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The Reverend

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  1. Originally Posted By: Earth Empires
    you'll miss lvl 3 haste which can bring battle frenzy but that can be done via potions, I use alot cloak of curses due magic resistant monsters (dunno how much weakness curse helps but every help is welcome).


    I'll probably end up meditating at Fort Emerald (gives you cloak of the arcane) alot to make up for the lack of the cloak spells. As for haste/battle frenzy, I'll have to make judicious use of the appropriate potions, wands, and scrolls (rather than just selling them like I did when I had a mage).
  2. Thanks for the tips - I like Randomizer's idea of getting priest spells up to 10 for my defensive warrior-priest, so I can give him 12 resistance. He should be able to soak up a lot of damage that way, and survive long enough to heal/unshackle mind the other characters. I don't think 10 is enough to cast raise dead, though, alas (although I'm not sure).

     

    And that would also work well with Lilith's point about healing and summoning not depending on intelligence. I could have my tank summon a pet before the battle to soak up even more damage, just like shamans in Avadon.

  3. It sounds like you didn't go far enough. From that fake land place, if I recall correctly, there is a hidden switch that will open a passage that takes you through some more tunnels and fights until you get to a room where you can't see past one square ahead of yourself. There will be some nasty monsters to fight in there, as well as some more hidden switches to find and some wheels to turn. Eventually once you've found and turned all the wheels you'll fight another nasty monster and be able to exit to the real surface. The game will then give you the option of staying there on the surface, or heading back down to try to complete some of the other final quests.

  4. If I recall correctly, the Anama don't show up in Exile/Avernum until the third title of the series, but presumably they already existed on the surface by the time of E1/A1/A:EFTP.

     

    This gave me the idea to do a playthrough as a group of Anama priests that were sent down for speaking up a bit too loudly about their opposition to magic.

     

    The rules for my playthrough will be pretty simple:

    1) Every character was an Anama priest on the surface, so they all have to start the game with at least 2 levels of the priest spells skill.

    2) All characters must remain faithful to their beliefs. Thus they can never train in or purchase any levels of the mage spells skill.

    3) They must attempt to continue their studies even while in the underworld. Thus they must put at least one of their skill points into the priest spells skill every 10 levels. I.e., they must have invested at least 3 points into priest spells by level 10, 4 points by level 20, and 5 points by level 30 (since they must start with at least 2). They are of course free to invest more points in priest spells if they want.

     

    I will be doing this playthrough on Torment difficulty, to make it interesting (I've breezed through hard, albeit without these restrictions).

     

    My thoughts are to have my front two characters be the warrior-priests. They will be dual-wielders, with just the minimum investment in priest spells (2 at the start, 3 at level 10, 4@20, 5@30). The first will be more defense-oriented - priority to hardiness/parry over blademaster, and perhaps even buying some spellcraft in order to access resistance (since he's already forced to buy some priest spells). The second will be more offense-oriented, but still not neglect hardiness and parry.

     

    The two back characters will be full-on priests. I will rush to get attack-oriented priest spells like call the storm and divine fire as soon as possible, to make up for the lack of a mage.

     

    Any thoughts or advice? One thing I've realized is that I will never be able to get by level 3 magical barriers, since I'll only be able to dispel barriers with piercing crystals. Is there anything essential that is only accessible via a level 3 barrier?

     

    If folks are interested, I can post updates on how this goes as my playthrough proceeds. It may be slow, though, since even on good weeks I only have a few hours per week to spend gaming.

  5. Originally Posted By: Lilith
    Originally Posted By: Praxis
    So lets say your level 1 tank faces a very high level enemy with 10% to evade gear... that means a a level 20+ demon will have only 85% hit rate vs your level 1 tank ?

     

    No. The 95% cap is applied after all accuracy and evasion bonuses are taken into account. The demon will still have a 95% chance to hit you.

     

    And this is exactly why evasion bonuses are most useful for high-dexterity characters (at least for physical, fire, and energy attacks, where dexterity increases evasion).

     

    For example, if the enemy has a 150% hit chance, and you subtract the a 10% evasion bonus, it goes to 140%. However, both end up capped by the 95% limit, so it makes no difference. However, if your character had 12 more points of dexterity those would instead be 90% and 80% to-hit chances, both of which are below the cap.

  6. It's been a long time since I was in school, so the introductory textbooks I used are probably out of print/in museums by now. smile For an intermediate algorithms textbook, which will also serve as a good reference book in the future, I like the well-known "Introduction to Algorithms" by Cormen, Leiserson, Rivest, Stein. Depending on your math background, however, that may not be suitable for an introductory text (it assumes familiarity with discrete mathematics and combinatorics).

     

    For other texts, I might suggest checking the websites of various computer science departments at well-known universities. In many cases the course websites are publicly accessible and you can look at their syllabus and recommended textbooks. Some of them also post lecture notes/slides.

  7. Start by learning a language - as previous posters have mentioned, C and C++ is a good choice. Others might recommend Java, and you wouldn't go wrong with that - I believe its what most universities are teaching in their intro CS courses these days. Personally I prefer C (with bits of C++ mixed in when I want some object-oriented features) though, as it gives you more control over what your code is really doing (essential for the type of work I do professionally). It also forces you to think about things like memory management that higher-level languages hide under the covers- which can be the source of bugs, of course, but also helps you learn about what's really going on behind the scenes.

     

    Once you've learned a language, you'll want to find an introductory book (or books) on data structures and algorithms. Choosing good algorithms and data structures can have enormous impacts on how well your code performs.

  8. Originally Posted By: RaustBlackDragon
    That's not the part I consider a bug actually, it's the fact that cleaves are un-dodgeable that I consider a bug, and the large range simply turns what would normally be a minor annoyance into a big problem.


    Ah, yes. I agree with you there - it's annoying that a high-dex character who normally is almost unhittable can easily be hit by a cleave.
  9. Originally Posted By: Lilith
    It could be that the effective range is 2 spaces rather than 1. I don't think I've seen that happen myself, though.


    I think this may in fact be the explanation. I'm not certain, but I think I've seen my shadowwalker's razordisk cleaves hit enemies who were 2 spaces from the original target. I always assumed this was the intended mechanic and not a bug.
  10. Originally Posted By: RaustBlackDragon
    That's not the case though. Here's the layout:

     

    X = my guys

    Y = enemy

    O = empty space

     

    OXO

    OYO

    OOX

     

    Y is attacking the top X and the lower X gets cleaved.

     

    I've also seen cleaving where the cleaved character has an empty space between themselves and the originally attacked character. I've seen it happen with both my attacks and enemies' attacks.

  11. It may not be the "prevailing wisdom" on the boards, but I agree with you - I found magical efficiency useful, for the the first reason you mention in particular. If you use andrenaline rush to spam top-tier spells you may run out of energy in the longer battles. Magical efficiency helps prevent this.

     

    And I also agree that frequent runs back to town to recharge can get boring.

  12. Endurance doesn't help that much in the long run - each point only gives you 5 extra hit points, which really isn't very much by the end of the game. The 3 health traits help a lot more in the long run. Endurance can help a bit in the beginning, though, when 5 points represent a decent percentage of your total hit points. Just make sure you don't neglect Strength for your melee fighters, or they won't be able to hit anything.

     

    I think I did something like 2 points of strength for every 1 point of endurance early on, and then switched to all strength after my HP got high enough that 5 points didn't seem worth it anymore.

  13. I haven't used any cheat codes, so I suspect this is just some sort of bug. I ran into another leveling up related bug a while back, where Shima had enough XP for the next level but didn't actually level up. I saved, quit, and reloaded, and then he had the new level and I could upgrade his skills and stats.

     

    Both of these issues happened before I upgraded to the latest version, though, so perhaps they are not an issue anymore ...

  14. My main character just hit level 20, and got the "True Power" medal (the one for reaching level 20). However, I just looked over the medals I've received and realized that I never got the "Tested by Fire" medal (the one for reaching level 10). Clearly I must have reached level 10 before level 20 grin, so this seems like a bug - has anyone else run into issues with this before?

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