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Randomizer

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Posts posted by Randomizer

  1. It really depends upon the player. I've played in Torment mode and found that you can get through the games if you think a bit and take your time when playing the tough fights.

     

    Geneforge is easier to die in and you have to stay in combat mode most of the time when exploring. Avernum is more forgiving of mistakes and lets you spend most of the time out of combat mode and just exploring.

     

    Jeff thought Avernum 4 would require a team effort, but it's possible to play as a singleton. You can make the games as challenging as you want by choosing how to approach the games.

  2. Go back to the corridor that runs from behind the quickghast throne to the ruby skeleton/wight area. Start searching for secret passages going towards the center. Magic map helps show the area you want. The sealed corridor on the east side is useless.

  3. The two extra characters in Exile are useful because of how the game engine deals with treasure that falls on the floor after killing a monster. In Avernum, unless it's a wilderness encounter from A1-3, the treasure remains to be picked up later. In Exile the treasure is always gone when you leave the area. The extra characters allow you to pick up more loot so you can finish off a dungeon and never need to come back. OR you can keep redoing a dungeon for the monster treasure and experience, but that becomes boring.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

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