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Found 4 results

  1. Playing on torment. Getting completely wrecked. Been going back to it every couple of levels. Not sure what level people usually beat the champions at... The 4 human champions have so much hp and and are still 1 or 2 shotting my squishier mage and priests at level 26. Have tried level 3 ward of elements and steel, neither worked (if i go elements, the melee kills me and if i go steel, the magic kills me; my tank can survive even without steel, but the knockback usually means the other melee will get 1 of the squishies). The farthest I got was spamming reloads until charm worked on the assassin because I figured it would have the lowest mental resistance. It would buy me 5/6 turns, but I can't even kill one of them in that time. I would also spam daze/icy rain hoping to disable them long enough so I can kill one. The problem is that disables usually miss and when they do hit, they only last 1 round or are cured by the priest/battle discipline. These guys seem so much harder than everything else I've fought against, including main storyline quests. I can probably beat them after 30, but I was wondering if there was a good strategy to do it before then? I feel like I am missing something important.
  2. Hey everyone. I'm super satisfied right now. Completed the game finally. I owned the original (Exile) as a kid, but years on I couldn't remember the name of the series at all. Well I was super excited when I found it on steam a week or so ago and just bought it. I recognised the style instantly from just one screenshot. Not much else to say, I just wanted to share my fulfilment with people who would understand. Now onto the next game! Cheers.
  3. So, if I remember correctly, the last game Jeff released was Avernum: Escape from the Pit. It came out for Mac...near the very end of 2011, I believe. Is the correct? And now it's late summer 2013. Sometime before the end of this year Avadon 2 is supposed to come. Is that an usually long gap between releases for Jeff? It seems to long to me, but I've never really paid close attention before and I've not been around nearly as long as some of the true veterans. Thanks for indulging my curiosity!
  4. As I was working my way through my Anama rules torment playthrough (no mage spells, everyone must train at least a little priest spells - see link in my sig for the full details), I got the idea that an archer-heavy playthrough might be interesting. Archers have often gotten a bad rap in some of the A:EFTP analysis, but on my first playthrough (admittedly on hard, not torment), I found my archer to be a very useful member of the party. High dexterity gives very good evasion to most attacks, and also allows you to act early, which can be advantageous. The big weakness is cold and acid, but I plan to put some points into endurance as well, and also to look for items that boost those resistances. Also, when you have characters that have a decent starting evasion, the evasion bonus of various armors starts to come in to play. Once you get the hardest enemies' to-hit chances below the 95% maximum threshold (which high DEX easily does), the evasion bonuses from items (and gymnastics) can lower it further. With Torment's 30% off the top penalty to resistances (which effectively limits you to 60% resistance), I'm think evasion might be a reasonable defensive strategy. Without further ado, here's the rules and build plan I'm thinking of. Comments/suggestions are welcome. Proposed rules: 1) Every character is at least somewhat proficient in archery (based on the Anama priest rule). They must start with at least one point of bows, and train at least one additional point every 10 levels (i.e., they must have bows at 2 by level 10, 3 by level 20, 4 by level 30, etc.). They must also put at least 1 stat point into DEX every N levels (I'm leaning towards N=6, but I'm not sure yet). 2) Every character's primary physical weapon should be a bow (spells are allowed, of course). I'm not going to limit melee/pole skills training, because you need them for hardiness. But, melee attacks should only be used either ( a ) in the tutorial dungeon (there's only one bow there, and you don't get it until part way through), ( b ) if it's impossible to use a bow (e.g., all enemies are adjacent to you and you can't move), or ( c ) as part of a DEX-based battle discipline (you gotta let archers use Blade Sweep, because they are the ones who can make the best use of it). 2) No 100% min-maxing (hat tip to RBD): At most 2/3 of each characters stat points may be allocated to any single stat. This is based on RBD's rule, but loosened a bit (his rule was at most 1/2). I like being able to have a major stat and a minor stat, as long as they don't get too out of balance. By level 35, this ends up being at most 22 (out of 33) points in your primary stat, which is not far off from what I did in my Anama playthrough (Brutus allocated 24 to his primary stat, and the rest allocated 25). Basic build plan (these are subject to change as I get a feel for how these guys play, of course): Robin Hood: The leader of our band of merry men (and one woman). Robin's a pure archer, and focuses his training on maximizing all of the skills that improve his bow use. His defense will mainly come via the evasion he gets from dexterity (plus some endurance and items with cold bonuses). Skill points: Max out sharpshooter, lethal blows, gymnastics, and, yes, sniper. It's been argued that sniper may be the weakest of these, but I still feel it is useful for a pure archer. Excess points either to additional Bows, or Hardiness via Melee. 2/3 stat points to DEX, 1/3 to END. Traits: 5 x DEX, 3 x Sure aim, 3 x Health, Negotiatior, 4 x END Little John (who is not so little): Little John is Robin's right hand man, and the group's defensive specialist. He also has recently become fascinated with the art of healing, and is taking lessons from Friar Tuck. This will be an Archer-Priest-Tank (via Evasion and Resistances) build. The skill and stat point focus will be on avoiding (DEX, gym), reducing (hardiness, resistance), and survivng (END) damage, and also healing the party since his damage output will be the lowest of the group (similar to Brother Brutus in my Anama playthrough). Max out Hardiness (via 8 + 2 bought to melee) and Resistance (via 8 to priest spells, 8 + 2 bought to spellcraft). This should require 44 points, out of the 65 you get by level 35. For the remaining 21 points: 8 bows (plus 2 bought), 3 sharpshooter, 10 gymnastics (buying 2 more brings it to 12, which gives +24% evasion to stack on top of DEX- and END-based evasion). 2/3 stat points to DEX, 1/3 to END. Traits: 5 x DEX, 5 x END, 3 x Health, Negotiator, 2 more (maybe parry mastery or sure aim??) Friar Tuck: Tuck is the jolly old clergyman of the band. When he's not telling a joke or swilling back some ale, he's pretty competent with the priest spells. He'll be primary a priest, with the archery minor required by the rule set. Standard priest build, except for the required DEX and BOW points. Not sure if I'll do 2/3 INT, 1/3 DEX or 2/3 INT, 1/6 DEX, 1/6 END. Maid Marian: Maid Marian is the party's mage (she recently developed on interest in magic, and being thrown into Avernum will force her to study it more thoroughly - I'm still work out the full back story for the party...). Primary mage, with the required archery minor. Just like Tuck's build, except focused on mage spells. It sure will be nice to have someone who can cast dispel barrier - that's the biggest thing I missed in my Anama playthrough. Having to run all over the place trying to scrounge up one more piercing crystal, and having to ignore all level 3 barriers, was no fun. Difficulty: Torment, to make it interesting (and since I've already seen that archery is effective at lower levels). Edit: Adding another rule (primary weapon must be bow). Also, did y'all know that b followed by ) gets converted to the emoticon? And c surrounded by () without any spaces gets converted to © ?
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