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Randomizer

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Everything posted by Randomizer

  1. Daze works quite well on almost everything in that area. It can help to even the odds and give you time to heal if you are taking damage. I found icy and spray crystals are a good way to kill them if you don't have speed spell/pod/spores.
  2. There is an option to let Monarch go alive. No one will like it, especially the Shapers, but the Rebels will let you go into Burwood. By not killing anything you can't get to the anvils unless there is a way to draw the maddened trall out to get killed by Kantor's creations. There are lots of areas where you can't fulfill quests like Circle of the Drayk. I doubt that Thur will be enough help and he will turn on you for helping the Shapers.
  3. Even a lousy apprentice in GF4 can kill a drakon. I did it enough times. With all the cryodrayks and drayks that hate the drakons and ur-drakons, it won't be that hard to pull them down. All they have going for them are the Unbound.
  4. The Trakovites are willing to have a transition period to allow for people to adapt to the future world. Also all existing creations that reproduce will get to exist. So I suppose the rotgroths don't make the cut.
  5. So go to the Dumping Pit and kill the roamers in the entrance. You can sit next to the healing pool and just wait for the poison to hit you every few rounds.
  6. Actually it would be easier to order the Captain to send the thahds on patrol. When the northern patrol reaches the area you can then try to lead Splinterfang out of his hiding place. Probably won't work that well, but it might be possible. You still have to fight Tycho until he begs for his life. Escorting the Caravan through Spireford is hard even though you can daze the soldiers. It's hard to get the right group of serviles to thorn baton the venom turrets. I was only able to get it one out of three times. Lost most of them the other two times as a pacifist.
  7. You need to have some fighting ability or at least a creation to do the fighting for you. It isn't possible to get through every area with leadership, mechanics, and daze. There are a few quests like Splinterfang in Citadel Gates where you have to kill in order to get the next quest. It is possible to avoid killing humans.
  8. Considering the US no longer has a coherent millitary, it is pretty much anything goes. You have to make occupation so painful that there isn't any reason to stay. If there is no centralized resistance, then you can go after the leadership. This is the difference between this hypothetical scenario and the problems in the Middle East. There you have a command structure directing the rebellion and if it is destroyed then most of the rebellion will stop.
  9. I'm for the Rebellion since it forces change and you can always eliminate the worst aspects of it later. Shapers would keep things the same and leave the lesser people to survive in the aftermath.
  10. Quote: Originally written by earanhart: The all-druid Roman party is a painful challenge. The all druid Roman party has less spell energy and selection than the Celtic party, but it isn't that much harder than a regular Roman party. Since they get to use armor and now have multi-target attacks they actually get better as you go through the game. Once you can buy energy draughts and elixirs it makes them easier.
  11. There are a few items, mostly swords, that provide to hit bonuses.
  12. From GF3 on Dhonal Island you find out that advanced Shapers can control their creations from great distances compared to lowly apprentice player characters. Creations as most expendable, especially the new charged, short lived ones, would be out in from. Next would be humans using batons and swords. Mages would provide the attack spells and some support spells. The agents and guardians seem to stay in the back ranks from the way Jeff ran them in GF4.
  13. Has anyone tried an all druid party for the Celts? Since they can use all those neat attack spells especially darts of ice and later soul lances for multiple targets they can do more damage per round than fighters. The best uses I've found for my fighters is as high health shields and pack mules. After picking up a mercenary after the demo you have a ready made shield. There are also several places where you can get charged up to higher health to help with the most dangerous areas. Carry enough energy potions and you don't even have to worry about spell energy.
  14. This was the last discussion, Monarch is You . We mostly considered people that weren't killed by everyone.
  15. Whenever the dialog option occurs to fight your bonds, take it. Run as fast as you can for the northwest door. It gets you out of his attack range while you wait for the door to open. Even if you don't have high mechanics to sabotage the controls there is a servile that can sort of help in Moseh's rooms to the northeast in that area. It depends whose side you are on and what you have done to get to that point. If you are there to help repair Moseh and have leadership 10, then you can avoid a fight.
  16. There is one body in the southeast corner under an electrified line that has a living tool on it. I figured it was worth it the way I use them. The old beta allowed you to reach all the spore boxes without coming down from Rocky Point if you had at least stealth +1. Jeff changed it for the current version.
  17. Go for a few of the really useful ones so you gain power but still have some control. That way you can goad the ones that use too many into doing stupid things. Let them fight amongst themselves and kill the "winner."
  18. If you have enough health you can survive the pylons. Using augmentation, essence shield/armor, steel skin, and protection you can reach that body. There are some nice things like the oozing blade so if you have the mechanics it is worth it. Just pay attention not to approach the lines by less than 2 squares.
  19. There's a dead one in the Eastern Barrier Zone that left a diary. Both sides are hunting them down as fast as possible. Forgot Nakel in the Northern Fens that you can be hired to kill.
  20. The Shapers are counting on divide and conquer. You get to be the divisor if you listen to them.
  21. I used up skill points when I got them, but most went to spells, tool use, and strength so I could lug the loot back to town. After the Eastern Gallery you pretty much can hit anything so it becomes a matter of damage/round and how soon you go back to town to recharge.
  22. Probably because Jeff didn't want a religious war, he left it vague. TSR (now a subdivision of Hasbro) got rake over the coals about Dungeons and Dragons. They revised the demons and devils in second edition to placate the parents. You can reach where they come from by various portals and in Avernum 4 there is some mention that they live on more than one plane since the Tower Colony one was trapped here after the Grah-Hoth incident in Avernum 3. They did rule Avernum before the humans were exiled from the surface so they must like the place.
  23. This problem has been mentioned before in And now?
  24. Quote: —Alorael, who still hopes for balance comments that lead to a better game. In other words, nerf the servile! Power to the shock troopers! Fyoras for the masses! No chance of reducing the servile. I asked Jeff and he had a complaint that it wasn't powerful enough against Monarch from someone that he relies upon. Shock troopers are a bit weak because of the magic spells, but they are playable if you don't want as big an army as a lifecrafter.
  25. Damage is lower against you for melee attacks as long as you retreat from the energy blasts. Just stay outside of attack range for a few rounds and return. Also there is a chance of charming his golem.
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