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not normally a troll but i can't leave this one alone he he he: you misspelled "misspelled" and "recommended" so there!!! :P
the upgraded rothgroths have 12 AP which lets them get 2 hits every round even with some movement, and lets them chase down dangerous foes; particularly ranged foes.
war trall is arguably the tankiest creation in the game due to its myriad of resistances, and does very reasonable physical damage. a ranged physical attack with a mountain of health is OP.
Wingbolts are of limited use late game as most mobs have resistance to it; gazers fare better in that regard.
I'm not a big fan of plated clawbugs but they do have the magical 10 AP number, which lets them hit twice if the opponent is very near or right next to them, which means they inflict a little more damage than the normal clawbugs.
Otherwise a very good guide and well done!
The Rotzerhedron or upgraded Rottghorth is extremely nasty but takes a long time to get, needs canisters used in order to get and shares the same weakness to elemental damage or spell effects. Despite those weaknesses which cause them to die just as fast as the normal ones and the massive cost they can be very nasty like you said.
There is very little penalty to having more creations and generally it is more essence efficient to have 2 or 3 weaker versions than a few big guys. Plated clawbugs have something like a -20% hit chance which means they aren't effective long in the game and aren't essence efficient beacause they cost a fair bit more. The wingbolts are used on an as needed basis and absorbed frequently so I save energy on my main character so they can use more magic
Thoughout the game I have completed at least 1 area before needing the restock essence at a town on torment. The focus on my creation teams is getting the most out of my essence pool rather than getting completely badass creations like the war thrall so I admit I am a bit biased against specialised creations that could be effectively replaced by cheaper versions. This tactic also helps a lot with healing if I manage to spread the damage among party memebers.
for "High level skills 10 and above", it is true for Geneforge 1, for some skills (but not damaging ones) for GF2 to GF4, and simply wrong for GF5. Skill improves linearly in GF5.
For spellcraft, it improves all spell by 1 level, not by percentage.
You obviously have not tested the spellcraft or the other % increases it does work
Put 5 points into spellcraft at the start and compare this to putting 5 points into battle magic and you will get much different average damages. This is true for other spells but it is not apparent for every point spent thanks to rounding and seems to modify the maximum effect. Spells act very differently and you might not always be able to see the effect without a lot of testing. I have never completed the complete list of effects because of this. Should you find any bugs please list them so others can verify them.
The hit chance for the skill will be corrected thanks for spotting that been years since I have played it. I was not missing at all by the time I had gotten that high with a skill so assumed that it was the same as previous versions as the tests I had done matched previous games.