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Restarting or continuing?


nikki.
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I finally got some free time, so I'm going to try and complete A4. Now, I have a save game at the Formello barrier, which I played through the demo version with before I registered, but I may have missed/misused a lot of stuff.

 

I probably also set my characters up totally wrong as well, so is it worth starting from the beginning again? And if so, what kind of set-up would you suggest? My regular Avernum party (Slith polearm-man, Nephil archer/thief, priest and thief-mage) managed all right so far, so will they be okay through the rest of the game?

 

Thanks, Nkkxx

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I think it's worth re-starting if you got your skills wrong (e.g. neglecting first aid) or if your party's leveling up is unbalanced. I try to get roughly the same amount of experience penalty/bonus for each PC but in practice it doesn't always turn out that way. It irritates me if one member of the party is lagging behind in levels, so I would tend to rebalance the party to avoid that.

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I play through A4 with only the First Aid that can be purchased, not any from training. It's perfectly fine to get through the demo without any.

 

I also play through without training any number of other skills until I've purchased my points, but that is because I am crazy.

 

—Alorael, who concedes that it makes the demo a bit harder, but it's no problem in the long run.

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You're not that far along that you can restart and catch up quickly. Having a thief that isn't a mage isn't helpful in A4. The unlock spell and mage skills combine to get you through locked doors and chest with difficulties over 20. The skill points could have been used elsewhere. Otherwise your party is fine.

 

I prefer to start with two spellcasters that have both priest and mage spells. The duplication means more attacks and/or healing as needed. There are a few threads covering party formation.

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...But will my mage recieve enough skill points to be able to max out her mage spells skill as well as get a high enough tool use level?

 

I'm concerned that my mage will be able to open every door in the game, but won't be able to cast any decent spells. Or is that not a problem?

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Quote:
Originally written by Nikki xx:
...But will my mage recieve enough skill points to be able to max out her mage spells skill as well as get a high enough tool use level?

I'm concerned that my mage will be able to open every door in the game, but won't be able to cast any decent spells. Or is that not a problem?
Don't worry about it. It really isn't a problem. You only ever need to get your mage's Tool Use up to 16, which is very manageable. If you try to keep both your Mage Spells and Tool Use high early on, you'll probably have to hold off on Spellcraft for a while, but that's not such a bad idea anyway since you can buy training for it in Cotra.
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There are plenty of wisdom crystals in the Great Cave. There will be no problem getting tool use and mage spells high enough. You don't need tool use above 12 in the demo section and even later on in the game. You only need TU 16 for the end.

 

I wrote a spoiler listing wisdom crystals if you wonder when you will get them.

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Consider using one PC. I'm very satisfied as my character is finishing the game at 49th level as a priest/mage. When you need people with high Arcane Lore, Nature Lore, or Tool Use just "summon" a new character who can get the skill up to 16. Then delete them afterwards to make sure you get maximum XP. This is on the borderlands of cheating but hey, consider it a off-label use of the "summoning" spell.

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I am not convinced that having a mage-thief is best. I had one archer-thief with tool use of 16 largely from having the trait. He did all my traps. My mage put 4 skill points to get 3 TU before equipment, which was probably unnecessary. I was able to get so much SC/magery with my leftover skill points that I could easily open every door in the game without any problems. I don't know which is best, but this worked great for me.

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Quote:
Originally written by AncalagonTheBlack:
I am not convinced that having a mage-thief is best. I had one archer-thief with tool use of 16 largely from having the trait. He did all my traps. My mage put 4 skill points to get 3 TU before equipment, which was probably unnecessary. I was able to get so much SC/magery with my leftover skill points that I could easily open every door in the game without any problems. I don't know which is best, but this worked great for me.
Even the level-35 door in Patrick's Tower that doesn't have a key to it? I'm impressed. Wouldn't you need both Spellcraft and Magery at around 15-20 to get that door open with Unlock alone (assuming a Mage Spells skill of 17)?
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