Tenderfoot Thahd squiggymonster Posted December 10, 2008 Share Posted December 10, 2008 Hi I have played Avernum and Nethergate a little, but never Geneforge. I Cant decide between a Lifecrafter and a Shaper. Anyone offer me advice, on the two and any ideas on builds for these 2 ? Thanks. John. P.S The Game looks great well done Jeff & Co. Quote Link to comment Share on other sites More sharing options...
Burgeoning Battle Gamma Vempele Posted December 10, 2008 Share Posted December 10, 2008 They're practically identical. Lifecrafters get 8 points more energy (utterly insignificant), and that's the only non-graphical difference. Shaping guide- swarming your way to wealth and glory by Delicious Vlish Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted December 10, 2008 Share Posted December 10, 2008 If you want a shaping-heavy character, the best strategy is to use your creations to do most of the damage and back them up with mental, blessing and healing magic. Intelligence is extremely important so that you have enough essence for your creations; you can never have enough of it, and should aim for 20 points or more by the endgame. Raising at least one shaping skill to a reasonably high level early on is a good idea, as it'll allow you to make creations of that type at higher levels. It's your choice what to specialise in: fire and magic creations are good in the early to mid-game, while battle shaping starts out okay and becomes amazing once you get War Tralls a little over halfway through. Magic is tricky: you need some, but you can't just throw it around recklessly. It's okay to put a few points in Battle Magic, but using it on enemies tends to make them attack you, so be careful with it and don't rely on it as your primary attack form. Blessing Magic and Healing Craft are important, but you really only need enough points in them to cast the highest-level spell that you currently have and want to use. Mental Magic is very important for spells like Strong Daze, Dominate, Terror and Charm, and you'll need quite a few points in it to give your spells a reasonable chance of success. If Mental Magic ever gets so high that Spellcraft is just as cheap, put points in Spellcraft. Leadership and Mechanics are important: aim for a natural Leadership of 8-10 and Mechanics of 11 by the midgame, which should basically last you for the rest of the game as long as you search carefully for the equipment that raises those skills and keep it in reserve for when you need it. Don't overinvest in Strength or Endurance: you can put a point or two in them if you like, but it's often better to wear light armour and use your creations as meatshields. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd squiggymonster Posted December 10, 2008 Author Share Posted December 10, 2008 Thanks Thuryl, thats what I needed. Also I notice I cant actually use my Battle shaping yet, despite having good points in it, does this come as I play ? John. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted December 10, 2008 Share Posted December 10, 2008 Just like you need to learn a spell before you can cast it even if you have the necessary skills, you also need to learn how to create a creation before you can create it. You'll meet people who are willing to train you in shaping skills quite soon. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd squiggymonster Posted December 10, 2008 Author Share Posted December 10, 2008 Agh yes I remember this in Nethergate. Thanks. J. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Uberdhizon Posted December 10, 2008 Share Posted December 10, 2008 Wait, you learn to create things in Nethergate?? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Alorael at Large Posted December 11, 2008 Share Posted December 11, 2008 You learn spells just like you do in all Spiderweb games. —Alorael, who supposes another view is that in Nethergate you make more things than in any other game. A Nether Circle spell lets you create elixirs, which are permanent items. Not worth the skill point cost, perhaps, but permanent nonetheless. Quote Link to comment Share on other sites More sharing options...
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