Finishing up part 1
Posted: Mon Sep 26, 2005 1:45 pm
I played on a relatively new 3.2 GHz P4 with 1GB RAM and plenty of disc space, and a Nvidia Geforce 6800 GTO video card, with 256 Mb memory -- WinXP professional. It handled the game with no problem, even the scenes with hordes of spawned and summoned characters. I played version 1.3.
I had a few crashes and screen locks from which I had to reboot, and was trapped three or four times in clipping errors. The total was not enough to matter.
My character was a female elf Adept.
BUGS:
1. When I finished the Trial of Elders, I tried the Sword of Silence which I got as a reward. It caused a crash to desktop. So did the Sword of Flame I rented from the weapon shop. The Divine strike crystal (creates a flaming sword) caused the same crash when I applied it to several swords and axes. I tried this about ten times. Much later in the game, I was able to use the spell without a problem. I gathered from the error message that the flame animation would not load. The spell worked for the light elven spear, and I used that combination -- light elven spear plus Divine trike crystal spell as my main weapon through about the first half of the game. The extra reach over a sword seemed to be useful in a number of situations.
2. In the Temple of the Naga, the Naga Queen did not drop the exit key when she was killed. I had to replay that section. I recommend a saved game before entering the section.
3. I could not put on the rings and amulets as I wished.
4. In the final sequence at one of the gates, a number of the monsters you had to kill were spawned on the other side of the gate. I had to shoot arrows through the gates. One monster was trapped inside the wall. I only noticed because of a fluttering in the wall above one of the respawning pedestals. The wall stopped arrows and melee blows. I finally found that a lightning spell penetrated the wall and killed him. This was a potential game breaker -- the gate did not open until this kill.
5. When I loaded a game in a melee situation, a number of times I could not move my character until she was wounded. I could rotate her with the mouse. The same thing happened even with repeated loads.
In one case it was a potential game breaker because I was very strong against a weak opponent who could not hurt me. I turned her back with the mouse and eventually she got wounded.
6. As a fitting end to this game --- after killing the final monster, I invoked Galdryn's horn about a dozen times. Nothing happened, and I didn't see anything else in the area, so I read the walkthrough. It said invoke Galdryn's horn. I rebooted, reloaded, and, of course, this time it worked.
7. The automap forgets things. I particularly noticed in Fargrove that areas I had visited much earlier reverted to unexpored areas in the automap.
PLAYING TIPS:
1. Running around opponents counterclockwise seems to be the universal tactic. Counterclockwise because everybody in the game seems to be left-handed, and you can fire arrows and strike better to that side. None of the spell casting monsters leads a running opponent so the magic balls will miss you. Most of the crew in these large collections of monsters will kill each other. Apparently you only get credit for a monster kill if you have wounded the monster, so you fire arrows into the mass to get credit when the monster you hit is killed.
I described in the forum how I used this in the final battle of the shadow ruins. Another place it seemed essential was in the last room of the Elder's Trial in Arrindale. This room seemed impossible to me, so I read the walkthrough (essential -- I would never have discovered the bug) and discovered that the monsters quit spawning after a while. I ran around the outside wall. I intended to run until the creaking noise made by spawning stopped, jumping over opponents in my way, then save my game and fight it out. In fact, I ran a long time, and when I turned I was amazed to see only one monster left. This was when I should have fought the wizard on the platform, but I didn't. I used about 20 heal potions in this fight, but mostly due to poor jumping and bad decisions to stop and fight.
I also took most of the points off a fire drake with this method. Then the drake got stuck.
2. A lower level character can kill a Fire Drake as follows: In their area, there is a small tree or large bush with yellowish leaves which grows with two stems, leaving a gap in the foliage. This tree will stop fireballs, but you can fire arrows through the gaps. If you run and get the tree between you and the drake at the proper distance, you can sit there firing arrows until spawning monsters come along. I killed one drake which was throwing fireballs, and another which couldn't see me. I used a long range bow from the Ulm dungeon.
3. (mentioned elsewhere) You can equip the rings and amulets you want by dropping all the other rings and amulets, equipping what you want, then picking up what you dropped.
4. Move into the inventory mode (E) to pause the game. Spells and blows already cast will land but no new ones will start. Your celestial magic will continue to accumulate mana. Most important, paralyzing spells such as ice ball and gripping vines will dissipate. You can also take a potion or cast a spell while still in inventory mode. I also used it a lot to pause and think.
This seems like cheating, a little. I started doing it because I was getting killed by one ice ball. While I was frozen, the monsters kept casting other spells and striking, and I was killed before I ever had a chance to move.
5. Don't spend your advancement points. This worked extremely well for me. I started because I killed a couple of the bosses in the Elder's Trial, and I didn't want to unbalance the game. I don't like games where you get so strong you just walk all over everything. But it works very well to keep your advancement points, and spend them only when you need a specific improvement. Thus I increased my skill when I found a chest I couldn't open, but not before. And I only increased my heavy weapon skill when I wanted to use one. I had the points to raise my Nether magic skill six levels when I wanted to start summoning fiends. This is much more efficient than spending the points at random, guessing what you will need. Also you can test things out, and reload if they don't work. Thus I discovered that no increase in heavy armor would allow my character to use a heavy pole, and the necrotic bow was not worth the million and a half advancement points it takes to get your archery skill high enough. I went into the final battle in the shadow ruins at level 17 but with 5.5 million unspent points. I managed to win, but I could have really beefed up anything specific I needed.
I leveled up my attributes every now and then, but it was good to wait because advancement points are easier to get later, and the increase in power from increased attributes seems to come very gradually. Of course, you should top up your attributes just before turning in a relic, and let them pay the higher attribute cost.
Speaking strictly for myself, I also upgrade my weapons and armor only when I think an improvement is needed.
6. This is cheating, I suppose, but I recommend you go to the Nether spell page in the walkthrough and print out the spells and their ingredients. You can get the spells by mixing the ingredients, even if you never bought the original spell. Finding the spells by random efforts is too tedious for me.
You can make nifty spells from all those bat wings and rat tails, etc. But they are only low level, so you need to start early. The summoning spells are fun, and the gripping vines is very useful if you want to block a door and be left alone for a little while.
I had a few crashes and screen locks from which I had to reboot, and was trapped three or four times in clipping errors. The total was not enough to matter.
My character was a female elf Adept.
BUGS:
1. When I finished the Trial of Elders, I tried the Sword of Silence which I got as a reward. It caused a crash to desktop. So did the Sword of Flame I rented from the weapon shop. The Divine strike crystal (creates a flaming sword) caused the same crash when I applied it to several swords and axes. I tried this about ten times. Much later in the game, I was able to use the spell without a problem. I gathered from the error message that the flame animation would not load. The spell worked for the light elven spear, and I used that combination -- light elven spear plus Divine trike crystal spell as my main weapon through about the first half of the game. The extra reach over a sword seemed to be useful in a number of situations.
2. In the Temple of the Naga, the Naga Queen did not drop the exit key when she was killed. I had to replay that section. I recommend a saved game before entering the section.
3. I could not put on the rings and amulets as I wished.
4. In the final sequence at one of the gates, a number of the monsters you had to kill were spawned on the other side of the gate. I had to shoot arrows through the gates. One monster was trapped inside the wall. I only noticed because of a fluttering in the wall above one of the respawning pedestals. The wall stopped arrows and melee blows. I finally found that a lightning spell penetrated the wall and killed him. This was a potential game breaker -- the gate did not open until this kill.
5. When I loaded a game in a melee situation, a number of times I could not move my character until she was wounded. I could rotate her with the mouse. The same thing happened even with repeated loads.
In one case it was a potential game breaker because I was very strong against a weak opponent who could not hurt me. I turned her back with the mouse and eventually she got wounded.
6. As a fitting end to this game --- after killing the final monster, I invoked Galdryn's horn about a dozen times. Nothing happened, and I didn't see anything else in the area, so I read the walkthrough. It said invoke Galdryn's horn. I rebooted, reloaded, and, of course, this time it worked.
7. The automap forgets things. I particularly noticed in Fargrove that areas I had visited much earlier reverted to unexpored areas in the automap.
PLAYING TIPS:
1. Running around opponents counterclockwise seems to be the universal tactic. Counterclockwise because everybody in the game seems to be left-handed, and you can fire arrows and strike better to that side. None of the spell casting monsters leads a running opponent so the magic balls will miss you. Most of the crew in these large collections of monsters will kill each other. Apparently you only get credit for a monster kill if you have wounded the monster, so you fire arrows into the mass to get credit when the monster you hit is killed.
I described in the forum how I used this in the final battle of the shadow ruins. Another place it seemed essential was in the last room of the Elder's Trial in Arrindale. This room seemed impossible to me, so I read the walkthrough (essential -- I would never have discovered the bug) and discovered that the monsters quit spawning after a while. I ran around the outside wall. I intended to run until the creaking noise made by spawning stopped, jumping over opponents in my way, then save my game and fight it out. In fact, I ran a long time, and when I turned I was amazed to see only one monster left. This was when I should have fought the wizard on the platform, but I didn't. I used about 20 heal potions in this fight, but mostly due to poor jumping and bad decisions to stop and fight.
I also took most of the points off a fire drake with this method. Then the drake got stuck.
2. A lower level character can kill a Fire Drake as follows: In their area, there is a small tree or large bush with yellowish leaves which grows with two stems, leaving a gap in the foliage. This tree will stop fireballs, but you can fire arrows through the gaps. If you run and get the tree between you and the drake at the proper distance, you can sit there firing arrows until spawning monsters come along. I killed one drake which was throwing fireballs, and another which couldn't see me. I used a long range bow from the Ulm dungeon.
3. (mentioned elsewhere) You can equip the rings and amulets you want by dropping all the other rings and amulets, equipping what you want, then picking up what you dropped.
4. Move into the inventory mode (E) to pause the game. Spells and blows already cast will land but no new ones will start. Your celestial magic will continue to accumulate mana. Most important, paralyzing spells such as ice ball and gripping vines will dissipate. You can also take a potion or cast a spell while still in inventory mode. I also used it a lot to pause and think.
This seems like cheating, a little. I started doing it because I was getting killed by one ice ball. While I was frozen, the monsters kept casting other spells and striking, and I was killed before I ever had a chance to move.
5. Don't spend your advancement points. This worked extremely well for me. I started because I killed a couple of the bosses in the Elder's Trial, and I didn't want to unbalance the game. I don't like games where you get so strong you just walk all over everything. But it works very well to keep your advancement points, and spend them only when you need a specific improvement. Thus I increased my skill when I found a chest I couldn't open, but not before. And I only increased my heavy weapon skill when I wanted to use one. I had the points to raise my Nether magic skill six levels when I wanted to start summoning fiends. This is much more efficient than spending the points at random, guessing what you will need. Also you can test things out, and reload if they don't work. Thus I discovered that no increase in heavy armor would allow my character to use a heavy pole, and the necrotic bow was not worth the million and a half advancement points it takes to get your archery skill high enough. I went into the final battle in the shadow ruins at level 17 but with 5.5 million unspent points. I managed to win, but I could have really beefed up anything specific I needed.
I leveled up my attributes every now and then, but it was good to wait because advancement points are easier to get later, and the increase in power from increased attributes seems to come very gradually. Of course, you should top up your attributes just before turning in a relic, and let them pay the higher attribute cost.
Speaking strictly for myself, I also upgrade my weapons and armor only when I think an improvement is needed.
6. This is cheating, I suppose, but I recommend you go to the Nether spell page in the walkthrough and print out the spells and their ingredients. You can get the spells by mixing the ingredients, even if you never bought the original spell. Finding the spells by random efforts is too tedious for me.
You can make nifty spells from all those bat wings and rat tails, etc. But they are only low level, so you need to start early. The summoning spells are fun, and the gripping vines is very useful if you want to block a door and be left alone for a little while.