Profile for Thuryl
Field | Value |
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Displayed name | Thuryl |
Member number | 869 |
Title | ...b10010b... |
Postcount | 9973 |
Homepage | http://thuryl.desperance.net/blades.html |
Registered | Saturday, March 30 2002 08:00 |
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Singleton party in Avernum 4 | |
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written Monday, December 26 2005 15:14
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You're probably right. I'm just not sure how a singleton is going to survive half a dozen Cave Giant Slingers; Parry is more or less useless against missiles, and I'm not sure how feasible it will be to dodge them. Getting past that encounter will probably require the use of invulnerability potions. [ Monday, December 26, 2005 15:14: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
what does A4 offer us? in Avernum 4 | |
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written Monday, December 26 2005 15:12
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Vahnatai spellcasters have been called Shapers ever since Exile 2. :P -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Giscard in Avernum 4 | |
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written Monday, December 26 2005 14:46
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You can always just kill the gremlin instead. That's what I did. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Singleton party in Avernum 4 | |
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written Monday, December 26 2005 14:36
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quote:Oh, you'd better believe it. I had two priests capable of casting Divine Retribution, and sometimes being able to cast it four times a round when hasted felt like barely enough. There are some tactical situations which are made trivial by DR, and which I really wouldn't like to fight my way through without it. (The big giant encounter in the tunnels leading to Rentar-Ihrno's fortress comes immediately to mind.) -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Trio in Avernum 4 | |
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written Monday, December 26 2005 14:32
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Shouldn't be hard. I was effectively playing with a trio fairly often, since one party member was typically encumbered into near-immobility. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
The Blosk Maps in Avernum 4 | |
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written Monday, December 26 2005 14:30
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Yep; they're in a small box right up against the western wall of a room up there. It can be tricky to see, so look carefully. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Dodge maximizing in Avernum 4 | |
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written Sunday, December 25 2005 21:22
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I was able to make about 35 knowledge brews at the end of A4, but that assumes you uncover every cache with herbs in it. Which you won't, due to your lack of Nature Lore. Besides, the brews come so late in the game that they're only useful for the last 3 dungeons. So basically, don't count on them as part of your strategy. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Secret Treasure on Slith Island in Avernum 4 | |
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written Sunday, December 25 2005 19:13
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quote:Trouble is, it still weighs 20 pounds. It's entirely possible for a spellcaster to have only 50 pounds carrying capacity due to strength penalties from items, and the total of your equipment alone can easily weigh more than that, leaving you encumbered. I eventually sold the Emerald Chestguard, since my fighter had Mercuric Plate and my spellcasters had their Enchanter's Robes. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Marsh Worm Fangs in Avernum 4 | |
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written Sunday, December 25 2005 18:46
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Hmm. Whatever it's for, I doubt it relates to an actual quest that's in the game now. For the other quests where you have to collect items off monsters, the monsters don't start giving out items until you've actually accepted the quest. (Try it -- no matter how many you kill, you won't get a single Cauldron Dust off a Cauldron Bones until you've taken the appropriate quest.) Best to ask Jeff about it, I suppose. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Wikipedia: Skribbane in General | |
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written Sunday, December 25 2005 18:18
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We're all forgetting the really important question here: what's a skrib, and why is skribbane a bane to them? -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Av2: feeling ill in The Avernum Trilogy | |
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written Sunday, December 25 2005 18:09
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Are you carrying a uranium bar in your inventory? -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Wikipedia: Skribbane in General | |
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written Sunday, December 25 2005 18:08
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PCP is the drug you are thinking of. PSP is a handheld gaming console. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Funnist party in Avernum 4 | |
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written Sunday, December 25 2005 15:05
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My experience with archer/priests is that they're mostly archers early in the game and mostly priests later in the game (once you get Divine Fire, and especially once you get Divine Retribution). It's a surprisingly effective character build. arghhhhhhhhh, I'd say the major problem with your party is that your thief isn't also a mage. This will bite you in the ass later in the game when locked doors of difficulty 20 or more start showing up routinely and your thief can't cast Unlock Doors on them. If you haven't already invested too many skill points in Tool Use on your archer, turn your mage into a mage/thief instead. [ Sunday, December 25, 2005 15:07: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Translating Scrolls in Avernum 4 | |
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written Sunday, December 25 2005 14:46
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Go back to the box in the northwest corner of Fort Monastery (where you originally found the scrolls) and read them again. [ Sunday, December 25, 2005 14:46: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Active Designers? in Blades of Avernum Editor | |
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written Sunday, December 25 2005 14:39
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Well, I've started on a scenario, and I have about two weeks of complete free time to spend frantically working on it. After that I'll be working 8am-5pm six days a week for the next 10 months, so I'll have somewhat less time available for scenario design. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Active Designers? in Blades of Avernum | |
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written Sunday, December 25 2005 14:39
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Well, I've started on a scenario, and I have about two weeks of complete free time to spend frantically working on it. After that I'll be working 8am-5pm six days a week for the next 10 months, so I'll have somewhat less time available for scenario design. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Is this game nothing but combat? in Avernum 4 | |
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written Saturday, December 24 2005 21:44
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quote:The way I see it, there are at least four internally consistent solutions to the problem of death: 1) Strict non-resurrection. Let characters die. Provide no source of resurrection. Jewel of Arabia: Dreamers is one example of an RPG which takes this route (if a character dies and you want them back, you just have to reload a saved game). Most roguelikes are another obvious example, although in that case you don't even have the advantage of being able to reload a saved game. This choice is harsh, but it's perhaps the most "realistic" option. 2) Non-resurrection with handwaving. Don't let player characters die; no matter how horribly wounded they are, they're just "unconscious". When you need a character to actually die, provide a good excuse for them to do so. The problem with this option is that it's the silliest. 3) Resurrection with handwaving. Let player characters die and be resurrected. Provide a good excuse for why important villains are allowed to die and stay dead; maybe resurrection is a boon granted only by good-aligned deities to great heroes. (Then all you have to do is explain what's so special about your level-1 party that makes the gods willing to resurrect them, assuming a party has access to a source of resurrection at that level.) The problem with this option is that it requires the greatest amount of handwaving. 4) Strict resurrection. Let all characters die and be resurrected -- heroes, villains, anyone rich enough to pay for the services of a sufficiently qualified healer. Probably not a desirable option unless you actually want to explore the consequences of this in the game world, since it's such a drastic change from the way the real world works. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Honeycomb...wow in Avernum 4 | |
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written Saturday, December 24 2005 21:06
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And of course, several PC graphics are reused for NPCs. It's annoying when you can't tell by sight the difference between your mage and the Cultist who's trying to kill you... -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Funnist party in Avernum 4 | |
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written Saturday, December 24 2005 20:56
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Well, the party I just finished the game with was: Human swordsman (Elite Warrior, Fast on Feet) Nephil archer/priest (Deadeye, Pure Spirit) Nephil thrower/priest (Deadeye, Pure Spirit) Human mage/thief (Nimble Fingers, Natural Mage) Everyone eventually got at least 1 level of Priest Spells, and both priests eventually got enough Mage Spells to cast Icy Rain. It worked well enough. If I were going to make one change to that party, it would have been to make the thrower/priest into either a second archer/priest or a mage/priest, since lugging around dozens of throwables is just a pain. Knowing what I know now, I can think of a few other changes I'd make as well, but they'd mostly be combat-related optimisations rather than ways to improve playability. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
For those who are interested... in General | |
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written Saturday, December 24 2005 20:42
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Grr. Pretty Reverend Doctor Sailor Sun Myung Moon does not approve of pointless topic revivals. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Almaria warning(possible spoilers)... in Avernum 4 | |
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written Saturday, December 24 2005 14:16
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If you read the topic, you'll notice the problem is that if you collect the crystal box before talking to Houghton, he gets assassinated before you have a chance to talk with him. You can't ask him about anything if he's dead. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Honeycomb...wow in Avernum 4 | |
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written Saturday, December 24 2005 13:59
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Also, why do Crystal Souls suddenly look like a writhing mass of blue tentacles atop a pedestal? That doesn't exactly say "big, immobile rock" to me. [ Saturday, December 24, 2005 14:01: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
creature ideas in General | |
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written Saturday, December 24 2005 13:44
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arghhhhhhhhh: arghhhhhhhhh. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Nethergate News in Nethergate | |
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written Saturday, December 24 2005 03:36
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What, one remake per game isn't enough? :P Seriously, though, if you don't like the new version if and when it comes out, you always have the option to stick with the original. -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |
Unsolved quests in Avernum 4 | |
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written Saturday, December 24 2005 02:08
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Well, I took another look around the farms surrounding Formello and started turning up rats in places I'd already looked several times before -- guess I'd just been unlucky in the past. Found Terella's body too (I'd found it earlier in the game, but that was before getting the quest). Of course, given that my party was level 33-34 by that time, the XP awards were negligible and I didn't have much use for the rewards either. Wish I'd found them earlier -- gold is always useful, and Mother Phelps's reward was moderately nice too. Thanks for the assistance. I'd spent at least an hour on each of those quests to no avail. [ Saturday, December 24, 2005 02:08: Message edited by: Thuryl ] -------------------- The Empire Always Loses: This Time For Sure! Posts: 9973 | Registered: Saturday, March 30 2002 08:00 |