never attack as good as a gazer even you spend a hell of of points on battle or missle magic. So save them for more int.
  3. According to the faq of Matt P, these resistances are hidden but exist in gf1 and gf2. Remember some items give you bonuses like "+10% cold resistance"? Armors give protection against fire, cold, energy as well as physical damage in gf1 and gf2 as in gf3. remeber after you put on a chitin armor, fyoras can seldomly do any harm to you?
  4. Quote: Originally written by Thuryl: Quote: Originally written by Nick Ringer: ... and other mysteries. What exactly is "levels damage in combat?" Thrusting Gauntlets: +2 levels damage in combat. Okay, I'll try to explain this by means of an example. If a weapon does, say, 10-40 damage, that's 1-4 times 10. One level of damage for that weapon is 1-4, so +2 levels of damage would add 2-8 extra damage. If another weapon did 15-45 (1-3 times 15), then a level of damage would be 1-3, and +2 levels of damage would add 2-6 instead. In other words, extra levels of damage make you do more damage in melee, but exactly how much extra damage you do depends on what weapon you're using. Quote: - Energy resistance. I assume this contributes to defense against Cryoa and Cryodrayk ranged attacks. I think so. Are you sure? Cryoa and Cryodrayk do cold damage, and only cold resistance should work. About levels of damage, each point of strength or melee give one level of damage in melee, dex or ranged give one in ranged attack, battle magic and spellcraft give one in battle magic.
  5. Quote: Originally written by Schrodinger: I appreciate all the help I've received on FAQs, but I've found that well over half of all FAQs that get started are never completed. That's not to discourage you, but more an acknowledgement that writing a FAQ is hard (and often thankless) work. That said, it's not too bad to go ahead and write up a FAQ especially if you have a new view of things. I've written FAQs for games which already had guides simply because the guides were insufficient. Although I do try to make my FAQs very thorough, there will be things I miss. Exactly my point. Even Matt P's excellent faq had many mistakes as far as I could see. As for luck, he failed to mention each point will +2% to hit and 2% chance to dodge. Also "Adds one point to each resistance and armor per point of skill" is not accurate, it only add to fire, cold and energy resistance and armor. I guess the official gf3 manual has more errors than his faq. If you still want to write a guide and have problems about the ruleset, you can ask me.
  6. Quote: Originally written by Micawber: An oozing blade is not very useful against rotghroths, and anyway I never found one in GF2. Right, worthless against rotghroths, which had an acid resistance of 80%. In this game few foes have an acid resistance over 20%, while most top monsters(drakons, golems, rotghroths) have a physical resistance of 50%. Unfortunately the flame blade and froze blade doen't work (only do physical damage), or even if they do as much as a stick (1d4), will be the best weapon against rotghroths. No oozing blade nor need one in gf2, for there is no significiant resistance in gf2.
  7. Quote: Originally written by MagmaDragoon: All depends of your playing-style. If you are a Shaper that send his creatures to combat and hide himself pimp the Dex: it helps to evade enemy's blows (+5% to hit, + Missiles damage too). Instead, if you combat with your creatures, choose missile weapons. Remember that the Dex bonuses can be founded much easy than Missile Weapons bonuses. The experince of fighting rats is no longer valid when fighting drakons and gazers. As a shaper, not only melee and missle stink, battle magic also sucks later in the game. As for chance to dodge, forget about it if you are playing on torment. The top monsters can always hit you even you put all your points into dex and luck.
  8. Quote: Originally written by MagmaDragoon: Quote: Originally written by Hume: I hope you give it up. Matt P (in this forum the account Schodinger) had already done a very thorough walkthrough, many people including myself had helped. Actually he wrote all spiderwebsoftware games faqs ever since avernum2. So if you want to do a faq, try avernum4. Yes, the guide isn't bad, but why someone musn't write another FAQ? (The Matt P's guide has an error, don't you know? ) You don't know much about gramma, do you? Of course faqs have errors, you seem have no idea how much effort must be paid to do one as good as Matt P's.
  9. I hope you give it up. Matt P (in this forum the account Schodinger) had already done a very thorough walkthrough, many people including myself had helped. Actually he wrote all spiderwebsoftware games faqs ever since avernum2. So if you want to do a faq, try avernum4.
  10. Quote: Originally written by Thuryl: Well, no, since Missile Weapons skill also increases the damage you do with missiles, which Dexterity doesn't do. Besides, if you're playing Geneforge 2 or 3, skill costs increase as you raise a skill, so it's even more important to build up your skills in a balanced way. Dexerity does increase missile damage.
  11. No, forget about dexterity or missile weapon when playing a shaper. Use creations + blessing, healing and mind magic. Noting else.
  12. Neither. Even the radiant puresteel soulblade is no match for oozing blade in most cases. Oozing blade is the only melee weapon in geneforge series does no-physical damage. A mere of 3d4 damage is nothing compared with 50% physical resistance.
  13. Either you choose to stay pure, taking a total of six canisters or less, or use all you can find. 7 makes no difference from 70.
  14. Or mayhap you simply missed it. It is in the room with many pools doing damage when you are near. The room is in the southeast (left) of the tower.
  15. Vlish is of course reasonably good for a shaper focusing magic shaping. But for a guardian, especially at torment difficulity level, is somehow useless. The slow attack is useful only against very tough opponents. It works the second round so if your vilishes act faster than an enemy and hit it, it can still attack this round. You'd like simply to kill it instead. But for tough monsters, if they act faster, they will be unable their next turn if slowed.
  16. Vlish is no where as good as a drayk. It doesn't do three types of damage. Its ranged attack only does magical damage. Since a guardian nornally has little skill points and equipments to boost your creations, a vlish will have difficulty even to hit its opponents. But if I were you, my guardian would use no creation at all.
  17. If you are a guardian, buy str, edu and melee. I remember my guardian had not spent a single skill point in shaping and only 5 points in blessing magic to cast speed. (You can buy the first 2 levels with money) No points in dex or int. No points in missle weapon. With equipments, he ultimately had a str, edu, melee, quick action and parry all near 20.
  18. Yes, in gf3, the only skills a guardian or a shaper need to train this way are blessing and spellcraft. Agent quick combat and spellcraft.
  19. You can get at least 2 rotgroth fangs if you have done everything. One rotgroth on the island of spear will always drop his fang and another on the monastary of tears. I am very sure about the second one, for I remember I always get a drakon scale, a gazer's eye and a rotgroth fang on the monastary of tears.
  20. There is no infiltrator's bauble in the game. If you only concern about the mechanic skill bonus, there is a tinker's bauble which +1 mec skill.
  21. Quote: Originally written by Zeviz: Don't know if the question is still relevant, but if it is: Blueman's point is the main reason to keep your creations alive longer. The extra stats creatures gain from levelling up (with no extra essence investment) compensate for the difference between them and newer creatures. Two fyoras that were with you from the start of the game can hit as hard as a dryak for a fraction of the cost, even if you don't improve any of their stats. (Dryaks are still better if you've got the essence for them, but if you have an extra creature slot, that old fyora is still useful.) Leveling up creations are helpful. 1 stat each every two level. and more hit point. Hit points=base value+ endurance*level. But we you have better creations available, replace the older ones immediately. A fyoras that was with you from the start of the game is likely to have similar level and stats with your newly crafted drayk, but it does less half of the damage and much easier to be killed. Powerful creatins are well worth the essence cost except eyebeast and ur-rotgroth compared with gazer and rotgroth.
  22. One onthe monastery of tears, two on the island of spears: one in the creatures created by pressing the panel in breeding valley. The other in killing the drakon who can teach you creat gazer, mass madness, leadship etc. for 6k each.
  23. You mean you don't have emerald chestplate or lightning girdle? That explained why you are stuck. As for my spellcraft, 14 are raised, 7 from item. (Putrefied gauntlet +4, agent robe +1, two charm of mental focus +1 each.) I invested a few points on quick action, 8 in leadship and 9 in mechanics. (that is enough to turn of the machine in monestery cave since +2 from alteration and 9 from item) Basically all else are put on int, battle magic and spellcraft. I think the most important thing you should do it to get better items. Most of my stats are from items. ps: I have all but my poison resistance above 100%, and it seems a resistance of 100% reduce the damage taken to a quarter. So even in torment the gazer kill only takes about 110 damage. My icy spray can do more damage to them.
  24. besides, where have you spent your points? I'm lv38 and have 15 int 3 end and 17/6/4/21 magic skills and 14 left.
  25. First, you can try creations. Both that vlish and all gazers are vulnerable to physical damage. Do not put any points on shaping as a agent but it is harmless to have creations. Put that full-fanged bracelet from testing ground, black pearl talisman and the armor from Mr Hoge. Plus points from quests you have 5 in battle shaping and 6 in magic shaping. So try rotgroth or glaahk or battle alpha. Another way is use melee youself. Enchant your claymore with reviving crystal. Does about 50 damage and have a decent chance of double swing even if you put no points in it. That vlish does little damage so go ahead melee and heal yourself when wounded. About the gazer, icy spray does about 70 damage. Haste yourself then two hits and run.
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