Clintone
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I'm guessing what character types are most useful depends highly on your party build. If you have two or more powerful melee characters, they'll presumably be able to work together quickly enough to stab things before it can do much damage. If you have a pair of archers, you can pick off mages quickly and daze becomes more valuable than if you instead had melee users or sword/pole wielders. If you have a couple powerful magic users, you'd be better at nuking a whole area quickly. I found I seldom needed to nuke whole areas. I played a more Ghengis Khan type of way: sneaky sniping/picking people off on the edges of my view, then watching their buddies run at me, but not quite reach me, so I can launch another volley into their foreheads before they can even touch me. Parties with two archers and two mages are definitely less about doing as much damage as possible as slowly picking things off and keeping them from touching you, and quickly getting rid of only the specific enemies you need to get rid of immediately to make it so, after that, you can just pick them off at your leisure because you'll have prevented them from being able to do much against you anyway. It often works pretty well, too. Particularly because of how strong archers are against physical attacks, you can usually win the fight before you've actually won the fight just by knocking out the right types of enemies. Archers and daze go together like...I don't know, two things that really go together well. That is why I'm still wondering if melee weapons are underpowered. Melee weapons can kill things a lot faster than bows, but bows can probably win the fight faster in many cases through shooting down the only enemies that really matter. Also, dexterity is better than parry in every way. It blocks the same attacks, but ten times as well (literally about ten times as often) without having to sacrifice any attack power like you might have to for parry, so archers are probably more durable than warriors most of the time too..but I doubt anyone could say either class is definitely, always better though. Also, I'd be very surprised if two magic users would be as skilled at killing single, important enemies as a pair of archers are too. They could use dominate to mind control it though, which is almost the same thing.
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I think it used to be best as a secondary skill. It wasn't powerful enough for much else...unless you wanted to have a very expensive character who constantly used arrows that could otherwise be sold. If you're talking about a archery as a side skill for your mage in this game though, I'm surprised it could hit anything. I had a halberd-wielding mage with almost half its points into strength and the other half into intelligence and I remember it getting really bad accuracy against about everything except the smaller, easier enemies. Against bosses and tougher enemies it'd have under 40% to hit chance. It did get better with time though.
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That is the only real way to "beat" the game: enjoying it.
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So, what it sounds like is: Option A: a character who hits like a wrecking ball smashing into an origami crane, but can only hit what's in front of it. Option B: Something that hits about half to a third to half as hard, but can hit whatever you want, that is more or less immune to most physical attacks It sounds like they both have their advantages.
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I was playing on torment that game. I just re-loaded it and temporarily switched to hard. I'm leaving that game behind now, because I want to try to get through a game without losing a party. I still have most of the world to explore. I've only beaten the cockroach plague and the slime plague and started into the troglodyte quests, so there's still plenty to explore.
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I have a saved game at level 20 in the troglodyte temple. The game is at hard right now. There's a cave demon. My glass cannon nephilim archer with maximum sharpshooter just hit the cave demon with three arrow shots. The highest damage was 135 points of physical damage, with 489 damage blocked, without getting a critical hit, with the lemonwood longbow. On second thought, I could see melee/pole using characters being valuable compared to other character types. My group tended to do really well in just about every situation except ambushes that end up with my characters being surrounded by magic users and summoners who aren't grouped closely enough together that I can daze them. That's when their magic users kill off my archers and their physical attackers move in to take out my magic-users. Mostly that's because I don't have enough resistance skill built up yet, but for now that's a problem. When you're surrounded like that, I could see melee characters being quite useful because of how much more damage I know they are capable of dealing. I still wish there was more of a defensive advantage to strength though. I'm trying to get through a game on torment without losing a party. I'll reload if I need to, but I'm trying to plan ahead enough that I don't need to do that. I'm going to have one duel-wielder, for those ambush-type of situations. I'm just not convinced it will be worth it, because of how archers are pretty much valuable all the time, and my melee character will have to just sit in the background sometimes so as to avoid dying, but we'll see. My last party died due to careless lack of preparation in the zombie/spawner ambush part of the slime caves near the beginning of the game. That was irritating, given how relatively non-difficult that part was in my original game...but the reason why my party died was because them being all archers and mage priests meant they couldn't destroy all the summoners fast enough, so I got overwhelmed. That could have easily been solved by better preparation, but it might be nice to have a back up plan of a powerful duel-wielder who can just stab everything to death quickly.
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I think Avernum: Ruined World is a very good game. Magic doing damage to one's own team on hard and torment helps keep it from being quite as overpowered as it was in past games. Thrown weapons are better too. They used to be not very useful at all in prior games. Until this game, I hadn't seen any value to thrown weapons after the old, retro Avernum games. They're much more useful now, thanks to that chance to get extra damage and immobilize enemies. . The one negative issue that I see as remaining though, is that melee and pole weapons-using characters don't seem as useful as either archers or magic users. This is a big change from earlier Avernum series'. I remember this being the case in Escape from the pit too...how melee and pole weapons don't seem particularly useful compared to bows and magic. *If I put all my points into dexterity, including traits, on torment, so long as I get gymnastics skill and wear armor that helps evasion enough, by level 30 I can have tank archers, with maximum hardiness and resistance, and alien beasts will have a 5% to hit chance when trying to hit these tank archers, on torment difficulty. I tested this. All that dexterity will also, of course, help their damage a lot too. I can can give it challenger and send it into a pile of physical attack-using enemies, and so long as it has the 3 health % increasing traits, and maybe a couple points of endurance from traits and the best armor, all the enemies on screen that hit with weapons suddenly cease being a problem. It won't be able to evade cold or certain other attacks that don't depend on hitting someone with an object, but it'll still have an impressive amount of cold and elemental resistance due to max hardiness and resistance. If I really want to make enemies' physical attacks completely useless, I can replace half my resistance and spellcraft skill with parry, (I'd have enough points to do that by level 30, if I only focus on increasing the defensive skills of gymnastics, hardiness, and resistance) turning that 5% to hit chance into about 2-3% to hit chance, because even if the archer's evasion fails, there'll still be about a 50% chance for parry to work. *If I put all my points into dexterity and get all the damage-increasing, and action point-increasing skills possible, and maybe have the character be a nephilim, I can have a glass cannon archer that hits like a truck. Combined with adrenaline rush and that above tank archer for back-up damage, this character can be really, really good at sniping mages and summoners hiding behind their crowds of minions. Most physical enemies will miss it 95% of the time. When something does hit it, it'll take a lot of damage, but I can put it behind tanks with the challenger trait so that hardly anything ever wants to hit it. *If I put a third of my points into endurance and a 2/3 into intelligence, I can have a fairly bulky tank mage,priest, or tank mage. By level 30 I can give it max hardiness, max resistance, and max parry and still have 17 more points to spend on mage spells, priest spells, magical efficiency and arcane lore, luck, or maybe riposte. I can have it dive into a pile of enemies and slow them all and use terror to send them scattering, and if one of them isn't terrified, it'll be bulky enough to shrug off most attacks. If I put all or the vast majority of my points into intelligence, I can have a glass-cannon priest, mage, or hybrid that dazes fairly high level enemies and does all sorts of neat stuff, and both these characters will have 90% mental resistance pretty soon into the game, which would be particularly useful for the tank mage/priest, if it's a leading character. *If I put all my points into strength, I have a slightly-tougher-than-glass-cannon melee or pole-weapon user, because it'll probably have hardiness too. If it gets mind-controlled, the first thing it'll do is turn around and lay waste to the rest of my team. If battle frenzy is going on, which there'll be a good chance it is, the rest of my team will be more or less screwed. When this slightly-tougher-than- glass-cannon melee character comes to its senses, battle frenzy will probably be gone, along with the rest of my team, and it'll pretty quickly die too, because it doesn't have much in the way of defenses, and it's not close enough to an enemy to get an attack off, because it's been focusing on hunting down the rest of my team. Also, this character will probably be in front, so it'll probably be the first one brain-washers try to brainwash, and unless I have an archer quick action will probably make it so that it'll be able to chop down at least one other member of my team before anyone has a chance to do anything about it. It will, on the bright side, do a great deal of damage against enemies. However, enemies will also do a great deal of damage against it due to sacrificing health for strength, and maybe sacrificing a shield for the greater attack power of duel-wielding or pole weapons, which in my mind kind of defeats the purpose of having it be a leading character. If I have a tank archer, and have the button turned on that makes your characters take their turns in the order they're placed in, then I could have the not-quite glass cannon melee character attack, and then have the tank archer go next. I could have the tank archer replace him and take damage from enemies instead. That might work well, but still, I don't usually see attacking the enemies closest to my characters as being nearly as useful as attacking the summoners hiding behind them. *If I put half my points into strength, and the other half into endurance, or intelligence, I have a character who can either be bulky, or strongly resistant towards mental attacks, but not both. The spells of a weapon-wielder mage will be less useful than a pure mage, and its attacks less strong than a pure melee/pole user, and its weapon will still only be able to hit things in front of it. Rather than this character, a tank mage without any strength could still hit things in front of it with smite, maybe for less damage, or maybe not, but with better accuracy for much of the game, and it could hit far away things too. If I put half my points into endurance and have a shield, then the character is bulky enough to survive things, and when it gets brainwashed my team will be much more likely to survive it...though he'll get mind-controlled frequently. However, I could have a tank mage that almost never gets mind-controlled, who can also run into a mob and cast terror. So, that's why I don't like melee and pole-weapon using characters, and this annoys me, because the game is filled with really tempting-looking melee weapons, and my players are just selling them all. I feel almost like Jeff just put them all in there...Smite the legendary halberd/fine slith spears/all that neat-sounding stuff, mostly just to tempt people into making their game harder than it needs to be. What are other people's thoughts?
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Midgame build strategy?
Clintone replied to jeffgoddin's topic in Avernum Trilogy (2011-2018 remake versions)
It sounds like your team just mostly focuses on stabbing things as much as possible, as quickly as possible. I don't think all group types would need more health, at least on normal. I bet yours could use some though. If you don't have the three traits that increase health by percentages yet, by about the point you're at those should start increasing health more than endurance does, maybe even the one that only increases health by 3%. -
Torment Singleton Ideas
Clintone replied to Superteeth's topic in Avernum Trilogy (2011-2018 remake versions)
Well, regardless, I've decided the time of Pooperscootie has come to an end. I encourage others to attempt that build. I don't intend to. I remember why I usually don't play as a singleton: the constant, irritating, reloads. I made this decision after dying five times in an attempt to take on the goblins guarding the goblin cave near Fort Remote. With 3 intelligence, 3 mage skills and zero encumbering armor he could daze groups nicely. He just ran out of energy quite fast though. I think it could be done. It'd just take many re-tries. However, I have been inspired towards a new goal. The vast majority of the game is still unexplored, so I'm going to make a four player team and try not to lose any parties on Torment. It's going to be a group Ghengis Khan would be quite proud of. Two archers, two mages/priests, all four with max gymnastics, and all four with at least 8 mage skill for blink, and maybe 10 for simulacrum. I really like Adrenaline Rush combined with blink, because you can actually leap into an area with blink, attack, then leap out of the area, again, with blink. I've heard duel-wielding melee characters are a lot more powerful than other groups. It might be interesting to try a slith or duel-wielder with max strength, blink, and gymnastics, who could jump forward in to take out mages. But, I'm just going to have two archers and two mage/priests. This way I'll get daze and return life in addition to some nice ground-effecting spells. The idea is to kill any mages quickly with adrenaline rush, and then have four teleporters leaping around the map like crickets from a bat swarm, dazing and summoning and sniping and ensnaring, and generally tormenting the hell out of them, while they scramble helplessly to hit my team of what might as well be ghosts. -
Torment Singleton Ideas
Clintone replied to Superteeth's topic in Avernum Trilogy (2011-2018 remake versions)
By level 30, with 2 points of endurance from traits, and the 3 traits that increase health by percentages, if I remember right you can get 249 health. I'll get all five endurance-increasing traits. I'll at least have max resistance skill. I plan on getting to 10 mage skill too so I can use simulacrum to summon undead to distract cold-using enemies. I'll have at least 10 mage skill, so I can summon undead who are invulnerable to cold through simulacrum and use blink. I definitely like the idea of my massive dexterity enabling me to go before everyone else, then using either gymnastics, or a haste potion, or adrenaline rush, or something, to fire an arrow at someone, and then use blink to teleport away before they can hit me. By level 35, I can get my character to have almost everything I want: maxed out resistance, 10 in priest spell skill, 10 in mage spell skill, 6 cave lore (2 bought from a trainer) that'll give me access to the healing, energetic, and graymold herbs close to fort emergence and on the Isle of Bigail, and 7 tool use. (the 2 traits and gloves would get me up to 10). What I don't know is whether I should max out gymnastics, so as to get better evasion and extra moves early, or whether I should max out hardiness for better cold and magic resistance. I can't afford to do both. I don't think I can afford to lose any of my mage or priest spell skill, and resistance would be my main protection from mental attacks, so It'd probably be unwise to lower that. I think I could get maximum evasion without gymnastics for most enemies, if I down a bunch of wisdom crystals, and I'm assuming there are enough items that give an extra action point that I could eventually reach 2 actions per turn without gymnastics, but I suspect without gymnastics the early game would be a lot harder. I think I'm just going to go with maxing gymnastics and only having 6 or so hardiness, including from trainers, by level 35, and hoping resistance increasing and hardiness-increasing crystals and anything else I find, like armor and element-resistant rings will be enough to keep me alive through magic and cold. I may be able to avoid being hit even once, if that shoot an arrow - then teleport way of doing things works well enough. Maybe outdoor fights could even end up easier than indoor ones, with that, due to there being more room to move around. -
Torment Singleton Ideas
Clintone replied to Superteeth's topic in Avernum Trilogy (2011-2018 remake versions)
I don't know if there are outdoor ice drakes or not. If there are though, I think I just thought of a rather nice advantage of being a singleton that might let a singleton archer survive an ice drake fight. Summon undead of some kind, or something immune to cold. Next, use adrenaline rush, or the extra turn from gymnastics or something to get a shot or two off, then teleport away using blink. Repeat as needed. I think I might actually try this build as a singleton. He shall be called Pooperscootie. If I can fit it all, he shall called Pooperscootie the Great. Pooperscootie the Great is an antisocial narcissist. He was originally thrown into Avernum partly because of that, but mostly because he didn't like to wear pants in public. I think I'll make that a requirement for the whole game. He can never wear pants, or any leg/pelvis coverings. Pooperscootie fights for the rights of antisocial narcissists and nudists everywhere. He dreams of one day bringing pride and honor to his people by achieving great deeds. So far, his people consist of himself, because nobody wants to be near him, because he's extremely creepy and unpleasant to be around. Shortly after being thrown into Avernum he was thrown in the abyss. The Spire chased him to Bargha. Bargha tossed him over their walls into giant lands. The giants threw him over a river, and then threw him over a second river, and he found himself back in the Kingdom of Avernum, much to the locals' surprise. He hadn't done anything worthy of execution. Upon noticing his impressive durability, because of his survival of being thrown over at least one river, according to several cave-fishing eye witnesses, King Micah decided to make him one of the surface explorers. That way, if he dies, its not, technically, an execution, and if he doesn't maybe he'll just go away. -
Torment Singleton Ideas
Clintone replied to Superteeth's topic in Avernum Trilogy (2011-2018 remake versions)
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Torment Singleton Ideas
Clintone replied to Superteeth's topic in Avernum Trilogy (2011-2018 remake versions)
Are you talking to me? I'm just going to assume you are. The golems are a pain because they shoot those ground affecting area attacks, but in melee they're still pretty easy. The golem of blades had an 8% chance to hit my archer in melee. The fire golem had a 15% chance to hit my other archer in melee, my bulky archer, who has close to the same stats. Before that, all the regular giants and trogolodytes you find wandering around had a 5% to hit chance. I had just been starting going through that troglodyte/giant area, so I don't know what the tougher, boss-like enemies would be with the troglodytes and giants. This was with ward of steel up (if that affects evasion...I don't think it does) but without any blessings. The stats of my archers are the following, including armor (both of the archers have the same relevant stats, except for a couple different items) Dexterity (including the five dexterity traits,...and also including the dexterity-raising item both archers have the same one of) = 37 luck = 0 gymnastics = 10 other evasion enhancing items - both archers have steel breastplates, giving them +5% chance to evade attacks. My glass cannon archer also has drakeskin bracers, giving him an additional +2% evasion, as well as an item that gives him an additional point in gymnastics. My tank archer has an item that gives him +3 luck, and an item that gives him +1 luck. Right now, in the game I'm just starting the troglodyte/giant quest. My characters are level 21, so I wouldn't be surprised if by the time I arrive at the golems, everything that fights in melee there, except bosses, will be down to a 5% to hit chance too, just like some large percentage of everything else I've faced so far, after a few levels into the game.The accuracy of magic/fire/ and those sorts of attacks that don't involve hitting someone with some hard object are tougher to tell though.. This is all on torment. -
Torment Singleton Ideas
Clintone replied to Superteeth's topic in Avernum Trilogy (2011-2018 remake versions)
Evasion works great on torment. It works better than any other defensive investment, at least for the middle enemies. I haven't tried it past level 21, but based on how inaccurate everything is now, I'd be surprised if the harder regular enemies don't at least have some losses of accuracy. My glass cannon archer has better defensive abilities than my halberd-wielder with four extra points of health, 12 parry, and 10 hardiness. Seriously, he can run into piles of enemies and be fine. The only problem comes from cold-using enemies and whatever else dexterity doesn't dodge. That's after you put everything possible into dexterity though. Yeah, I could definitely see a single player with maximum dexterity, max hardiness, and maybe consider putting points into resistance or parry if you have anything extra...but I doubt you'd have much left after mage spells and/or priest spells. You might have to sacrifice the majority of mage spells that rely on accuracy, but you could keep plenty of priest spells, and a few spells, that don't, even with the loss of intelligence due to focusing on dexterity. I don't know how a half dexterity, half intelligence character would be. Most of the good spells, particularly daze and mind control, need accuracy, and therefore intelligence though. That could be a problem. -
Full Stats Info?
Clintone replied to Fyrrepower's topic in Avernum Trilogy (2011-2018 remake versions)
By hit ratio do you mean accuracy or evasion? That's all invisible. You can hover your cursor over a weapon or spell to see its damage and any additional affects it does. You can hover you cursor over armor to see its damage prevention and any additional effects it has. I think some of the damage modifiers are completely invisible, though not all. I have two archers. One has ten points in sharpshooter and the other has zero. They both have the same types of bows and the one with 10 points in sharpshooter does much more damage than the other, despite both their bows listing the same amounts of damage done when I hover my cursor over the weapons. -
Obsessing over party builds for A3
Clintone replied to Minion's topic in Avernum Trilogy (2011-2018 remake versions)
1. I have two archers, a mage/melee user, and a priest/mage. The archers and the priest/mage have all their skills in one stat. The priest/mage is still dazing enemies at level 20. I remember in Escape from the bit Daze becoming more or less obsolete after about level 15 or so, except for the ensaring bonus, so it seems more effective this game. Hardiness and resistance are probably both the best skills out there. I have a tank archer that's going for both resistance and hardiness. I've been putting all of it's points possible into dexterity, so it's more or less immune to physical attacks 90% of the time. It still crumbles to certain area attacks or mental attacks. Magic resistance seems to be extremely useful. My mage/melee character has about half it's stats gone into strength and the other half put into intelligence. It's still useful, but it's less useful than the other characters. It's dazes miss more often than the mage priest's dazes. Its melee works fine for smaller enemies, but it's useless against tougher ones. The main problem with multi-tasking in this game is in accuracy. If you have something like a tank priest, or a melee priest with just a little intelligence you don't need accuracy because of all the priest spells that don't attack anything, but with anything else you'll start to notice problems quickly. I think a decent character with half the stats into intelligence and half into strength might be doable, so long as you also get all the strength and intelligence-enhancing perks, but if you invest much in anything else, I would imagine that, at least on torment, the character would become useless pretty quickly. 3. I know that higher intelligence benefits daze. It used to make slow more accurate. It don't know if that still is the case or not. I know there is a priest spell that drops a cloud onto a group of enemies that curses most of them, and at least its accuracy is not dependent on intelligence. That cursing cloud just seems to have a flat 75% chance to hit everything. -
Junk Bag Full Bug
Clintone replied to coderluke's topic in Avernum Trilogy (2011-2018 remake versions)
This happened to me in Escape from the Pit a couple times, and once in Ruined World. The first time I spent awhile removing the daggers and tossing them on the ground (I don't believe you can sell them). You can get them all out if you're patient enough. I don't remember if that caused any long term repercussions or not. The next time I just reloaded to an earlier save, before the daggers showed up, and everything was fine. Some random glitch seems to trigger that. -
I love archers. My party has two of them, and two other characters. They're level 20. They both have 10 in gymnastics and as much dexterity as they can get. Ursagi, giants, and troglodytes pretty reliably have a 5%-10% to hit chance when attacking them. Of course the way the game works dexterity doesn't raise cold evasion and certain other magical attacks evasion, but they're pretty durable against everything else so far. They also deal more damage than my two magic users. That's on torment. For me, I don't see a real point to having melee characters in these games. That's been something I've seen as a flaw since Escape from the Pit. Other people think melee's great though. I'd prefer to have a tank priest, mage, or archer in front. If they're the archer they'll be able avoid massive amounts of damage though evasion (like the lead character should) and if they're the priest or mage they can use all sorts of neat area attacks on crowds and have strong mental defense. I'm sure melee characters can deal more damage to whatever's in front of them, but why would I want to do that when I could snipe mages behind crowds, or control minds with dominate?...but maybe that's just because I haven't really used melee characters. Other people seem to like melee characters. Against single enemies, my archers deal more damage than my priest using smite that has all the intelligence it can get. This is not counting the critical bonus archery gets, or the multiple attacks per turn archery is likely to get. It is including the cloak of bolts though.
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Let's all play Avernum 3!
Clintone replied to Minion's topic in Avernum Trilogy (2011-2018 remake versions)
So, far I'm really enjoying this game. It seems to solved the problems of past games I noticed. Sliths used to seem pretty much useless, except for roleplaying purposes. Now with halberds that give armor and with a higher chance to hit multiple opponents, and with slith spears giving a bonus to critical hit chance, sliths seem like they could be useful again. In the other two games in this series, I think Nephilim were a little better, but still of questionable value. Now, with bows giving a bonus critical hit chance and javelins having all sorts of new bonuses, they seem like they might be genuinely valuable. In particularly, I love the improvements to thrown weapons. Those used to be pretty much useless, and now they can immobilize opponents and have a 50% chance of doing massive amounts more damage. Also, for the first time in any Avernum game, goblins seem dangerous for low level characters on torment. They're still pretty easy to beat, but you can't just have one character run in and take on three of them at once anymore. You have to think ahead a bit. More strategy. I also like what they did to spells. Not only did Jeff add the "mine field" sorts of spells from the old retro games that harm enemies who walk into a certain area, he kept all the old good ones like Call the Storm and Blink. I also like how area affect spells can now damage your own players on torment. Spells used to be quite overpowered. Now, they're still as powerful as ever, but you have valid reasons to consider not having an all mage/priest party. I like the changes to shields too. I didn't play any of the Crystal souls game beyond the demo, but I at least like the changes in shields between Escape from the Pit and Ruined Word. They give a heavy bonus to parry, but they also are more encumbering, so they're more specialized for tank-like characters. No tank mages, I guess, at least not without a lot of planning. That makes sense. I always pictured mages as wearing flowing robes anyway, not lumbering around in full body armor, with a shield as tall as a short person. They also, apparently, got rid of a glitch the prior two games in this series had that would allow your character to wield a halberd in one hand, and either a shield or a short sword in the other hand. You'd first equip the shield or short sword into your shield hand. Then you'd put the halberd into your quick slot. Then you'd click it to equip the quick-slot halberd. That was a great glitch. I suppose this is fairer though. -
Let's all play Avernum 3!
Clintone replied to Minion's topic in Avernum Trilogy (2011-2018 remake versions)
He was more of a sub actually. He wore the handcuffs. -
Let's all play Avernum 3!
Clintone replied to Minion's topic in Avernum Trilogy (2011-2018 remake versions)
I just tested it on my Windows version and challenger works. It definitely has an affect if your character with challenger runs up close to your enemies. It might not have an affect if your enemies see your character with challenger from far away then run up to it. I used a cheat that I found online after a brief search to get my characters up to level 13 so I could give one of them all three levels of the challenger trait. Then I had two characters, a slith and a human, run into the room where your first combat in the game takes place. Here you fight a giant spider and a giant bat. the human had three levels of the challenger perk. the slith had none. There's a wide hallway before the main room with the spider and the bat. 8 out 8 times when I had my human and my slith standing at the edge of the hallway, which was very close to the spider and the bat, both the spider and the bat attacked the human. The human had the thee levels of the challenger trait. Now whenever I had both my human and my slith further back further into the wide hall, further away from the spider and the bat, the spider and the bat would still see my characters and attack them, but the one closer to the slith would attack the slith and the one closer to the human would attack the human. Therefore, I suspect that the challenger trait is only activated once your enemies are within a certain range of characters with the challenger trait. In other words, if a monster sees your characters from sufficiently far away and runs toward them, they'll ignore the challenger trait for at least that first turn. The next turn, assuming they're close enough for the challenger trait to take affect, they'll be much more inclined to attack the character with the challenger trait. After that first turn though, once the spider and the bat had gotten within close proximity to both my human and my slith, the spider and the bat seemed considerably more interested in attacking the human than the slith. The slith (who lacked the challenger trait) could attack the spider and the bat, and the human (with the three levels of the challenger trait) could just stand there, acting like as a pacifist, never having harmed either monster, and the spider and the bat would usually keep attacking the human. -
Let's all play Avernum 3!
Clintone replied to Minion's topic in Avernum Trilogy (2011-2018 remake versions)
I'm having a nephilim in my party, because my party is not a party of friendly diplomats or explorers. Three of the four are a party of delusional psychopaths. *The leader is Frank N Furter, who lived in Transylvania before being thrown into Avernum. He looks female, but that's because he's a cross-dresser. You may have seen him in the movie "The Rocky Horror Picture Show. *Second in command is Hrungir. Hrungir is a halberd-wielding mage. Hrungir doesn't talk. Hrungir just likes to light people on fire and stab things. *Third is the nephilim, Wen bol Dun. Wen bol Dun is in the party so he can shoot all the people who don't like nephilim. *Last is the priest named Scott. Scott's job is to read things, because nobody else wants to do that. He also has the job finding all his friends' missing limbs and sticking them back on. They're not the explorers the Avernum government decided to send. Those people are locked in a closet somewhere, nude, because my party took their clothes and robbed them...except for Scott. Scott was an accountant and now is their hostage. -
Let's all play Avernum 3!
Clintone replied to Minion's topic in Avernum Trilogy (2011-2018 remake versions)
In Escape from the pit I liked having defensive archers. I made dexterity as high as possible, including getting all the dexterity-increasing traits, and all the gymnastics I could, and just about every physical attacking enemy was getting a 5% to hit chance except bosses, and the even the bosses with physical attacks were getting reduced to-hit chances. I could see challenger being pretty useful. It'd be a shame if it's not fixed. The game looks like it has a lot of improvements though. Hopefully that's one of them. -
That was a great scenario. Some secrets, a good mystery, a tricky ending, and a nice plot. My only big complaint was that in the last fight area, if you leave and come back again the map has regenerated. Also, there is a huge jump in difficulty when you get to the last fight that could make it agonizing for certain party types. Best
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I play on Torment. I thought this scenario was great. I loved the limited resources (the very few potions out there). Most of the enemies were easy, (the serfs) which I liked because it enhanced the feeling of being a powerful holy warrior who stomps its lowly enemies beneath its boots. The bosses were considerably tougher. They required some thought and preparation to get through. I think this scenario involved more strategy than the typical Avernum game. I like the mood. I liked the plot. The visuals were impressive. I liked the mysterious armor and weapons that you had to experiment with to determine what they did (which those abundant easily squashable serfs assisted with dramatically). I liked everything about this. I recommend players only play this on torment though. I could definitely imagine how combat could get repetitive and dull on easier difficulties. It took me 13 tries to beat this, and two complete restarts, but I did it. I give the scenario a 4.5 out of 5.
