O: Shaftoe's Quests Shaftoe is the leader here, and is a guardian. Do this repeatedly, and eventually you'll whittle down the opposition to the point where only the endlessly respawning opponents will come for you. It occasionally works on golems. You can either escort the caravan or do this yourself, from what I gather. As before, 7 points will allow you to make everything, and don't buy more than 10 points. Immediately to the north of the central colony you will find Master Thell, who is bossing some serviles around. If you're friendly with the infiltrators, you'll get a quest to kill the mad serviles across the bridge.
I tried both editors but both of them crashed the game twice. In Geneforge 4, the Infiltrator is pretty much exactly what you want. Aphorelik will turn off the energy fields here for you so that you can pass. If you have 10 leadership you can avoid the fight with him. Drewry wants you to smash a canister of Create Clawbug before he talks with you. There are two routes to take- the mechanics route and the fighting route.
How you respond influence how many enemies he sends after you in the night. If you continue to explore the refugee camp, you'll find something a bit shocking to the south- lots of loot stripped from soldiers including a shapemaster belt. Shaper Grim will train you in shaping skills and spells, with very good prices if you also have some decent leadership. Do so for 400c, then he gives you another quest- to assure his safe passage at Turabi Gate. You'll find a storage area behind a locked door, enter it and grab the blood poison, research notes, and other goods. This spell is very expensive to cast Aura of Flames Blessing: War Blessing: You gain a bonus of 20% to your to hit, and probably add four levels of damage with this spell. It shouldn't, this is a bug.
The citadel has taken another attack by the shapers and several characters are now dead like Egeland and the jail guard. They're not too hard, but be careful not to get swarmed- in other words, take one batch on at a time. You can betray him to Miranda if you'd like for a token. Also nearby is a canister of Steelskin and a recipe for the mental focus charm. Master Drex is south near Lilly, and wants you to alleviate his bandit problems at Pikkary Bridge.
This route may require some leadership. If you're playing for the Rebels, your goal is to kill him and the other two if you can manage it. They are lead by Guardian Crest, who drops some stability boots and a girdle of might on death. Exploring here is a pain as the fields are very obnoxious. For shaping-heavy characters unstable thahds are excellent meat shields to take the hits off of you. Weapons tend to be weaker than spells in this game, but you never need to worry about running out of energy with melee weapons.
The cheat codes to change how serviles feel about you now work properly. I have killed rotghroths with a few thahds and this spell. You may not view the results of this poll without voting. It still has its uses, but you can get by with lots of mechanics and living tools instead. Sandros Mines I: Living Knife, Ethereal Seal, Mandrake Tincture, Demon's Bile, Golden Crystal, Gloves of the Hammer, Shaper Trueweave This level is very tough for characters with few to no creations, as it is full of undead. You won't need to invest too many points in this skill as generally you'll find that spells much beyond banish affliction don't pack as big a bang for their buck. See above posts about it.
Scared enemies will either freeze in one spot or will run away. Trianus continues to give you quests, including to kill Keeper Tycho or drive him off and don't tell him with a reward of a terror wand, to help Dinitia for a shielding band, and to find the shaper camp shaped belt reward. You are then directed to go to the Poryphra ruins to get your next assignment. He directs you to speak you with Shaper Duncan to get some help. Wingbolts do consistent damage, as do kyshakks. Your first reward is a wand of the inferno and 200c for moderate loyalty. Do so for an infiltrator's charm.
Your first obstacles are a series of mines. These creations are generally fragile but very powerful. The first game has no apparent negative to using cannisters requiring them for new skills as no training is available. You can also avoid them if you don't want to invest that many skill points. Your first few missions involve preparing for the retreat and safe transport of the rebels from the citadel to the last safehouse in the Ilya Province; Southforge is about to fall to the Shapers. Khyryk is fairly friendly, and will tell you much of what's going on here.
I personally doubt this is everything and believe it also can effect damage dealt and other effects as well but it is too difficult to verify. Citadel Gates Q: Splinterfang, Nola's Gold, Keeper Tycho, Help Dinitia, Find Shaper Camp I: Shielding Band When you leave the Citadel you're greeted by Captain Trianus, who gives you a series of quests and some advice. No major changes that can affect gameplay if you don't use the editor 2. High level skills 10 and above Unlike most other Geneforge games increases are linear for both hit and damage. There's also a recipe for the talisman of might in the war trall canister room.
Check the nearby bodies for a grounded robe. This one is needed for every character. Once into the mountains, it's time to awaken the Drakon's final creation, the Unbound: amazingly powerful, completely mindless, and almost indestructible monsters of enormous size. Dumping Pits I: Blood Poison, Chilling Band S: Essence Shield can This area is best done with your character constantly in fight mode, as the atmosphere poisons you. North Illya Woods I: Static Band S: Heal can Vlish abound here, so kill them slowly. Inside is a girdle of genius +2 int , an excellent item for any character.