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Spoiler request: This door has a map on it, which you forget as soon as you look away in Avernum 4
Apprentice
Member # 6933
Profile Homepage #0
So far I've found 3 doors that say:

This door is covered with protective glyphs. Some of them are glowing. You doubt that your resources will be adequate to get it open.

Looking closer you see that some of the symbols are not magical. Some of them form a crude map. You recognize the area. It is the ... of ....

... is marked with an X [or a star].

Apparently the protective glyphs have addled my party's brains because when they look at their own maps they can't remember the location of the X/star that they just saw. Are these doors worth futzing with, or were they just put there to annoy us?
Posts: 5 | Registered: Sunday, March 19 2006 08:00
Help needed UPDATE in Avernum 4
Apprentice
Member # 6933
Profile Homepage #15
One of those gate leads to Demonslayer. Enter combat mode and cast a few haste spells. Don't leave combat mode until you (and Demonslayer) are next to the stairs leading out.

quote:
Originally written by avv:

But the panel near the golem making place does absolutely nothing. And there are two rooms filled with panels but they just open some gates or do nothing.[/QB]

Posts: 5 | Registered: Sunday, March 19 2006 08:00
Patrick's Tower in Avernum 4
Apprentice
Member # 6933
Profile Homepage #28
This was extensively researched by Synergy. A
more accurate formula is given here: http://www.ironycentral.com/cgi-bin/ubb/ultimatebb.cgi?ubb=get_topic;f=20;t=000014;p=2#000044

quote:
Originally written by Ssstuart:

Um...you don't need 48 points to open a level 35 door. You need 35 points to open a level 35 door. That's what makes it a level 35 door. Your points are equal to:

Tool Use + .75 * (mage spells + magery + spellcraft + levels of Unlock spell)

So, for example, Tool Use 10 + a combined mage power/Unlock skill of 34 or so will do it.

Hmm...you would need 48 magic points with no Tool Use skill at all to open a level 35 door. Is that what you meant?


Posts: 5 | Registered: Sunday, March 19 2006 08:00
A4 Hidden Skills [SPOILERS] in Avernum 4
Apprentice
Member # 6933
Profile Homepage #44
Based on Synergy's research plus some of my own with Unlock Doors=2, it appears that you can unlock any door whose level is less than or equal to

Tool Use + 0.75(Mage Spells + Spellcraft + Magery) + 0.25(Unlock Doors - 2)

quote:
Originally written by Synergy:

From an inquiry in the Level 3 Spells thread, I did a little research on some magical variables and Tool Use related to Unlock Doors.

MAGE TESTS UNLOCK DOORS USING THE FOLLOWING VARIABLES.

• Doors ALWAYS OPEN when these stats are reached and NEVER open when they fall short.

MAGE OPENS DIFFICULTY 35 DOOR WITH:

Mage Spells 18/Tool Use 5/Spellcraft 18/Magery 4 = 45 Total
Mage Spells 18/Tool Use 5/Spellcraft 17/Magery 5 = 45 Total
Mage Spells 18/Tool Use 5/Spellcraft 16/Magery 6 = 45 Total
Mage Spells 18/Tool Use 5/Spellcraft 15/Magery 7 = 45 Total
Mage Spells 18/Tool Use 5/Spellcraft 14/Magery 8 = 45 Total
Mage Spells 18/Tool Use 6/Spellcraft 17/Magery 4 = 45 Total
Mage Spells 18/Tool Use 6/Spellcraft 13/Magery 8 = 45 Total

Mage Spells 18/Tool Use 7/Spellcraft 15/Magery 4 = 44 Total
Mage Spells 18/Tool Use 7/Spellcraft 11/Magery 8 = 44 Total
Mage Spells 18/Tool Use 8/Spellcraft 14/Magery 4 = 44 Total
Mage Spells 18/Tool Use 8/Spellcraft 10/Magery 8 = 44 Total

Mage Spells 18/Tool Use 9/Spellcraft 12/Magery 4 = 43 Total
Mage Spells 18/Tool Use 9/Spellcraft 7/Magery 9 = 43 Total
Mage Spells 18/Tool Use 10/Spellcraft 7/Magery 8 = 43 Total
Mage Spells 18/Tool Use 10/Spellcraft 11/Magery 4 = 43 Total

Mage Spells 18/Tool Use 11/Spellcraft 9/Magery 4 = 42 Total
Mage Spells 18/Tool Use 11/Spellcraft 7/Magery 6 = 42 Total
Mage Spells 18/Tool Use 12/Spellcraft 8/Magery 4 = 42 Total
Mage Spells 18/Tool Use 12/Spellcraft 7/Magery 5 = 42 Total

MORE TESTS (All totals for these = 44)

Mage Spells 19/Tool Use 7/Spellcraft 14/Magery 4
Mage Spells 19/Tool Use 7/Spellcraft 7/Magery 11

Mage Spells 20/Tool Use 7/Spellcraft 13/Magery 4
Mage Spells 20/Tool Use 7/Spellcraft 9/Magery 8

Mage Spells 21/Tool Use 7/Spellcraft 10/Magery 6
Mage Spells 21/Tool Use 7/Spellcraft 9/Magery 7
Mage Spells 21/Tool Use 8/Spellcraft 9/Magery 6
Mage Spells 21/Tool Use 8/Spellcraft 8/Magery 7

Mage Spells 22/Tool Use 7/Spellcraft 11/Magery 4
Mage Spells 22/Tool Use 7/Spellcraft 7/Magery 8

Mage Spells 23/Tool Use 7/Spellcraft 10/Magery 4
Mage Spells 23/Tool Use 7/Spellcraft 7/Magery 7

Mage Spells 24/Tool Use 7/Spellcraft 9/Magery 4
Mage Spells 24/Tool Use 7/Spellcraft 7/Magery 6

The most efficient way to boost spells is to add whichever is cheapest and available at the moment...



[ Thursday, March 23, 2006 02:46: Message edited by: Beegz ]
Posts: 5 | Registered: Sunday, March 19 2006 08:00
DEMONSLAYER in Avernum 4
Apprentice
Member # 6933
Profile Homepage #5
I found that tool-use 11 wasn't sufficient to turn off the golem machine. Unless you have skill points to burn, I recommend leaving the machine on. If you stay in combat mode continuously you'll be able to complete the quest before too many golems spawn.

quote:
Originally written by Schrodinger:

Be sure to turn off the endless-golem making machine to the SW. It requires some tool use. That will make your stay much easier. Then hit all the switches to the SE and NW. Go through the door to the SE, and you'll find what you're looking for.

Posts: 5 | Registered: Sunday, March 19 2006 08:00