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Randomizer

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Everything posted by Randomizer

  1. Quote: Originally written by Walter: Has anyone even done the challenge where you never attack anything? I started a game where my character never actually used a damaging attack or spell, but let his sole creation do damage. You have to attack some things even if you never kill them. Monarch is the best example.
  2. The two main branches are Shaper and Rebel for the final battle at the game end. Then you can pick helping the Shapers, Rebels, or Trakovites in releasing the Unbound. There are variations in the text based on canister usage, reputation among the Shapers and Rebels, who survived the fight, and one other thing with the Unbound. The game also plays with a different strategy depending upon the character class you start playing. There are several threads on what it's like to play them.
  3. Do more damage. Missle or spell damage is best since he slows you in melee near the end. He also starts to do more damage just before he dies. Essence shackles will make him waste time hasting instead of attacking while you are on speed to do something else. Otherwise he isn't that hard to take out even with a single servile and no help from creations or the Rebel Camp.
  4. Nethergate has fewer spells that you need to learn in order to win the game. I ran an all druid Roman party and found that you just need war and healing circle spells plus piercing sight (mapping spell) and break barrier (spell or item). Avernum and Geneforge made it necessary to have different damage type spells to get around monster resistances. Some magic resistant monsters like Rakshasha could only be killed by blessing and weapon damage (or priest wound spell in A2). You could combine the summoning spells into call beast/summon aid as level 3 and summon shade/divine host for level 3 where the level 3 version isn't available until near the end. Then mage animate undead with arcane summoning for level 3. This would free up at least a slot for each spellcaster for a new spell. Plenty of room to bring back the much abused divine warrior and a new arcane mage spell.
  5. You would do the fewest encounters to reach them. So for Moseh you would only help Eliza and lure the thahd out so she kills it. For Monarch you would bypass killing the Creator and remove the least mines to get to him. Avoid the Shaper Infiltrators and fighting to reach Quessa-Uss. Daze and run. I'm wondering if you would have enough points to survive making it across some areas. Mental magic would be needed to daze/charm. You could use pods/spores for blessing and healing magic. Most areas would never be visited like Circle of the Drayk, Turabi Gate, Western Morass, etc.
  6. Check the link at the top of the Geneforge 4 Forum for reputation. There are several quests that you can do to improve your reputation to the Shaper side. Also based upon the rewards you can estimate your current reputation.
  7. Some spells like identify are no longer needed. I do miss a few Exile spells and want there return. I seems that in order to reduce the amount of graphics for the spell page most of them are gone. In order to get a new spell something has to be removed.
  8. I never could hit with essence shackles my first time through as a lifecrafter after I got the spell in the Fens. I thought my mental magic and spellcraft were high enough, but I'd have to check.
  9. It looks like level 35 maybe 36 for my first lifecrafter, but that was during beta testing. Jeff increased the experience before releasing the final version. Doing almost everything gave level 42 lifecrafter and level 44 servile.
  10. As long as you get the Repair Moseh quest from Alwan, you can get a pass from Alwan to get in Shaper Camp Gamma. There you can get creation training. The Shapers only train you in approved creations so drayk, drakon, and gazer are all canister learned.
  11. Have you done the expert area below Monarch's Realm?
  12. It's the way Jeff set up this game. Maybe in Geneforge 5 if there is enough demand.
  13. Some of the elemental blades like Oozing blade and Frozen blade give attack bonuses and extra damage, It depends upon what part of the game and what you are attacking.
  14. Essence shackles is a missle spell so you need dexterity and/or missle weapons. When I first tried it I never could hit anything. I had to use mass madness to do the same thing.
  15. Try to use multiple target spells or spray crystals to determine the image that takes major damage. It used to be much worse in the early betas.
  16. My guess is that you are running a single character with no creations. In the Fens you really start noticing that you get nothing for killing some creations. It gets worse. The quest experience becomes important.
  17. Wingbolts are nasty when you don't have the health. There are 5 in that area. You need to buff yourself and try to take them on one at a time. They are vulnerable to icy spray. About 2 or 3 icy crystals will take one out. Strong daze helps, but it really comes down to watching that they don't get too close to you until you are ready. There are 2 wingbolts guarding Alwan's chamber in Rivergate Keep if you want to practice. Edit - Synergy has it right. Also their missle attack is worse than their poison melee attack. It's just that out in the open they will back up and use their energy missle attack.
  18. You can fight him if you want in the beginning. I think you die right away. He's there for color.
  19. If I remember correctly you can't sell the Orb, but it takes up an inventory slot. That's one advantage of Exile series in placing it as a special item.
  20. BoA scenario Valley of the Dying Things had several science technolgy devices that sometimes used magic as a component. The waste disposal systems had a machine that used portals to transport the waste and release quickfire that was stored in rooms waiting for the door to open. The Vahnatia used crystals as the basis for machines. The mind that controlled the golems and the factory in A3 is the closest to science technology. But Alorael is correct that magic was the main science of Avernum and that mechanical developement was kept back because of it.
  21. If you have a lot of creations then rod of succor is also useful. You can always use the tokens to buy things and then sell them to raise money.
  22. It's important if you want to kill her. If you want to help her for the Shapers, then you can ignore it.
  23. A charged vlish has the slow/stun that vlish used to have in the earlier games. It helps to use stable creations since they will be more powerful later on without having to tie up large amounts of essence.
  24. If you need to use a cheat code to kill something then you really aren't powerful enough to do the job.
  25. They are worth some money, but almost any of the other boots in this chapter are better.
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