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Randomizer

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  1. Weapons don't do different damage depending upon the race using it. A slith spear is equivalent to an iron spear for damage level. You just find them dropped by sliths in combat.
  2. Is 7 scuttler eyes from doing the upper level? That's the maximum for that area. You need to do the lower level to get more.
  3. Quote: Originally written by Rowen: I love the demo part. I wish I wasn't some poor college kid who is living by day by day so I could pony up the cash for this game. One thing that happened to me in the demo is that I killed all the skuttlers before I got quest to get the nice eyes for the mage. Is there any way that I can complete this quest or am I hosed on this one? Check special items to see if there are any in inventory. You can get some items even before the quest. Also did you ring the gongs by the pits? This summons more scuttlers once per pit. Quote: Im now going through the demo as a slith singleton. I find that I am holding every little thing I find that I can sell to get the cash to beef up my level one mage and priest spells as fast as I can. Has anyone done this game with a singleton that can maybe tell me what I should keep my eyes open for? I've done the demo 6 times as a singleton during testing. You can hold off on arcane lore and nature lore without hurting yourself for money. Check out Synergy\'s List for the best items to steal without making an area hostile. Tool use needs to be raised to 4 after clearing the first area beneath Blackchasm Outpost to loot Dirty Dan's belongings before attacking him. Then hold off on tool use until about level 9 and raise it 7 to open most of the doors and traps. I found it's better to start the game with mage and priest spells at 3 to have the starting spells. Having daze, blessing, and protection make the fights go easier even in torment. There's plenty of money out there to get spells. One thing you can do is Dionicio's Friendly Giant quest and after getting the reward go back and kill Marrowbones for that really nice girdle that he drops. A nice trick with the unstable mass below the Harston Lowlands is use daze and slow spells to reduce splitting. You need to be hasted so you can attack and then cast a spell.
  4. I've seen fatigue drop 2 per round in combat. A few times I've been able to do well aimed blow in successive rounds even though it's fatigue 3. Having more items on the same character helps burn through fatigue.
  5. If you are real careful you can get the Slith Bloodspear even in torment before doing the main fight for chapter 3 *heh, heh*. I wouldn't try to do the last fight there against the Slith Horror to get that really nice Warmaster Helm until the middle of chapter 4. I never bothered switching pole weapons once I got it. Too many splitters that are little affected by acid and it's just easier to keep the same weapon.
  6. The items should all list percentages ranging from 10 to 30%. This is the chance that there will be an extra decrease in fatigue each round. They act like armor with each item and blademaster being checked individually. There is a special in chapter 2, Fang Clan Test, that does 100% fatigue removal, but you can't keep it beyond the testing area. Giving fatigue removal items to spellcasters works better in game play since they can dish out higher damage in spells than most fighters.
  7. Slarty is referring to the Priest spell Smite, it's in the instructions under casting spells. It does 3 plus 1-5 per spell strength.
  8. Quote: Party creation question Is Endurance worth bothering with ? is so what level would you recommend at the start Endurance is needed, but at the start it only adds a point of health. It mainly increases the resistance to poison and acid. By 10th level you see several point increases in health. Give to your fighters first and the spellcasters starting about 10th level. Quote: What are the stats on the Bloodspear? The Slith Bloodspear does 14-56 damage, +10% fire resistance, +5% to hit. You take it off the Slith Chief Gleth-Sssin the main level of Khora-Vysss (expert area of chapter 3).
  9. Who needs light? *trips over body in the dark and accidently pulls on a lever*
  10. Hey I like picking up little things to extract the most cash from a game. What got Jeff was the beta tester stockpiling bags of flour in hopes there was a quest that needed it.
  11. Melee weapons produce about half to two thirds the damage of pole weapons. With the best pole weapon (Slith bloodspear) available in chapter 3, and other decent ones there it's better than swords. Shields do give a hidden bonus to reduce being hit, but this is only helpful past the demo in normal difficulty. You do need melee for certain spell resistant monster like the unstable mass under the Harston Lowlands and other splitters. Thrown weapons are better in damage than bows even with their limited number. The best bow, Heartseeker, isn't available until chapter 8 and you will probably have used up the ingredients. Blademaster and fatigue reducing items are needed since single round battle disciplines (well aimed blow, mighty blow, and adrenaline rush) take time to reuse. Bladeshield and battle rage wear off before their fatigue costs. I prefer divine touch for spellcasters since you get both magery and bladeshield. Jeff weaken parry so elite warrior isn't as helpful for spellcasters especially mages where the best armor (34%) isn't until chapter 7 and even before it's less than 20%.
  12. The Trakovites recognize that you can't go cold turkey with Shaping. They want to reduce the usage before eliminating it completely. Existing creations that could reproduce without shaping like serviles through eyebeasts would survive, but too bad for the rotgroths. It seems like the best choice but the Shapers and Rebels that are invested in gaining power both agree that this means the end of them. As a common enemy, the Trakovite heresy to Shaper control or future Rebel control through unlimited shaping, is being stamped out where ever it's seen.
  13. From a beta tester's perspective: Favorite Fight (design-wise): Fang Clan Test. Doing all 9 areas was a test of strategy and planning. Favorite Fight (writing-wise): Lysstak the Beast. Best in fight comments by an opponent to break up the hacking. Favorite "Oh, We're About To Fight" Dialogue: The Rat Lord. Favorite Character: Probably Gladwell. I wanted to kill him from the start, but had to keep helping him. Dialogue/Descriptions That Were the Most Fun To Write: The Giant's Spire. Agree, and it gave the best reason to go back and eliminate all the witnesses. Thing That I Thought Would Irritate Hardcore Avernum Fans the Most: Solberg is craaaaazy. Most Blatant Fan Service: Cheeseball Two. And three, four, five, and six. Loved the dialog before meeting Cheeseballs 3 to 6. Favorite Minor Encounter: Fortunda's Alchemy Shop and his apprentice comments. Encounter That Could Have Been Brilliant But I Just Never Got the Balance Right: Master of the Pit. You made it hard enough anyway. Most Gratuitously Mean Encounter: The Soultaker. I was really full of beans the day I designed that whole dungeon. Probably the hardest fight in the game. Thing That Is Most Improved Over Avernum 4: The Plot. I actually became invested in the story line and care about what was happening.
  14. Quote: Originally written by Sleeping Dragon: You guys are thorough, aren't you? Next challenge: make one of these for locked doors! The highest difficulty doors are 90, but you can't make tool use (TU) that high without the editor. In a real character, TU 18 will open/untrap everything of value in the game and you don't need TU 17 before Melanchion's Keep in chapter 8. There are a few difficulty 20 doors in Anama areas, but they aren't worth the skill points to get into and Anama get in anyway. Anything higher needs a special key and isn't meant to be opened without that key. For a full list of TU for traps and doors see Synergy's Item list when he uploads it.
  15. You can't transfer the registration code and saved games between different operating systems. You could email Jeff for a Windows registration code and explain when you purchased the Mac version and why you need it. Or wait until the Windows version is out and order the CD-ROM with both versions on it so you can load the game to either type of computer.
  16. Spellbooks AL is the minimun total Arcane Lore in the party needed to read the spellbook. Anama can read some spellbooks without the required AL. Anama can't read the spellbooks in the Sentinel Workshop. Items to increase AL: crystalline aegis - AR 16%, +10% Hostile Effects Resistance, +2 AL, +2 Magery, +2 Magical eff. Silk-woven cord - AR +6%, +5% protection from weapons, +2 AL, +1 spellcraft, +1 First Aid Magus Vest - +1 Mage Spells, +1 Priest Spells, +2 Arcane Lore, +1 Spellcraft Chapter 1 (Demo) New Harston Upper Level of Lark - AL 6 - Augmentation North Harston Lower level under Fortunato's Workshop - AL 8 - Daze Scuttler Pits Lower level - AL 6 - Slow Nothern Isle Lower level next to Black Wight - AL 8 - Enduring Shield Goblin Warrens Lower level - AL 5 - Minor Heal Goblin Warrens Lower level - AL 7 - Smite Static Fields Pirro's quest reward 1 - AL 6 - Summon Shade Chapter 2 - Northern Isles Shankar's Tower quest reward 1 - AL 5 - Haste Chapter 3 - The Drake Pillars Drake Pillar Lower level crypt east of Harkin's Landing - AL 9 - Mass Curing Drake Pillar Upper level crypt east of Harkin's Landing - AL 11 -Steel Skin Drake Pillar Lower level Slith kidnappers - AL 6 - Minor Heal Drake Pillar Lower level Slith kidnappers - AL 6 - Heal Northern Plateau - AL 8 - War Blessing and Protection Gladwell's quest reward offensive magic - AL 3 - Unlock Doors and Icy Rain Khora Vysss Lower level secret area - Thrown Weapons - AL 8 Khora Vysss Upper level behind barrier (dispell barrier) - Pole Weapons - AL 8 Chapter 4 - Tranquility Shankar's Tower quest reward 2 - AL 10 -Terror Solberg's Tower Ticoura reward for west tower - AL 13 - Dispel Barrier New Harston Upper level Lark quest reward 3 (Moref) - AL 10 - Strong Daze Sentinel Workshop Lower level - AL 10 - Lightning Spray Sentinel Workshop Upper level south of Sentinel Prime - AL 11 - Magical Efficiency Sentinel Workshop - AL 13 - Magery Small Tower in NE Quadrant - AL 10 - Divine Fire Chapter 5 - Anama Lands Static Fields quest reward 2 - AL 9 - Minor Summon Ahonaria upper level - AL 15 or Anama - Unshackle Mind. Heal, Mass Healing, Mass Curing, Steel Skin Ahonaria upper level diff 30. door - AL 15 or Anama - Divine Fire, Essence Armor, Control Foe, Return Life New Harston upper level diff. 20 door - Control Foe - AL 12 or Anama Chapter 6 - Azure Gallery Highground - AL 8 - Bolt of fire and Icy rain Highground - AL 12 - Dispel barrier Lake of Trials - AL 16 - Divine Retribution Gladwell's Keep quest reward 2 offensive magic - AL 5 dispel barrier and prismatic shield - 3 levels of each Shafrir - AL 8 - lesser spells - bolt of fire through unlock doors - need to be under a geas and ask to have it removed Shafrir - AL 15 - Arcane summon - need to do Shafrir's quest to get Anama scrolls and not be under Gladwell's geas Muck - AL 16 -Divine Host Soultaker's Pit - AL 9 - Enduring Armor Soultaker's Pit - AL 10 - Fireblast Soultaker's Pit - center - AL 18 - Divine Restoration Gladwell's Keep - AL 8 - Lightning Spray +2 Gladwell's Keep - AL 12 - Fireblast Gladwell's Keep - AL 15 - Arcane summon Chapter 7 - Vahnatai Lands Shankar's Tower - AL 15 - Arcane shield - quest reward for Mad Crystal New Harston - AL 14 - Arcane Blow - quest reward for Hraithe Eyes Thalants behind barrier (piercing crystal) - AL 12 - Return life Thalants - AL 10 - Strong Daze - need to clear Thalants Thalants - AL 13 - Arcane shield - quest reward Dark Presence Thalants - AL 14 - Divine Retribution - quest reward Dark Presence Thalants - AL 17 - Arcane Blow - quest reward Cleanse Kherebass Pit of Abominations - AL 12 - Fireblast Pit of Abominations - AL 16 - Divine Host Chapter 8 - The Dark River Melanchion's Keep - AL 16 - Divine Retribution Melanchion's Keep - AL 18 - Arcane Blow Chapter 9 - Darkside Lands Dorikas' Fortress - AL 14- Arcane Summon and Arcane Shield Dorikas' Fortress - AL 14- Fireblast and Arcane Blow Mage Spells Bolt of Fire - Highground - AL 8, Shafrir - AL 8 Call Beast - Shafrir - AL 8 Spray Acid -Shafrir - AL 8 Daze- North Harston Lower level under Fortunato's Workshop - AL 8, Shafrir - AL 8 Haste - Shankar's Tower quest reward 1 - AL 5, Shafrir - AL 8 Slow - Scuttler Pits Lower level - AL 6, Shafrir - AL 8 Icy Rain - Gladwell quest reward offensive magic - AL 3, Highground - AL 8, Shafrir - AL 8 Unlock Doors - Gladwell quest reward offensive magic - AL 3, Shafrir - AL 8 Augmentation - New Harston Upper level Lark - AL 6 Minor Summon - Static Fields Pirro's quest reward 2 - AL 9 Lightning Spray - Sentinel Workshop Lower level - AL 10, Gladwell's Keep - AL 8 raises 2 levels Terror - Shankar's Tower quest reward 2 - AL 10 Prismatic Shield - Gladwell's Keep 2nd offensive magic quest reward - AL 5 - 3 levels Dispel Barrier - Solberg's Tower Ticoura reward for west tower - AL 13, Highground - AL 12, Gladwell's Keep 2nd offense magic quest reward - AL 5 - 3 levels Summon Aid - Pirro's 3rd shade quest - AL 12 Strong Daze - New Harston Upper level Lark quest reward 3 (Moref) - AL 10, Thalants - AL 10 Fireblast - Soultaker's Pit - AL 10, Gladwell's Keep - AL 12, Pit of Abominations - AL 12, Dorikas' Fortress - AL 14 Arcane Summons - Gladwell's Keep - AL 15, Dorikas' Fortress - AL 14 Arcane Shield - Thalants - AL 13 and quest reward Dark Presence, Shankar's Tower - AL 15 and quest reward for Mad Crystal, Dorikas' Fortress - AL 14 Arcane Blow - Thalants - AL 17 and quest reward Cleanse Kherebass, New Harston Lark's quest reward for Hraithe Eyes - AL 14,Melanchion's Keep - AL 18, Dorikas' Fortress - AL 14 Priest Spells - Minor Heal - Goblin Warrens Lower level - AL 5, Drake Pillar Lower level Slith kidnappers - AL 6 Cure Poison War Blessing - Northern Plateau -AL 8 Protection - Northern Plateau - AL 8 Repel Spirit Smite - Goblin Warrens Lower level - AL 7 Summon Shade - Static Fields Pirro's quest reward 1 - AL 6 Enduring Shield - Northern Isles Lower Level near Black Wight - AL 8 Unshackle Mind - Ahonaria upper level - AL 15 or Anama Heal - Drake Pillar Lower level Slith kidnappers - AL 6, Ahonaria upper level - AL 15 or Anama Mass Healing - Ahonaria upper level - AL 15 or Anama Mass Curing - Drake Pillar Lower level crypt east of Harkin's Landing - AL 9, Ahonaria upper level - AL 15 or Anama Steel Skin - Drake Pillar Upper level crypt east of Harkin's Landing - AL 11, Ahonaria upper level - AL 15 or Anama Divine Fire - Small Tower in NE Quadrant - AL 10, Ahonaria upper level diff 30 door - AL 15 or Anama Control Foe - Ahonaria upper level diff. 30 door- AL 15 or Anama Essence Armor - Soultaker's Pit - AL 9, Ahonaria upper level diff, 30 door - AL 15 or Anama Return Life - Thalants - AL 12 behind barrier (piercing crystal). Ahonaria upper level diff. 30 door - AL 15 or Anama Divine Retribution - Lake of Trials - AL 16, Thalants - AL 14 and quest reward Dark Presence, Melanchion's Keep - AL 16 Divine Restoration - Soultaker's Pit - AL 18 Divine Host - Muck - AL 16, Pit of Abominations - AL 16 Weapons Skills - Khora Vysss Lower level secret area - Thrown Weapons - AL 8 Khora Vysss Upper level behind barrier - Pole Weapons - AL 8 Kherebass - Melee Weapons - Trainer shade test Magic Skills Sentinel Workshop Upper level south of Sentinel Prime - AL 11 - Magical Efficiency Sentinel Workshop - AL 13 - Magery - secret area By AL total for the party AL 3 Icy Rain - Gladwell quest reward offensive magic Unlock Doors - Gladwell quest reward offensive magic Prismatic Shield - Gladwell's Keep 2nd offensive magic quest reward - 3 levels AL 5 Haste - Shankar's Tower quest reward 1 Dispel Barrier - Gladwell's Keep 2nd offense magic quest reward - 3 levels Minor Heal - Goblin Warrens Lower level AL 6 Slow - Scuttler Pits Lower level Augmentation - New Harston Upper level Lark Minor Heal - Drake Pillar Lower level Slith kidnappers Summon Shade - Static Fields Pirro's quest reward 1 Heal - Drake Pillar Lower level Slith kidnappers AL 7 Smite - Goblin Warrens Lower level AL 8 Bolt of Fire - Highground Shafrir Call Beast - Shafrir Spray Acid -Shafrir Daze- North Harston Lower level under Fortunato's Workshop, Shafrir Haste - Shafrir Slow - Shafrir Icy Rain - Highground, Shafrir Unlock Doors - Shafrir Lightning Spray - Gladwell's Keep - raises 2 levels War Blessing - Northern Plateau Protection - Northern Plateau Enduring Shield - Northern Isles Lower Level near Black Wight AL 9 Minor Summon - Static Fields Pirro's quest reward 2 Mass Curing - Drake Pillar Lower level crypt east of Harkin's Landing Essence Armor - Soultaker's Pit AL 10 Lightning Spray - Sentinel Workshop Lower level Terror - Shankar's Tower quest reward 2 Strong Daze - New Harston Upper level Lark quest reward 3 (Moref), Thalants - need to kill Vahnatai blocking path Fireblast - Soultaker's Pit Divine Fire - Small Tower in NE Quadrant AL 11 Steel Skin - Drake Pillar Upper level crypt east of Harkin's Landing AL 12 Dispel Barrier - Highground Fireblast - Gladwell's Keep , Pit of Abominations Control Foe - New Harston diff. 20 door or Anama Return Life - Thalants - behind barrier (dispel) AL 13 Dispel Barrier - Solberg's Tower Ticoura reward for west tower Arcane Shield - Thalants - quest reward Dark Presence AL 14 Fireblast - Dorikas' Fortress Arcane Summons - Dorikas' Fortress Arcane Shield - Dorikas' Fortress Arcane Blow - Lark's quest reward Hraithe Eyes, Dorikas' Fortress Divine Retribution - Thalants - quest reward Dark Presence AL 15 Arcane Summons - Gladwell's Keep Arcane Shield - Shankar's Tower -quest reward for Mad Crystal Unshackle Mind - Ahonaria upper level Heal - Ahonaria upper level Mass healing - Ahonaria upper level Mass curing - Ahonaria upper level Steel Skin - Ahonaria upper level Divine Fire - Ahonaria upper level diff. 30 door Control Foe - Ahonaria upper level diff. 30 door Essence Armor - Ahonaria upper level diff. 30 door Return Life - Ahonaria upper level diff. 30 door AL 16 Divine Retribution - Lake of Trials, Melanchion's Keep Divine Host - Muck, Pit of Abominations AL 17 Arcane Blow - Thalants - quest reward Cleanse Kherebass AL 18 Arcane Blow - Melanchion's Keep Divine Restoration - Soultaker's Pit
  17. Probably because Jeff was working on the release and the admins are busy in real life. They aren't around as much as usual. They just pop in to ban.
  18. A few additions: You need a pipe to go with the scissors, potted plant, fishing pole, and vase. At least they are easy to find. Crafting items: Stick, ruby, emerald for wands The only useful one is the disruption wand in Ahonaria. Platinum ring Skill Trainers: Exodus (Slightly Expensive and quest) Magery Resistance Magical Efficiency Thalon Ten-Eyes (East of Melanchion's Keep) (Expensive) Mage Spells Priest Spells Arcane Lore Spellcraft Magical Efficiency Sentinel Workshop has +1 Magery (it's hard to find) The last trainer - Dervish Tholmen in Dorikas' Fortress as a loyal Darksider (extrememly cheap): Melee weapons Pole weapons Bows Thrown missles Hardiness Defense Quick Action Quick Strike Parry Blademaster Anatomy Gymnastics Leathal Blow Riposte
  19. The only place that you can go back without those pylons is through Gladwell's Keep. Even then you need to stockpile a boat and the pylons are easier. I do miss the openness of Avernum 1-3. You could go off in any direction until you die.
  20. Quote: Originally written by Locmaar: I do recall, though, that I was really annoyed when Gladwell didn't drop a chain of smoking keys when he hit the floor. I asked Jeff about why Gladwell's key didn't open the difficulty 90 reward doors and it was, "no bulk looting of rewards." You can't get those rewards without having to do the quests.
  21. Quote: Originally written by Azuma: Uhm..the Windows one will be released early next year..right? Jeff waits a few weeks to hear complaints and bug reports before he really gets into converting the game over to Windows. Figure about 3 to 4 months at least before release. It will go quicker since the graphics are already in bitmap format.
  22. Did anyone ever wait until after finishing Gladwell's 5th geas quest and see if there was anything more that the normal rewards? I'll admit I couldn't get past 4 before I really had to kill him. My real complaint about A5 that keeps it below A2 in the pantheon was the choke points where you had to do the quest to leave the area. The one for the demo and Lysstak for leaving chapter 3 are the only true ones. If you really work at it you can push through chapter 4 into chapter 5 without doing Solberg's quest, but you have to reload several times to figure out how to do it without making the entire area hostile so you can come back later. There isn't the freedom to really just explore the new world. Jeff continually forces you back into the linear path.
  23. You need the preference files from the CD-ROM for the games. If you can't get the original CD to load so the preferences are on the hard drive, then you need to email Jeff to explain the problem and get registration codes.
  24. Depending upon where you are in the game, there are a lot of calls for scripts on the hard drive. That would generate plenty of heat.
  25. I can't remember off hand, but it's a quest late in the game where a merchant wants mundane items. I think it's north of Dharmon.
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