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Submitted by System on 09/03/2006, 09:50. Print file.
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Nature Lore: Cheap and useful.  Go for it for at least one person.

Highly Alert: Okay, but there aren't many paralyzing monsters, and very few sleep casting monsters.

Mighty Warrior: Makes you better in combat.  Not too bad a skill, although it's quite expensive.  May only increase to hit %, which would make it pretty crummy (from Zeviz).  Further investigation is needed.


Negative

Cursed at Birth: Too painful.  Skip it.

Sluggish:  Being slow isn't too bad.  Your choice.  Works well for
Druids (Nooboon). Prevents you from hasting druids. (Zeviz)

Frail:  Not too bad (Zeviz).  Your choice.

Berserk rage: Give everyone this.  It should be a positive trait- your characters act faster and hit harder, for the cost of getting hit more often.  Sure, you don't have control over it, but you're still very powerful.  Berserk gives you 20% to hit, and improved damage.

Rational Mind: Myeh, if you're Celtish- you probably haven't even heard of Pythagorus.  Skip it.  Romans can go for it, but the experience penalties in this game aren't too big a deal.


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IV.      SPELLS:

Health:

Minor Healing: A useful, cheap way of getting healed.  It's a standard spell to the Celt repetoire.  It restores ~10HP.

Purge Venom: A necessary spell, removes venom caused by disease and a few rare creatures.

Alertness: Okay, but not too useful.  Few creatures cast sleep.

Healing: A stronger version of minor healing, it restores ~30 HP.

Recovery: Cures disease.  A necessary spell, since you will be doing some swamp roaming.

Unshackle Mind: For the few cases in which you get paralyzed, it's useful.

Total Healing: A powerful spell, the top of the line for healing.

Raise Dead: Supposedly restores life, but it requires a balm of life.
Doesn't work too well, in my experience.  Just reload.

War:

Battle Rage: One of the three standard Celt attack spells.  Cast it before any big fight, at least until you get beast ceremony.

Shielding: One of the three standard Celt attack spells.  Cast it before any big fight, at least until you get beast ceremony.

Lance of Fire: A damaging but costly spell that grows with your level.
Save it for tougher enemies, like fights with goblin shamen.

Quicksilver: One of the three standard Celt attack spells.  Cast it before any big fight, at least until you get beast ceremony.

Beast Ceremony: Very nice.  Cast it before any major fight, if you can.
It'll save you a lot of time and SP.

Darts of Ice: A nice, multi-enemy attack spell.  It'll kill a lot of things.

Heartshock: Very potent damaging spell.  Use it on very tough enemies.

Hero of Old: The best spell in the game.  Unfortunately, you can't get it till late.

Beast:

Call Aid: Summons a minor creature, usually wolves.  Bleh.

Bite of the Serpent: May poison your target.  Doesn't work too often.

Coil of the Serpent: May slow your target.  Again, doesn't work too often.

Charm Beast: Not too bad, although I usually just kill the beast.

Beast Call: Summons stronger beasts- worgs, giant lizards, plague and mung rats.  Okay.

Capture Soul: Get a basilisk, and maybe a few other critters.  Then bring them back with simulacrum.  Unfortunately, you can't use it in many places.

Simulacrum: The second half to the spell Capture Soul.  Nice and potent.

Mighty Beast: Summons big monsters- foul rats, dark wolves, lava and lizards.

Craft:

Create Light: Generates some light.  Not too bad.

Piercing Sight: Scans for secret doors on your map.  Very useful, but expensive.  The map will give some indication of secret doors, just become familiar with it and you'll see what I mean.

Pass Portal: Unlocks doors.  Necessary until you get a lot of tool use.
Still, an expensive spell.

Remove Curse: Save before equipping an item, then try to take it off.
If you can't, then it's cursed, and you should get rid of it.  Voila, no need for Remove curse!

Word of Recall: Nice spell that instantly warps you back home to
Nethergate.  It must be used outdoors, though.

Create Food: A necessary spell, especially in some of the later areas.
Cast this spell whenever you're going on a long walk, just to build up some free food.

Break Barrier: A necessary spell, somewhat hard to acquire.

Stone Guardian: Summons up a carytid, a very powerful monster.
Probably better than all of the beast circle spells.

Spirit:

Disrupt Spirit: Hurts the undead.  Very useful in some locations.

Sever Seal: An almost necessary spell.  Get it from the stone circle, don't pay the outlandish price of salespeople.

Spirit Ceremony: Decent way of healing, although I prefer simpler spells like heal and purge venom. (Zeviz:) Costing an equivalent of
1.5 heal spells, this is the most cost-effective way to heal yourself.
The only problem is that it can not be cast in combat

Ravage Life: A potent and useful spell.  Unfortunately, by the time you get it, you're probably more than powerful enough and don't need to use it.

Control Life: Interesting spell, I don't use it much though.  Let me know if it's any good.

Soul Lance: Powerful spell, moreso than ice lances.

Call Spirit: Summons some undead.  Okay, but you can probably do better with your SP.

Doom: Very potent and hard to acquire.  Use with care.

Nether spells

Miraculous Revival: I couldn't get this one to work.  Let me know if you can.

Wind Warriors: Summons some ultra-powerful wind warriors.

Call Hunt: Summons some big wolves.  Wind Warriors is probably better.

Create Elixir: Makes a beast elixir, which is very potent.
Unfortunately, it costs a skill point, which you may not be willing to spend.  The only Nether spell usable by the Romans.  Zeviz: Why would you want to permanently loose a skill point if you can make the same elixir using alchemy or buy it in a store (what else are you going to do with your money anyway?)

Clouds of the night: Powerful, multitarget spell.  Probably the most worthwhile Nether spell.

GENERAL HINTS:
Food is good and necessary, unlike Avernum.  Take as much as you can find, even the nasty monster innards.
When fighting, first cast battle spells like rage, shielding, and quicksilver.  You'll kill your enemies with haste.  Save the damaging spells for tougher enemies.
Grab everything you can carry at first and sell it.  You may have to leave the dungeon a few times, but it's worth it.  As you get higher in level, don't bother- just pick up the valuable stuff.
If you can't get to someplace, most likely you don't have the proper equipment or spell.  Either that, or you need to play as the other party.
There are two big mysteries- Pearlblossom, and the puzzle box.  Any information on these two items would be most appreciated.

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V.     CELT WALKTHROUGH

NETHERGATE (5)
Q: Retrieve the bronze disk.
You wake up, confused in your hut.  Get your items, and equip them.
You should wander around a bit, and get acquainted with the controls.
To the south there is a hut with 2 potion recipes.  In order to make these potions, you'll need to have adequate skill.  To the north is
Morgan who will buy, sell, and identify items.  Mugain is a druid who will heal you.  Cormac gives you a mission to retrieve the Bronze disk and will sell you war 1-6, heal 1-6.  Bituitus will train you (press the question mark under your character's name.  Elara will fix you food every now and then, grab the bread for 6 food.  Leave Nethergate and circle around to find some poor leather armor, a fine leather helm, and 30c.  Your next stop is the Goblin pits.
OUTSIDE: There's a misletoe patch to the SE.  In the stone circle, you can get into a fight with some goblins (with a regular large metal shield as your reward).  Further to the east, you'll find some salespeople.

GOBLIN PITS (4)
Q: Deliver hermit's scroll to hermit 3.
OUTSIDE: There are some goblin totems with goblins to the east.  In the center of the map, you'll find a fine spear hidden among the trees.
There's a blind man at the crossroads, give him coins to be a good person.  Elona sells potions and rings of protection, but at high prices.  Find your own instead.  There are some goblins guarding the pits if you try to enter from the east.  Kill them for 15 coins, 15 food, and a healing elixir.
LATER: On the W side of the river, if you're lucky (based on skill) you'll find 5 coins. There is the second hermit to the NE.  You can give the first hermit's scroll to it to get another scroll.
FIRST FLOOR: This is a large dungeon, full of small secrets.  The main object is to retrieve the bronze disk, but you should also grab the three keys.
*********************HINT*********************************************
THE KEYS: There are 6 Sylak keys found throughout the game.  The first 3 come pretty readily, but the last 3 are a chore to obtain.
Nonetheless, you want to obtain them all prior to doing the later quests.  Once you find one, many doors and chests will open up to you, enabling you to loot as you please.  You can get a lot of good stuff this way, including valuable jewelry and potions.
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Head south to the unguarded areas.  If you try to take the fort head on, the goblins will stone you.  When you're wandering around to the south, you'll have to fight some giant rats.  There's a nearby secret area with a sling, some food, herbs, and javelins. Eventually you'll make your way up to the Fort Proper, and will get an option to fight or hide from the Goblins.  Do either (I like to fight, it gives decent experience), and then head down the stairs.
SECOND FLOOR: The Goblins to the north of where you enter have a wand of ice.  In the hallway to the northeast, there is a secret passage to small room with food, coins and herbs.  You're noted to its existence by a text box popping up saying, "This wall looks fuzzy" or something like that.  Continuing east, you'll find a Fomorian with the Bronze disk, and a secret room with coins in the wolf room.  Nearby this
Fomorian are the stairs to level 3.  You'll find key 2 in the secret
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  1. Nethergate FAQ by System on 09/03/2006, 09:50