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Randomizer

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  • Birthday 07/04/1961

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  • Tormented Battle Mage

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Hatchling Cockatrice

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  1. Gol west to the Steam Cave and on the southwest there is the Totem Tunnels. It depends upon how you define near.
  2. The 90% cap on resistances makes it impossible to avoid all mental/curse effects so look at your numbers and hope you don't get unlucky. I've run singletons through the remakes and just hope to avoid those problems especially when you get swarmed and pinned in place. There is no best build or equipment choices so pick what works best with your playing style. If you aren't having troubles than stick with it. Edit - Singleton discussion from my play throughs. I'd have to locate my old save games to look at equipment, but I tended to go with heavy armor and ones to boost action point chances and spell energy.
  3. The Aram Peaks is entered from below ground in the Underworld in the northwest area past a dragon. Getting past the dragon by fighting or negotiating brings you up west of Icegate. From there you can explore a few other places before going to the final fight area.
  4. The Harvester Shard gets turned into an item that might be useful, but not necessary. That you got it should have been part of a long quest chain. It should have been taken out of Special Items and a dialogue mention to return in several game days to get the item.
  5. The Item List mentions a Selkie Chief's vSkin as an item in that area and a witch sends you on a quest to get two skulls for that zone.
  6. It doesn't affect the reward, but you can now enter Erika's Tower in northeast Upper Avernum after the Slime Pit evidence.
  7. You need to talk to several people. Turn in evidence to Berra in the library, then talk to Anaximander in his office about the quest and make sure he tells you to see Levy about a reward, and finally talk to Levy. You may have to go through several dialogue options to find the one about a reward for each one. The difference between Exile and Avernum was the addition of sdf (stuff done flag) that requires each step being done before being able to go to the next. Exile let you skip steps if you knew the right keyword from a previous play through.
  8. You should have seen Jeff's reaction to adding a Sholai faction to Geneforge 5. It was similar with an emphasis on not wanting to write anymore.
  9. Secret Tunnel is in the original game. The remake only has additions of Sage Markov and Shaper Zensital in Drypeak Warrens and the the little bits of extra levels in Drypeak and Wrarens. Otherwise all other changes are to game mechanics like adding Weapon Shaping, weapons have to hit bonuses, and you can now steal a really great sword.
  10. GF1 Awaken have an idealized view of Shapers based on a few memories of the more enlightened ones working on the first Geneforge. By the time of GF2 the Awaken have had dealings with Shapers and started to realize that they aren't that nice. Especially after the "war" started with the Baezites that want all power to only Shapers and have no respect for creations. Now without an idealized view, the Awakened have taken some of the Taker view that they have to defend themselves from Shapers and have created the Barrier of Wind to protect themselves so they can live free with sympathetic Shapers. Gf2 Takers are more realistic and have allied with the drayks and drakons against all Shapers and threats. They now can learn magic without the crazed cultists from such Islands. You see the start of the war coming in GF3 and how they will achieve it with more powerful creations. They also see the mistakes they made with gazers and not was trusting of them as Barzites. The Barzites are mad with power. They see the war coming with the Shaper Council and Takers and are building up their forces to takeover. Making Commons into Shapers without proper training has resulted in a surge of rogue creations. Trying to find machines to control huge numbers of creations since they don't have enough real Shapers handle their own problems. Given long enough they would fight amongst themselves as the madness requires each to want to take control.
  11. There is a point where only named NPCs give over 20 XP and a few guards will still give 2 XP. Even Gaza-Uss has the respawning creations no longer give experience, but I don't know if that was because of my level or they just don't because f the type. The jump of waiting and turning them in near the end is getting a boost In to hit chance and making it easier to do Gaza-Uss boss fights. Jeff kept tweaking the last few fights up and down in hardness almost every beta. You can enter Benerii-Uss and not make the Takers hostile if you go through the Power and make sure not to meet the three drayks that run it. After clearing out the minions you are at the point to turn in bars of iron to make the rest easier.
  12. Iron Bar is not level-based, and I just checked the latest beta. You can gain over a level worth of experience by waiting until late in the Taker Lands since there are over 300 bars. Shaper Equipment should be turned in until reaching near the 30 needed for the quest for the experience. After that save them since they are worth more for the quest than selling elsewhere. You can get over 3000 coins for them later in the game to use for buying training and sell the rest anywhere if you anger Medab. Only saw a little over 120 Shaper Records even with buying up from merchants. Still Barzites offer plenty of advantages with canisters that you can't get elsewhere since there is a restricted area only available to members in Rising. The original game demo was 24 zones so most of the Awakened Lands and all the Shaper Lands.
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