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Kreador

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Posts posted by Kreador

  1. Originally Posted By: The Turtle Moves
    The Gnass sliths are probably not keen on the idea of taking a long, dangerous journey to try to save the eggs of a bunch of savages who will probably be happy to kill them for their trouble.

    Eath herself (the slith overseeing the hatchlings in Gnass) came from Sss-Thss's castle. She might be very interested in saving more little ones from being raised as savages. Especially after you've slaughtered Sss-Thss and the other savage adult sliths around.

    It's a question of nature versus nurture, and you do learn a little something in Fort Remote after you kill Sss-Thss that puts a different spin on the idea of the sliths having a violent nature.
  2. Originally Posted By: Superba
    Originally Posted By: blackwight
    Sparing the eggs will weaken your enemy's resolve. They won't be soldiers until the war is over; and how will they justify hating humans after they were shown mercy?


    Agreed on advantages. Taking the eggs to Gnass would however have the same advantage and the further one to have one day more friendly reptiles in the area. The bad ones would never have a friendly behavior to justify just because they will never know about the, say, eggnapping.

    At least being able to tell Gnass about the eggs that you've left there so they can get them and take care of them would be a good solution. I was hoping that we'd get that opportunity, but we don't.
  3. Originally Posted By: Othar Trygvassen: Gentleman
    To elaborate and clarify: a major part of the damage any attack does comes from bonuses based on attributes. With the exception of divine retribution, all spells in 1.0 received damage and accuracy bonuses from intelligence, and the game expected casters of both types to put a lot of points into intelligence. So unless you were playing a caster-archer hybrid, divine retribution did pretty poor damage compared to other spells, and its accuracy was abysmal.

    And now it can be VERY VERY good.
  4. I can tell you that, for the most part, lightning spray works pretty well against undead. I was going through the Spiral Pit earlier and had my entire party outside of my primary mage wiped out in the final battle, and had forgotten to pick up any Return Life scrolls before heading in. Arcane Summon and Lightning Spray, and a generous serving of healing stuff, got her through the battle and all the way out.

  5. Originally Posted By: janyne
    I'm having an awful time with her too. From this thread I gather that all the other wolves, hellhounds, drakes, etc aren't the ones I"m looking for? Is that correct? I've been killing these by the dozen and the woman just won't die! Ive spent over an hour doing battle with her to the point where I need to use cheats in order to survive. Do I correctly see that Spirit of the Woods is a different animal? Thanks in advance.

    Yes, the Spirit will show up as such when targeted. It's hiding in her garden, so you need to have one character keep Antje busy while the other's find it and kill it (and if the fight takes long enough, it will be resummoned so you'll have to do it again).
  6. Originally Posted By: GingerGlaahk
    You are correct - I haven't played Eschalon, and will do so soon.
    Continuing the discussion, I would like to point out that telepyloning (I got bored writing teleporting with pylons) has its merits, but I'll be able to compare the two systems better after I play Eschalon (II or I?).

    Thanks for the suggestion.

    If you think you'd be interested in playing both, I'd suggest starting with Book I, as that way you don't feel the lack of the advancements to the combat and magic systems made in Book II, and you get the whole storyline (it's two parts of a trilogy of games).

    The essential difference is that the Quick Travel points speed up getting back to town from elsewhere, rather than teleporting between fixed discrete points. In the logic of Avernum, I understand why Jeff made the choice he made.
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