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Skill Canisters!


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Lets talk about canisters for Geneforge 1-4.

Im currently in GF1.

I used 0 canisters.

I WENT ROGUE! (SO I HAVE TO START AGAIN) frownshocked

SHAPER LVL 1

My stats 15

 

str 2 base

dex 2 base

int 4 base

end 1 base

 

mel 0 base

mis 2 base

qui 0 base

ana 0 base

 

bam 1 base

mem 1 base

blm 1 base

spl 0 base

 

fir 2 base

btl 2 base

mag 1 base

hea 2 base

 

lea 1 base

mec 2 base

luk 0 base

 

My Abilities

 

firebolt

searer 0

searer orbs 0

unlock 0

terror 0

dominate 0

blessing 0

speed 0

mass energize 0

heal 0

cure 0

mass restore 0

fyora 0

roamer 0

drayk 0

thahd 0

clawbug 0

battle alpha 0

artila 0

vlish 0

glaahk 0

 

ornk 0

 

(i always edit this one to show my stats)

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I always thought canisters should just give you skill points. That they should make you more powerful in general. But then again I never liked skill points in the first place. And eventually you wouldn't get as many skill points from canisters but you'd get more detrimental effects. But that's harder to implement.

 

I've been a canister junkie for years. My palms are raw, my eyes are dull, and my skin radiates powerful miasma. Also, I have this unnerving tendency of slaughtering people.

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now i get it!

if it zaps me i have to start over!

the ones u touched but didnt get zapped are saved right? (if you didnt get zapped after you touched the others)

RIGHT???

confusedconfusedconfused

ok now i no how

go to drayk vale start at that one then ancient crypt diarazad junkyard wastes west wastes wind vale then spirit city (is that correct?)

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If you are running a shaper, then you rely on your creations. Then you are better off increasing shaping skills and healing, and you can increase missle weapons for crystal use and batons if you want to attack. Melee is harder in GF1 unless you run a guardian or agent since you have to use 3AP to switch weapons and close with the attacker that usually has a decent missle attack.

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What do i spend my points on?

i need some ENDURANCE (so i can do west, south workshop and power core and be less likely to die

but SPEND mostly on wat?

INTELLEGENCE SHAPING HEALING?

i need mental for door unlocking right?

blessing for stronger creations.

do i need dex? (makes me faster)

so i can go before my creations?

plus i hate acid attacks (some rumor that dex adds resist fire)

i need 10 leadership (recommended) to join any sect without doing quest. i dont need battle magic?

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I think it's 12 leadership so you don't have to do any of the quests to join a sect. High leadership early on in the game gets you some easy experience. Mechanics helps with traps and unlocking doors for experience.

 

You don't need dexterity as your creations do the fighting for you and you can go last to heal, haste, and bless using spores or spells.

 

Endurance always help increase your health to stay alive.

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12 leadership sounds too high for G1. I think I only ever had 10 or 11. I usually get my mechanics to 14 or 15 and ignore the unlock spell altogether, but since I think the highest trap is 14 mechanics and the tinker's gloves provide a +2 to mechanics, the highest mechanics needs to get is 12. I get those two skills up as soon as possible (Vakkiri has a lot of rewards for doing so) and then ignore them for the rest of the game. A few points of luck helps too, but not too many, especially since you can buy luck later on.

 

As a Shaper, put skill points into at least one of the shaping types for powerful creations, intelligence for essence, and blessing magic and healing for support. Add strength (for carrying capacity), endurance, spellcraft or dexterity/quick action as you need them.

 

Dikiyoba.

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