Jump to content

Walter

Member
  • Posts

    421
  • Joined

  • Last visited

    Never

Posts posted by Walter

  1. Quote:
    Originally written by Clavicle:

    (I should probably mention, here, that I have not played any of the SW games before Nethergate, so I'm not too familiar with A1-A3.
    You do know, the original Nethergate, unlike the remake, was made before any of the Avernum games.

    It introduced for the first time in Spiderweb games some of the game mechanics that were later used in Avernum, though in other respects it held over certain features from Exile (such as the conversation system and being able to have more than two traits). It also had some features unique to it (like no levels, just a skill point every few experience, the spell circle system, and having hp being the total of your combat skills.)
  2. Yeah, focus your weapons skills a bit more. You don't need characters with points in all types of weapons skills simultaneously (though you need 6 in both pole and mellee to get blademaster trainable, but get one of them to 6 before starting the other.) You do want to put enough points to get your fighters the better battle disciplines, but that shouldn't be too hard (6 in one, plus 8 in the other to unlock another special skill, plus a few in either bows or thrown (but probably not both), should get you most of them.

     

    When assigning traits, don't be afraid of getting the ones with high experience penalties. Due to experience scaling with level, you will only be a few levels behind even with a slith with divinely touched and elite warrior (and the skills you get from those traits will be equal to the points from a lot more levels than that).

     

    Try to on at least a few skills put off training any points until you can buy 3 points from a trainer. You can save a lot of skill points this way (though it might be slightly more difficult until you get to the trainer and get enough money.)

     

    As for all the items you get, sell them if it seems very unlikely you'd ever want to use it. However, storing certain things might pay off. For instance, using expendable items can be very handy in a difficult fight. Using certain scrolls wands and potions can make a difference between a fight being winnable or not.

     

    And as for tool use, there is no reason whatsover to give any points to two different characters. There are two items in the game that will add a total of 3 to your skill, and the highest difficulty door in the game that can't be opened with a quest reward is 18, so you shouldn't get over 15 (there are a couple 20 difficulty doors you can only enter as an Anama member, but the loot behind them isn't worth spending extra points). Also the higher difficulty ones aren't till later in the game, so you can put off putting all the points in it for a while (it will be quite a while before you encounter a door harder than 12.)

     

    You might want to do what I do and give more knowledge brews and wisdom crystals to your tool user to balance out their power.

  3. It sounds like he was probably playing on normal difficulty, if he found it too easy despite making the questionable choice mentioned of taking negative traits (weak mind on fighters and frailty on mages).

  4. I noticed that if you start a character with no priest or mage spell skill, they still start knowing 1 spell level in minor heal and bolt of fire. If you then give them some skill they can buy 3 more levels from a trainer to get their skill to 4. However, if they start with some skill it is only possible to buy two levels from a trainer, getting a skill of 3.

     

    Thus if you don't mind paying for the first level in the first few other spells and having more difficulty at the start, there is a slight advantage to starting the game with those points uninvested, and then just immediately put them in after starting the game.

  5. That might be difficult, considering all the war tralls walking the streets. Besides, if you do you can no longer trade in research notes to that guy in the inn, and I don't think there is anything special in particular to be earned from doing so other than items in the buildings in plain view of npcs that are marked as not yours.

  6. I remember in Geneforge 3, when you first see one it says it looks like a heavily modified battle alpha, so that's probably why they were made. The reason Shapers forbid drayks is not just that they are powerful, but that they are too intelligent to be properly obedient. As far as I know, the only creations able to talk are serviles, servant minds, drayks, drakons, and gazers, and battle alphas and thahds (to a limited extent with a very simple vocabulary). Vlish and roamers are sometimes described as being cunning, but they can't communicate in words.

  7. Also, there were a few other things I wondered about. Do plated clawbugs and plated artilas have more armor than the normal ones? Are there any differences besides level between battle alphas and betas and between glaahks and ur-glaahks? With acid-spitting creations and rotgroths, do some add more levels of acid than others? Do clawbugs do more poison levels than other creations that have a poison melee attack?

  8. Quote:
    Originally written by Delicious Vlish:
    I think the dialog bits where you are forced in to combat with your fragile lifecrafter in the front of your creations has turned me off from lifecrafters. Like when you have to deal with the drakons, and have to go fight whatsisname. The game script moves you and your creations to the arena, with you OUT FRONT. Poof. A couple of firebreaths later, you are burnt to a cinder. Or chomped.
    All you have to do is rearrange your party order so your creations are in front.
×
×
  • Create New...