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Randomizer

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Everything posted by Randomizer

  1. Since the anvil is falling from a great height, I think there should be a time delay of a few rounds from casting until impact. You pick a target spot and then try to force the enemy to occupy that spot during the impact round. This would only work on high health point monsters, but wouldn't it have been neat for nailing those shades.
  2. From my experience with singletons in Torment mode, it isn't worth the effort. You miss out on the bonus special skills that make thing easier later on in the game. Divine touch's free magery for spellcasters and blademaster and sharpshooter for fighters is the best example. The extra levels don't provide enough skill points to even come close to balancing out. The other problem is you get progressively less experience because you are significantly higher than the monsters. For 30% penalty (human, pure spirit, elite warrior), I got to level 25 by the end of the Eastern Gallery. For 55% penalty (nephil natural mage, divine touch), I got to level 24. You'll probably finish the Eastern Gallery at level 30. The 30 skill points won't get you the extra levels in casting spells let alone magery, etc. It still will be fun, but it will get harder to train up in everything that you want.
  3. From my experience with singletons in Torment mode, it isn't worth the effort. You miss out on the bonus special skills that make thing easier later on in the game. Divine touch's free magery for spellcasters and blademaster and sharpshooter for fighters is the best example. The extra levels don't provide enough skill points to even come close to balancing out. The other problem is you get progressively less experience because you are significantly higher than the monsters. For 30% penalty (human, pure spirit, elite warrior), I got to level 25 by the end of the Eastern Gallery. For 55% penalty (nephil natural mage, divine touch), I got to level 24. You'll probably finish the Eastern Gallery at level 30. The 30 skill points won't get you the extra levels in casting spells let alone magery, etc. It still will be fun, but it will get harder to train up in everything that you want.
  4. The A4 version of Demonslayer seems to be less powerful against demons than earlier versions. On the plus side it gives you armor and other resistances. Best of all it is now one-handed instead of two-handed like in previous games. I couldn't believe that when I first clicked on the description.
  5. Go south from Formello and then over the bridge to the east. Follow the eastern shore of the river until you see a pit access. You will be told that it is one way. Fight the monsters in that area for treasure and then head east. You will cross a single file path over a chasm to reach the other side of that picture and the gate controls.
  6. Bag of holding or some other way to get around the weight and slot limit. There's always more than you can carry, even with 6 characters at maximum strength.
  7. If I remember correctly the earlier advice, all pylons take damage from acid. Your arrow range with bows is one greater than the pylon's attack range. So you can attack from outside their radius of attack and wear them down. This is time consuming but great for OCD sufferers. This doesn't work for the regenerating pylons later on in the game. Update I forgot the best reason to destroy pylons. They turn into lovely piles of jewels that you can sell. Money being so tight in A4, why pass up a chance.
  8. I think the password is nonexistent, like in Avernum 1 when you a ritual is mentioned to get past the fortress on the way to releasing Grah-Hoth. Just make sure you have someone to unshackle the terrorized minds from the ferocius demon and watch for the magic barrier. Trying this as a singleton, I got mental resistance at 66% and used mindshield scrolls. I still got terrorized a few times, but with invulnerability potions, and an armor potion, and lots of summoned shades to keep the demon busy I eventually won. Unfortuneately as a singleton you have to fight them one at a time and slowly wear them down past that nasty magic barrier that reduces damage.
  9. I think the password is nonexistent, like in Avernum 1 when you a ritual is mentioned to get past the fortress on the way to releasing Grah-Hoth. Just make sure you have someone to unshackle the terrorized minds from the ferocius demon and watch for the magic barrier. Trying this as a singleton, I got mental resistance at 66% and used mindshield scrolls. I still got terrorized a few times, but with invulnerability potions, and an armor potion, and lots of summoned shades to keep the demon busy I eventually won. Unfortuneately as a singleton you have to fight them one at a time and slowly wear them down past that nasty magic barrier that reduces damage.
  10. It's a new change and it throws the bows vs. thrown weapons out of balance. Because of the weight problem, it makes thrown weapons primarily useful for money. Thrown weapons do more damage than most bows except the special bows. You can save razordisks, fine razordisks, and fine lances for use in special situations like fighting powerful monsters. Hrickis in the demo, Nodicuas in the Eastern Gallery, the shades when you have completed the quest to remove their protections are examples. There the extra damage in the hands of a nephil archer with sharpshooter can be useful and he is likely to have the carrying capacity.
  11. This may be text holdover from earlier games where First Aid did get a boost from Anatomy. Somethings did not get properly updated from game to game.
  12. If you want to have some fun, go unarmed for melee. At strength 2 and blademaster 2 you can hit a goblin for 10 to 11 points of damage. To duel Crain, I had just one fighter slap him around. With war blessing at str 6 and blade 10 he did 15 (3 times), 17 (2), 19, 21, 22 (3), and 28 (2). I would ony recommend this in safe fights where you can lose.
  13. If you want to have some fun, go unarmed for melee. At strength 2 and blademaster 2 you can hit a goblin for 10 to 11 points of damage. To duel Crain, I had just one fighter slap him around. With war blessing at str 6 and blade 10 he did 15 (3 times), 17 (2), 19, 21, 22 (3), and 28 (2). I would ony recommend this in safe fights where you can lose.
  14. Another way is once you have the Orb of Thranli you can get over the mountains to approach from the east. The only check you coming up from the south.
  15. By the end of the game, fatigue and boredom make you want it to end. There is nothing to do with all that treasure unless you use it in combat. The only nice part about the Exile 3 version was the graphics at the end.
  16. Starting over in a new area will mean fewer preconceived ideas of what to expect. No more familiar terrain that has been revised to no longer fit the older games. I would like to go back to the A1 to 3 terrain style. Now that characters have more slots and virtually unlimited carrying capacity, we can have battle screens pop up in the wilderness. The problem in the older games was losing treasure due to too few slots and a maximum weight. This is especially true when there seems to be a limit to total treasure in the game. The only way to get more treasure is to kill off the townspeople and ones like Sleater. The game could be like the Khazi (?) Run where you start out in a safe area and after building up strength take off for the unknown. You fight safe places to rest and sell items, but you need to keep going in order to achieve an ending to the game.
  17. Which bandit? Quickshank is hiding under Cotra. Skunky Joe is on the north road between Fort Duvno and Fort Dranlon. Horsharr (?) is hiding in his keep deep in the Honeycomb.
  18. I can't remember the thread, but someone did get through those doors and reported small empty rooms. I think it was an old thread having to do with tool use and unlock doors.
  19. You need to use the staircase east of Kelner in his tower. Go up those stairs and the west door will now open to a spellbook.
  20. Nicer than the sections in the hint book. It gives a better perspective about how claustrophobic the world has gotten.
  21. Nicer than the sections in the hint book. It gives a better perspective about how claustrophobic the world has gotten.
  22. There is the drake quest for Fort Emerald. The dragon will leave, but by that time I've killed almost all her brood and it will return someday to feed. It becomes a question of whether it is morally justified to do preemtive strikes against future threats like Swamplouse, dragons, etc., or whether you should forego the experience and treasure. Jeff makes attacking a more attractive choice by making nice treasure available if you do it. Swamplouse has Mecuric Leather Armor and a wisdom crystal. Giscard's task to remove the gremlin nets 20% more expierence from killing it rather than giving it the wine. That was a lousy 3 ep for my singleton.
  23. There is the drake quest for Fort Emerald. The dragon will leave, but by that time I've killed almost all her brood and it will return someday to feed. It becomes a question of whether it is morally justified to do preemtive strikes against future threats like Swamplouse, dragons, etc., or whether you should forego the experience and treasure. Jeff makes attacking a more attractive choice by making nice treasure available if you do it. Swamplouse has Mecuric Leather Armor and a wisdom crystal. Giscard's task to remove the gremlin nets 20% more expierence from killing it rather than giving it the wine. That was a lousy 3 ep for my singleton.
  24. Read Sooo Dark. Jeff made a bad choice for backround colors for some lower levels and the contrast makes A4 dungeons very hard to see. Even with your monitor turned all the way up you might miss things. Be sure to move over the entire area to see if anything lights up.
  25. The sliths are the richest source of treasure in the Eastern Gallery for the amount of effort. They are almost as good as the bandits combined and more fun to slay. They also provide good experience per monster.
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