mikeprichard
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Posts posted by mikeprichard
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I just confirmed that the capture list mechanics are completely random, such that a new monster could replace any existing monster in your prism list - including the most recent monster you previously captured. Sorta annoying.
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Hmm, so I might need to capture each of these rare enemies several times (save/reload) before I finally get them not to overwrite a slot I don't want them to... irritating is right.
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Right - I just want to test to make sure the list placement isn't totally random such that new monsters replace not the oldest monsters on the list, but more recent additions - which would screw up my plans to fill my remaining slots with only the 8 specific rare monsters I'm aiming for.
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Confirmed that the way new captures are added to the list is buggy. I captured 8 cave widows first (to "fill" my list with junk monsters to start with - not sure why; I just did). Then I captured in this order: Fiery Demon (which replaced #8 on the list), Cryos Demon (which became #4), and Mung Demon (which became #2). The order they appeared in the list is weird, but not in itself a problem - but it WILL be a problem if the other very rare enemies I plan to capture in the remaining 5 slots (Haakai, Lich, Eyebeast, Demon Golem, and Efreet), instead of replacing the old cave widows, replace some of these 3 more recent monsters (or each other) that I plan to keep. I'll report back on what I find - still haven't had an opportunity/sufficient level to capture some of those last 5 beasties.
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And they're locked to keep out those klepto "adventurers."
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And the freedom to close doors... but I digress.
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You probably don't have that some sort of freedom (like stealing) because your're Avernite soldier, not random adventurer like in A:EFTP.
You can still steal - as long as nobody's watching.

But yeah Lilith, forgot about the message. Ah well, guess that's the way Jeff wants to play it.
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I actually think the opposite - *not* being able to attack friendly NPCs should be the bug, not the other way around. Not to sound anti-social or anything - just saying, freeform gameplay and all.
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Thanks for the correction, Dikiyoba - sorry for spreading misinformation. Fixed my post.
And definitely agree with Sertorius that it'd be nice if the little automatic stat increase messages lasted longer, but Lilith's info is correct, so it's not difficult to figure out.
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After level 30, you continue to gain the "automatic" stat increases with each level up, but only get the "manual" stat increases and the 2 skill points once every 5 levels (35, 40, etc.). Also, you no longer get any additional traits after level 30.
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Nice - thanks, Lilith.
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Munchkiny/slightly lazy question (I haven't yet reached the Great Cave/Scree Pits): I'd like to add only 7 points to Spellcraft from level-up points, get the 8th point from the drake, and buy 2 more points from Solberg for 10 total. Is this possible? Or does the drake's point count as one of the "bought" points (which would allow me to then buy only 1 more point from Solberg)?
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That stuff's deadly.
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Making a dedicated priest with points to spare for TU/AL, then giving your mages 8 Priest skill each (for Mass Heals) might make sense. It's working great for me so far.
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Great - so I can capture more "junk" enemies through slot #10, then start again for reals with the ones I plan to keep. Cheers!
EDIT: It seems to be capped at 8 enemies, not 10 - unless I'm somehow limited in slots due to my mages' levels only being 22.
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Rookie question - is there a limit to the number of souls you can have in your prism? Also, is it possible to remove already captured souls from the list? I started capturing everything I could find, thinking I'd collect every Pokem- I mean monster in the game, but now that I'm at 5 random monsters including the default goblin, I started thinking I should be more selective if there's some kind of limit (making sure I can still have room for things like Haakai and Eyebeasts later on).
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You can actually get up to 10(+4) Hardiness... which is nice.
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Wow, I didn't notice that mental resistance bonus - I was also wondering what "Total Consciousness" really did (beyond adding a line of text to the little blurb when you die and need to reload).
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I do see your point. Still, I've decided to skip the XP traits in favor of some endurance/recovery/swordmage traits, as I've started (with my level 18 party) stockpiling wisdom crystal herbs now to more than compensate XP-wise at the end game. (Especially compared to A:EFTP, this is surprisingly easy to do with the patch NW of Formello, including the graymold/mandrake - and it only takes a couple crystals per character to beat out those two whole traits, if the traits really do only give you about half a level extra at endgame. And I haven't even started farming the Moldy Cave yet; with that, it'll be almost too easy.)
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OK, that's what I thought - thanks again, folks.
And last question (really) on the +10% crit chance from equipped longbows - does equipping a longbow also increase your magic spell critical rate by 10% (apparently it does so for melee/pole attacks)? It seems like it does, which again would seem to be a very useful "bug."
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Interesting. Especially considering how relatively easy it is to farm wisdom crystal ingredients toward the late-mid-game, those 8 XP traits seem a pretty poor investment IMO. They're not complete junk; they just don't seem to be a clear "must-have."
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That's what I thought, but thanks for the confirmation, Lilith. Any idea about the cost difference between the yew bow and cavewood longbow? My only guess is the costs are simply skewed due to the difference in materials, but the cavewood longbow is nevertheless better/stronger than the yew bow in combat as indicated in the tooltips.
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About bows - I noticed a yew bow is much more valuable (something like 500-700 coins) than a cavewood longbow (130 coins), even though the cavewood longbow does vastly more damage and also has the +10% crit compared to the yew bow. Is this an oversight on Jeff's part, or does the yew bow have some practical advantage over the cavewood longbow (or "standard" bows vs. longbows in general) that I'm not considering?
And on the crit rate - I forget whether the +10% crit chance is additive or multiplicative with other bonuses; which is it? (I.e. does an existing crit rate of 10% with a longbow added give a total crit rate of 20%? Or does it become only a total crit rate of 10% + .1(10%) = 11%?) Thanks!

Weird (Buggy?) Things
in Avernum Trilogy (2011-2018 remake versions)
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The dialogue for the wandering Empire spies in the western Great Cave is blank (you only see "OK." in the dialogue popup window) - at least if you encounter them before encountering the Avernite patrol that mentions them elsewhere in the Great Cave (which is what happened in my playthrough).