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Randomizer

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Everything posted by Randomizer

  1. There is a limit on the number of items you can place in an area before the game starts removing them. It helps to separate the piles and makes it quicker to find items.
  2. Use an area effect spell to determine which one. You will have this problem with a twist in the Spire Fortress,
  3. Everything scales downward with the highest party member's level. Monsters and trap disarms provide so little experience that quest rewards are the most noticeable. At least you don't see the Geneforge message, "You are too high a level to get experience" every monster kill.
  4. Everything scales downward with the highest party member's level. Monsters and trap disarms provide so little experience that quest rewards are the most noticeable. At least you don't see the Geneforge message, "You are too high a level to get experience" every monster kill.
  5. Also it's easier to do it in Blosk rather than Dharmon. Make sure you're hasted so you can just flee east or west through a deserted area to get away after you get the sample. There will be a message when the Shade returns to the wasted area. There is no sense risking the loss of an NPC that might provide a quest/reward later in the game.
  6. You can do the 3 tests without the Ritual of Welcoming, but you will find that Vahnatai outside of Avit speak gibberish.
  7. It might just be my playing style, but I always wind up with extra crystals and other items at the end. While spells are technically unlimited, if you use wands and crystals as backups for above your level monsters and extra attacks there are enough. I still think the base number of dice damage should be 1 or 2 lower to make them competitive with spells. You can increase missle weapon almost as fast as agents increase battle magic so there is little difference between them. Without dexterity in place of spellcraft the damage is almost the same.
  8. If Sleater has already "blessed" you so you can more easily attack undead, then it doesn't make much difference. You did get his experience reward for telling him that the way was clear? There are some people that you shouldn't kill until you are sure that you got everything from them. There was an earlier thread where the portal mage below Fort Avernum was killed so the endgame couldn't be reached. Most NPCs are killable with no real consequences.
  9. While tweaking the item weights gets rid of an annoyance, it eliminates the main restriction on agents and shapers. They usually can't afford to carry much because they don't increase strength like a guardian. If you reduce too much weight even for minor items then you pile up junk that you wouldn't collect until after an area is cleared and would probably carry it around. I thought that baton damage should be reduced to keep it in line with spell damage reductions. Batons and crystals with missle weapon skill are almost as deadly as spells, but easier to obtain.
  10. Playing on torment means you have to pay more attention to the game. There is less room for making mistakes. On the lower levels you can get sloppy and do things that won't work on torment mode. Besides finals are a great excuse to relax with a game to escape the pressure.
  11. There are certainn spells that don't really improve past the first level. Augmentation, shield and armor spells increase duration with level, but you usually go back to town before they wear off.
  12. You can't do Fort Spire until you finish most of the Castle quests, then you get told to go back to Fort Avernum for a way into Fort Spire. Only after you get that message is there a way.
  13. You also get some experience as a reward for see Solberg.
  14. Start the game with mechanic at 6 to be able to open most locked doors and boxes. Leadership at 2 until after the first two areas and then raise it to 5 to get more conversation options, You don't need to do much more for a long time with those 2 abilities. Use living tools to open things that only need 1 or 2 and record where the harder ones are for later. Raise leadership just before joining a side until you can avoid having to do quests that you might find morally objectionable. This seems to work for me even though it weakens my combat and shaping skills at the start.
  15. I think this is a more useful than some of the information in the FAQ about character building. There are many different ways to achieve a winnable character and it comes down to playing style.
  16. I tried a Missle Agent in GF1 in Torment mode. At missle weapon 10 the crystal damage was between half and two thirds of spell damage at battle magic 18 and spellcraft 12. This makes sense since crystals start at 6d6 level and spells start at 1-3d? depending upon training. Even better swarm crystals hit 4 creatures versus maybe 3 with searing orbs. When you factor in AP 3 for crystals versus AP 5 for spells a missle capability is great. I'm trying out a missle agent versus a missle shaper in GF2. Specializing in one shaping class makes the ones you get more powerful. Since you usually get fire based creatures first it makes sense to use them and save magic shaping for the area after the demo for the next group to be used. Thrads make nice shields, but I prefer range attacks when possible. Wasting AP to close with a monster is a good way to die with so many range attacking monsters.
  17. Or just kill the gremlin and get a few extra experience points (20% of almost nothing) and sell the gremlin wine. It all depends on your morals.
  18. Since Jeff tweaks each games spells, skills, etc., it would be to start each game fresh and not be unbalanced with a high level character that is missing something or has spells that are not used in the next game. Besides if you need a boost that badly wait until there is a character editor or trainer to change your character.
  19. If you put some points to missle weapons or dexterity (in GF3) you can do some decent damage with batons and crystals. This means you don't have to rely on your creations as much. See the threads about the Bullseye Shaper and Dexterous Agent. You should have Mechanic at 5 or 6 in most games since you get free experience unlocking doors and the items behind them.
  20. Quote: I am in Exile 2. I can't get past the teleporter. Did I miss Doing something, somewhere? Please help me as I can not go anyfurther from where I am. Which teleporter? There are several in the game. There is one between the Vahnatai lands and the Tower of the Magi. The main portal in the Tower of the Magi requires certain codes to activate it. Then there are a few that will only allow one character to use it and you have to pick the character number that you will send through it.
  21. In the late '80s, Might and Magic II allowed for transfering Might and Magic I characters into the game. But they stripped out all the items so you didn't have much to show except higher levels. You still had to gain equipment and all the new special skills. Also they added extra player classes that you could only get from the start.
  22. Think of it as a way to get some experience.
  23. I didn't like the dialog choices, maybe because it reminded me of the Anama from Exile3/Avernum 3. While you might agree with some of them, the actions of each group left something to be desired. I would like to see more of an effect for stealing. I know it's easy to steal without being seen, but they should notice the thefts eventually. You could build up a reputation of being in the area where they occur and merchants will raise their prices to compensate for losses in the towns after a certain number occur in the game. Since most thefts are at the beginning or are for major items it will make your actions more thoughtful. I like the idea that your actions decide your alignment with the groups. It will be fun to find the new path.
  24. In the Tower of Magi quest for the demon, just acid spray him and leave the room. When he summons friends, a few lightning sprays will clear the area. Nothing that you cab't do after the Eastern Gallery. Dispel barrier spell is useful for going back and finishing the Honeycomb. There are some great items behind that barrier. Also in Fort Dranlon and a few other places are a few more items that aren't accessible to piercing crystals. You can play the game without it, but you miss out on the extras.
  25. Quote: Hmm... Why Dryak and Vlish don't decreased? Jeff's saving that for GF4 after reading Delicious Vlish's use of Terror Vlish to stun opponents. Drayk will only decrease for PC's creations if we get them.
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