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Demseinwetter

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Everything posted by Demseinwetter

  1. Even with the boat, it's a tricky quest at first, and you're better off waiting a bit longer. Dangerous, but a very fun and exciting quest.
  2. You could also use a Tinker's Crystal to open the door in question. That's preferable to paying and slaughtering. And you really don't need the Tinker's Crystals very often.
  3. Three fighters, two dual wielders, one spear fighter, one archer-priest. One of which should be magically talented and able to cast Dispel Barrier and Haste. Or try training against the grain - Making Elite Warriors Mages and Priests, so they can profit from the Combat Bonuses of their trait and you invest Skill Points into something else altogether. Or use Archers and the Cloak of Bolts. Or, has anyone tried this, have four Priests with slighty different abilities and Control Foes at will? That sounds actually quite tempting...
  4. I thought X was his name. Maybe it was. Or something really embarrassing like Joanne. What kind of a name for a guy is that? Seriously? Let's just stay with X, okay? ;-) And the other dimension was supposed to be interesting. X was hanging around for ages, all the other archmages gone, he didn't feel the need to hang around. Much like the Elves in LotR. He left Avernum to be solely ruled by the younger and fresher ones. His time had come to transcend these spheres and ascend into another level of being. And an interesting and oddly fascinating dimension, that sounds like X. Maybe it was our dimension? Who knows.
  5. I had a similar problem the first time, I played through, Ozimus was just waiting, supposed to be fleeing as the message said. As I was puzzled, I saved the game in a different slot, killed him without any resistance and got the quest completed when I reported back to the Commander.
  6. Okay, yes, also add Minor Heal. If all your Characters are DT they have high Spellcraft levels as it is and investing into one Skill Point in Priest Spells is a good decision. If all your characters can heal, you can save Mana because your warriors can do the healing between battles. Also Solbergs Quest is ridiculously simple if every character can heal him/herself. ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: If you don't know it yet: www.watchtheguild.com
  7. I think the best Priest Spell is probably Divine Restoration, because once it is unlocked, enemies will have quite a hard time taking you down. You can heal so much damage in just a single round for your entire party, sumomns and allies, it takes away all negative effects (except for the lightning damage) and you restore another amount of HP every round for quite some time. That really makes it hard for you to be taken down. As long as your priest is in range.
  8. Well, in the interview on http://www.1up.com/do/minisite?cId=3176689 Jeff talks about new classes in the new game. Four classes and three characters, that's insane! What can one man do, really... Well, that is going to be very exciting, but I think one should also look forward to the Avernum 1 to 3 makeovers. The future is bright.
  9. But stealing is probably one of the best things early in the game, you can get weapons with a damage spread you wouldn't see for a long time or a robe that can stay with your magician for most of the game. Plus you'll make money by selling the items, which you can invest in Training.
  10. Isn't Fort Emerald where all the past heroes go in Avernum VI along with the past hero memorial and where they tell all the stories and songs about the deeds, long since past. Behold, for we have heard a story, And a story of greatness it is, He was one man or two, quite possibly four, Some say Human, some Nephil, Some Slith. It does make sense, because they won't let you in, no matter what you do, so those inside must be pretty important. On the other hand, if you had your orders in your Shroomslayer greatpants... who knows.
  11. To get back to the bows, they are generally good on every character, they don't weigh much, you have second attack in case you can't reach the enemy in one round and some Bows have bonuses, i.e. they give you additional skills. So even if you don't use them, they'll give you points in Quick Strike, Bows,... which are quite useful. And even though the skill point distribution is a complex thing, it's always fun to play around a little and again, the game doesn't give you a horrible time on Normal. To me, the fun of the game is not so much in the skill distribution and organizing your party perfectly, it's more in the dialogue windows, because Avernum, complex and elaborate RPG that it is, is hilarious!
  12. It's definitely useful two have to characters for melee combat, one priest and one mage. As it is quite useful to have Divinely Touched as a trait on all of them, they all get a Spellcraft Bonus so probably all should have at least one point in Priest Spells to cast Minor Heal. Your Warriors should be Elite Warrior, your Priest Pure Spirit and your Mage Natural Mage (as second trait). The traits will develop your characters in a good way, already. Apart from that, check in the Strategy Central, which skills you can learn from a trainer in exchange for money, so you can buy 3 points from a trainer before investing skill points in them (you can only ever learn three points you haven't trained yet in any given skill.) The rest is really up to you and you can't really do anything wrong. Well, maybe except for investing skill points into nothing but tool use for all characters. You'll definitely want some points in Melee or Pole Weapons because they unlock the Battle Disciplines, which are vital for organized combat. But you can train Melee pretty early on and Pole a bit later, so you might want to invest in Strength for your fighters, it has the same effect, except for the Battle Discipline unlocking thingy. Your spellcasters will need some points in either Priest and Mage Spells, the traits will add some. There is also a Unlocking Hidden Skills thread which will tell you what exactly you need to buy to unlock Disciplines like Parry or Riposte, which can both come in handy. Or training towards Quick Strike. Also, your Melee Characters will need Quick Action, I usually leave it around ten to twelve, it gives you a good chance to get a free second swing which does lots of extra damage every almost every round. Most especially with a Dual Wielder, because the off hand also gets the chance for a second swing. But most importantly, it's really up to your own taste. On Normal, only few monsters will give you a hard time, even when your party isn't perfectly built. All skills are useful, that's why they're there and there's nothing you can really do wrong. And if you just remember to buy the skills you think you lack in combat, you'll do fine. If you die a lot, buy Endurance (raises HP), if you run out of Spell Energy, buy Intelligence, attacks to weak, buy Strength, and so on.
  13. I think, the Jade Halbeard is the best Pole Weapon, the Shielding Knife is good for Priests/Mages who stay out of Melee Combat as it acts like a second shield. The Gloves of the Hammer are, I think, the best Gloves in the Game and one of the best items to be crafted. Also, I like the Spider Silk Robe, easy to get, good bonus and the Enchanter's Robe which you can steal from Reginaldo in the Fissure Post pretty early and will bring you through much of the game.
  14. Hardest Quest -the one I could never get myself to complete- for me was, though not the toughest, was driving off Roark, the text that popped up just made it impossible to finish it, him leaving with tears in his eyes, my party taking his dreams away from him and all for the glory of Bargha. I've done it a couple of times and always reloaded, because although my PCs steal and do lots of other horrible stuff, that was just too much.
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