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Randomizer

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  1. All it's really good for is to fulfill 2 quests. The Almaria one at least has a good reward. The gazer in the north part of the area has a better reward in the Gazer Sandals. Demonslayer wasn't any help versus the haakai since melee attacks slow the attacker.

  2. All it's really good for is to fulfill 2 quests. The Almaria one at least has a good reward. The gazer in the north part of the area has a better reward in the Gazer Sandals. Demonslayer wasn't any help versus the haakai since melee attacks slow the attacker.

  3. As a singleton you have trouble when you have to fight both at once. Switching off to go after the unprotected one means that the demon mostly holds back and terrorizes you while the golem attacks. You can do it with more mindshield scrolls and invulnerability potions than I had available. I needed to have shades between me and the demon so he wastes his terror on them. But then the golem whacks two shades a round and I have trouble fighting both and creating allies.

  4. As a singleton you have trouble when you have to fight both at once. Switching off to go after the unprotected one means that the demon mostly holds back and terrorizes you while the golem attacks. You can do it with more mindshield scrolls and invulnerability potions than I had available. I needed to have shades between me and the demon so he wastes his terror on them. But then the golem whacks two shades a round and I have trouble fighting both and creating allies.

  5. For those who obsess, I decided to count the number of wisdom crystals and knowledge brews available in the game. Also the number that can be made by Strine from mandrake roots.

     

    You can buy 5 during the game:

    Grindstone - Jenn

    West Cotra - Potionary Store

    Tower Colony - Oliver

    Patrick's Tower - Julz

    Dharmon - Oliver

     

    There are 4 as rewards from quest:

    Castle - Ghall-Ihrno - comfort gives 2 wisdom crystals

    Blosk - Mayor - slaying enraged wrymkin gives knowledge brew

    Fort Remote - alchemist - ingredrient quests gives knowledge brew and other potions for 2 graymold, 1 mandrake, and eyestalks

     

    There are 24 and 1 knowledge elixir (4 points) for usually killing monsters that guard them:

    Nephil Lands- under checkpoint past fire lizards (need high nature lore to get it without a fight)

    Slime Tunnels - lower level

    Haunted Mines - lower level (need piercing crystal)

    Motrax's Cave - lower level

    Eastern Gallery - Swamplouse

    Mertis Spiral - upper level (need piercing crystal)

    Honeycomb - lower level behind dispel barrier spell barrier

    Camp Samuels - lower level after golem

    Great Cave - southeast corner after fighting Aranea Stoneseer

    Great Cave - lower level area with Abisythe behind icy crystalmists

    Great Cave - south wall after Dripfang and terror wolves

    Slith Lands - cultist area northwest part of the city

    Scree Caves - dragon's hoard

    Blosk - upper level enraged wrymkin

    Great Cave - east of Dharmon lower level in mine with crystal basilisk

    Western Wastes - third map section past Fort Remote beyond gazer guarded bridge and difficulty 40 door

    Basalt Tower - near gate

    Basalt Tower - lower level south west corner in crystal workers area

    Spire - northside with Kring and bandits

    Abyss - Test #6 reward

    Harston - lower level - with Cryos demon (need dispel barrier)

    Giant Warren - lower level treasure chamber

    Khoth's Ruins - lower level west side Knowledge Elixir (need dispel barrier)

    Dark Lands - center of map section near wrymkin

    Erika's Ruins - upper level lich

     

    There are 4 that are cached and require a nature lore somewhere between 4 and 12 to find:

    Great Cave - lower level area with Abisythe behind icy crystalmists

    Great Cave - below Patrick's Tower tunnels after fighting sparklingmists

    Patrick's Tower - lower level holding cell with gazer (need dispel barrier)

    Great Cave - lower level chitrach tunnels northwest of Castle

    Great Cave - beyond the mage guarding Daggerfall mine west of Dharmon

     

    There are 4 marked NY (not yours) that you can steal if you close the door:

    Almaria - lower level past golem

    Fissure Inn -upper level guest room

    Gnass - lower level guarded by hellhound

    Fort Remote - room

     

    Mandrake roots are the hardest to find ingredient of the five needed for knowledge brews. Nature lore 3 will get 16 and nature lore 12 will get 37. The mandrake and graymold in the Basalt Fortress is only accessible from caches after the terror wolves are released and not available later on in the game. Out of the mandrake obtained one is used for the Fort Remote quest as a good use to reward. I used in Bargha some to buy Answering Gloves and Magus Vest. There is one mandrake root south of Erika's Ruins so you will have to go back later to use it.

     

    To get nature lore 12 for a singleton: buy 2 levels in Fort Duvno from Walner, 1 level as quest reward in Fort Dranlon, and spend 26 skill points in training for 7 levels. With the Explorer's ring from Eye Krotus you have 12 levels.

     

    If you have nature lore 14 there is one more mandrake root northeast of the Tower Colony. If you have nature lore 15 there is a wisdom crystal in the Giant Lands cached in the passage north of the stairs leading to the giant intelligent friendly talking spiders. There is another mandrake root in the Sliths Lands southeast of the altar (need nature lore between 13-15). Another is Scree Caves going east from Fort Saffron's north gate.

     

    In the final part of the game, in the north part of the Dark Lands, the Giant's have a camp. There is one wisdom crystal in the center. Then cached are a wisdom crystal and a mandrake root. At this point they aren't much help.

     

    Then in the final keep's upper level, 2 more wisdom crystals and a mnadrake root for those that need a few more skill points.

  6. For those who obsess, I decided to count the number of wisdom crystals and knowledge brews available in the game. Also the number that can be made by Strine from mandrake roots.

     

    You can buy 5 during the game:

    Grindstone - Jenn

    West Cotra - Potionary Store

    Tower Colony - Oliver

    Patrick's Tower - Julz

    Dharmon - Oliver

     

    There are 4 as rewards from quest:

    Castle - Ghall-Ihrno - comfort gives 2 wisdom crystals

    Blosk - Mayor - slaying enraged wrymkin gives knowledge brew

    Fort Remote - alchemist - ingredrient quests gives knowledge brew and other potions for 2 graymold, 1 mandrake, and eyestalks

     

    There are 24 and 1 knowledge elixir (4 points) for usually killing monsters that guard them:

    Nephil Lands- under checkpoint past fire lizards (need high nature lore to get it without a fight)

    Slime Tunnels - lower level

    Haunted Mines - lower level (need piercing crystal)

    Motrax's Cave - lower level

    Eastern Gallery - Swamplouse

    Mertis Spiral - upper level (need piercing crystal)

    Honeycomb - lower level behind dispel barrier spell barrier

    Camp Samuels - lower level after golem

    Great Cave - southeast corner after fighting Aranea Stoneseer

    Great Cave - lower level area with Abisythe behind icy crystalmists

    Great Cave - south wall after Dripfang and terror wolves

    Slith Lands - cultist area northwest part of the city

    Scree Caves - dragon's hoard

    Blosk - upper level enraged wrymkin

    Great Cave - east of Dharmon lower level in mine with crystal basilisk

    Western Wastes - third map section past Fort Remote beyond gazer guarded bridge and difficulty 40 door

    Basalt Tower - near gate

    Basalt Tower - lower level south west corner in crystal workers area

    Spire - northside with Kring and bandits

    Abyss - Test #6 reward

    Harston - lower level - with Cryos demon (need dispel barrier)

    Giant Warren - lower level treasure chamber

    Khoth's Ruins - lower level west side Knowledge Elixir (need dispel barrier)

    Dark Lands - center of map section near wrymkin

    Erika's Ruins - upper level lich

     

    There are 4 that are cached and require a nature lore somewhere between 4 and 12 to find:

    Great Cave - lower level area with Abisythe behind icy crystalmists

    Great Cave - below Patrick's Tower tunnels after fighting sparklingmists

    Patrick's Tower - lower level holding cell with gazer (need dispel barrier)

    Great Cave - lower level chitrach tunnels northwest of Castle

    Great Cave - beyond the mage guarding Daggerfall mine west of Dharmon

     

    There are 4 marked NY (not yours) that you can steal if you close the door:

    Almaria - lower level past golem

    Fissure Inn -upper level guest room

    Gnass - lower level guarded by hellhound

    Fort Remote - room

     

    Mandrake roots are the hardest to find ingredient of the five needed for knowledge brews. Nature lore 3 will get 16 and nature lore 12 will get 37. The mandrake and graymold in the Basalt Fortress is only accessible from caches after the terror wolves are released and not available later on in the game. Out of the mandrake obtained one is used for the Fort Remote quest as a good use to reward. I used in Bargha some to buy Answering Gloves and Magus Vest. There is one mandrake root south of Erika's Ruins so you will have to go back later to use it.

     

    To get nature lore 12 for a singleton: buy 2 levels in Fort Duvno from Walner, 1 level as quest reward in Fort Dranlon, and spend 26 skill points in training for 7 levels. With the Explorer's ring from Eye Krotus you have 12 levels.

     

    If you have nature lore 14 there is one more mandrake root northeast of the Tower Colony. If you have nature lore 15 there is a wisdom crystal in the Giant Lands cached in the passage north of the stairs leading to the giant intelligent friendly talking spiders. There is another mandrake root in the Sliths Lands southeast of the altar (need nature lore between 13-15). Another is Scree Caves going east from Fort Saffron's north gate.

     

    In the final part of the game, in the north part of the Dark Lands, the Giant's have a camp. There is one wisdom crystal in the center. Then cached are a wisdom crystal and a mandrake root. At this point they aren't much help.

     

    Then in the final keep's upper level, 2 more wisdom crystals and a mnadrake root for those that need a few more skill points.

  7. Natural Mage and Pure Spirit boost the damage of their respective spell types, mage and priest. They also give free levels starting at 2 in the beginning. Natural Mage also seems to make spells like Terror more effective.

     

    The AI has monsters go after the last character that hit them. So spellcasters get attacked even in the rear.

     

    Since the game doesn't punish high experience penalties like the earlier ones it helps to give Divine Touched to everyone.

  8. The plot was the weakest point. The main villlian wasn't that good and the second one wasn't used that well. Maybe the Darkside Loyalist plot will come back in a better form someday.

     

    The "new" monsters from Geneforge were used because they were available to insert quickly into the game. Someday the graphics will ready to bring back all the great monsters of the old Avernum games.

     

    The combat engine is better so there is no longer the delay command. We finally have the true area effect spells from the Exile games, but I would have like a targeted multiple target spell like the Exile Flame Arrows. Also now that you could use spells to hit invisible creatures there are no black shades and guardians. It's not like Jeff needed a graphic for those monsters.

     

    The game is still fun with limitations. Money is tight, you can only get 2 levels of training, items are not available in quantity, etc. but you can work around them.

  9. You will have to go back later to get through the difficulty 8 door to the undead. Start with what you can reach from the surface and use the skill points from going up a level for a spellcaster with mage spells. I started out with no tool use and found that you still can do enough, but it helps to have initially at least tool use 5. You don't need more than 8 to finish the demo.

  10. Destroy all the pylons in the Western Wastes on the way to Rentar's fortress. The jewels left behind are worth about 3000 in money. Also it's a bother but gather up all the equipment left behind by the Avernite soldiers. There are other places like the refugee camp south of the Castle that have minor items that you can grab for money. It's time consuming, but over the course of the game it adds up to real money.

  11. Reputation existed in the earlier games, Avernum 1-3, where having a high reputation got you things. That no longer exists.

     

    There are some actions that can help or hurt you in conversations. Stealing a NY (not yours) item in sight of an NPC can cause them to turn hostile is the easiest example. In Bargha, Gladwell asks you to feed his slimes and if you kill them he will not help you anymore (If you kill one it doesn't matter). Fulfilling that request gets you free access to a spellbook behind a barrier.

  12. I don't know if there is a fix except by reseting the flag that you ended the undead. If you've killed off the ones in the center that ends the cauldron born. The quest only gives you experience and a disruption wand so you don't miss much. If it means that much you can always start over unless someone knows the command to reset the appropriate flag in the game.

     

    The main quest to end the problem has Aaron giving you his blessing so fighters get blademaster increased by 1 and spellcasters get magery increased by 1.

  13. I always hated Call Beast, because the choices were so bad at low levels. At least with Summon Aid you got multiple monsters to distract your enemy.

     

    Doomguards were just boring hack and slash. Spells didn't do much so it was just haste, bless, and fight. In A2 you also had to make sure they didn't swarm the spellcasters. But it was just a half hour I'll never get back. In Exile they were so pitiful in attacking that even my spellcasters could kill them and almost never take damage.

  14. The third test is in the chitrach tunnels. The quickest way to get to it is to start at Fort Dranlon and enter the tunnels from the building to the east. Go north and make a left at the top of the map section. Follow the path until it splits in 6 directions, the one you are on is southwest. West leads to aranea, southeast leads to another map section, east and northeast lead to cavewindow spiders, so norhwest leads to the test. Have fun.

     

    The best I've gotten with 3 plus action point items and quickstrike is 11 and then 16 or 18 when hasted. I used the Cryos spear, Mercuric chainmail, and Quicksilver sandals. It helps for a spellcaster to use at least 2 of these items to have a base action points of 10 and then 15 hasted.

  15. The letter is on a body in the southwest part of the Eastern Gallery. Go west from West Cotra and I think it was a little north. The quest is to remove a gremlin from his storehouse, the gated area where you can't pick the lock in the demo. You get some gems as a reward and his storehouse has a lot of items that you can sell. Easy quest and there is slightly more experience for killing the gremlin.

     

    The barrier is upstairs in Giscard's house. The vengeful shade appears when you rob Giscard, I guess. I only looked in the box at the Ruby Breastplate and some other things.

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