Profile for Randomizer
Field | Value |
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Displayed name | Randomizer |
Member number | 6785 |
Title | Law Bringer |
Postcount | 4643 |
Homepage | |
Registered | Friday, February 10 2006 08:00 |
Recent posts
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Author | Recent posts |
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DEMONSLAYER in Avernum 4 | |
Law Bringer
Member # 6785
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written Tuesday, April 4 2006 16:56
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All it's really good for is to fulfill 2 quests. The Almaria one at least has a good reward. The gazer in the north part of the area has a better reward in the Gazer Sandals. Demonslayer wasn't any help versus the haakai since melee attacks slow the attacker. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Changes for Better or Worse? in Avernum 4 | |
Law Bringer
Member # 6785
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written Monday, April 3 2006 17:08
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I glad to see Jeff's reply. The problem with lighting is the choice of color backrounds. If there is enough contrast between the colors we wouldn't have to increase the brightness to see in the lower black backround areas the black monsters. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
DEMONSLAYER in Avernum 4 | |
Law Bringer
Member # 6785
|
written Monday, April 3 2006 16:59
Profile
As a singleton you have trouble when you have to fight both at once. Switching off to go after the unprotected one means that the demon mostly holds back and terrorizes you while the golem attacks. You can do it with more mindshield scrolls and invulnerability potions than I had available. I needed to have shades between me and the demon so he wastes his terror on them. But then the golem whacks two shades a round and I have trouble fighting both and creating allies. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Blosk Maps Quest in Avernum 4 | |
Law Bringer
Member # 6785
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written Monday, April 3 2006 16:49
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The maps are in the NW area of Blosk in an upper level box and the quest (job board I think) and reward are in Dharmon. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Talking ( Reputation / persuasion ) in Avernum 4 | |
Law Bringer
Member # 6785
|
written Monday, April 3 2006 07:40
Profile
With Farsight its easy to find secret passages, but if you map enough you could usually narrow it down to a blank area on the map. After a while I could usually guess where a secret door should be hidden. Besides it's fun to find hidden stuff. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
SPOILER - Wisdom Crystals in Avernum 4 | |
Law Bringer
Member # 6785
|
written Monday, April 3 2006 07:37
Profile
For those who obsess, I decided to count the number of wisdom crystals and knowledge brews available in the game. Also the number that can be made by Strine from mandrake roots. You can buy 5 during the game: Grindstone - Jenn West Cotra - Potionary Store Tower Colony - Oliver Patrick's Tower - Julz Dharmon - Oliver There are 4 as rewards from quest: Castle - Ghall-Ihrno - comfort gives 2 wisdom crystals Blosk - Mayor - slaying enraged wrymkin gives knowledge brew Fort Remote - alchemist - ingredrient quests gives knowledge brew and other potions for 2 graymold, 1 mandrake, and eyestalks There are 24 and 1 knowledge elixir (4 points) for usually killing monsters that guard them: Nephil Lands- under checkpoint past fire lizards (need high nature lore to get it without a fight) Slime Tunnels - lower level Haunted Mines - lower level (need piercing crystal) Motrax's Cave - lower level Eastern Gallery - Swamplouse Mertis Spiral - upper level (need piercing crystal) Honeycomb - lower level behind dispel barrier spell barrier Camp Samuels - lower level after golem Great Cave - southeast corner after fighting Aranea Stoneseer Great Cave - lower level area with Abisythe behind icy crystalmists Great Cave - south wall after Dripfang and terror wolves Slith Lands - cultist area northwest part of the city Scree Caves - dragon's hoard Blosk - upper level enraged wrymkin Great Cave - east of Dharmon lower level in mine with crystal basilisk Western Wastes - third map section past Fort Remote beyond gazer guarded bridge and difficulty 40 door Basalt Tower - near gate Basalt Tower - lower level south west corner in crystal workers area Spire - northside with Kring and bandits Abyss - Test #6 reward Harston - lower level - with Cryos demon (need dispel barrier) Giant Warren - lower level treasure chamber Khoth's Ruins - lower level west side Knowledge Elixir (need dispel barrier) Dark Lands - center of map section near wrymkin Erika's Ruins - upper level lich There are 4 that are cached and require a nature lore somewhere between 4 and 12 to find: Great Cave - lower level area with Abisythe behind icy crystalmists Great Cave - below Patrick's Tower tunnels after fighting sparklingmists Patrick's Tower - lower level holding cell with gazer (need dispel barrier) Great Cave - lower level chitrach tunnels northwest of Castle Great Cave - beyond the mage guarding Daggerfall mine west of Dharmon There are 4 marked NY (not yours) that you can steal if you close the door: Almaria - lower level past golem Fissure Inn -upper level guest room Gnass - lower level guarded by hellhound Fort Remote - room Mandrake roots are the hardest to find ingredient of the five needed for knowledge brews. Nature lore 3 will get 16 and nature lore 12 will get 37. The mandrake and graymold in the Basalt Fortress is only accessible from caches after the terror wolves are released and not available later on in the game. Out of the mandrake obtained one is used for the Fort Remote quest as a good use to reward. I used in Bargha some to buy Answering Gloves and Magus Vest. There is one mandrake root south of Erika's Ruins so you will have to go back later to use it. To get nature lore 12 for a singleton: buy 2 levels in Fort Duvno from Walner, 1 level as quest reward in Fort Dranlon, and spend 26 skill points in training for 7 levels. With the Explorer's ring from Eye Krotus you have 12 levels. If you have nature lore 14 there is one more mandrake root northeast of the Tower Colony. If you have nature lore 15 there is a wisdom crystal in the Giant Lands cached in the passage north of the stairs leading to the giant intelligent friendly talking spiders. There is another mandrake root in the Sliths Lands southeast of the altar (need nature lore between 13-15). Another is Scree Caves going east from Fort Saffron's north gate. In the final part of the game, in the north part of the Dark Lands, the Giant's have a camp. There is one wisdom crystal in the center. Then cached are a wisdom crystal and a mandrake root. At this point they aren't much help. Then in the final keep's upper level, 2 more wisdom crystals and a mnadrake root for those that need a few more skill points. [ Tuesday, April 04, 2006 19:58: Message edited by: Randomizer ] Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Truth about Traits? in Avernum 4 | |
Law Bringer
Member # 6785
|
written Sunday, April 2 2006 22:19
Profile
Natural Mage and Pure Spirit boost the damage of their respective spell types, mage and priest. They also give free levels starting at 2 in the beginning. Natural Mage also seems to make spells like Terror more effective. The AI has monsters go after the last character that hit them. So spellcasters get attacked even in the rear. Since the game doesn't punish high experience penalties like the earlier ones it helps to give Divine Touched to everyone. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
opinions on Avernum IV in Avernum 4 | |
Law Bringer
Member # 6785
|
written Sunday, April 2 2006 04:23
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The plot was the weakest point. The main villlian wasn't that good and the second one wasn't used that well. Maybe the Darkside Loyalist plot will come back in a better form someday. The "new" monsters from Geneforge were used because they were available to insert quickly into the game. Someday the graphics will ready to bring back all the great monsters of the old Avernum games. The combat engine is better so there is no longer the delay command. We finally have the true area effect spells from the Exile games, but I would have like a targeted multiple target spell like the Exile Flame Arrows. Also now that you could use spells to hit invisible creatures there are no black shades and guardians. It's not like Jeff needed a graphic for those monsters. The game is still fun with limitations. Money is tight, you can only get 2 levels of training, items are not available in quantity, etc. but you can work around them. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Help Demo Problem in Avernum 4 | |
Law Bringer
Member # 6785
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written Sunday, April 2 2006 04:13
Profile
You will have to go back later to get through the difficulty 8 door to the undead. Start with what you can reach from the surface and use the skill points from going up a level for a spellcaster with mage spells. I started out with no tool use and found that you still can do enough, but it helps to have initially at least tool use 5. You don't need more than 8 to finish the demo. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
A3 : How do i get in to Erika's tower? in The Avernum Trilogy | |
Law Bringer
Member # 6785
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written Saturday, April 1 2006 14:41
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After you finish the Slime quest you can get Farsight spell to help map out secret passages. At least you narrow down where to look. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Skill at Gaming in General | |
Law Bringer
Member # 6785
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written Saturday, April 1 2006 14:36
Profile
Since these games give you time between moves and don't require too much hand to eye coordination, it comes down to thinking. Most of the times that I died were because I wasn't thinking or at least paying attention. This game requires memorizing the best way to fight certain monsters. There are a lot of times where you can make mistakes and still recover from them, but some fights like with Nodicuas or getting Demonslayer are designed to be thought out. Just playing the game long enough and you will find what works best for you. Also you see flaws in the game's AI where monsters go after the last character that hit them. Delicious Vlish used this to have monsters race back and forth between two widely spaced apart characters. The monsters spent there actions moving and not attacking even though they were next to a PC. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Wealthy Family Near Mertis in Avernum 4 | |
Law Bringer
Member # 6785
|
written Saturday, April 1 2006 14:20
Profile
The family's got a little quest that gets you an armor ring. I think they also give you some money for helping out the son at Fort Monastary. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
What in the... in Avernum 4 | |
Law Bringer
Member # 6785
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written Saturday, April 1 2006 14:18
Profile
Never found a use or quest for marsh worm fangs. Of course I never got any either. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
$$$ problem in Avernum 4 | |
Law Bringer
Member # 6785
|
written Saturday, April 1 2006 14:16
Profile
Destroy all the pylons in the Western Wastes on the way to Rentar's fortress. The jewels left behind are worth about 3000 in money. Also it's a bother but gather up all the equipment left behind by the Avernite soldiers. There are other places like the refugee camp south of the Castle that have minor items that you can grab for money. It's time consuming, but over the course of the game it adds up to real money. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Talking ( Reputation / persuasion ) in Avernum 4 | |
Law Bringer
Member # 6785
|
written Saturday, April 1 2006 14:12
Profile
Reputation existed in the earlier games, Avernum 1-3, where having a high reputation got you things. That no longer exists. There are some actions that can help or hurt you in conversations. Stealing a NY (not yours) item in sight of an NPC can cause them to turn hostile is the easiest example. In Bargha, Gladwell asks you to feed his slimes and if you kill them he will not help you anymore (If you kill one it doesn't matter). Fulfilling that request gets you free access to a spellbook behind a barrier. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Classic RPG Heritage Poll in General | |
Law Bringer
Member # 6785
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written Friday, March 31 2006 16:33
Profile
I don't remember the name of the Star Trek versions I've played and since my copy is on 5 and 1/4 inch floppies I doubt I'll ever find out. The Hack I played used text characters for graphics and doesn't sound like a Rogue game. The game attempted to create a Dungeons and Dragon character and his dog. The dog got bored if you spent to long exploring, needed to be fed regularly, and would attack you if you fell through a trap door and took to long to get back. The dog was nice for stealing items from the shops as you went deeper into a 25 plus level dungeon in search of the amulet of Yelendor (?). Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Messed up on "Cauldron-Spawn". How do I fix it? in Avernum 4 | |
Law Bringer
Member # 6785
|
written Friday, March 31 2006 16:13
Profile
I don't know if there is a fix except by reseting the flag that you ended the undead. If you've killed off the ones in the center that ends the cauldron born. The quest only gives you experience and a disruption wand so you don't miss much. If it means that much you can always start over unless someone knows the command to reset the appropriate flag in the game. The main quest to end the problem has Aaron giving you his blessing so fighters get blademaster increased by 1 and spellcasters get magery increased by 1. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Inaccessible rooms? in Avernum 4 | |
Law Bringer
Member # 6785
|
written Friday, March 31 2006 16:07
Profile
I think I read that someone got into the rooms above X in the Tower Colony. Solberg is in Patrick's Tower. There was nothing in them and they did not connect to the area with the notebook behind the gate. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Ok, I have two questions myself..... in Avernum 4 | |
Law Bringer
Member # 6785
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written Friday, March 31 2006 01:57
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I never had that much trouble finding them. They shouldn't have gotten killed because the Cauldron Bones don't come into Mertis. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
The most boring spell and monster in The Avernum Trilogy | |
Law Bringer
Member # 6785
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written Thursday, March 30 2006 21:22
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I always hated Call Beast, because the choices were so bad at low levels. At least with Summon Aid you got multiple monsters to distract your enemy. Doomguards were just boring hack and slash. Spells didn't do much so it was just haste, bless, and fight. In A2 you also had to make sure they didn't swarm the spellcasters. But it was just a half hour I'll never get back. In Exile they were so pitiful in attacking that even my spellcasters could kill them and almost never take damage. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
15,000 Coin Limit? in The Avernum Trilogy | |
Law Bringer
Member # 6785
|
written Thursday, March 30 2006 21:16
Profile
I found it's just better to stash items for later sales to keep away from the limit. By the end of the game you don't need the money anyway. Each game has a different limit. In Blades of Exile I found a bug where I actually exceeded the limit and got a negative money amount. I had to use the character editor to fix it. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Ok, I have two questions myself..... in Avernum 4 | |
Law Bringer
Member # 6785
|
written Thursday, March 30 2006 20:40
Profile
Maxwell is wearing blue and Vorhees is in brown. They move around a bit, but they are both on the northside. It pays to talk to everyone, just in case there is something important like that. You will have the same problem with a job in Dharmon. Use the tab key to see the names of people. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Modern day classics in General | |
Law Bringer
Member # 6785
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written Thursday, March 30 2006 19:51
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quote:I have to disagree about pulp novels. Dashiell Hammett's The Maltese Falcon was a pulp novel that's style has become considered a classic. Even before the movie version. The same can be said about the better works of Raymond Chandler. Sir Arthur Conan Doyle's Sherlock Holmes, anything by Charles Dickens, and even William Shakespear were all the equivalent of pulp fiction of their day. They were written for mass appeal and only later considered classics. Christopher Marlowe was a better writer than Shakespear, but how many people remember anything but his Faust? For derative works, Shakespear's A Comedy of Errors was derived from Plautus Menaechmi which was derived from an earlier Greek play. Shakespear added a second set of twins to play the servants. This was later adapted as the musical The Boys From Syracuse with music by Rodgers and Hart. Each version was a classic at its time since we know about them. Richard Wagner in turn derive his operas from Norse sources, The Volsung Saga, for his Ring series. A great author adds something when reusing older material. Tolkien's LOTR was a compromise between his earlier and then unpublished grand history and the publisher wanting more with hobbits. The Shadow From the Past shows that in the original version Aragorn was a hobbit named Halfast Took. Frodo's long lost cousin who went for an adventure and never seen again in the Shire. He was first called Trotter and only much later turned into the human Strider. It was only after several revisions that Aragorn achieved his final status as the last king. Tolkien in his essay "Leaf" explains his views on creation and meaning in his writings. The Silmarillion was an attempt to create a British myth like the Elder Eddas of Scandanavia and the Arthurian legends of Wales. LOTR was never meant to be high literatue. It used material from his older works and only later did the major themes develope of sacrificing for the good of others, etc. So you get chapters about Tom Bombadillo from a childrens story that was used to give Frodo a chance to develope from a refugee (passive) fleeing the Ringwraiths into a hero taking control of his fate (active). Without that scene on the Barrows he wouldn't have faced the Ringwraiths on Weathertop. [ Friday, March 31, 2006 02:02: Message edited by: Randomizer ] Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Classic RPG Heritage Poll in General | |
Law Bringer
Member # 6785
|
written Thursday, March 30 2006 19:36
Profile
As one of the oldest gamers here, I go back to playing Adventure on a mainframe computer. I haven't had time because of Avernum 4 to try the PC versions. You left off the Star Trek games, both mainframe and PC, but I guess you don't want sci-fi. I've played Wizardry and Ultima II on a roommate's Apple II+, Ultima I on a IBM PC where my roommate had to find a copy of DOS 1.0 to run it, and Might and Magic 1 and 2 when they first came out. I played the MUD game Avatar on the Plato network and its PC version called Mordor. I haven't tried the online MUD version Demise. There is Castle of the Winds 1 and 2, and the older DOS games like Hack. I never got into Bard's Tale because on a PC AT the game moved too quickly to map without pausing every few seconds. That's the problem with real time games. There was also the Hobbit back in the mid 80's, but I didn't get past the Misty Mountains. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Two Questions in Avernum 4 | |
Law Bringer
Member # 6785
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written Thursday, March 30 2006 19:22
Profile
The third test is in the chitrach tunnels. The quickest way to get to it is to start at Fort Dranlon and enter the tunnels from the building to the east. Go north and make a left at the top of the map section. Follow the path until it splits in 6 directions, the one you are on is southwest. West leads to aranea, southeast leads to another map section, east and northeast lead to cavewindow spiders, so norhwest leads to the test. Have fun. The best I've gotten with 3 plus action point items and quickstrike is 11 and then 16 or 18 when hasted. I used the Cryos spear, Mercuric chainmail, and Quicksilver sandals. It helps for a spellcaster to use at least 2 of these items to have a base action points of 10 and then 15 hasted. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |