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Schrodinger

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Posts posted by Schrodinger

  1. It's been 4 years since I last tried playing this area, so I can't help too much. From my FAQ:

     

    First go east through the secret passage and use move mountains, and hit the rune. Then go east, and get teleported to the beginning, and head east again. Go west and you'll be teleported to a new area, go east and hit the second rune. Then you'll have to make your way through the main area. SSSEE S to the bottom, then WW and S is a feasible path, not too much pain.

  2. Be sure to turn off the endless-golem making machine to the SW. It requires some tool use. That will make your stay much easier. Then hit all the switches to the SE and NW. Go through the door to the SE, and you'll find what you're looking for.

  3. Be sure to turn off the endless-golem making machine to the SW. It requires some tool use. That will make your stay much easier. Then hit all the switches to the SE and NW. Go through the door to the SE, and you'll find what you're looking for.

  4. I submitted the walkthrough for the demo Saturday. We'll see when it's put up. I'm not releasing the rest of the walkthrough until I have it complete, so that the truly desperate individuals will go ahead and buy the hintbook instead smile .

  5. Quote:
    Originally written by Student of Trinity:
    It has been established that they are identical. The advantage of making Magery trainable is that it gives you a second channel: getting 10 each in Magery and Spellcraft is as good as getting 20 in Spellcraft, but costs a lot less skill points.
    If the system is like geneforge, then this is not quite true. There is a diminishing return once 10 in a skill is reached, and again once 20 is reached. So it's a bit more accurate to say having 20 in spellcraft is like having 10 in spellcraft and 5 in magery.

    This is just a quick note, and serves to highlight the bonus of going for magery even more.
  6. Demo: Iron bars, three healing herbs, graymold, three fine leathers.

     

    Post-demo: 20 wine, 4 gremlin wine, 20 sacks of meal, a pipe, some shackles, mortar and pestle, pincers, tongs, hammer, some fine steel.

     

    Also keep all fine leathers, fine steel, focusing crystals, and herbs. There are a few other things to hold on to, but most are more apparent (things like icy geodes, chitrach claws, glowing basalt, and swamp nodules).

  7. 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.

  8. Good luck! I played A3 as a doubly-cursed singleton once long ago, and found it enjoyable.

     

    In A2, the nephil definitely has invisble bonuses to bows and dexterity. As a result, they also have bonuses to tool use.

     

    You will eventually find items that provide bonuses to your rune reading abilities, like the knowledge charm (+5?). If you add a few points to vahnatai lore, you may further augment your rune reading (or maybe that's item lore?), so that's something to think about.

     

    Both +int bonuses do affect rune reading, though the bonus doesn't show up on the character page.

     

    Tool use is going to be necessary since you don't have unlock. I would suppose you should get ~15-20 points in tool use to make sure you can get past most doors. Also, you probably shouldn't neglect potion-making, as you can really help yourself out with a few knowledge brews, after a modest investment in skill points. Up to you, though, as the game will be more difficult (but maybe more fun) without the knowledge brew recipe.

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