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Randomizer

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Everything posted by Randomizer

  1. Replying to Telanos: 4. Fire and force barriers were useful for two things. Containing quickfire if you were fast enough and were in the right place. The other was to deflect those moving blocks so they didn't crush you. 9. Food is still around as a source of healing for those that want it. Poison is not as useful since most monsters die before it takes effect. There are still a few items that duplicate it like the oozing blade. 11. It's buried in the instructions, bug Jeff did mention the change on combining tool use and unlock spell. 12. The wait 40 turns isn't needed since you can't get back health/spell points by using it any more. 13. Some of the lower level skills were useful like parry and riposte. Lethal blow is just too hard to train up to in a real game.
  2. It's one of those treasures that's there to taunt you. Spend your time looking for the hidden chambers that have supplies that you can use.
  3. Thanks for moving it forward. I didn't want to go and find it myself. You'll need to make a new version for GF4 in a few months.
  4. Slarty posted a thread where he gives the experience differences for different numbers of creations/allies sucking it off. You get less experience, but the total amount for the whole party is higher than for an individual. If you plan on keeping your creations for a while then it pays to have them leech. See Strategy Central for help.
  5. The loss of spell points and essence also exists in the Avernum games where you cast a spell that can't work at that time. It's a bug where the subtraction occurs before checking on whether it will work because of circumstances.
  6. I did a thread on Wisdom crystals and there was a limit to what you could find in those caches but I was using mandrake root as the limit. Nature lore 3 gives 16, nature lore 12 gives 37, and you can get more with nature lore at 15. It's a waste of time but just check every merchant that you can get to by pylon. There are herb dealers in Fort Draco, West Cotra (Potionary), the Slith herb dealer waiting with the merchants between Almaria and Tower Colony, Tower Colony, that guy in the swamp southeast of Formello and the alchemist to the northwest of Formello, the Nephil camp near Fort Monastarty, and maybe Fort Dunvo. I saved all of my herb ingredients for the end except to make a few energy potions and do that Fort Remote quest and get a Magus vest.
  7. The only bad thing is because A4 frequently crashes the first time through I killed R-I and then it crashed before I could see any ending.
  8. It's not that easy to get around them to the feeding spot without getting swarmed. I should have tried strong daze instead of what I did and it might have gone easier. Not doing the quest means that he doesn't allow you free access to his spellbook and other minor help.
  9. Rentar only dies in some endings. It depends upon your choices in both fortresses. You can let him go to bother other people.
  10. You could have serviles with a shaping class but it's ornk. Someone has to make them.
  11. I preferred GF1 storyline, but GF3 has a better spell and combat system to make up for the worse plot.
  12. I think you get a better message and maybe an additional piece of loot. Otherwise you get access to all the books, spells, and normal treasure. Maybe some difference in experience.
  13. 10. If you haven't read Erika's book the 5 brooches are in Motrax's cave, center of the Mertis spiral, Crypt of Drath (I think), Pyrog's cave, and the last involves a statue telling about the prisoner in Dharmon that stole it and then his partner flees to Mertis with it. 11. Demonslayer is supposed to help you with those demons. However most people don't want to use a two-handed weapon and you can easily get through the game without it. Consider it a trophy for completing all the quests to get the three parts and reforge it. I think I did use it against Grah-hoth because it speeds up eliminating those annoying Mung demons. I hate when they dumbfound my spellcasters. Divine warrior spellcasters can blast through the other demons with range being the problem in taking them out.
  14. You could always use the missing class as a challenge for those that really want to play it over with a handicap.
  15. I think Jeff said somewhere back in the first 3 pages that the Vahnatai wouldn't appear in A5. Of course that could always change after he gets through the debate in this thread on whether they should come back.
  16. If you are implying that in GF4 you can use the Geneforge does that mean you don't have trouble with the lighting in the rest of the game? Although using it makes the game simpler since now both sides are annoyingly inferior. The third path is then I'm a God and will decide what is right for all of you.
  17. 10. You should have found most of the brooches by now if you've talked to Erika. Her books give hints about where to find them and you can always talk to statues. Some of them have useful information and most just don't do anything.
  18. Aydin is on an island north of the Giant Lands hidden by the blue mists. There is a pool that will let you past for a limited time. Aydin gives you how to get past an obstacle on the way to the teleporter and info on how to get there. The path to the teleporter has some secret passages and one place where you need the Orb to fly over.
  19. In Avernum 1 the only way to actually get the formula so you can make it is to find the abandoned hut. The researcher who lived there use to be in the Tower of Magi and then went north. There is someone hidden in the northwest corner of Fort Draco that can tell you some more. There are two ways to find her: secret door and using your boat to land beyond the wall.
  20. In Avernum 1 you get the quest in Patrick's Tower. There are clues in Fort Draco and the formula for it is in a hut in the tunnels west and south of Fort Draco (I think). In Avernum 2 the formula is in Patrick's Tower and you can find some already made (somewhere in the Eastern Gallery I think). You need it to heal the Nephils that are southeast of Mertis and a dragon north of Fort Emerald.
  21. Thanks, I hadn't read it since 1979. My professor (really a teaching assistant) didn't get the joke at the end of the story about the Handicapper General using the great equalizer. for an English major he wasn't that well read.
  22. I'm not sure if that gives you access back to another level. I remember going back to the main level in the NW corner where there are some prisoners. If you have an unexplored area on your map after you finish the tower then that's where it goes.
  23. Quote: Originally written by Earth2025: Tyranicus: Yep that hut where you get some wand (no clue what cause I have got it only once and boat was just too far to reach it before battle begun). I finally went back to finish that encounter. You get a wand of acid. The fight isn't too bad if the invisible monsters appear near the party and you can just blunder into them.
  24. Change your PDN to Karma and start a karma thread. If you leave off your signature, alter your profile, and don't have a really low member number people will have trouble figuring out who you are.
  25. There was an antimagic spell for a while in the game. You could always forcecage the mage if that spell comes back form A3.
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