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Randomizer

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  1. Don't sell extra potion ingredients beyond the Mandrake number because you can use them for energy potions (elixir neeeds mandrake).

     

    It seems like a lot of work to do it your way. You do miss experience from traps and unlocking items by waiting for tool use and unlock doors. By waiting so long the value decreases to almost nothing.

  2. Don't sell extra potion ingredients beyond the Mandrake number because you can use them for energy potions (elixir neeeds mandrake).

     

    It seems like a lot of work to do it your way. You do miss experience from traps and unlocking items by waiting for tool use and unlock doors. By waiting so long the value decreases to almost nothing.

  3. According to Jeff you've got about a 6 month wait until GF4 is ready. It will be longer for Windows users. It depends upon what you want to do until it's available.

     

    You can always download the demo to GF3 and then decide.

  4. There is no ideal party. What I use is a party with a nephil archer elite warrior divine touch, a slith pole weapon elite warrior divine touch, a human mage/priest/thief natural mage divine touch, and a human priest/mage pure spirit divine touch. You could use nephil or slith instead of humans since experience penalty is not a real problem. Both spell casters start at spell level 5 in mage and priest to get all free spells. The mage/theif gets all mage spell levels but doesn't get all priest spells, The priest/mage gets all priest spell levels and at least lightning spray.

     

    Tool use of at least 5 to start for mage/thief to be increased to 8 before reaching Fort Draco, It gets raised to 12 before reaching the Eastern Gallery. Tinker's gloves and bauble make it an effective 15. You need 16 for the end.

     

    Nature lore of 12 will work for most of the game. Explorer's ring will give 2 more. At the end you need 16 for the total in the party to get everything but Heartseeker Bow.

     

    The combine party arcane lore maximum is 15. But you don't need more than 12 for most of the game.

     

    There are several threads that address party creation. I know others have different views.

  5. There is no ideal party. What I use is a party with a nephil archer elite warrior divine touch, a slith pole weapon elite warrior divine touch, a human mage/priest/thief natural mage divine touch, and a human priest/mage pure spirit divine touch. You could use nephil or slith instead of humans since experience penalty is not a real problem. Both spell casters start at spell level 5 in mage and priest to get all free spells. The mage/theif gets all mage spell levels but doesn't get all priest spells, The priest/mage gets all priest spell levels and at least lightning spray.

     

    Tool use of at least 5 to start for mage/thief to be increased to 8 before reaching Fort Draco, It gets raised to 12 before reaching the Eastern Gallery. Tinker's gloves and bauble make it an effective 15. You need 16 for the end.

     

    Nature lore of 12 will work for most of the game. Explorer's ring will give 2 more. At the end you need 16 for the total in the party to get everything but Heartseeker Bow.

     

    The combine party arcane lore maximum is 15. But you don't need more than 12 for most of the game.

     

    There are several threads that address party creation. I know others have different views.

  6. Go west from Cotra and West Cotra along the coast to the nexr map section and then start searching north for a body in the trees. There are 2 different ones, but the other is near Swamplouse. The body of a wizard will only have the letter to Giscard.

  7. Playing a servile versus a human would mean a whole new set of dialog options. Some serviles are able to resist shaper commands. Whether this would be given for PC serviles or you would have to raise abilities to be able to resist is up to Jeff. As a servile you are at the bottom, just ahead of the ornk (?).

  8. Random monster encounters were almost entirely dropped from A4 except for rats and bats. Maybe A5 will bring them back so when you are damaged you can't stroll back to town to heal.

     

    The weight system makes sense now. At least there is some balance since you haul almost everything back to town to sell.

     

    The pylons should have had more monsters mixed in with them. A smarter AI would have had the few that were there retreat behind the pylon/turret range to heal and pop out and attack.

  9. I'm still playing GF1 as an agent and still can see how it can trash almost anything. It's only weakness is that it can rarely survive an attack from more powerful monsters that a guardian will still be able to heal from and then attack. Swarms of monsters can be dazed or destroyed with searing orbs, spray crystals, swarm crystals and other area attacks. Running in haste helps keep out of monster's attack range until you can fight.

  10. When you confront the drake there are two main options. Killing her is what Fort Emerald wants and usually happens if you've killed her brood of young dragons. The other is to let her leave in return for her hoard. I don't think that fulfills the job board quest.

  11. "The secret bandit passage" refers to the Darkside Loyalist camp reached from Fort Saffron by going up the stairs in the southeast to the cells. There is a passage to the camp passed the turrets. Somewhere in there is the evidence needed to show Hermes is a traitor. The fort commander will ask you to talk to Hermes about the evidence. Also see the Empire liason in the guest quarters.

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