Randomizer
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Posts posted by Randomizer
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Go look at the "Spiral Crypt" thread. It's not that old and has what you need.
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You can obtain the mithril in 3 different places. Then you have the choice of making it into a mithril sword, a beastslayer sword, or fulfilling a quest.
The Alien Blade is hard to get even with the hint book. You have to be in the right place after certain things have happened and figure out what is going on at the right time.
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The best that you can hope for is that most of the town is not actively hostile. At least then you can trade, train, and fulfill minor quests.
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There's a really old post about the chest on the upper level of Formello with the guard blocking it. It contains some javelins and other minor stuff. There are a lot of things like that are just there to annoy you.
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I bet she's been working with the sane members of the crazed Taker cult from GF1 that were learning magic. She's been learning magic and getting power.
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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.
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There are some threads that calculate tool use and unlock door with mage abilities so you can figure out how difficult a door you can get through.
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Don't forget to go back to the Tower Colony after freeing the mages. One of them is there and has a reward for you.
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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.
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19. When you are carrying too much you drop the extra stuff in a pile expecting it to be there when come back later.
20. You keep trying to use cheat codes and wonder why they didn't work.
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By that point it doesn't make much difference. The only fun encounters are down by Erika's ruins.
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The slith avatars are a powerful type of guardian spirit. Similar to demons, but not affected by repel spirit.
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See serviles isn't so bad. It's when they starting talking to you that's the problem. Especially if it's not with deep respect because you are a shapeer.
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Since the quicksilver buckler doesn't decrease strength it's better for getting extra actions. Combine with Mercuric armor and you get 2 actions a round and 3 when hasted. It's great for spell casters.
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Since the quicksilver buckler doesn't decrease strength it's better for getting extra actions. Combine with Mercuric armor and you get 2 actions a round and 3 when hasted. It's great for spell casters.
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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.
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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.
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There are stupid questions, it's just the asker is too stupid to recognize that they are stupid questions.
Go and teach for a few years and you will see. It's why I wanted to only do research.
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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.
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The test is to adapt to changing circumstances, so you have to rotate through the different spell damage types until you get significant damage.
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Thanks to the pylons it's worth the trip since you can sell everything else to the merchant in the same trip. Since there is a maximum amount of loot in the game it pays to haul every piece of junk that is sellable to a merchant.
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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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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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Rentar-Inhro's tomb in the Basalt Fortress has a fine waveblade. I had enough luck so the Vahanatai Myrmidons that killed Houghton dropped some.
How hard it it to beat Geneforge or Avernum games
in Avernum Trilogy (2000-2002 original versions)
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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.