Cannister inventory (potential spoilers)

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AuthorTopic: Cannister inventory (potential spoilers)
Apprentice
Member # 6051
Profile Homepage #0
I would like to put together a cannister inventory. This way you could only use the ones you really need and avoid the rest. This information is not in the hint book (highly recommended), or I would just look there.

Anyone got any notes about cannisters? I'll try and jot something down next time I play. Now that I can command-tab on a Mac, this should be easier.
Posts: 8 | Registered: Wednesday, June 29 2005 07:00
Shaper
Member # 5437
Profile #1
I don't have notes on all the canisters, but Schrodinger will likely have a FAQ/Walkthrough out soon that will have that information.
Posts: 2032 | Registered: Wednesday, January 26 2005 08:00
FAQSELF
Member # 3
Profile #2
Yup, that's true. Cut and paste from my guide, which will be out as soon as Gamefaqs updates their game data. Seems Geneforge 3 didn't make it onto their game list.

Canister locations:
Fort Kentia: Searer.
Lair of the Creator: Create Fyora, Unlock.
Underneath Rebel Peninsula: Create Roamer
Rebel Camp: Ice Spray, Create Vlish, Terror, Create Clawbug
Under San Ru: Create Clawbug
Dhonal Docks: Fire Shaping
Madness Mire: Create Artila
Twin Mind Tunnels: Healing Craft, Create Vlish
Holding Shed Row: Quick Action
Storage Road: Create Thahd
Mountain Pass: Create Fyora
Inner Keep: Create Drayk
Spharon’s Lands: Dominate, Create Artila
Blasted Laboratory: Create Roamer, Acid Shower
Ruined Mine Gates; Strong Daze
Darkstone Cave: Mass Energize
Searing Chambers: Healing Craft, Create Glaahk
Creator’s Hall: Steelskin, Battle Magic, Quick Action
Infested Mountains: Create Battle Alpha
Cultist Woods: Essence Orbs
Stonespire: Major Heal, Kill, Essence Armor, Create Drayk, Charisma
Display Warren: Major Heal
Crumbling Lab: Kill
Khor’s Deeps: Create Battle Alpha
Tower Path: Parry
Khyryk’s Tower: Major Heal, Create Drayk
Tower Gates: Group Heal
Breeding Caverns: Mental Magic, Create Glaahk
Maker’s Road: Essence Armor
Maker’s End: Create Rotghroth, Battle Roar
Spire Forest: Luck
Icy End: Aura of Flames, Mass Restore, Create Gazer
Southern Gates: Mass Madness
Benerii-Eo Gates: Battle Roar, Create Gazer
Mushroom Cave: Mass Restore
Benerii-Eo Labs: Battle Roar, Create Drakon, Dexterity, Strength, Mass Madness
Benerii-Eo Vat Core: Aura of Flames, Create Rotghroth
Geneforge: Endurance, Spellcraft, Create Drakon

Also, these are some of the increases that can be earned without a canister.
Skill/spell locations:
Level 1 School: Book of War Blessing
South End: Crider’s book of Create Thahd.
Testing Grounds: Books of Create Thahd, Create Artila
Under San Ru: Book of Healing Craft
Dhonal’s Keep: Aenele’s Q: Book of Healing Craft, Hubert’s Q: Book of Magic Shaping
Inner Keep: Books of Battle Magic, Healing Craft
Acid Valley: Tombs: Group Heal, Create Thahd, Create Clawbug, Thihn’s Ghost:
Intelligence, Endurance.
Main Army Camp: Erika’s Q: Healing Craft
Darkstone Mine: Books of Battle Shaping, Magic Shaping
Stonespire: Morgan Q: Healing Craft, Minor Heal, Heal

My list of trainers. One or two more may be found as I play through as a rebel.
South End: Crider (slightly expensive): Firebolt, Burning Spray, Daze, Mental
Barrier, War Blessing, Protection, Minor Healing, Cure Effects

Minefield Woods: Scintle (exorbitant): War Blessing, Protection, Essence
Shield, Minor Heal, Cure Effects, Augmentation

East Kentia: Hawthorne (expensive): Firebolt, Burning Spray, Searer, Daze,
Mental Barrier, Unlock, War Blessing, Protection, Essence Shield, Speed

San Ru: Diwaniya (expensive): Fyora, Roamer, Thahd, Artila, Vlish,
Firebolt, Burning Spray, Searer, Ice Spray, Daze, Mental Barrier, Unlock,
Terror, War Blessing, Protection, Essence Shield, Speed, Minor Heal, Cure
Effects, Augmentation, Heal

San Ru: Vandrin (expensive): Missile Weapons, Quick Action, Parry

Dhonal’s Keep: Gretchen (average for skills, slightly expensive for spells):
Battle Magic, Mental Magic, Blessing Magic, Spellcraft, Searer, Ice Spray,
Essence Orbs, Unlock, Terror, Dominate, Speed, Mass Energize, Steelskin,
Heal, Group Heal, Remove Effects

Dhonal's Keep: Fanjul (very reasonable): Roamer, Clawbug, Glaahk,
Battle Alpha

Inner Keep: Lady Anjali (exorbitant if lesser, expensive if greater): Fyora,
Roamer, Thahd, Clawbug, Battle Alpha (greater), Artila, Vlish, Glaahk
(greater)

Stonespire: Macallan (exorbitant): Melee Weapons, Missile Weapons, Quick
Action, Parry, Battle Magic, Mental Magic, Blessing Magic, Leadership,
Mechanics, Acid Shower, Steel Skin, Strong Daze, Remove Effects

Khyryk’s Tower: Khyryk (expensive): Clawbug, Battle Alpha, Rotghroth,
Vlish, Glaahk, Kill, Major Heal, Essence Orbs, Acid Shower, Dominate,
Strong Daze, Charisma, Mass Energize, Steel Skin, Essence Armor, Group
Heal, Remove Effects

Finally, the modifiers:
Besieged Camp: Resnick Q1: Mass Restore, Q2: Aura of Flames
Monastery of Tears: Tolleran: Strength, Dexterity, Intelligence, Endurance,
Mechanics for 6K each
Orois Blaze: Leadership, Mechanics, Mass Madness, Create Gazer for 5K each

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Nuke and Pave
Member # 24
Profile Homepage #3
2 additions to your list:

Searer - Testing Grounds(C) (pass tests)
Vlish - Blasted Laboratory(?)(C) (locked storage room in NE)

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Be careful with a word, as you would with a sword,
For it too has the power to kill.
However well placed word, unlike a well placed sword,
Can also have the power to heal.
Posts: 2649 | Registered: Wednesday, October 3 2001 07:00
FAQSELF
Member # 3
Profile #4
Hm- do you know where those are located? I have a canister of searer in Fort Kentia, and a create vlish at Main Army Camp (locked store room), but am missing those.

Thanks.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Warrior
Member # 3629
Profile #5
damnit, i knew i missed a drayk canister. I was really looking forward to creating an army of cryodrayks. Oh well, drayks are better anyway :P

PS: did anyone else find it a little weird that you could play through the game as a progressive loyalist using drayks and not get any comment from any of the loyal shapers?
Posts: 51 | Registered: Friday, October 31 2003 08:00
Nuke and Pave
Member # 24
Profile Homepage #6
I think for testing grounds canister you might need high leadership to convince the mind to open an extra door for you after passing tests.

As for Vlish canister, I might have mistaken the area. It might have been Main Army Camp.

--------------------
Be careful with a word, as you would with a sword,
For it too has the power to kill.
However well placed word, unlike a well placed sword,
Can also have the power to heal.
Posts: 2649 | Registered: Wednesday, October 3 2001 07:00
Infiltrator
Member # 878
Profile #7
Wasn't there a third book in the testing grounds that gives a point of heal?

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Warning: Posts may contain misspellinks and typo.s
Posts: 409 | Registered: Sunday, March 31 2002 08:00
Infiltrator
Member # 5785
Profile #8
That's correct. You get Thad, Artilla and Heal.

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"..The seventh wave of Thrall stumbled and climbed over the slippery, piled dead and Mazzarin saw The Watcher with them and at last knew the number of his days."
Posts: 522 | Registered: Wednesday, May 4 2005 07:00
FAQSELF
Member # 3
Profile #9
You're right. I caught this in the walkthrough, but it didn't make it to the list. I've added it now though.

Thanks.

Hey Zeviz- still no searer canister as far as I can tell- do you know where on the map to get it?

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Infiltrator
Member # 5785
Profile #10
There are no canisters in Testing Grounds. Testing Grounds is a loyalist testing place for skills and learning, why on earth would they dabble in rebel shaping canisters?

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"..The seventh wave of Thrall stumbled and climbed over the slippery, piled dead and Mazzarin saw The Watcher with them and at last knew the number of his days."
Posts: 522 | Registered: Wednesday, May 4 2005 07:00
Nuke and Pave
Member # 24
Profile Homepage #11
I guess that's just a mistake in my notes. Sorry about confusion.

--------------------
Be careful with a word, as you would with a sword,
For it too has the power to kill.
However well placed word, unlike a well placed sword,
Can also have the power to heal.
Posts: 2649 | Registered: Wednesday, October 3 2001 07:00
FAQSELF
Member # 3
Profile #12
Not a problem, just trying to get my notes as perfect as possible. Just finished Gull Island, and there's very little left. I've submitted an early version of the FAQ, hopefully it will appear shortly.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Infiltrator
Member # 878
Profile #13
If I'm reading that list right then its impossible to make Ur-Drakons without rebel only trainers. Is that correct?

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Warning: Posts may contain misspellinks and typo.s
Posts: 409 | Registered: Sunday, March 31 2002 08:00
FAQSELF
Member # 3
Profile #14
You are indeed correct as far as I can tell.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Infiltrator
Member # 878
Profile #15
That also means that you can't make terror vlish, pyroroamers, any of the third tier improved creations, and improved rotgroths (can't remember the name) without cannisters. And you need either canisters or rebel only trainers to make drayks and ur-drakons. Does anyone know how many canisters it takes before effects start to show up either in encounters or the ending, and weather getting yourself augmented affects you in the same way as canister use?

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Warning: Posts may contain misspellinks and typo.s
Posts: 409 | Registered: Sunday, March 31 2002 08:00
FAQSELF
Member # 3
Profile #16
quote:
Originally written by Walter:

Does anyone know how many canisters it takes before effects start to show up either in encounters or the ending, and weather getting yourself augmented affects you in the same way as canister use?
7 canisters, and augmentation by Tolleran, Orois Blaze, and Resnick doesn't count.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Apprentice
Member # 5937
Profile #17
One more item to add to the list: the infamous Ornk canister located in Khor's Deeps. BBQ ribs, anyone?
Posts: 5 | Registered: Friday, June 10 2005 07:00
Infiltrator
Member # 5785
Profile #18
Doesn't Khyrryk(sp?) teach things like Drayk? I mean, he teaches yo how to make Rotgroths and stuff, right?

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"..The seventh wave of Thrall stumbled and climbed over the slippery, piled dead and Mazzarin saw The Watcher with them and at last knew the number of his days."
Posts: 522 | Registered: Wednesday, May 4 2005 07:00
Apprentice
Member # 6065
Profile #19
Thing with the canisters is that shapers are the only ones that can use every single one of them, without a problem, while agents don't need creations, and guardians don't need spells (other than healing craft) so it doesn't matter if your shaper.

[ Sunday, July 03, 2005 13:40: Message edited by: neophyte ]

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I like swords!
-Fighter
Posts: 20 | Registered: Sunday, July 3 2005 07:00
Apprentice
Member # 6051
Profile Homepage #20
quote:
Originally written by Travers:

damnit, i knew i missed a drayk canister. I was really looking forward to creating an army of cryodrayks. Oh well, drayks are better anyway :P

PS: did anyone else find it a little weird that you could play through the game as a progressive loyalist using drayks and not get any comment from any of the loyal shapers?

Well, I don't find it weird. This is because drayks are so incredibly cool. Games that stick to their internal lore to the point where you can't have any fun are a bummer. Believe me, I've played some.
Posts: 8 | Registered: Wednesday, June 29 2005 07:00
FAQSELF
Member # 3
Profile #21
Quick question for those who have played through as rebels- are there any other trainers who will increase your skills in the forbidden spells/shapings? I know Fanjul will train you for cheap in the shaping that Rahul's wife also teaches, but are there any other rebel only trainers?

If not, it seems that the loyalists should have little trouble blowing away their enemies.

--------------------
A few cats short of a kitten pot pie...

Radioactive cats have 18 half-lives.
Check out a great source for information on Avernum 2, Nethergate, and Subterra: Zeviz's page.
Finally, there's my Geneforge FAQ, Geneforge 2 FAQ, and
Geneforge 3 FAQ.
Posts: 2831 | Registered: Tuesday, September 18 2001 07:00
Infiltrator
Member # 878
Profile #22
But remember to get an ending that is good for you personally a loyalist shouldn't use canisters, and 3 creation types, several improved creations, and the battle roar spell only come from canisters (or trainers that aren't listed here and thus probably rebel only), and there would have to be an additional source of skills somewhere or there would be no way to make ur-drakons.

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Warning: Posts may contain misspellinks and typo.s
Posts: 409 | Registered: Sunday, March 31 2002 08:00
Apprentice
Member # 4112
Profile #23
I have played (won) as a rebel and, AFAIK, they don't teach anything that the loyalist don't.
So, no Ur-drakons (makes sense, they currently need the Geneforge to make Ur-drakons - what sense would having a shaper-capable-of-creating-them running around make? Ugh, bad sentence, *baaad*!)
The rebel philosophy is "canisters, not teachers".

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AKA xKiv : I/O,I/O, it's off to disk I go ...
Posts: 42 | Registered: Thursday, March 18 2004 08:00
Apprentice
Member # 6115
Profile #24
quote:
Originally written by Schrodinger:

quote:
Originally written by Walter:

Does anyone know how many canisters it takes before effects start to show up either in encounters or the ending, and weather getting yourself augmented affects you in the same way as canister use?
7 canisters, and augmentation by Tolleran, Orois Blaze, and Resnick doesn't count.

just want to clarify this. I've played through as the rebels, and i'm going to go through again as a loyalist. i was about how big a difference it made to use canisters in terms of story and gameplay? is it really worth it to not use canisters? i guess that's sort of hard to answer without some spoilers...
Posts: 6 | Registered: Saturday, July 16 2005 07:00

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