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Tunes

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Curious Artila

Curious Artila (3/17)

  1. While I always really enjoyed the scope of e3/a3, I think I probably liked the a1 and a4 the best, precisely because of the cave atmosphere. I remember being sort of disappointed in e3 when I couldn't leave the tower of magi and run around in the caves below.
  2. I had a lot of trouble with this event as well, after a half dozen attempts I settled on this strategy: Clearly I was as buffed as possible, and I started the event. As soon as I got a servant to turn on the Prime Sentinel, I just kept making sure that someone in my party damaged it again before the round was over. You can't ever destroy the servants before the Sentinel dies, but they never healed to full when flipped back to the Sentinels control, because at the end of every round they were always hostile to me. Sometimes they attacked each other, and sometimes they hit the Prime Sentinel, but eventually he was whittled down after something like thirty or more rounds. I found I had to keep my melee fellow close to the Prime to try and keep/lure the servants in that area and kept my casters/archer spread out as to try and avoid splash from his lightening spray.
  3. damn dude, I really thought I had this one. Seems that you beat me by a minute.
  4. I'm really looking forward to A5. Checking sws.com daily, just itching over it something fierce.
  5. I've heard that there's a cheat code also available to end town hostilities. I'd go with Solberg on the previous save, however.
  6. I killed many of the almarian archers through the windows in the outer walls of the town while it was hostile, but I was still able to turn the town friendly through the course of events. I'm not sure what I may have done differently than you. I avoided killing any NPC that had a unique name.
  7. Wasn't there a skill in previous Avernum titles where you could haggle with shop keepers? If I recall correctly, it would allow you to get things for cheaper and sell things for more. With cash being so tight in A4, I'm really wishing I had this skill.
  8. Quote: Originally written by Periodic Emotion: You can buy them before learning spells from other sources or after getting the spell to level 5 from finding books scattered in Avernum. The order isn't important. Just looking for some clarification, as I've found tomes to be one-read only, and I don't want to end up making a decision I'll regret later. You're saying that I can read a book of any given spell, and then go to a trainer to teach the spell twice more, putting me at the third level? I had assumed beforehand that if you read the book but did not already have the improved spell learned, that you would not benefit. I might be mistaken, but that's the impression I had from the other Avernum titles, and I'm sure that's how it was in exile. This would be spectacular.
  9. Quote: Originally written by Synergy: Awl thu uzuelle poatians arr thair, ecksept thu bawlm ov lyfe, whitch iz noa longrr needead, annd thu graemould sallv. Hahaha. I've been lurking for a number of days and feel the same way. Synergy, you float my boat. This is comedy platinum. I've been saving every herb I find, and buying every herb I can get my hands on. Stockpiling them in hopes to come across someone capable of making knowledge brews. edit: I also though I'd mention, I'm not finding much use for any potions, scrolls, or wands, and I'm playing on torment. Nearly every consumable so far has been sold with the exception of invulnerability potions.
  10. This is a great discussion, and I believe that my party has benefitted immensely from it. I've always tried to play the previous Avernum titles on their hardest difficulty, with varying levels of success. This time around, I've re-rolled on three occasions, and I think I've settled on a a well-rounded satisfactory party. Here's the jist: Nephil Custom (Deadeye/EliteWarrior) - Ultimate Archer, lots of dexterity, lots in bows. A sprinkling of points in melee, quick action, hardiness, defense, luck, and nature lore. This character always moves first, often killing single monsters immediately. Slithzerikai Custom (ThickSkin/EliteWarrior) - Pole Fighter, built to recieve and deal damage. A few points in bows, quick action, hardiness, defense, nature lore and luck. This character follows up my archer with ranged attacks, positioning itself as best as possible to protect the casters. If anything does manage to get close, it's promptly put to the spear. Nephil Custom (NimbleFingers/NaturalMage) - Rogue Mage, constructed as a moderately capable mage, with lots of points into tool use. I put a point into bows and some into quick action, so that he moves before the enemies get a chance to. Human Custom (NaturalMage/PureSpirit) - Holy Mage extrodinaire. Lots of points into intelligence, and mage/priest skills. A few points in bows, quick action and luck. I've never played a combination mage/priest before, but I'm finding it very handy. Third time around, I didn't put any points at all into either spellcraft or arcane lore, or first aid. Having found all these trainable in lower levels for cash rather than skill points, I'm picking up everything with a value of four or greater that isn't nailed down. In regular combat, my entire party acts as a squad of archers, often killing monsters before they get within melee range. Any that do, my Slith makes short work of, and with my archer having a few points in melee, he's able to lay on hurt at close range as well. Whenever I begin to get overwhelmed or have to fight a particularly difficult battle, the casters turn to their primary roles. I'm not far beyond Formello at the moment, so I'm not sure how I'll hold up in the Eastern Gallery. So far, copious use of Quicksave helps to carefully plan out the tougher battles. The only drastic thing I'm considering is turning my Rogue Mage into a Rogue Holy Mage after he gets ~20 in tool use. I don't think he'll be as effective as my primary caster, but I'm enjoying the versatility in my Holy Mage so much, more of a good thing can't be bad! I've got all pseudo-archers mind you, because being able to deal significant range damage without draining mana I find is very important, but thrown weapons take up too much weight, and are a limited source of ammunition.
  11. This is a great discussion, and I believe that my party has benefitted immensely from it. I've always tried to play the previous Avernum titles on their hardest difficulty, with varying levels of success. This time around, I've re-rolled on three occasions, and I think I've settled on a a well-rounded satisfactory party. Here's the jist: Nephil Custom (Deadeye/EliteWarrior) - Ultimate Archer, lots of dexterity, lots in bows. A sprinkling of points in melee, quick action, hardiness, defense, luck, and nature lore. This character always moves first, often killing single monsters immediately. Slithzerikai Custom (ThickSkin/EliteWarrior) - Pole Fighter, built to recieve and deal damage. A few points in bows, quick action, hardiness, defense, nature lore and luck. This character follows up my archer with ranged attacks, positioning itself as best as possible to protect the casters. If anything does manage to get close, it's promptly put to the spear. Nephil Custom (NimbleFingers/NaturalMage) - Rogue Mage, constructed as a moderately capable mage, with lots of points into tool use. I put a point into bows and some into quick action, so that he moves before the enemies get a chance to. Human Custom (NaturalMage/PureSpirit) - Holy Mage extrodinaire. Lots of points into intelligence, and mage/priest skills. A few points in bows, quick action and luck. I've never played a combination mage/priest before, but I'm finding it very handy. Third time around, I didn't put any points at all into either spellcraft or arcane lore, or first aid. Having found all these trainable in lower levels for cash rather than skill points, I'm picking up everything with a value of four or greater that isn't nailed down. In regular combat, my entire party acts as a squad of archers, often killing monsters before they get within melee range. Any that do, my Slith makes short work of, and with my archer having a few points in melee, he's able to lay on hurt at close range as well. Whenever I begin to get overwhelmed or have to fight a particularly difficult battle, the casters turn to their primary roles. I'm not far beyond Formello at the moment, so I'm not sure how I'll hold up in the Eastern Gallery. So far, copious use of Quicksave helps to carefully plan out the tougher battles. The only drastic thing I'm considering is turning my Rogue Mage into a Rogue Holy Mage after he gets ~20 in tool use. I don't think he'll be as effective as my primary caster, but I'm enjoying the versatility in my Holy Mage so much, more of a good thing can't be bad! I've got all pseudo-archers mind you, because being able to deal significant range damage without draining mana I find is very important, but thrown weapons take up too much weight, and are a limited source of ammunition.
  12. Quote: Originally written by Will wily Wyrmkin wait willingly?: You can buy a few points in First Aid for money and not skill points in Formello. Where abouts in Formello?
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