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Walter

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Posts posted by Walter

  1. I always use stable creations too close to my limit to do that (if I make another, I wouldn't have the essence to do blessing spells), though I guess unstable creatures will allow more power in one battle for the same essence cost. It would make things difficult going through an area with a whole bunch of little creatures, but I guess they can make sense if you are playing an infiltrator or battle skill strong class, and don't usually keep creations, but make some of them for difficult fights.

  2. In the south of the trap-filled entrance to the boiling mudpits where you fight that first crazed lifecrafter, there is a spot on the map noted as "magic circle", where there is a control box that gives you an option to send a jolt of power or to break it. Does anyone know what that does? I can't seem to make it do anything that changes anything else.

  3. Yeah, it works pretty much the same way with spotting that England guy who steals (do that quest before you kill that madden lifecrafter, as when you do that, he is killed in a shaper attack). And as someone said, the guy who gives you the Master Threll quest doesn't leave, so you can still do that one if the caravan started.

  4. After I reached the Therile Colony and found where the mushrooms are that the guy in Southforge Citadel gives the quest for, I went back, and found the quest giver wasn't there anymore, and the quest was gone from my quest log. Did I have to do that before I did something else, is it because I took too many days, or some other reason? And what reward did I miss for not getting that quest done.

  5. I finished the game, but am left puzzled by the fact that there are a few rooms that I could not gain access to. First, there is a door or two above Solberg in the Tower Colony that you can't pick I never gained access to, and a portcullis in the ruins I found no way to open, with a passageway containing some notes on the ground you can't reach. Also, in the Castle, upstairs nextdoor to the room where the rewards for the Darkside Loyalists quests are, is another room the door to which you can't pick.

     

    Is there a way to access these or not? If not has anyone tried cheating to get in to see if anything interesting is inside?

  6. Money is not plentiful if you try to get many skills trained by trainers or learn spells enough. By the end of my game I still had skills I wanted to learn from trainers and spells I wanted to improve.

     

    As for the selling in groups of 4, there are some odd effects:

    lamps have a value of 3, so 1 lamp gives 0 coins, 2 gives 1 coin, 3 gives 2 coins, and 4 gives 3 coins.

     

    Food, and javelins have a value of 2, so selling 1 gives nothing, and if you sell an odd number you get just as much as if you sold all but 1.

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