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Randomizer

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Everything posted by Randomizer

  1. Arcane weapons are meant to be extra chance of damage with critical hits and the best ones have different bonuses with. my preference slow. It really depends upon your fighting style and whether you want speed to hit sooner and more often or cleave to hit adjacent monsters.
  2. The spawned claw bugs and roamers appear when Trajkov is in a fight. The things they attacks depend upon your status when they appear. Drayk Frost attacks and you are considered friendly to Trajkov, whereas if you attack Trajkov, then you are considered hostile. Jeff's seen the fight and in the oldest version, Frost could kill Trajkov,
  3. At that level evasion is cheaper and more useful than agility. You won't be able to kill most foes in one shot, so you want to increase your chances of not getting hit. It is better to have stronger creations than more of them. Having more levels and abilities will help them kill things. At this point the order you go through zones is significant. Do ones where you can retreat quickly to a safe place after killing a few each trip.
  4. The directions are based on the note in the Crumbling Docks on where north is located, it is supposed to be the upper right corner and not the screen's top. Clearing areas are mostly based on what turned the area green for me or zone txt file that has clear zone requirement.
  5. Having creations or the nearby NPC doing the kill no longer reduces experience. Having no creations or 7 gives the same experience.
  6. The Tombs and Southbridge help agents get shaper skills: Battle and Magic Shaping and Healing Craft, guardians gets some magic skills: Mental and Blessing Magic and Spellcraft, and shapers get combat skills: Quick Action, Evasion, and Missile weapons..
  7. The game is changed from the original version where you got training if you already had some to you only get training if you don't have any. It's meant to fill in gaps where you don't have the skill.
  8. Right click one foes and only a few in the endgame are in the 60 to 100% mental resistance. Mental magic works best on battle and fire shaping creations. 3 essence, 40 energy, 9 action points but with enough spell craft and haste you might get a second attack,
  9. To hit chance was changed from the original game to be the same for a guardian and agent. The damage bonus is based on battle magic and spell craft levels so an agent will usually do more damage than a guardian because of skill point allocation. I found a solo agent is superior than a solo guardian in the middle and end game because you don't waste action points shifting between range single target and area effect attacks. You can do more damage with aurshock at greater range than a guardian using a spray baton.
  10. The borders are designed to give you the option of leaving the zone and knock back puts you in that choice area. It's the second knock back that pushes you out of sight,
  11. From the Kickstarter I got the Steam code and the alternative of downloading a DRM code free version.
  12. Roamers: Plus on harder than normal difficulty - Fiery Wind won't damage party members - can give hardiness for +30% Minus - can't give them no cool down period so they can do multiple area effect attacks in the same and following rounds.
  13. You can. I only had it happen once out of a dozen play throughs, It only happens if you fight too close to the zone edge.
  14. I had it happen there, too. I just reloaded after I reached the point where I couldn't move back on screen. You can attack them by moving the cursor around until they light up to track the Sholai. It happened in another encounter and Jeff changed the monster type instead.
  15. You should have some essence for healing and curing mental effects on you creations. Even 10 essence will help and you can replace it using essence pods until you can level up to get more. Cryoas and other fire creations have decent melee attacks, but usually I just move back a step to use the more damaging range attack. Some monsters have higher resistance to magic range damage,. Daze and other metal effects don't work as well on magic creations, but if you are facing 3 or more, then it is worth trying if you don't have an attack that will kill some. Higher leadership will help creation mental resistance, but I just hope my character doesn't get a mental attack so I can cure it instead. Some items will help increase creation mental resistance.
  16. You need to kill 7 bandits of the 12 and I thought you had enough with the kill all pf them. .
  17. The tier 3 creations deal out more damage per git than tier 1 creations, but it comes with a huge essence cost. Unless you have used the Geneforge, you probably won't have the essence to make the same number of higher tier creations. I got through the game quite well with a group of cryoas or searing artilas with a single tier 3 creation added at the end just to have one. I'm trying a battle creation run and it is better than earlier beta versions, The drawback is only ack of area attacks except with the clawbugs and you can't eliminate the cool down period like the other classes.
  18. I never found the exact trigger, but Andrias is right that after that point you can get it.
  19. Did you report back to Brodus Blade in Vakkiri? Welcome to Spiderweb Software. Please leave your sanity at the door. We have standards about that here.
  20. I got through the game with a solo (no creations) missile guardian on torment difficulty using only leadership 5 from the Girdle of Leadership so I didn't get NPC assistance or avoid the fights with Oroborus, Goettsch, and Trajkov. It is possible, but hard in some places. A neat trick was to use Dominate on foe's battle creations. This avoids them joining the fight against you and you taking as much damage.
  21. Acid is extremely powerful, but some of those also have an overload mode where they start doing damage to themselves if you can survive.
  22. Fully charged it is about Guardian Claymore level damage, but easier and earlier to obtain. The quest experience is based on level 20 so it is about 200 XP if you are about level 15.
  23. The Spray Baton needs missile weapons skill level 6 and fires a cone of physical damage. Not useful to a Shaper.
  24. You need to use the blade to absorb 3 canisters. There are plenty of canisters that you can use depending on your class. I tend to use Terror, War Blessing, Protection, Speed, or creation ones where I'm not planning to make that creation. Since you get Mass Energize you don't need some of the others. The experience is a nice depending when you turn in the quest and as a Shaper you get access to some bands that are useful for increasing creation abilities.
  25. This goes back to the original game version. The Clear Pentil Gates and Find Source of the Vlish quests must be obtained Pentil before doing them to get the rewards.
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