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For people who cannot help themselves, stay glued to their entertainment system and ignore the mind numbing fatigue of relentless hours of play...
join the swelling ranks of gamer scum! I love video games and that is exactly what this page is about. It is incredible leap from the days of PONG and ATARI that has paved a way for Sega Saturn, NES64, and Playstation.
A list of games to comment on.
Baldur’s Gate is a role playing game based upon Dungeons and Dragons’s Forgotten Realms. The game is primarily ¾ view isometric play that occasionally switches to a cinematic sequence or a story board (scrolling top to bottom) format. The game is fantastic for graphic detail, LOS rules, and the way it portrays a Dungeons and Dragons world, but it is not incredibly innovative. If you have played Diablo the world of Baldur’s Gate has a very similar feel.
The plot tries to tie your character into the Sword Coast and somehow your past is now catching up with you. Bounty hunters and assassins try repeatedly to end your life (save often), but you do not know why. You are randomly plagued by strange dreams that have hidden messages and interesting symbolism. Powerful characters make cameos such as Elminster, Volo, and Drizzt Do’ Urden but if you have not read Forgotten Realms and other TSR products it will not really mean much. Overall the game is fascinating but I would not say the role-playing aspect is really focused on. The game is more hack and slash in design with a few dungeons to solve. The world is broken up into sections and the story is guided by a time line that is broken up into chapters (based on your accomplishments).
If you enjoy Dungeons and Dragons and computer RPG’s then I would recommend Baldur’s Gate but if you are looking for BG to live up to the hype you will be disappointed.
Overall strategy for success:
First you should decide what kind of character you want to play. Unless you are playing a multiplayer game you will only be able to design your character (and then the remaining five members of your party will have to be NPC’s that you pick up as you move along in the game). You need to pick a character that can survive in combat (when you die the game is over).
A quick and to the point snapshot for character design.
Your attributes should be designed for efficiency instead of role-playing. Although charisma is important to the game and can change store prices and the way people react to your group it is primarily represented by whoever is leading your group. Therefore it is pointless for your character (you can always have someone else with a better charisma lead).
Combat stats are Str and Dex. These two should be 18. Con if possible should also be 18. If you have a spell caster than wis or int (depending on your class) should be 18. Dont be afraid to make the stats that don’t involve your class 3’s so that you can make the important stats 18’s. The game mechanics do not really punish your character for poor stats. If your character has a 3 intelligence and a 3 charisma (a complete moron that drools) it never shows in the game or in the dialogue.
The limitations on experience prevent advancement beyond 89,000 regardless of what character
type you play.
This cap is important because at 7th level things get interesting... druids shapechange, spell casters
have 4rth level spells, fighters get another attack, etc.
Multiclass characters have to split exp evenly which means there are only a few double classes that
can reach 7th level and there is not a single triple class scheme that can reach 7th level. Also,
multiclass characters cannot advanced specialize (they can only specialize) even if one of the classes happens to be fighter (it would be nice if they told you ahead of time).
Dual class (if you are not concerned about exp) is the best way to go. Remember you cannot dual
class if you are 7th level (your second class must be one level higher). I recommend creating a fighter 6th
level (advance specialize) and then flip to cleric and achieve 7th level (or flip sooner if you can't stand
the wait). Remember you are limited to weapons available to the cleric (no bows, or swords) which means your best bet is to focus on the blunt proficiency. The best magic weapon for clerics is an electrical warhammer with a speed factor of 2!!!. You will eventually have over 60 hit points (over 80 if you are patient) a thaco of 10 (magic items can make this as low as a 6) and a large list of spells to draw from.
This kind of character can turn invisible when things look bad (sanctuary is a first level spell).. heal
up, and fight on. Thanks to level caps this is something a mage cannot do... summon a hoard of skeletons (immune to psychology, take less damage from arrows, and cannot be turned to stone). Cast free action and never worry about webs, hold person, or paralysis. If you are poisoned you can neutralize it instantly. Very little can hide from you (spells that purge invisibility and find traps). Hold person (a second level spell) is an almost guaranteed death spell which you acquire at third level (and with a wisdom of 18 and a ring of holiness you can have quite a few). This kind of character can transform and strengthen the entire party with spells like Chant, Bless, Aid, Protections, Free Action and Strength of one (everyone in your group has 18/76 str which is great for that fighter/thief with the poor strength attribute that wants to get the most out of multiplication and backstabs).
That was the snapshot... if you want more detail read on:
Each class has a strong point --
Fighter: can advanced specialize which means more attacks and better damage! Excellent hit
points if designed correctly. An illustration of a high level fighter 2-3 attacks a round, average
damage +4 or 5 for advanced specialization +2-3 for strength, to hit bonuses of +6 and a thaco that
can reach 6 (that means only 30 % of the time you miss AC 0!) and even more bonuses with magic
weapons (possibly another 15%). This means your fighter is dishing out in a single round over 30
points of damage (imagine a backstab!!!)
Cleric: Strong overall character. Healing (the best source compared to inns, potions, or magic
items). Can wear heavy armor and still cast spells. Automatic access to spells (instead of mages which have to find their spells and learn them). Bonus spells for high wisdom. A cute turn undead ability (not very effective, but can be useful at high level).
Mage: Although helpless if hit while casting spells the mage is like the big gun of the group. Mages
are difficult to build and keep alive, but they offer a vast array of spells. If you create a spell caster you should always specialize (extra spell a level) -suggestions are conjurer (you can pay someone to identify and there are so few divination spells) or illusionist (the necromancer spells are pretty weak and often
require your wizard to get close to the victim). Imoen can dual class into a mage type (I suggest you
do so when she reaches a high thief level like 6th).
Thief : most thief skills can be duplicated by a spell (invisibility instead of stealth, either brute force
or the knock spell instead of pick locks, find traps spell instead of detect traps). However, the thief
can pick pockets (can be helpful), 100% find secret doors (if you remember to use the find traps
ability) and BACKSTAB. Backstab is unique because it multiplies damage x2, x3, or even 4. A
thief is not critical to a party (remember detect invisibility affects even thieves hiding in shadows) but
a mix of fighter and thief can mean extremely high damage. Fighters do not have multipliers to
damage... only thieves and that is what makes a thief unique (not stealth, not pick pockets, not pick
locks, or any other ability).
Rangers: can stealth (pathetic compared to a thief), a cheezy charm animal ability, and limited choice
of armor. Rangers cannot acquire spells thanks to BG's exp cap. A Ranger can be more effectively
duplicated by a druid/fighter (more spells, no armor restriction *thats right... even plate mail) or a thief/fighter equipped with a charm animal ring (depending on how you want to duplicate a ranger).
Paladin: BG's exp cap prevents a paladin from aquiring spells, the turn undead is already weak but
becomes useless to a paladin (turns as a cleric two levels weaker). Paladins have some neat side
powers but they can easily and more effectively be duplicated by a dual class or multiclass
fighter/cleric. Paladins cannot advance specialize (and require more exp per level than a fighter). Rolling stats becomes frustrating, Paladins must have a charisma of 17 or 18. When you roll a character up usually you drop the stats that don't involve your characters class and boost everything else to 18.
For example
A fighter /cleric str 18/*91 dex 18 con 18 int 3 wis 18 chr 3 = a total of 78
this is fine, you let someone else (Imoen has a 16 chr) do the talking, int affects lore and mage spells
which means nothing to a priest or a fighter.
a paladin would be hard pressed to duplicate these results… even with a total of 80
int 3, str 18/*, chr 17, but now you lost so much you have to give up one of your important attributes (maybe wisdom because you won’t be able to cast spells anyway – dex 18, con 15, wis 9).
This does not mean the paladin class is useless, it’s just there are so many alternatives that are better. The only real reason I can see a paladin being useful is the AC bonus for always having protection from evil available and ready (but a fighter/cleric can do so much more). So if you want a paladin you should do it because of the role-playing feel (honor, chivalry, etc) rather than the advantages of the actual class.
Druids: shapechange is at 7th level and fun (the wolf moves very quickly). Druids cannot turn undead, and are more nature based in spell selection (call lightning is very powerful and even better than a mage which has attack spells based on d4 or d6 where the druid is using d8's). Call lightning is like autopilot... cast it and then start fighting (or cast another!!!) and the spell keeps going (a 7th level druid could rifle off a bolt with
max damage of 56 which kills just about anything). Call lightning attacks enemies randomly (including invisible targets!). Druids can charm animals and people! No armor restrictions if you blend with a fighter (dual or multiclass both work well)!
Weapons:
# of attacks: Probably the most important part of combat is how many attacks you can execute in a round.
- Fighters can have extra attacks because of their level and specialization.
- Certain weapons attack more than once in a round (darts, bows, and throwing daggers).
- Combining a fighter’s specialization with a weapon means even more attacks
- Certain spells and items can also add extra attacks (Mage spell haste, or oil of speed).
If you want the maximum # of attacks with the highest possible amount of damage then you want to go with lawn darts! It sounds stupid but darts are the most dangerous weapon in the game (high rate of fire and strength modifiers for damage apply). In fact in BG there are magical darts that can issue poison or stun a victim making them even more lethal. Even more ironic, unlike a bow, you can use a shield.
Not into darts than bows are the way to go. The magical arrows available in the game far surpass any melee weapons utility. Biting arrows are on the top of the shopping list… next in line would be piercing or acid arrows. Regardless a 7th level fighter can rifle off 3 shots a round with a THACO that could dip lower than 5 (which means your archer could hit a shadow on a moonless night).
There are no penalties for firing a missile weapon into melee so feel free to fire that bow into your foes left nostril (no need to worry about your opponent cutting your bow string because the game does not allow it).
Speed Factor: Baldur’s Gate combat is based on independent rounds. That means your character has a certain amount of attacks in that period of time called a round, but when that round begins is independent from everyone else. This means speed factor is extremely important because it means how early in your personal round the attack begins.
Armor: Combining a dex of 18 with the armor selection and a nice girdle can make your character more rugged than a sherman tank. Take Full Plate, a ring of protection, a Large shield +1 (or +2 if you can manage it), and a girdle that protects against something (blunt, slash, or piercing) and walahh you are invincible. D&D does not separate armor from a character's skill at dodging around. If you are a ninja that does cartwheels you are easier to hit than a common farmer with a lame leg in this armor described above. Armor does not absorb damage but instead makes you a more difficult target (but that’s D&D for ya).
Spells:
Magic is very important in D&D and also guilty of making certain classes obsolete (such as the thief). BG is no different. A mage can turn invisible and let loose with magical wands all day long (really the spell lasts for 24 hours).
The Magic system is not balanced… so I shall point this out.
Mages - the key to the mage is invisibility (so don’t ever select necromancer). While invisible you can use magical wands to unleash havoc and never fear retaliation. Other popular spells that can be cast are mirror image, stinking cloud, knock, chromatic orb, shield (stops magic missile), magic missile (shreds mirror image), monster summoning, grease.
Some useless spells you should not bother with…
- Blindness (you can achieve better results with chromatic orb)
- Shocking Grasp, Chill touch, Burning Hands (use magic missile so you don’t have to shake hands)
- Infravision (plenty of magic items that give you this power and you can set the game to use party infravision)
- Know Alignment (pointless spell that makes an evil target glow red, but a player with common sense will easily identify threats in BG because everything is very explicit)
- Strength (see the cleric version Strength of one)
- Clairvoyance (you don’t want a map exposed because you cannot determine where you have explored).
Clerics - use sanctuary it is a short duration invisibility available at first level!!! Tons of healing which helps throughout the entire game (I don’t worry about traps going off because I can always heal the damage). Besides healing the magic of Hold person, Entangle, Command, Chant, Aid, Protection from Evil, Summon Skeletons, and Silence are the main spells in your arsenal.
If you are a druid the spell selection is similar to clerics except you have Call Lightning (invisibility is helpless against such an attack).
Goodies:
Balders gate is littered with magical items and potions (too many to mention), but here are some of the really good ones.
- Cloak of Algernon - adds +2 to charisma and allows the wearer a special ability to charm just about anything (did I mention unlimited charges). This is easily THE MOST powerful and abusive item in the game.
- Defender +5 - Usually there is some noble quest that you need to accomplish in order to acquire such a powerful item. Baldur's Gate decided that only if you are a clepto or a homicidal maniac you can manage to find this item off of a very famous person.
- Gauntlets of Dex - turns your dex into an 18 (need a hint... Gnoll Stronghold).
- Shadow Armor - the best armor for the theif class in the group.
- Full Plate - the best armor is the non magical kind (because it won't interfere with other magic items you find).
- Ring of Wizardry - doubles your mages # of first level spells (ironic but a mages first level spells happen to be some of the best).
- Warhammer +2 with electrical attack - the ideal weapon for a cleric.
- Boots of speed - this is desperately needed. It makes exploring SOOOOooo much easier. Until I found this item the game crawled!!!
- Ring of Holiness - adds an extra spell for each level to a priest!!! Priests are already a tremendous power but this ring makes them insanely powerful.
A doom engine, first person, live action, full range of movement, and a very detailed
environment. Summary -- you are a new scientist on a government project that deals with
interdimensional theories and stuff like cascade resonance samples. What happens is
something different. Instead of everything going according to plan, a dimensional rift
is created and allows hordes of various aliens into this research facility.
Remember you are a new scientist and do not have security clearance to all of the
facilities so you depend on other characters in the game. You start off without a weapon but you
do have a state of the art hazard suit that can resist bullets, lightning bolts, and worse.
The suit works on a scale of how much energy it has. The more energy the more punishment the
suit takes before your character begins to take it personally. There are some hilarious parts
where the suit describes major fractures (like when you fall down 2 flights because you missed a
ladder) and injects you with morphine to keep you going.
The first weapon on the list of your arsenal is probably one of the best, its a crowbar. I
know it sounds wierd but the crowbar does not run out of ammo, it is indestructible, it cuts
like a katana, and your character whips this thing around like he was a samurai. The crowbar
never fails, it helps you kill boxes, dispatch glass window panes that block your path, and it
can even slay those nasty aliens that try to suck your brains out.
Other weapons you might find useful include - security guards. Security guards will follow
you around with a 9mm handgun (even shoots underwater just like a crowbar) killing aliens
along the way. Unlike you, the security guard hides about 50 clips in his underpants so he will
never run out of ammo. To say the least, the security guards on this research facility were not
hired for their brains, but they are definitely brave! Guards can get so excited they will charge
right up to an alien shooting and kicking instead of firing from a safe distance like a coward.
This game is fantastic, the security guards and scientists may be stupid at times (and say some
funny things) but the aliens are devious and clever. You throw a grenade, the alien will back
pedal for cover and survive. If you are not paying attention, you get ambushed. Aliens may
be great at hiding, but they are loud. If you listen carefully and move around quietly (crawling)
you can usually hear something before you get pounded into a mooshy puddle of red paste. The
layout of base, the lighting, the music, the scenes are all set up wonderfully. This game was
well thought out, and has more to offer than just hack and slash. You cannot simply win by
brute force, you need to think, solve puzzles, use */8every available resource to your advantage,
and save often.
HERE is my advice for this game.
- anything labled will probably explode (toxic, flammable, etc). Usually there is something
that can hurt you that is near these things, so if you are paying attention you can shoot the box
or can filled with explosives and take a whole mess of stuff out. There are some situations where
you will want to hold back because it might blow up a bridge or it is too close to you.
- use security without hesitation. They can access areas you cannot, they are crack shots, and
always set off a trap before you trigger it.
- most people will resort to a gun when fighting a monster... but the crowbar is actually better.
The crowbar is fast, less noise, and stuns your opponent. For zombies just run up hit him a few
times and then back up before it swings. Repeat. For those lightning throwing aliens there is a
trick. Run away and they will follow you. If there is only one just run up and clobber em (they
can't recover fast enough to shoot you). Same thing for the sonic hounds. There are some opponents
the crowbar just wont do.
- Marines. They wear white, they cannot shut up, and they love to run around the place and
shoot civilians. Marines will try to stop anything from getting out of the research lab alive.
These guys hold infinite clips and grenades in their underpants. So you need to kill
them quickly. Usually you can sneak up on a marine. So if you have a shotgun, aim for the head and
activate the second fire button (it shoots both barrels at once). Dead marine. If you have a
crossbow, hit a marine anywhere and he goes down without notifying his buddies (tranquilizers are
great!). Marines are almost never alone, so watch out. Luckily your suit is very resistant.
- Grunts. These are the aliens with hornet guns (the bullets are alive and move around corners)
Grunts are not very perceptive. If you shoot once and then move you can slowly ping them to death.
Unless a grunt actually sees you, they just kind of say put.
- Alien grenades. They look cute, they love you, and they make little explosions when they get
excited. There really is no trick here, run away until they pop.
- Stuck?. Probably a small dark corner you missed, or a vent you did not see. This game is
a three dimensional puzzle. Look for ledges, grates, and places to jump to. There is even a part
where a fan is strong enough to wisk you up to a ceiling.
- Where the real danger is?... ladders, and gravity. Probably the only thing your suit cannot
save you from is gravity. It also happens that gravity is probably the fastest way to dead you
can go. Practice going up and down ladders (you can even do it running backwards). Also try
jumping and (in mid jump while still moving forward )crouching (it will allow you to hop on
crates or other stuff you normally could not with a straight jump).
- Primary and secondary attack. Almost every weapon has a primary and a secondary function.
Experiment and find out what you like best. The only weapon I experienced problems with was the
crossbow (also my favorite range weapon). If you hit the secondary funtion with the crossbow you
get this sniper sight (which is great) but it won't turn off sometimes (so instead of getting
royally muffed at the wrong points I don't use that one).
- Water.... second only to gravity. You can only stay underwater as long as you have health.
So if you are at max health, you can stay under longer then if you were at ohhh lets say 20 life.
- Vehicles, helicopters, and tanks. Most vehicles are invincible. Sometimes, if you have a ton
of ammo or a high tech weapon you can actually take one out. The marine assault rifle can do it,
but it will take a ton of ammo. The rocket launcher has a laser dot guidance system (just
keep the dot on the pretty target) to make booms! The particle beam weapon is ideal... fast
and if you hit the secondary fire option for about 10 -12 units of uranium you can shred a
helicopter in a few moments.
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Coming Soon!
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