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Help under Hagfen in Nethergate
Apprentice
Member # 4512
Profile Homepage #4
Hi I'm stuck in nearly the same spot. I had already passed the blocks and have now cleared the level. I want to exit back upstairs and can't since all accesses are blocked by portcullises.

We just sort of wandered down here and jumped off the cliff... maybe not so smart in retrospect. Did we need to be on a quest or have a key to open the portcullises? Is there another way up?

And while we're on the topic... how does one pronounce "portcullises" anyway?
Posts: 12 | Registered: Thursday, June 10 2004 07:00
OT: Legend of Zelda in Blades of Avernum
Apprentice
Member # 4512
Profile Homepage #0
Hey All -

This is totally off topic, but i just found out that the original "Legend of Zelda" is available as a PC version.

Everything is identical to the original, graphics, sounds, quests, etc.

and... even better... they have set it up so you can write your own quests for Link using the Zelda engine, substituting graphics, sounds, etc. kind of like BoA. There are lots of quests already written by others online and you can publish yours to the web too!

Best of all... it's all FREE!!!

Here's the website:
http://www.zeldaclassic.com

enjoy!
Posts: 12 | Registered: Thursday, June 10 2004 07:00
Silk-woven robe in Blades of Avernum
Apprentice
Member # 4512
Profile Homepage #6
While the 1-5+1 *is* slightly easier to compute (one less random number to generate), it will generate statistically different results.

1-5+1 will give an even distribution: 2 (20%), 3 (%20), 4 (%20), 5 (%20), 6 (%20)

1-3+1-3 will give more of a bell curve: 2 (11%), 3 (22%),4 (33%), 5 (22%), and 6 (11%)

If the "luck" statistic figures into these sorts of calculations, a lucky person would fare better with the 1-5+1 armor.

I knew I went to college for a reason... heh
Posts: 12 | Registered: Thursday, June 10 2004 07:00
Scenarios currently being worked on in Blades of Avernum Editor
Apprentice
Member # 4512
Profile Homepage #7
I have a great idea for a scenario, but I've never done one before. I think if it is properly excecuted, it could be a shot for the contest. Is there someone out there that is experienced in creating BoE scenarios that wants to team up?
Posts: 12 | Registered: Thursday, June 10 2004 07:00
Scenarios currently being worked on in Blades of Avernum
Apprentice
Member # 4512
Profile Homepage #7
I have a great idea for a scenario, but I've never done one before. I think if it is properly excecuted, it could be a shot for the contest. Is there someone out there that is experienced in creating BoE scenarios that wants to team up?
Posts: 12 | Registered: Thursday, June 10 2004 07:00
Help! Stuck on Diplomacy With the Dead in Blades of Avernum
Apprentice
Member # 4512
Profile Homepage #3
OK nevermind... I found it.

Thanks!

Guru
Posts: 12 | Registered: Thursday, June 10 2004 07:00
Help! Stuck on Diplomacy With the Dead in Blades of Avernum
Apprentice
Member # 4512
Profile Homepage #2
I can't find his chambers. Is that the room in the SE corner of the castle? If that's it, I can't get in there.

The doors are magically locked and even if I go to the editor and give myself level 5 unlock spell, the spell still isn't strong enough to open the door.

I must be missing something...
Posts: 12 | Registered: Thursday, June 10 2004 07:00
Concerning Mage and Priest Spells after creation screen? in Blades of Avernum
Apprentice
Member # 4512
Profile Homepage #14
No doubt specialization is key to a good party, but I find that by the end of the Avernum 1,2,3 games I like to have everyone with level 1 priest for heal/bless, my "priest" with level 3 mage (min) for hastes and my "mage" with level 8 priest for the heal all/cure all.

It's only 9 skill points to raise to level 1 mage/priest, which ain't much. Later on that can't even buy you 1 level of the specialized skills.

Because of the fact that you don't die unless you're hit with 0 HP, even a really wimpy heal from a fighter can save someone's life, plus it doesn't drain the "real" spellcasters.

Also, in the beginning they are realtively effective spellcasters. A level 1 firebolt from a level 1 mage/priest, 2 intellegence fighter still does around 10+ damage. That same fighter can heal for around 10 too. (which is at least half of beginning characters HP) Later, once you up the level of the spell it becomes ~30HP (with level 5 heal). Oh, and they have 15 spell points which means they can do it a bunch.

As for the "priest" with level 8 mage and "mage" with level 8 priest, it's a much easier argument. Having 2 haster / blesser / mass healers / area of effect spells can make you kick some serious butt... especially in the beginning. 2 ice lances/ per round will rip through opponents. Same with repel spirit.

Then, once area of effect spells become too weak to really take out opponents, or with big battles with many spellcasters / archers, it's back to old hack and slash. Here's the general strategy:

round 1: "priest" & "mage" haste selves. (They have low dex, but after the haste they go first in round 2, essentially 3 spells in a row)
round 2: "mage" hastes fighters 1 & 2
"priest" blesses fighters 1 & 2
now everyone's hasted and fighters are blessed after 2 rounds (with no potions)

or, against the undead in diplomacy with the dead

round 1: "priest" & "mage" haste selves.
round 2: "mage" and "priest" both launch 2 repel spirits each. "priest" does ~100HP x 7 targets x 2, mage does ~80HP x 7 targets x 2. Thats about 2500 damage per round spread out over 28 targets. Usually this means wiping out 14-18 undead (the hard types) PER ROUND. Fighter types are almost unneccesary (except as shields). Plus the undead only got to go one turn.

Anyway, those are just a few variations.

I don't think I need to explain why having 2 people who can mass heal / mass cure is a good idea. Especially since there are a bunch of monsters who can cast forcecage. Plus, at high levels, buying priest levels for your mage or vice versa is a cheaper way to get more spell points.

No doubt having multi spellcasters in the party is a good thing, but my point was to buy the levels at the beginning which some folks disagreed with.

The argument for that is a simple one: economics. If you calculate the cost of buying all the spells you get later it's close to 6,000 GP which is a huge leg up for any starting party! (if you're not using the editor)

Check it: 2 characters, "extra" lvl 1 mg/pr = 5 spells each (around 1000GP per char), 1 character "extra" lvl 5 mage = 7 spells (maybe 2500GP?), 1 character "extra" lvl 3 priest = 5 spells (perhaps 1500GP?)

Granted, some of those spells are pretty useless, but that's a ton of cash you'll save. Plus later when you find a book to increase your heal spell (for instance), everyone gets it.

I don't think spending 9 skill points at level one really gives you a harder time "specializing" your "non-spellcasting" characters down the road. I think it's totally worth it, especially for a party just starting out.
Posts: 12 | Registered: Thursday, June 10 2004 07:00
Help! Stuck on Diplomacy With the Dead in Blades of Avernum
Apprentice
Member # 4512
Profile Homepage #0
OK I've killed that vampire twice, but there's still one section of his castle (SE) I can't get into.

Also there's one part of the sewers I can't get into (NE).

I've killed a whole bunch of undead, plus the goblins, and I've killed the vampire 2x, so why can't I finish that quest?

I must have missed some dialouge somewhere...

Now I'm stuck? Who do I have to talk to next to get to those places and finish the quest?
Posts: 12 | Registered: Thursday, June 10 2004 07:00
Character Development Help in Blades of Avernum
Apprentice
Member # 4512
Profile Homepage #2
Alternatevely you could just get each character to level 3 priest that way they can all cast repel spirit. (which you can purchase/find up to level 5 in this scenario) Then you can really rip through the ranks. Who says you archer can't cast any spells? It's just not their *specialty*.
Posts: 12 | Registered: Thursday, June 10 2004 07:00
Concerning Mage and Priest Spells after creation screen? in Blades of Avernum
Apprentice
Member # 4512
Profile Homepage #9
I think it's best to start all your characters with at least 1 level of mage & priest spells. That way, everyone can cast heal, bless, cure, firebolt & light right from the start. If you wait till later you have to purchase the spells. Plus, even with just 1 level in each and 2 intellegence, you start with 15 spell points.

Also in a party with one "priest" and one "mage", I like to start them both with 5 levels of mage, 3 of priest. That way both get ice lances and repel spirit at the start.

That party that can cast 4 firebolts per round or 2 ice lances or 2 repel spirits per round right from the very start. Plus, having four healers in your party ain't bad.

Later I make sure to get both spellcasters to level 8 in mage & priest to allow lightning spray and cure all/heal all. Then I'll start heading for the higher level spells and really start to specialize the "mage" and "priest"
Posts: 12 | Registered: Thursday, June 10 2004 07:00
Can't find Unicorn Horn... HELP!! in Blades of Avernum
Apprentice
Member # 4512
Profile Homepage #3
Wow thanks for the quick replies!

I thought that's where it was, and I knew about the passageway (thanks to farsight), just didn't have the uni charm needed to open the door.

Y'all rock!

Guru
Posts: 12 | Registered: Thursday, June 10 2004 07:00
Can't find Unicorn Horn... HELP!! in Blades of Avernum
Apprentice
Member # 4512
Profile Homepage #0
Hi All -

Another kickass Game by Spidweb (and there goes all my productiviy for the forseeable future)

Anyway, I'm on Kazai(?) Run

Trying to rescue the unicorn horn from the giants, and I can't find it. I've killed everything and been everywhere including down below except the SW corner of the lower level, but there doens't appear to be a way to get there.

I also found a key but no doors.

Am I doing something wrong? Where's the damn horn??

Thanks,

Guru
Posts: 12 | Registered: Thursday, June 10 2004 07:00