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Randomizer

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  1. The last drakon canister is in Northforge Warrens and can't be reached until after you test the Unbound. There isn't much left for ur-drakons to do unless you saved the expert area. At least cryodrayks can be gotten in chapter 3 so you can play with them for a while. If Jared has left, then you need to unlock the right door in Rebel Camp Aziraph to get to the canister.
  2. They both provide fire resistance in their descriptions. I think it's a mistake that crept in the game. Edit - I checked through saved files and they do both provided the stated fire resistance. Agent's Shelter - Poryphra Ruins -3rd Reward from Shaper Grim - 14% armor, -10% chance to hit, +15% stun resistance, +1 spellcraft, +1 dexterity.
  3. Actually until you talk to the drakons at the far end of the Inner Shaping Hall after doing Northforge Citadel you can go anywhere you want. So you can wander in there to stock up on essence pods and restoration spores if you need them. The game is a little flawed in that you can wander around after starting on the "disturbance" when you should have no spare time.
  4. Buff yourself up in the last 2 chapters with elemental cloak, steel skin, and protection to reduce damage to bareable. With augmentation and essence armor to increase health you can get by with original endurance even lowered by the gruesome charm. The only problem is surviving when slowed. Going two rounds of damage can be deadly depending upon what you face. That's why I always cast essence shackles as soon as I can to even things up. Enough essence shackles on the Titan and he is a minor annoyance for damage.
  5. Since the beta testing I have gone through Monarch three times on torment. A servile using mostly melee weapon skills has an easy time using missle attacks. If you go into melee with Monarch then you get slowed almost all the time and eventually lose even with essence shackles on Monarch. A servile with battle magic as the primary attack and backed up by two channelers can sweep through with no difficulty. Firebolt will do 150+ damage and take out most creations. Searer is about 300 damage and cuts him down. Shock trooper with a cryoa and two kyshakks can take him out with some difficulty if you get swarmed by summoned creations. Just watch your health. The real challenge is Matala as a single character. I had to create a drakon to go with my servile battle mage to take out the summoned rotgroths. I had too much trouble by myself doing enough damage to force Matala to go into the next area. Servile battle mage gives the stats going through my game.
  6. You should see Alwan in the Poryphra Ruins if you go there before entering the Grayghost Mountains. However unless you have a strong pro-Shaper reputation you probably will be attacked on sight.
  7. Actually a couple of rounds of essence orbs will take out most creations. Higher level spells will do the job faster, but if you know what you are doing a mage can destroy a creation army. Just because you haven't seen a mage teaching or using spells doesn't mean they aren't out there. The ones you deal with are usually shaper controlled and restricted in what they are allowed to teach without specific permission.
  8. Shaping started on Sucia Island, but it was hit and usually miss in figuring out what to do. This had a dreadful result when it was used in war against the other inhabitants. After centuries it gradually improved to it's present form. GF1 has that Sucia Island was barred because the research Shapers had found a systematic way to shape and it extended to shaping themselves. Drayks were one of the creations that was given too much intelligence and became independent. The other was gazer which also has been barred and is being hunting down. Both creations used Sucia Island techniques to shape themselves resulting in drakons and eyebeasts. Now they are taking over.
  9. As Delicious Vlish has pointed out from game playing, it's better to let you powerful opponent shape a creation and then charm it. Charm, dominate, and madness gems let you convert a creation army over to your side without having to waste essence making them. While it won't last, all you need is long enough to destroy the shaper. Magic when used correctly can negate a creation army. Just daze and strong daze will leave most just standing there.
  10. There are hints like an artila drawn on a temple pillar and such. If you talk to the ghost in the ancient temple you find out that Shaping started on Sucia Island and led to their destruction.
  11. There are two versions of the Trakovite ending. One is from helping the Shapers and the other is from helping the Rebels in the last battle for the Inner Shaping Hall. The difference from the Rebel version is only a few paragraphs here and there and mostly determine whether you get the axe or imprisoned for life. I didn't particularly like how the war is dragged out even though there will be no more Unbounded after the first generation.
  12. After you kill Matala for the key, you can access the chamber and there is another pillar hidden lever for the last room in that zone. Jeff really, really, really loves to hide things behind pillars and other obstacles. I found some chests and bodies by accident moving the cursor.
  13. Too many canisters used results in a loss of control. Your brain gets rewired so you react without being able to control yourself. Dealing with others that question you in any way usually makes you mad and kill them. ET - you would kill your underlings for slow reactions to your orders or even asking you for clarification. You no longer have any ability to keep your temper in check to find out that you forgot to tell them which rebellious village to wipe out. After seeing your reaction, the minions will split into those that will overdo your orders just to be sure they got at least what you want done and those plotting to eliminate you before you kill them.
  14. Besides in Avernum, the only thing to draw chariots are those giant lizards and they will usually attack you rather than pull the chariots. Fighting them all the time since you don't have the training to control them will mean less distance travelled.
  15. Actually ET would first find out as the new rival crushes or takes over his army on the way to eliminating him. The last words ET hears are, "you weren't good enough for even an underling."
  16. Haste is the name of the spell in Avernum/Exile games that is equivalent to speed in Geneforge. It increases your action points (AP) per round in fight mode. You can't sneak past the guards in real time mode.
  17. I don't think your army would last too long between the fragging of the senior officers by the juniors and the fights to get new canisters. Go back to GF1 and the Sholai becoming canister addicts. It took a lot of leadership to get any canisters away from them. They became more concerned with increasing their power than with external threats. ET - your army would have the lower ranks in terror of upsetting a senior and quite canister mad officer. A few would be trying to get canisters to get revenge on the seniors.
  18. Synergy is good at doing this. I found that using stealth items helps since you don't want to fight. Use a green spore baton to take out the mines and then retreat a bit from the gate. Even if the guards take damage it won't trigger an alarm. I found there is a spot along the south wall by the gate in a corner that is close enough that you can go in hasted fight mode in the next turn and slip inside the first room to the on the south side by the desk. None of the shapers can see you from there. The next turn is go to the south door to get the captain's boots from the door closed room. Go back to next to the desk and then at the start of the turn race around to the area with the jar containing the essence infused skin near the shaping platform. You can't reach the jar until the next turn, but you are out of sight. Reverse your route and you can escape without being seen. It also helps to augment and essence shield yourself in case a guard sees you since I once was attacked, but it didn't raise the alarm. I just healed and continued with the looting. It's also possible to take out the turrets using icy crystals and retreat out of alarm range from them. Just watch for a patrol guard.
  19. I think you can only detect one false image a round. I tend to get a lucky and usually find the next one by the second attack in a round so I don't take as much damage. Try to go after ones that are close together so you can use spray crystals as the first attack in a round since icy crystals have no effect.
  20. Trakovites believe in allowing existing creations continue on with their lives. It is only the cycle of new and more powerful creations and/or shaping oneself as the drakons do that they oppose. Shorgass the drayk is the only Trakovite that really has knowledge of the drakons to see how the out of control shaping is hurting everyone. The others only speculate from the war damage and Monarch's destruction.
  21. Go into fight mode and cast speed/use speed pod. This will give you more action points and better control. Some areas can be done in real time mode, but I had trouble reacting to monsters moving near me. Certain items have stealth to help reduce the distance at which you will be notices. Infiltrator's cloak and tunic, clover and swamp boots (in the Fens) are the earliest ones in Illya province. This will allow you to get closer to them without being noticed. This also applies to mine triggers, although Jeff removed the ones that it helped the most with disarming. If you finish your turn without them being able to "see" you because of walls or you are outside their notice area then you have successfully moved without arousing their suspicions. Turabi Gate, Western Barrier Zone, and Thorton are all areas where this is useful if you just want to loot when you are a low level character.
  22. Use whatever you already have for weapons. The key is to use mage spells to kill the alien beasts before they close with the party. Pick the most damaging area effect spells and don't forget to major bless the party for extra attacks and damage. The only ones that are a problem are the pack leaders,
  23. Quote: —Alorael, who has a new way to phrase the debate. Suppose shaping were replaced with guns. It's still a unique power, but would you argue that guns are inherently evil? ... Escalation of the tools of war is part of how the world works, even Geneforge's world, and at least shaping provides benefits as well. Creations don't kill people, people kill people. It's not that barred creations are bad, it's that they were created with too much intelligence and independent will. For Shapers, it goes against their ideals that creations could act that independently and possibly defy them. Drakons are even worse since they now can shape their own creations placing them equal in power to Shapers. Shaper society going back to Sucia Island has only one real solution and that is kill the opposition. Only the Rebellion is forcing them to reevaluate this idea and they are working along the lines of creating independent creations (serviles) that will be willing to kill themselves when commanded.
  24. You can skip the Western Rise and miss one minor quest, some loot, and dealing with a merchant. The Rebels will still give you access through the Eastern Rise and the pass from Alwan will let you in the Shaper Camp Gamma after you go through the Central Fens from the Golem's Fens. It will mean a little more fighting each time you want to go there and you will need to go there for the quests, etc. You need to talk to Pirik in the Illya Safehouse after the Moseh Kill/Repair quests to get permission through the Eastern Rise.
  25. The room is just southeast of the pylon and the scrolls are in a jar in the room.
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