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GENEFORGE 2
FAQ/WALKTHROUGH (version 1.4) by Matt P,
Contact elementalizard@aol.com for information/comments on this FAQ.
If I use your comments in this FAQ, you will be given full credit.
Geneforge 2 and all names in this FAQ are copyright
Spiderweb Software (www.spidweb.com)
If you are playing the Windows version, be sure to update your game!
You'll get a lot more bang for each level up if you do!
Seletine has helped me finish the directions part of this FAQ, for which I am very grateful.
TABLE OF CONTENTS
0. Quick question guide
1. Class Guide
2. Skill Guide
3. Creation Guide (incomplete)
4. Spell Guide
5. Strategies and Frequently asked questions
6. Walkthrough (incomplete)
7. Sect Guide (incomplete- Barzites still needed)
8. Skill and stat locations (incomplete)
9. Item Guide (incomplete)
10. Opinion Guide (from Publicly Displayed Name)
11. Thanks and Acknowledgements, version info
0. QUICK QUESTION GUIDE
Q: Can I use the Geneforge?
A: No.
Q: Can I enter the NW room in Benerii-Uss Holding?
A: No.
Q: How do I get into Gazak-Uss?
A: First talk with the hermit to the SW. This gets you into outer
Gazak-Uss. Then collect 3 broken crystal pieces- this gets you into inner Gazak-Uss.
Q: Where do I find ____?
A: Check the Item Guide at the end of the FAQ. It has ingredient items, puresteel rings and broken crystal pieces. Otherwise, use ctrl
+ F to open up the Find box, and look for it that way.
-----------------------------------------------------------------------
1. CLASS GUIDE
Guardian- the Warrior Class
Basic Play- Guardians are good at giving and taking damage. They are pretty lousy at casting spells, but can still shape decently. Make one or two creations for assistance, maybe some sort of range attacker.
Skill Focus- Melee skills should be your primary focus. Choose one shaping skill and stick with it. I'd suggest either magic or fire, as you're as good or better than most of the battle creations. You will want some spell skills, especially mental magic (5 is a good goal, although that will cost ~30 skill points. Blessing magic is also very useful. Ignore spellcraft, although maybe you could get a few points from a trainer. Increase strength and endurance, with some focus on intelligence (enough to cast a spell every now and then). A Guardian tip from Scales: Here's another small tidbit on playing as a Guardian.
Spend all your initial points on parry and quick action. This maximizes the bonus Shanti gives you and makes the first half of the game really, really easy (I play on torment).
Item Focus- Strong weapons, and heavy armor. Strength should be one of your focus skills, so heavy armor shouldn't be too much of a problem. Melee weapons should make up your main attack, although a baton or wand won't hurt.
Difficulty- Have not tried this character as of yet. In Geneforge,
Guardians were fairly easy at the beginning, but progressively became more difficult. Some on the spiderweb message boards report similar phenomena.
HP (Hit Points)- 24 + 5/8 * End * (Level + 1)
SP (Spell Points)- 6 + 1/2 * Int * (Level + 1)
EP (Essence Points)- 6 + 3/4 * Int * (Level + 1)
Agent- the Mage Class
Basic Play- Agents are the spell slingers of the group. They get the most energy, and can cast spells for a long time before running out of energy. Essence is best saved for spells. I find a hit-and-run agent works best. Namely, strike an opponent hard, then run off and let his buddies come for you. Turrets and pylons should be fairly easy for an agent.
Skill Focus- Magic and melee. I would suggest completely ignoring creation skills. At most, put one point in them, maybe into magic shaping so as to make glaahks when necessary. Strength and intelligence help improve your main areas of skill.
Item Focus- Always use melee weapons. Use your spells for missile weapons. Firebolt will probably hit as often as a missile, and it barely costs a thing.
Difficulty- Hard at the beginning, easier at the end. Going solo means you get all of the experience for yourself, which can add up.
HP- 20 + 1/2 * End * (Level + 1)
SP- 6 + 3/2 * Int * (Level + 1)
EP- 6 + 3/4 * Int * (Level + 1)
Shaper- the Conjuror class
Basic Play- Your creations should do your fighting for you. You'll generally be too weak to take many hits, so stay off of the frontlines unless you're going in for a killing blow. Shapers are surprisingly skilled with melee attacks at higher levels, often getting to hit% similar to those of a battle alpha. Missile weapons are great at the start, but later you'll want to equip a stat-enhancing melee weapon, like the guardian claymore (+2 to creation's strength makes them significantly more powerful). Also, don't worry if you're weighed down at the beginning of the game. If you have ~5 AP, you're about as useful as a low-level shaper will be at that point. Additionally, you can always drop items at the beginning of your turn in combat (dropping items uses no AP), allowing for a unfettered second round.
Skill Focus- Shaping skills and magic. Don't worry too much about melee skills, you'll find ample opportunity to increase them with a trainer early in the game. Intelligence should be your main primary stat, as you'll need a large pool of essence to make you creation army.
Item Focus- Heavy armor is a bad idea. I'd stick with some sort of magical chitin, as basically if you're getting hurt, you're playing wrong. I like the crystal woven chitin, and used it for the majority of the game. Infiltrator items are nice at the beginning. However, once you get the emerald chestguard, definitely switch to it. +2 AP is well worth whatever problems come with it.
Difficulty- Stays about average the whole way through the game.
Create new creations when you get them to see how they perform, and maybe keep a few steady creations to fight with you through the whole game (like a cryoa, vlish, or searing artila).
HP- 12 + 3/8 * End * (Level + 1)
SP- 6 + Int * (Level + 1)
EP- 6 + Int * (Level + 1)
-----------------------------------------------------------------------
-
2. SKILL GUIDE
Skill points are a valuable commodity, one which is all too small in number, especially when playing the Windows version. Ideally, the way you'll want to play is to train with a trainer, then increase a skill with skill points, then get a bonus from a quest or book. This is not always possible, especially when trainers for some of these skills are
a LONG way from the start. This may be possible with melee skill trainers and perhaps spell skill trainers, although you'd have to aim for doing this at the start of the game.
Primary stats:
Strength: This skill affects your melee damage and chance to hit, as well as your carrying capacity. Guardians and Agents will both want a high score in this skill. Shapers will find it not as necessary, but still quite nice. I'd recommend trying for about 5 points in it overall. From Blueman00- for creations, this affects chance to hit
(+5%) and damage.
Dexterity: Affects your missile weapon chance to hit, helps increase your dodge %, and also helps you act faster in combat. I didn't find this skill to be nearly as necessary as some of the others. I waited till I purchased two points in this skill from Learned Guas before adding points to it. From Blueman00- for creations this affects chance to dodge by 5%, but does not affect chance to hit even for missile attacks.
Intelligence: Necessary for everyone. Shapers and Agents especially need this skill, or else they'll be extremely limited. My shaper has around about 10 points in it, and still could use more. Higher energy and essence means more creations for shapers, and more spell casting for agents. Guardians still should not neglect this skill. Creations need 2 points to be controlled. More points increase spell points and some resistances.
Endurance: Adds hit points and increases poison resistance. Very useful, for you may often find yourself dying in one hit without a few points in this skill. Get it up to about four before using any canisters or getting any quest rewards. Creations gain more HP and a few resistances from this stat.
Combat skills
Melee Weapons: Melee weapons are the most powerful in the end game mainly because of the bonuses they give. Shapers can neglect this until buying a few points from a trainer or two, but Agents and
Guardians may not want to.
Missile Weapons: Reaper batons are very powerful. Wands and crystals also use this skill to determine their to hit%. Nonetheless, it's easy to hold off till you get a few points from trainers before attempting to buy this skill with skill points.
Quick Action: Occasionally gives you a second attack, and also helps you attack faster in combat. Very useful, especially since it's fairly ubiquitous- numerous trainers and quests will give you a few points in this skill.
Parry: Extremely nice for guardians, who can really get high values in this skill. The ability to completely dodge a skill should not be overlooked. The rare chance of riposting shouldn't be a factor in getting this skill, however, as you'll probably only get a 5% chance at high levels.
Magic Skills
Battle Magic: Casting potent spells is the hallmark of the agent.
Damage from a distance will save her some furious fights, especially with immobile enemies. Other classes won't find too much use for this skill, as missile weapons and melee weapons can generally do more damage relative to the investment in the skill.
Mental Magic: Some extremely potent skills are part of the mental magic tree. It is highly recommended that ALL classes aim for at least five in this skill to get the all-important spell, mass daze. Agents should go even higher.
Blessing Magic: A very useful branch for both shapers and agents.
Aim for at least three points in this skill for all classes (even with guardians). Speed is extremely nice, especially when coupled with some
AP-raising items. Five points for shapers will get them the spell mass energize, which is a great blessing.
Spellcraft: Agents will be able to purchase a lot of points in this skill, and they should. Shapers can as well, and guardians will find it quite difficult to do the same. Nonetheless, agents will be spell slinging some great spells after getting this. There are a few other sources of this spell, don't neglect them.
Fire Shaping: Shapers will want several points in all shaping skills.
It's often advantageous to pick a specialty and increase that somewhat exclusively, but you'll probably want about seven in all these skills near the end of the game (with items). This way you can create everything. Fire shaping allows you to create fire creations, which are both good at melee and missile attacks. Seven points in this skill will let you create all of the creations.
Battle Shaping: Battle creations are great at the start with thahds, and battle shaping never really loses its good graces. Clawbugs can do a great job, as can battle alphas. Again, aim for 7 with a shaper.
Magic Shaping: Some of the most useful creations are magic creations.
Again, aim for seven with a shaper.
Healing Craft: All classes should invest a few points in this skill.
Shapers should invest the most, as it's quite cheap for them, but agents and guardians shouldn't ignore it. However, agents probably don't need to get above 4 or 5 in this skill, after benefits from charms and such, as they will be fighting alone, generally speaking.
Leadership: Very useful for getting good rewards and getting out of sticky situations. Aim for 10 with equipment by the time you're in the central Barzite lands. This means spending skill points to get about 6 or 7 pre-equipment.
Mechanics: Similarly quite useful. Aim for about 12 after clearing the clockwork maze.
Luck: A bit subtle, but still very nice. With adequate luck I was able to claim the roamertooth band, which helps fire shaping immensely.
I wouldn't focus on this skill, as there are several items which add points to it (including boots and a LOT of charms), but put at least 1 point into it at the start.
-----------------------------------------------------------------------
-
3. Creation Guide
Guide:
Name of creation (base essence cost, base essence cost +2 points of intelligence) [starting level]: description. A creation's level is determined by the starting level + skill in that creation + skill in the respective creation class (i.e. Fire, Magic, or Battle) + experience level gained. Creations gain +1 to all primary stats every two levels.
Fire creations
FAQ/WALKTHROUGH (version 1.4) by Matt P,
Contact elementalizard@aol.com for information/comments on this FAQ.
If I use your comments in this FAQ, you will be given full credit.
Geneforge 2 and all names in this FAQ are copyright
Spiderweb Software (www.spidweb.com)
If you are playing the Windows version, be sure to update your game!
You'll get a lot more bang for each level up if you do!
Seletine has helped me finish the directions part of this FAQ, for which I am very grateful.
TABLE OF CONTENTS
0. Quick question guide
1. Class Guide
2. Skill Guide
3. Creation Guide (incomplete)
4. Spell Guide
5. Strategies and Frequently asked questions
6. Walkthrough (incomplete)
7. Sect Guide (incomplete- Barzites still needed)
8. Skill and stat locations (incomplete)
9. Item Guide (incomplete)
10. Opinion Guide (from Publicly Displayed Name)
11. Thanks and Acknowledgements, version info
0. QUICK QUESTION GUIDE
Q: Can I use the Geneforge?
A: No.
Q: Can I enter the NW room in Benerii-Uss Holding?
A: No.
Q: How do I get into Gazak-Uss?
A: First talk with the hermit to the SW. This gets you into outer
Gazak-Uss. Then collect 3 broken crystal pieces- this gets you into inner Gazak-Uss.
Q: Where do I find ____?
A: Check the Item Guide at the end of the FAQ. It has ingredient items, puresteel rings and broken crystal pieces. Otherwise, use ctrl
+ F to open up the Find box, and look for it that way.
-----------------------------------------------------------------------
1. CLASS GUIDE
Guardian- the Warrior Class
Basic Play- Guardians are good at giving and taking damage. They are pretty lousy at casting spells, but can still shape decently. Make one or two creations for assistance, maybe some sort of range attacker.
Skill Focus- Melee skills should be your primary focus. Choose one shaping skill and stick with it. I'd suggest either magic or fire, as you're as good or better than most of the battle creations. You will want some spell skills, especially mental magic (5 is a good goal, although that will cost ~30 skill points. Blessing magic is also very useful. Ignore spellcraft, although maybe you could get a few points from a trainer. Increase strength and endurance, with some focus on intelligence (enough to cast a spell every now and then). A Guardian tip from Scales: Here's another small tidbit on playing as a Guardian.
Spend all your initial points on parry and quick action. This maximizes the bonus Shanti gives you and makes the first half of the game really, really easy (I play on torment).
Item Focus- Strong weapons, and heavy armor. Strength should be one of your focus skills, so heavy armor shouldn't be too much of a problem. Melee weapons should make up your main attack, although a baton or wand won't hurt.
Difficulty- Have not tried this character as of yet. In Geneforge,
Guardians were fairly easy at the beginning, but progressively became more difficult. Some on the spiderweb message boards report similar phenomena.
HP (Hit Points)- 24 + 5/8 * End * (Level + 1)
SP (Spell Points)- 6 + 1/2 * Int * (Level + 1)
EP (Essence Points)- 6 + 3/4 * Int * (Level + 1)
Agent- the Mage Class
Basic Play- Agents are the spell slingers of the group. They get the most energy, and can cast spells for a long time before running out of energy. Essence is best saved for spells. I find a hit-and-run agent works best. Namely, strike an opponent hard, then run off and let his buddies come for you. Turrets and pylons should be fairly easy for an agent.
Skill Focus- Magic and melee. I would suggest completely ignoring creation skills. At most, put one point in them, maybe into magic shaping so as to make glaahks when necessary. Strength and intelligence help improve your main areas of skill.
Item Focus- Always use melee weapons. Use your spells for missile weapons. Firebolt will probably hit as often as a missile, and it barely costs a thing.
Difficulty- Hard at the beginning, easier at the end. Going solo means you get all of the experience for yourself, which can add up.
HP- 20 + 1/2 * End * (Level + 1)
SP- 6 + 3/2 * Int * (Level + 1)
EP- 6 + 3/4 * Int * (Level + 1)
Shaper- the Conjuror class
Basic Play- Your creations should do your fighting for you. You'll generally be too weak to take many hits, so stay off of the frontlines unless you're going in for a killing blow. Shapers are surprisingly skilled with melee attacks at higher levels, often getting to hit% similar to those of a battle alpha. Missile weapons are great at the start, but later you'll want to equip a stat-enhancing melee weapon, like the guardian claymore (+2 to creation's strength makes them significantly more powerful). Also, don't worry if you're weighed down at the beginning of the game. If you have ~5 AP, you're about as useful as a low-level shaper will be at that point. Additionally, you can always drop items at the beginning of your turn in combat (dropping items uses no AP), allowing for a unfettered second round.
Skill Focus- Shaping skills and magic. Don't worry too much about melee skills, you'll find ample opportunity to increase them with a trainer early in the game. Intelligence should be your main primary stat, as you'll need a large pool of essence to make you creation army.
Item Focus- Heavy armor is a bad idea. I'd stick with some sort of magical chitin, as basically if you're getting hurt, you're playing wrong. I like the crystal woven chitin, and used it for the majority of the game. Infiltrator items are nice at the beginning. However, once you get the emerald chestguard, definitely switch to it. +2 AP is well worth whatever problems come with it.
Difficulty- Stays about average the whole way through the game.
Create new creations when you get them to see how they perform, and maybe keep a few steady creations to fight with you through the whole game (like a cryoa, vlish, or searing artila).
HP- 12 + 3/8 * End * (Level + 1)
SP- 6 + Int * (Level + 1)
EP- 6 + Int * (Level + 1)
-----------------------------------------------------------------------
-
2. SKILL GUIDE
Skill points are a valuable commodity, one which is all too small in number, especially when playing the Windows version. Ideally, the way you'll want to play is to train with a trainer, then increase a skill with skill points, then get a bonus from a quest or book. This is not always possible, especially when trainers for some of these skills are
a LONG way from the start. This may be possible with melee skill trainers and perhaps spell skill trainers, although you'd have to aim for doing this at the start of the game.
Primary stats:
Strength: This skill affects your melee damage and chance to hit, as well as your carrying capacity. Guardians and Agents will both want a high score in this skill. Shapers will find it not as necessary, but still quite nice. I'd recommend trying for about 5 points in it overall. From Blueman00- for creations, this affects chance to hit
(+5%) and damage.
Dexterity: Affects your missile weapon chance to hit, helps increase your dodge %, and also helps you act faster in combat. I didn't find this skill to be nearly as necessary as some of the others. I waited till I purchased two points in this skill from Learned Guas before adding points to it. From Blueman00- for creations this affects chance to dodge by 5%, but does not affect chance to hit even for missile attacks.
Intelligence: Necessary for everyone. Shapers and Agents especially need this skill, or else they'll be extremely limited. My shaper has around about 10 points in it, and still could use more. Higher energy and essence means more creations for shapers, and more spell casting for agents. Guardians still should not neglect this skill. Creations need 2 points to be controlled. More points increase spell points and some resistances.
Endurance: Adds hit points and increases poison resistance. Very useful, for you may often find yourself dying in one hit without a few points in this skill. Get it up to about four before using any canisters or getting any quest rewards. Creations gain more HP and a few resistances from this stat.
Combat skills
Melee Weapons: Melee weapons are the most powerful in the end game mainly because of the bonuses they give. Shapers can neglect this until buying a few points from a trainer or two, but Agents and
Guardians may not want to.
Missile Weapons: Reaper batons are very powerful. Wands and crystals also use this skill to determine their to hit%. Nonetheless, it's easy to hold off till you get a few points from trainers before attempting to buy this skill with skill points.
Quick Action: Occasionally gives you a second attack, and also helps you attack faster in combat. Very useful, especially since it's fairly ubiquitous- numerous trainers and quests will give you a few points in this skill.
Parry: Extremely nice for guardians, who can really get high values in this skill. The ability to completely dodge a skill should not be overlooked. The rare chance of riposting shouldn't be a factor in getting this skill, however, as you'll probably only get a 5% chance at high levels.
Magic Skills
Battle Magic: Casting potent spells is the hallmark of the agent.
Damage from a distance will save her some furious fights, especially with immobile enemies. Other classes won't find too much use for this skill, as missile weapons and melee weapons can generally do more damage relative to the investment in the skill.
Mental Magic: Some extremely potent skills are part of the mental magic tree. It is highly recommended that ALL classes aim for at least five in this skill to get the all-important spell, mass daze. Agents should go even higher.
Blessing Magic: A very useful branch for both shapers and agents.
Aim for at least three points in this skill for all classes (even with guardians). Speed is extremely nice, especially when coupled with some
AP-raising items. Five points for shapers will get them the spell mass energize, which is a great blessing.
Spellcraft: Agents will be able to purchase a lot of points in this skill, and they should. Shapers can as well, and guardians will find it quite difficult to do the same. Nonetheless, agents will be spell slinging some great spells after getting this. There are a few other sources of this spell, don't neglect them.
Fire Shaping: Shapers will want several points in all shaping skills.
It's often advantageous to pick a specialty and increase that somewhat exclusively, but you'll probably want about seven in all these skills near the end of the game (with items). This way you can create everything. Fire shaping allows you to create fire creations, which are both good at melee and missile attacks. Seven points in this skill will let you create all of the creations.
Battle Shaping: Battle creations are great at the start with thahds, and battle shaping never really loses its good graces. Clawbugs can do a great job, as can battle alphas. Again, aim for 7 with a shaper.
Magic Shaping: Some of the most useful creations are magic creations.
Again, aim for seven with a shaper.
Healing Craft: All classes should invest a few points in this skill.
Shapers should invest the most, as it's quite cheap for them, but agents and guardians shouldn't ignore it. However, agents probably don't need to get above 4 or 5 in this skill, after benefits from charms and such, as they will be fighting alone, generally speaking.
Leadership: Very useful for getting good rewards and getting out of sticky situations. Aim for 10 with equipment by the time you're in the central Barzite lands. This means spending skill points to get about 6 or 7 pre-equipment.
Mechanics: Similarly quite useful. Aim for about 12 after clearing the clockwork maze.
Luck: A bit subtle, but still very nice. With adequate luck I was able to claim the roamertooth band, which helps fire shaping immensely.
I wouldn't focus on this skill, as there are several items which add points to it (including boots and a LOT of charms), but put at least 1 point into it at the start.
-----------------------------------------------------------------------
-
3. Creation Guide
Guide:
Name of creation (base essence cost, base essence cost +2 points of intelligence) [starting level]: description. A creation's level is determined by the starting level + skill in that creation + skill in the respective creation class (i.e. Fire, Magic, or Battle) + experience level gained. Creations gain +1 to all primary stats every two levels.
Fire creations
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- Geneforge 2 FAQ by System on 09/03/2006, 09:50
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