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Item Locations and Questions.


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The major objects (first draft, needs correction):

 

On Greenwood:

Blood Poison: dropped by the venemous artila in the caves under Kentia South Gate on Greenwood.

 

On Harmony:

Crystalline Fibers (1): crypt under West Dock.

Solidified Flame (1): storeroom under San Ru.

 

On Dhonal's:

Deep Crystal: in the Inner Purification Plant.

Deep Focus Orb (1): in Spharon's back room

Unmelting Ice: Darkstone Core, SW corner.

Crystalline Fibers (2): somewhere??

 

On Gull:

Purified Essence (1): bedroom in Khor's Deep (?)

Solidified Flame (2): in Maker's End somewhere (?)

Demon Claws (1): Khyryk's Tower, in a back room.

 

On Spears:

Drakon Skin (1): Orois Blaze, breeding valley

Drakon Skin (2): vatbrood Drakon, Forest of Spires

Demon claw (2): Benerii-Eo, demon-golem NE corner.

Pure Crystal Shard: Benerii-Eo, Litalia's bedroom

 

In Monastery Caves:

Purified Essence (2): Ratlord Eye drops it

Crystalline Fibers (3): somewhere

Deep Focus Orb (2): Alpha Creator drops it

Drakon Skin (3): boss Drakon in NE corner

 

What objects you can make when (assuming you find enough Demon's Bile for the elixirs!)

 

You can't make any artifact until Dhonal's Isle, where you can make

the Creator's Belt (if you give up the chance of making the Crystalline Shroud before the end of the game), or

the All-Protector.

 

On Gull you can make:

the Emerald Chestguard (if you postpone making the

Avenger's Ring from near the end of the game

to very near the end);

the Crystalline Shroud (if you give up making the

Creator's Belt until the end of the game);

the Essence Aegis (if you give up making the

Infiltrator's Ring until the end of the

game);

 

On Spears you can make:

the Lightning Girdle;

the Infiltrator's Ring (if you haven't made the

Essence Aegis);

the Avenger's Ring.

 

Practically speaking, the All-Protector is always worth making since even if you don't use it you can sell it for a lot. It's probably not worth pushing hard to get it early, because it's very tough to get the Unmelting Ice if you can't take the golem monstrosity, and it isn't such a revolutionary item to have anyway.

 

The Creator's Belt is well worth making for a Shaper, but an Agent should skip it in favor of making the Crystalline Shroud sooner. For a Guardian the issues are how much you use creations, whether you're willing to postpone the Avenger's Ring a bit in order to use the Emerald Chestguard instead of the Crystalline Shroud, and whether you'd rather have some other attribute-buffing Girdle instead anyway.

 

The Crystalline Shroud is a must-do for the Agent: get it as soon as you can because it's fantastic.

A Shaper is going to have the Creator's Belt instead. A Guardian who forewent the Belt, and is willing to sacrifice some of the Emerald Chestguard's protection in order to get the Avenger's Ring early on the Isle of Spears, will definitely want the Crystalline Shroud for its +2AP.

 

The Essence Aegis is a fine item for anyone, unless you are planning to use ultra-high Leadership and Mechanics to good effect in the final major missions, in which case you'll want to hold off so you can make the Infiltrator's Ring soon after getting into Benerii-Eo.

 

The Lightning Girdle is great for Agents and Guardians, and you can make it early on the Isle of Spears. The Rings can only be made quite late in the game, after penetrating Benerii-Eo.

 

In my opinion the only really amazing artifacts are the Shroud and the Chestguard. The Creator's Belt is a bit hard to notice, but probably makes quite a difference, so it's the most important one for a Shaper. The two shields are nice but not game-changing, and the Rings are both excellent but come so late in the game that they don't end up making that much difference.

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I will go ahead and correct you right away: There is another pod of Purified Essence, early int he game. I know this because i "wasted" mine on a creators belt as i played Agent, but i found another one before i left Gull Island and thus were able to make the very handy Essence Aegis. This means that there are three of them in the game, sadly i can't remember where i got them.

 

What does the necklace of might do?

 

...And Edited for the second time, what does the Shroud do? I never tried to make it since i did not think it would give +2 AP aswell, and no matter what boost to skills it does nothing can beat two extra AP.

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Emerald Chestguard

def 50%

+2 AP

+2 levels damage

+2% resist all

+18% resist stun

 

Crystalline Shroud

def 16%

+2 AP

+30% resist stun

+12% resist all

+3 creation strength

 

Shroud for shapers, Chestguard for guardians/agents

 

All-Protector

def 12%

+5% resist all

+20% resist stun

+2 levels damage

 

Essence Aegis

def 12%

+2 spellcraft

+2 healing craft

+1 int

 

Both are probably inferior to Quicksilver Bulwark, but

Aegis for shapers/agents, All-Pro for guardians

 

Infiltrator's Ring

def 2%

+2 dex

+2 leadership

+2 mechanics

+2 luck

 

Avenger's Ring

def 6%

+15% resist stun

+2 melee weapons

+4 quick action

 

Infiltrator's Ring for anyone except melee guardians

 

Creator's Belt

def 20%

+2 creation str, dex, int, end

 

Lightning Girdle

6%

+1 AP

+3 parry

+2 dex

 

Belt for shapers, Girdle for guardians/agents

 

and then there's the spectacular, spectacular

Talisman of Might

+4 str

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The +2 levels damage from the Chestguard is great for agents, as it affects spells as well as melee and missile combat. The weight difference isn't that huge - Chestguard is 20.0, Shroud is 12.5. That's less than a point of strength in encumbrance, and late in the game one point of strength is a lot cheaper than two levels of magic.

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Hmm, I didn't realize that about the spell damage being boosted too. I guess you're right about the Emerald Chestguard being better late in the game, even for an Agent.

 

What I've now realized is the main advantage of the Crystalline Shroud, which made it seem so fantastic for my Agent, is just that it's available very early. You can manage it when you're just getting into Dhonal's Isle, and that's a lot of fighting that's much easier for an Agent, before you can make it into the back rooms of Mr. Khyryk.

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A level of damage is basically an extra die, in tabletop RPG terms. It's fairly easy to see that all damage ranges in GF are summed dies. Thus a 4-16 damage dagger is 4d4, the sum of four random numbers between 1 and 4. This works similarly for missiles and spells, though the numbers may be different. In GF2, at least, and GF3 is probably the same, Firebolt was d4, Searer was d5, Ice Bolt was d6, Kill was d12 I think.

 

I'm not 100% sure the "+X to levels of damage" works this way, but it looks like it does. Basically, it's like +X to battle magic (and presumably to damaging spells like terror, too), missile weapons and melee weapons, except that it doesn't give you the to-hit bonus.

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New Item Question: There is a pair of gloves somewhere on the lower part of Isle o Spears that gives +4 SC. I found them when playing as a loyalist and i think that they come from killing a Rotgroth when the camp is being attacked (the first time you visit it). Is there any way to gain them as a Rebel?

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I'm not sure you can get them anywhere else. I haven't, anyway.

 

Unfortunately, the scripts don't contain any information on either initial item locations or item drops -- although you can find quest item rewards. There is a drop_item command, but it is only used with thorn bushes.

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