Cher
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Posts posted by Cher
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Thanks so much!
For a straight archer, would you put all the combat skills into bows to start, then add some melee from the trainer for easier access to disciplines?
What about strength, intel, and endurance? Up those as I go when I find it necessary?
How does the xp penalty work, per character or averaged for entire party? If per character, it makes sense to give my archer the tool use since Deadeye is a lesser penalty than Elite Warrior. Is this correct? But then again, if I have to have double the bow levels for my archers battle disciplines, perhaps she needs the extra points more than my pole warrior does?
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I haven't gotten that far, but if you check the maps you might find a clue there.
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A big thank you to everyone for the lists and all the advice in the forums.
I'm starting over for the last time (I hope). I've read the start party analysis, the trainers list, etc., but I'm still confused about skills.
I'd like a simple list of which skills are best waited for until finding a trainer and advice as to which skills to start with and build up in the beginning.
I'm thinking 4 custom humans (all women, not that that matters). A Pole user (Elite Warrior?), an Archer (Deadeye?), a Mage (Natural Mage), and a Priest (Pure Spirit). The Mage and Priest start with 3 levels of each for all the free spells and specialize after that. Based on what I've read they should all be Divinely Touched?
Beyond that, I'm not sure what to start with, build on, or wait for training in order not be disappointed later and tempted to start over AGAIN or heaven forbid lose interest without finishing.
I play on Normal difficulty.
Like I said, I've read the lists and analysis (I try to avoid spoilers until after I face the opponent or situation), but am still confused. All advice/opinions would be most welcomed.
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I just noticed I accidentally started with 4 levels of quick action for my custom archer when I meant to give them to my pole user only. I know QA helps you act sooner in combat, but isn't dexterity a better investment for that with an archer? If that's true, being able to reduce levels would really come in handy right now. Is there any way to do that by editing a save file or something. I don't want to just add points using the editor and keep the Q.A. or, heaven forbid, start over AGAIN.
If you haven't noticed yet, I am decisionally challenged and cursed with perfectionism.
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I wish I could use my Wacom graphics tablet pen instead of a mouse in Avernum. I find it easer to use in other games (non-Spiderweb) but in Avernum 4 and 5, the only Spiderweb games I've played so far, it jumps the pointer all over the screen.
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Golem? Are you referring to the first quest Shanker gives to beat Toerag (ogre) into submission? Or is it something else that comes later? I just killed Toerag, so no big deal to go back and redo it.
Oops, I think I found the answer by rereading the first post.
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I'm curious. Synergy's list shows item drops for killing the testers in Fang Clan village. Is there any consequence for doing this? Based on dialog with the elders I assumed I had to yield when they asked or fight my way out of the village (though that might be worth trying anyway).
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I just tried the same thing, same result. They already dislike us, but don't mind if we rob them blind, lol.Quote:Originally written by olop4444:
Something to add about the Harston Docks. It can never go hostile. I stole everything there was to steal and killed everyone in the town in an attmept to make the town mad. It failed. -
It's very easy to miss. I've restarted half a dozen times and just figured it out. I think he has a few of all the basic herbs and some potions too, I don't remember exactly.
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Oh yeah! Not too difficult for a level 8 party of four if prepared. The loot was great!
Thanks for the advice. Didn't want to burn any bridges too early.
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Any reason not to go back and kill Marrowsucker after completing Dionico's quest to deal with him?
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In case you haven't already bought them, Techtar, Mother Alice's guard, has 2 greymold he will sell you for 120 ea. (after you kill his slime).Quote:Originally written by Student of Trinity:
As a side note: in the quest for knowledge brews, it's actually graymold and not energetic herbs that finally limits you — if you really save all your herbs from the beginning of the game, and don't burn them up making energy potions. Energetic herbs become scarcer than graymold in the second half of the game, and mandrake root becomes positively common near the end, but there are quite a lot more energetic herbs in the earlier part. -
I wish there was a second row of buttons at bottom of screen for more quick spells/disciplines.
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Exactly. I want to play A5 at least once without consulting the trainers list, but it is frustrating.Quote:Originally written by JP:
It's very frustrating to lose training opportunities because you trained a skill too early, or to refrain to train a skill for fear of losing training opportunities. -
Grrr. I thought I had 1 trait for each character, Elite Warrior, Dead Eye, Pure Spirit, and Natural Mage, but I just noticed my Priest didn't get any trait and my Archer got 'Fast on Feet' instead of 'Dead Eye'. I must have started this game while I was asleep. I'm in Exodus now and trying to decide whether to use the editor or start over again.
((Started over, lets see what I missed the first 5 or 6 times I restarted, lol. I always find something new that I missed before.))
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I wish you didn't have to avoid certain skills early on in order to take advantage of trainers later. I'm not suggesting no limits, but adjusting them by the area each trainer is in--later area trainers allowing you to train a couple levels above higher base levels.
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If it were possible to redistribute points, I assume it could be used to get past the "too high to train" limit when you find a trainer--reduce that skill to 0, train up with coins, then reapply the points to increase that skill above the training level.
I'm not suggesting this or not, lol.
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I love Gorp too. Angries gives him personality--makes him real.
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Thanks for the advice. Mine was set to 10 days. Going now to see what I missed.
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After reading this thread I went back in time and redid the test. My archer got all the ceremonial items after the tests. She was poisoned by the Nephil outside the testing area and died after we killed him. She got all the xp points and kept the items. If you try this be sure to clear other areas in the vicinity before you test. I returned to explore an area nearby and lost the ceremonial items.
((Oops, posted this before I realized I was only seeing 10 days of posts.))
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Can you explain? So far, I've only been spending coins on spell strength. (My Priest is level 5, my Mage level 6 plus heal and cure.) I haven't been buying equipment. Should I be saving my money for trainers? I haven't run across any yet.Quote:Originally written by Side 7:
2. There's no reason not to pursue higher spell levels, but usually not with money. That can be spent better elsewhere. -
Wish you could steal things in the dark without someone seeing you, such as in guard towers without a lamp lit.
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I crept up the left wall, one step at a time, until I got the message about defenses, ran back to the ruined walls at the base, then crept up the right wall until I got the 2nd defense message. After that I walked toward the center, the guards warned me to leave, which I did, stopping to pick up the crystals on the way.
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Great minds think alike!Quote:Originally written by -silver-:
* when you're on the inventory panel, hitting info/train should dismiss inventory and bring up the info panel, instead of doing nothing. and vice-versa (oops, just noticed this was in the original post. well, consider it seconded. and thirded).
I cut a strip of printer label to fit just above the F3 and F4 keys. It stands out and I never miss hitting the right key.Quote:
* quicksave and quickload should be further apart than one key. aie this one has burned me sooo often. I lean towards f5/f9 but, then, the "hot keys" are in the function row, and that's not 4 apart, so I guess something else.Suggestion: Change 'OK' button to 'SAVE' and/or always to the left of a 'X' (no save) button. (left to match the relative position of F3 to F4 should make it easier to remember without stopping to read each time.)Quote:
* when you hit quit, X means don't save, OK means save. when you hit return to main menu, X means nevermind, OK means don't save... I think they both should have the same "save first?" semantics, so I don't have to remember to hit X sometimes and OK other times (because I never need the save dialog because I always hit f3 first. unless I miss and hit f4)

Confusion about skills in my party
in Second Avernum Trilogy
Posted
there is a tread for 'special skills'. they are all listed there.