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Randomizer

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  1. I compared my artilas I created at the start of the game with equivalent essence cost wingbolts. The strength and damage are roughly equal, but and this is the killer health in the artila will always be much lower, just a little over half even after increasing endurance. The other bonus to 4 and 5 tier creations is a resistance to mental effects like terror. Charm still works on them and Jeff made mental effects more powerful in the last few betas. The other problem that makes more creations better than a few powerful ones is that most missle attacks run out of spell energy in long running hasted fights. Matala's Workshop, the Breeding Pit, Valeya Road as a pro-Rebel, and Fort Raevinn are a few that come to mind as examples.
  2. According to the hint book destroying the pylons prevents restoration of the golem up to that point in fighting (use the TAB to see why) and the crystal is supposed to prevent slowing and damage from the pools. The drakon doesn't drop anything and the golem drops the key to the area with the blademaster charm. It's a long dragged out fight and you really have to be stocked up to make it through. Since you can get the crystalline fibers without the fight it usually is only worth it for completeness since the experience is under 100.
  3. I ran the game all the way through with first a magic shaping lifecrafter and then a fire shaping one. Create an army and destroy a world. I tried a melee fighting servile most of the way through Burwood with great ease. I'm now trying a battle magic servile to see the difference compared to an infiltrator. Serviles are way more fun to run since they don't die in a strong breeze.
  4. Does anyone know how to open in the Breeding Pit the door to the southeast room? I found the two levers for the northwest corner rooms and the one for the door near the stairs. I've tried for a while with no success.
  5. For creations according to the analyis in GF3, strength determines both damage and to hit. Dexterity improves the dodging ability to avoid attacks as well as order of attack.
  6. After the discussion here on a servile as a battle spell caster I decided to start running some numbers. Entering chapter 3 a typical single character will be about level 30 so 150 skill points. Out of that 71 skill points and a few items will give you enough battle, mental, and blessing magic plus healing craft to cast all spells that you can learn in chapter 3. The numbers are starting or what I think you need with skill points plus items in parentheses. Strength 4 (+2) Dexterity 3 (+3) Intelligence 2 (+5) Endurance 3 (-2) Melee weapons 3 Missle weapons 2 Quick Action 3 (+4) Parry 4 (+1) Battle Magic 3 (+4) Mental Magic 6 (+1) Blessing Magic 4 (+3) Spellcraft 3 (+1) Fire shaping 1 Battle shaping 1 Magic shaping 0 Healing craft 6 (+1) Leadership 6 (+2) Mechanics 10 (+5) Luck 2 (+1) I assume that you buy spellcraft+2 in Chickweed Bridge and ask Shaper Danell the right choice to get spellcraft+1. Luck+1 from the mayor in Dillame. You have the following charms: luck, physician's, mental focus, gruesome, and skein of wisdom. Equipment includes ring of eye's purity (+3 battle magic), Captain's shiv (+2 blessing magic), nimble sandals (+2 dexterity), girdle of insight (+2 intelligence), agent's cloak (+1 battle magic, +1 mental magic, +1 blessing magic, +1 spellcraft), tinker's gloves (+2 mechanics), tinker's bauble (+1 mechanics), infiltrator's tunic (+1 leadership, +1 mechanics), infiltrator's cloak (+1 leadership, +1 mechanics), lodestone greaves (-1 dexterity), and guardian stone (+1 parry). You also need to make the gloves of savergy by sneaking into Turabi Gate to get the essence infused hide like Synergy did for +2 strength, +4 quick action. This is a pretty pro-Shaper path but for the Rebels you can substitute Mindwarp Seal for Ring of Eye's Purity. Eliza pretty much has to die so you can get her agent's cloak and deep focus orb to make the Shapemaster boots. There are plenty of skill points to raise intelligence and endurance plus strength for better armor. This is a nasty servile even at the half way point. You still can train for combat skills if you have the money after spells. I'm going to try this out since it beats running a glass cannon infiltrator.
  7. I used a lifecrafter with 5 creations. Essence shackles slow Matala's ability to fight and with enough damage the golem flees and only creates one rotgroth. It was a long fight and one time she didn't get to release the drakon. Melee attacks cause cursing so you need to continually heal and bless your creations.
  8. You need leadership of 7 or more to recruit them unless you have a high Rebel reputation. Use ? to look at you ablities and you will see that servile techs are added directly into your mechanics number. This is pretty much the only way to get into see Monarch without a big fight or setting off the traps. The minimum difficulty route is 20 so with mechanics of 5 and 3 servile techs you can at least get into the center of his realm. Most of the mines are 25 difficulty and are a great source of experience.
  9. 22 intelligence is a combination of skill points and items at level 42 near the end of the game. Skein of wisdom, gruesome charm, essence charm, and omnicharm give 5 points of intelligence. I had over 800 essence and 1200 spell energy. In hindsight it coud have been higher if I had not put so much towards fire shaping. I don't think you can reach a limit in this game. This much essence allowed me to use about 600 towards 5 or 6 creations depending upon which ones you pick. Plenty left over to cast buffing spells without having to use essence pods. For the expert areas and a few others I would use 5-6 pods for spell casting and buffing.
  10. From Mechanics and Leadership the maximum mechanics to train with skill point is 10 and if you aren't into opening everything you could make do with less. You need leadership of at least 7 and 8 or more might be better. There are enough places to improve dexterity and missle weapons that you can minimize raising it for those time that you need to use them. It does help with casting essence shackles since that is considered a missle spell. I'd go with nimble sandal and later stability boots for +2 dexterity with swapping Captain's boots for casting blessing spells when you enter an area. It's a tossup between Guardian Claymore for +2 strength or one of the elemental damaging blades for the to hit bonus and resistance.
  11. There are 2 torrent gems in Rivergate Keep in Alwan's room guarded by the 2 wingbolts. I just went back there to loot his place. I never got to do all the Burwood quests the time I played a Rebel so I missed seeing the last 2 rewards.
  12. There are 2 different rewards in Burwood chapter in Poryphra Ruins for helping the infiltrators for 3 and then all 5. I helped the Shapers too much and still haven't lowered my reputation to get the Kill Infiltrators quest. Your current reputation decides the price that Shaper Grim charges for training from pretty average up to exorbitant. There are several places where you have to help groups of Rebels flee across a zone. Cairns Gate probably gives you for choosing to help the Caravan escape and each of the 7 that made it to leave the Forsaken Lands. West Illya Road has 4 refugees fleeing Loyalist Soldiers and Patrolling Thahds. Western Morass has Rebel prisoners that need to be freed and escorted out, Fort Raevinn has trapped Rebel soldiers and so does Rocky Point. In all of these places you get individual experience for each one that leaves the zone alive.
  13. I found that you can get by with very few canisters in the game. The daze canister during testing is useful since you use that spell until you get strong daze so every level helps. As a lifecrafter there are the creation canisters especially since this is the only way to get the third creation level for everything except fyora. The mechanics canister in Western Burwood helps if you do the expert area to reach an effective mechanics 17. The strength, dexterity, intelligence, and endurance canisters are in the expert area after you are at the end. The major difference between low usage and high is that in the Swamp Crossroad you get to chose between paying the bandits instead of just killing them. Otherwise there don't seem to be many places where it hurts you to use as many as you want.
  14. You probably missed a few items that can make a Servile an even bigger killing machine. Still with better health and the second best magic path he can make an infiltrator not as worthwhile. It's easy to use skill points to get mental magic at 9 without items like the mindwarp seal (+2 mental magic) and get blessing magic using the Captain's Shiv and Captain's Boots (each give +2 blessing magic) so he just needs healing craft at 7 for major heal (he already starts at 2). A high intelligence lifecrafter can create an army (see the screenshot your own army for the one I created long before I maxed out at effective intelligence of 22. I gave up the girdle of genius for the projection belt so my creations could be even nastier. You don't even need to raise your shaping skill as high as mine since the Shaper's robe (kill Monarch in chapter 3) and the Shapemaster's Boots will combine for +3 in all shaping skills. A few points to each shaping class and with training and the right canisters you can make all 30 creations. You spend your life as a deadweight lifecrafter doing buffing, healing, daze, and finally mass madness with no real fighting after chapter 2. In chapter 3 you can make creations with high enough health that you rarely need to even augment and essence armor them most of the time. You can get create kyshakk in chapter 3 from the Shapers and have them at over 1000 base health before the end. An infiltrator can be effective, but you need quick action to go ahead of the worst special encounters. You don't have the luxury of 500+ health that a servile can get or the creation shields of a lifecrafter/shock trooper. You also should get high leadership to help in the worst encounters.
  15. In order to get to Shaper Camp Gamma in Fens of Aziraph (chapter 3) you need Alwan's Pass by doing the Repair Moseh quest. It doesn't matter whether you repair or kill Moseh as long as you report in to Alwan. This also allows you to safely enter the Western Rise. In order to get through the Eastern Rise you have to report back to Pirik about the Kill Moseh quest. Having Alwan's Pass allows you to do the quests regarding the spies in each Fens camp and the Refugees quests.
  16. Exile games repopulate a dungeon you just cleaned out. So if you want quick XP then after resting up and selling the loot you can go back and fight them again. This is useful in Exile 2 before going down river to Chapter 2.
  17. Icy crystals are great against wingbolts if you have the dexterity and missle weapons since they do full damage and will kill one in 2 or 3 shots. They also will usually kill a vlish. Spray crystals are pretty useless after chapter 2. Swarm crystals are better and torrent gems (aura of flames) are great. I save madness gems for when I want to convert many creations to my side and don't have mass madness yet.
  18. Reaper baton is dropped by Southern sentinel in Titan's Hall and sold by Dalia in Khima-uss.
  19. I'm behind with updating my notes so here are a few Charms - Infiltrator's Charm - Western Burwood at Agent Yngrid - +1 Leadership/ +1 Mechanics/ +8% Mind effects resistance of creations Puresteel Charm - Quessa-Uss reward for winning duel - +1 Stength/ +1 level damage in combat/ +8 Mind effects resistance of creations Blademaster Charm - Matala's Workshop in locked room after killing golem and finding level behind pillar - +1 Quick Action/+5% chance to hit/ +8% Mind effect resistance of creations Essence Charm - Breeding Pit near corrupted unbound - +1 Intelligence/ +3% Hostile effects resistance/ +8% Mind effects resistance of creations Omnicharm - Titan's Hall after killing Titan - +1 Strength/ +1 Dexterity/ +1 Intelligence/ +1 Endurance Items correction - it's Crystal Woven Chitin not chain Cryoaskin greaves in South Burwood Road past spinecore plant Armor 4% Stun resistance 4%/-5% to hit/+15% Cold resistance Polar fur cloak at Rebel Base Dock in SE corner box Armor 4%/+5% Cold resistance Coated cloak in Boiling Mudpits Armor 4%/+5% Energy resistance Spideskin robe in Southforge Citadel (m8) armor 14%/+5% Energy resistance Gazerskin boots in Northforge Warren past Shapers to south along corridor of heat plates on body -Armor 2%/+10% hostile effects resistance/+15% stun res Ruby necklace in QuessaUss Armor 4%/+5% Fire resistance/+10% Energy resistance/+1 Battle magic/+5% Fire resistance of creations/+10% Energy resistance of creations
  20. By the time your level is in the mid 30s you get no experience from tier 2 and some tier 3 monsters like battle alphas. One trick for easy experience is to attack certain creations that are not hostile. In the Boiling Mudpits with enough leadership you can make a thahd go neutral and then attack it. A better place is in Chapter 4 the Sentinel Woods after using high mechanics (somewhere between 12 and 14) and living tools to shut down the pylons you can kill the sentinel creations and they won't fight you.
  21. I used the artifact greaves, thirsting knife, and gauntlets that all had vampiric touch together. You don't always get a drain. The amount seems to be the total of the numbers and it can happen when you use essence shackles and other non-damaging spells.
  22. Captain Zakary in the south barracks rooms gives the quest. I found the easiest thing to do is just sit in the room where he stashes the loot along its east side so you are far enough away and read a book until the message appears on the screen that you caught him.
  23. Most of the items that were collection quests from previous games aren't needed this time. You still need the creations parts for recipes and the gemstones and the red crystals with wiry moss and saltweed for other forged items. I found that my money problems went away in Chapter 4 when the first time through I finally decided to start selling almost everything.
  24. I think my servile doing almost all the quests is 34 when he finishes Chapter 3. My lifecrafter with 4 creations was about 32 at the same point. By the time my lifecrafter reaches Quessa-Uss he is 38. The experience tweaks add about 10-15% more experience. *grumble* 37th level in Burwood and I get no experience for most of my kills. I'm going to have to slaughter Western Morass just to make another level.
  25. Therile Colony has Yves in the building along the south side. Dialog choice 4 about the mushrooms will eventually send him out to check on his stash. If he spots you before he reaches it hw will wandee off and you will need to find a different site to watch from. If he spots you after the message where you see him checking his stash them a fight will happen. Don't fight him unless you have the health to withstand the damage.
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