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PorkSol

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Everything posted by PorkSol

  1. I had to give up on it. I was getting repetitive stress injury from individually buffing the same buffs every fight and repeatedly bumping into every wall in order to find secret doors. So I looked at maps to see where the secret doors were, to save me from having to check every wall. But I kept noticing spoilers while checking the maps.
  2. I'm designing a party for a Torment playthrough of A6, but I have an unfortunate limitation on my party choice. Due to the portraits available and my strong negative feelings towards quite a few of them, my party can only have a maximum of one Nephil and ideally only one Slith as well. I am a little bit flexible about including additional Sliths, but I really can't possibly include more than the one Nephil. I figure this won't be too harmful, as I can at least make my primary casters non humans for the battle disciplines, and my fighters would end up with enough points in weapon skills to get the battle disciplines anyway. So: Party 1 Human DT/EW Dual wield melee / Tool use / very minor priest Human DT/EW Dual wield melee / minor priest Nephil DT/NM Mage / moderate priest Slith DT/?? Primary Priest / moderate Polearm Fighter - Not sure if the Slith is better off going with EW and putting all points in priest stuff, or going with Pure Spirit and having to spend some points on melee skills and STR for the encumbrance reduction? Only real problems with this party are the lack of a secondary mage and the fact that the priest may not be meleeing all that much. Still, nice to have someone who can use the Jade Halberd and other good pole weapons, without having to spend very many points on it. Party 2 Human DT/EW Dual wield melee / Tool use / very minor priest Human DT/EW Dual wield melee / minor priest Nephil DT/NM Mage / moderate priest Slith DT/NM Primary priest / Moderate mage - For the Slith strongly favoring natural mage over pure spirit, so he can cast in armor. You can duplicate pure spirit by putting more points in priest skills, but there is only one way to cast mage spells in heavy armor Only real issue with this party is that all the pole weapons and free Slith polearm skills will go to waste, as the Slith in this party won't reasonably have any points for melee. Is a secondary mage valuable enough to completely give up the use of pole weapons? With two dual wielders for damage, I would imagine a secondary mage's casting ability would primarily be useful for emergency haste buffing, and he'd want to save the rest of his mana for heals. Ideally I would like two dual wielders, a polearm fighter, two mages and two priests, but you can't really do that due to the limitations on using mage spells in armor. Has anyone tried having a DT/EW melee with minor mage spells, and just not using any heavy armor?
  3. He said in an interview it is only a 3 man party now. Interview here: http://gamebanshee.com/interviews/97737-spiderweb-software.html?start=1
  4. It is unfortunate that the party size had to be reduced for the sequel.
  5. Originally Posted By: bTomfoolery While I work on this, can I get some people involved by asking which four portraits you generally use when creating a party in Avernum? Generally these are the only two non human portraits I can stand to use, seems like they were done by a different artist. So I'll use these two and there are several humans I don't mind as much so I switch them up each game.
  6. Hi. Warning, plot spoilers. After Avernum 5's missable quests, I got pretty paranoid, so in this game I've been skipping everything and running straight to the towns, then exploring the countryside after I have the quests. However, this time around it was a bad idea. I ran to the Great Portal and while looking for quests I triggered the event, where the portal is ruined. This resulted in all the refugees running away, before I had a chance to talk to many of them. Did I miss any quests by triggering the change from refugee filled portal area, to the soldiers + demons only portal area?
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