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Everything posted by Superba
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My Berserker in SSS slith fortress currently wears boots +4% protection and +3 Luck. He found Radiant boots which are +14% protection and -5% chances to hit. Is the +3 Luck balancing the +10% protection or not? And how could I calculate advantages/disadvantages comparing items? This is only an example of difficult decisions about armors. According to experience Radiant boots compensate the +3% loss and even the -5% chances to hit, but I don't know how and I wish I knew how to be more accurate. Items value is suggestive, but one can't rely on it. So which are the factors which determine when an item is better than a similar one?
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A question I didn't come through is about the Dread Curse. On previous playthroughs the party got it in Formello, and this time I avoided to break in the treasure or whatever it is, but I see I got it now in spite of my caution and I haven't the faintest idea where... where else can you get the Dread Curse then? Hope this is the last silly complain: after major quests are completed I went back to kill Thantria. There are two dialogue options to challenge her, one is about the Exit, the other one regards Hawthorne. The second is legitimate but the first one seems pretextual, as both the Scimitar and Erika told you they are going to "spread the news" of the location to all Avernum. So, Thantria being a spy should already know about the exit and doesn't need you to tell her.
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Originally Posted By: Jerakeen Congratulations, Superba! Unfortunately, Haste was deliberately weakened a few games back, probably because it was too powerful. It's unlikely to be changed back. Thanks Jerakeen, you made the situation clear to me. I will survive this disillusion and take side with the Avernum minority party, as a true hero
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It took me a considerable amount of time but I made it, ending as a 61th level Berserker/Wizard, Reputation True Hero (level 50). Self indulgence apart I have one minor complain and a medium size one. First example I feel slightly diminished in my ego going back to the King after Grath-Hoth quest, because even the archers at the gate already know I killed the Demon. I know it's pretty childish, but when this happen nearly all of the times... well, it's not fair Second complain is about Haste and it is supposed to be a bit more serious: as I assume everybody know you can't count on Haste to strike twice every time, it even happens that you strike twice when not hasted. This confuses me a lot, above all when engaged in long fights. I really am not particularly interested in a technical explanation about the "why", as I couldn't probably understand it when referred to XP or other obscure matters. I simply state that this lack of certainty about Haste makes things uselessy harder for players. Hope it will be possible to fix it. There's one more thing: wouldn't it be allowed to invest the 30.000 coins my hero spared in a real estate property in Avernum?
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A:EftP - Dummy.
Superba replied to militantm1nd's topic in Avernum Trilogy (2011-2018 remake versions)
Originally Posted By: Jerakeen The old Avernum games were beloved by many for the sense of freedom - which includes the freedom to do stupid things. I think I will write this quote on my super secret quotes copybook No, I mean, it is serious fun to me this subject as I don't attack any good ones, maybe this is mainly because I don't know how to do it... however, there's that Bela in Bargha that I really would kill. Do you think the gate will stay forever close if I do? -
A:EftP - Dummy.
Superba replied to militantm1nd's topic in Avernum Trilogy (2011-2018 remake versions)
There might be a way but I don't know it. You can always try the Orb to fly there across the river, but it seems too far. You can replace boats with a cheat code, but it wouldn' help if there's no one to buy them from. You can also load a previusly saved game, and this seems to me the only chance to get to Solberg. But I might miss some other ways, so you better wait for Randomizer ultimate help. -
A-EftP - Slith Fort Intel
Superba replied to Californian's topic in Avernum Trilogy (2011-2018 remake versions)
Not 100% sure of this but I remember a Slith Temple north of Almaria, first floor entrance, there's a small hall and a chest with plans. It's not far from the hungry old drake's cave. -
In Aydin place there's a desk with a note: "The ability of the Doomguard to divide itself makes it a unique lethal foe. We hope one day to find a spell to counteract this effect, but have had no luck so far." I don't think I met any Doomguard so far. Is this note a foretaste about next Avernum game?
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A-EftP - Way too simple 2nd time
Superba replied to Death Knight's topic in Avernum Trilogy (2011-2018 remake versions)
Originally Posted By: Death Knight I think my mind is set, im trying the whole game on hard. While torment is possible i dont have the patience. The problem with norm is that melee does so much damage to regular guys that you dont know which ones to beat up the most and which ones to leave for mages/priests. With avadon, even on norm, you WONT one shot anything even close to a mini boss. On Hard and Torment it is sometimes the case you weak opponents with melee when they are a bunch and finish them with wide range magic. It's often better not to insist with a single melee on a single opponent but to hit him once and strike the one(s) close as well as a preparation. -
He always manage to kill my 48th level singleton Berserker/Wizard with Death curse (protection against Curse at 42%). This happens even summoning Divine Host because it takes the curse randomly and before or after my character gets it too. Demonslayer is not enough to shorten the fight as I need to kill him before the curse kills me. I tried also curing potions and Cure which don't seem to work with Death curse. Any hint? Ah, ok, I understood (at last) how it works with the circles, problem solved :-)
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A-EftP - Teleport in Crypt of Drath
Superba replied to Superba's topic in Avernum Trilogy (2011-2018 remake versions)
Thanks! I would never have gone back there after level 3 -
A-EftP - Nephil prisoner in Fort Duvno
Superba replied to Superba's topic in Avernum Trilogy (2011-2018 remake versions)
@ House of: with regard to Nephilims: "In Second Temple Judaism Main articles: Book of Enoch, Book of Jubilees, and Watcher (angel) The story of the Nephilim is chronicled more fully in the Book of Enoch. The Greek, Aramaic, and main Ge'ez manuscripts of 1 Enoch and Jubilees obtained in the 19th century and held in the British Museum and Vatican Library, connect the origin of the Nephilim with the fallen angels, and in particular with the egrḗgoroi (watchers). Samyaza, an angel of high rank, is described as leading a rebel sect of angels in a descent to earth to have sexual intercourse with human females" (Wikipedia, Nephilim) -
A-EftP - Nephil prisoner in Fort Duvno
Superba replied to Superba's topic in Avernum Trilogy (2011-2018 remake versions)
@ Jerakeen: yes you are right about the origin of the name, but maybe a Greek socalled Demigod or HalfBlood is basically similar to the traditional Hebrew Nephilim, as both of them share the same fate as supernatural, powerful beings forced to live on Earth, created (angels) or generated (halfblood) from God or from the gods. However, it is peculiar Jeff chose this name for the weakest tribe in Avernum, Goblins apart. -
A-EftP - Nephil prisoner in Fort Duvno
Superba replied to Superba's topic in Avernum Trilogy (2011-2018 remake versions)
According to Greek Mythology a Nephilim is a half human and half god being, like Percy Jackson, but what do you believe exactly is an Avernum Nephil? Half cat and half human? And why his kind was given this already existing name? -
A-EftP - Nephil prisoner in Fort Duvno
Superba replied to Superba's topic in Avernum Trilogy (2011-2018 remake versions)
Uh, I apologize. Mistake was maybe caused by her and him being both prisoners, then my romantic imagination did the rest -
A-EftP - Nephil prisoner in Fort Duvno
Superba replied to Superba's topic in Avernum Trilogy (2011-2018 remake versions)
I passed that point with my present playthrough so I can't check information about Nephil location and other saved playthroughs don't help me. Let's say I was sure about Fort Duvno at 100%, after two persons have doubts it's 80%. Political correction Maybe there are two Nephil ladies who talk about their mates? I am sure to remember she said her mate was in prison, but I also remember someone else saying he was in Nephar Fort. Getting mad. -
When you free a Nephil and a Human from their underground prison, the Nephil lady tells you about her partner, which is a prisoner in Fort Duvno. She's helpful with information. When in Fort Duvno, I ethically speaking expect to tell someone to free him as a reward to his lady. I think it is unjust there's no way to help him.
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I noticed a frequent higher damage with the second melee attack than the first one. Second strike very often kill the foe, even when your first did not low its life level under the halfth. This seems to happen with every party level and with pole, single or dual wielding. Note: I volunteer to contribute with experience to the debat, as I'm unfortunately not much into statistics, so please forgive me
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The best Party is the tweaked one, this is my honest premise. I played about five times the game till the end, with different parties. My favourite is this: 2 Berserkers with mage spells (both dual wielding), Archer/Priest, Hedge Wizard/Archer. I grumble only about Pole weapons, they are less effective than dual wielding, even when some Halberds are really good (Moulten Halberd, Steel Halberd i.e.). So, I would like to see poles to match dual wielding results, it just doesn't happen. One Halberd can't beat two Swords in terms of damage. When you wear a Broadsword (i.e. Venomous blade) magically enhanced with side effects (Acid) and another blade enhanced with Fire. With luckiest shots you hit 4 times. This gap I really don't think has reasons to be, hope in next versions of the game to be filled.
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A-EftP - A place to call your own?
Superba replied to Gon's topic in Avernum Trilogy (2011-2018 remake versions)
quote=Gon]However, it is not clear what dealings Kyass also has with Thantria seeing Thantria sends us to aid Kyass. It's an interesting question; in context of the roleplaying, why should we be loyal to Avernum? This seem to me some good reasons Thantria has to help Kyass: in the beginning her interest in Kyass seem to match the Empire early intention to have a bridgehead in Avernum in a discrete way. But until now the Empire has placed some wizard, assassins, some communication Orbs. That's not enough, and my assumption is Thantria received orders from Gahlazad to help Kyass independant army to have a fortress in open field, with human soldiers (and wizards), to support the invasion from the inside. So she would help you in Kyass place, or you when allied to him. However, wheter you decide to support Micah or not, before the end of the game you are able to have an army at your command. Then it's up to you. Let's see your aces: you are ranked Commander of Avernum, this means I presume being Chief of Micah's army (Houghton's boss, ehehe). Then you have people support, according to your very high popularity level, and last but not least you know beings in each very human and some non human towns who owe you much, sometimes very much. Use your contacts to recruit an independant army to establish a new underworld order seems feasible. When you stop being loyal to Micah you however already (strongly) suspect there will be an invasion from the surface to avenge Hawthorne death. So what is the point to have your own army or to command Micah's soldiers when the Empire will be the common enemy to fight? I wouldn't count on Gahlazad complicity to take side with him because everybody know you are Hawthorne killer... -
A-EftP - A place to call your own?
Superba replied to Gon's topic in Avernum Trilogy (2011-2018 remake versions)
@Gon Literary talking, I would suggest Kyass fortress as a good place to call your own. It offers some advantages, i.e. it is isolated, well built, not as good in terms of facilities, but there's the river for boats and Bargha's teleport is not that far. You would even not feel alone if you leave just after killing Kyass, the wizards, some soldiers; merchants will not attack you when you go back. The fortress is far enough from both the Castle and the Tower of Magi to survey a huge portion of the western underworld including the Abyss, and cover it with your influence, as Kyass would wanted to do with different ambitions. As you are/will be the powerful Commander of Avernum by Micah's wish, it would be useful for the benefit of all to have a stronghold of yours -
Avernum Graphics Overhaul
Superba replied to krissyfyre's topic in Avernum Trilogy (2011-2018 remake versions)
For what I can see there is color saturation in some photos and saturation of green color in some others. Most scenaries seem darker, too. -
There are 6 drakes, actually. I can't stand Sulfras greed and this is a first reason to kill. Then there's the battle itself that is exciting. It is also a question of drakes different behavior; I presume I didn't engage Athron because the drake was useful in terms of facts and didn't ask any payback for its help. Khoth is maybe slightly irritating but loves scrolls and books, then he's also on the right side. From Motrax you steal his treasure, what more? And the miserable old drake in the cave is kind and asks only for food.
