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 Post subject: Fathamurk Technical Aspects
PostPosted: Thu Feb 14, 2013 7:45 pm 
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As I've mentioned, I have recently started working on making a Fathamurk Walkthrough. Rather than just explain how to solve everything though, this time, I want to explain in detail the most efficient ways to do everything, and what skills will do what for you.

So, like all my previous walkthroughs, I'm starting a topic where I can ask the forums some questions I have, so that I can write a better walkthrough. This time though, for the most part, rather than being questions about spelling and side quests, I'd like to know some of the technical aspects of the game. So, my first two:

What level of elemental magic does it take to cast Lock Melt level 6? I could figure this out, but I don't currently have access to my computer that runs Eschalon, nor do I have a character yet made with elemental magic.

Second, what exactly is the equation for how much weight you can carry. As we all know, one of the biggest challenges of Fathamurk is what to carry out, and what to leave behind. I'd like to know just what the equation for Encumbrance is, so I can put it directly into the walkthrough.

EDIT: Alright, two further questions already, both related to the other ones:
First, what magic level is required for the highest level (6?) of the Ogre Strength Spell (If I understand correctly that there is one?)
Second: What does the Ogre Strength spell, and/or the potion do to the maximum weight you can carry?

Any further questions I have I will ask in this topic.

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 Post subject: Re: Fathamurk Technical Aspects
PostPosted: Thu Feb 14, 2013 7:53 pm 
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[edited] Added Fathamurk to the topic title to clarify subject. -BW

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 Post subject: Re: Fathamurk Technical Aspects
PostPosted: Fri Feb 15, 2013 2:34 am 
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Vroqren wrote:
What level of elemental magic does it take to cast Lock Melt level 6? I could figure this out, but I don't currently have access to my computer that runs Eschalon, nor do I have a character yet made with elemental magic.

Lock Melt is a 'Tier 2' spell, so you need Level 20 Elemental Magic to cast it at Level 6.

Vroqren wrote:
Second, what exactly is the equation for how much weight you can carry. As we all know, one of the biggest challenges of Fathamurk is what to carry out, and what to leave behind. I'd like to know just what the equation for Encumbrance is, so I can put it directly into the walkthrough.

I don't remember exactly, but I believe that info can be found in Slarty's(?) thread on Eschalon's Attribute formulas - I am quite sure that the link to that is in Randomizer's Strategy Central thread for Book II.

I do know that every point in STR increases your carrying capacity by 4lbs; I believe every point in CON increases your carrying capacity by 2lbs.

Vroqren wrote:
EDIT: Alright, two further questions already, both related to the other ones:
First, what magic level is required for the highest level (6?) of the Ogre Strength Spell (If I understand correctly that there is one?)

Ogre Strength is another 'Tier 2' spell, so you need Level 20, this time in Divination Magic, to cast it at Level 6.

Vroqren wrote:
Second: What does the Ogre Strength spell, and/or the potion do to the maximum weight you can carry?

Not sure about the potion, but Level 6 in Ogre Strength increases your char's strength by 6x(+4) for a total increase of +24 to your char's STR.

BTW, not just to toot my own horn, but this thread is useful not just for the spell descriptions, but also to figure out what Level of which Magic you need to cast a spell of a particular 'Tier' at a particular Level.

As a general rule of thumb, if you can get a non-Magic-concentrating char. to Level 20 in a Magic, you are well covered! - Level 20 allows you to cast Tier 1 and Tier 2 spells to Level 6, and even Tier 3 spells to Level 3. If you aren't running a 'pure Mage' or 'pure Healer' char., that's pretty darn good!! ;)


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 Post subject: Re: Fathamurk Technical Aspects
PostPosted: Fri Feb 15, 2013 8:55 am 
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Remember to add descriptions of all the traps and puzzles inside Fathamurk, especially the Path of Resistances.

"Remember, kids: when you've got to walk across lava, remove your shoes and pants first!"


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 Post subject: Re: Fathamurk Technical Aspects
PostPosted: Fri Feb 15, 2013 6:38 pm 
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Awesome, thank you Lord P. I have been using Randmoizers Strategy Central like none other.
One thing I need, and is not in the Creature Info by Spotted Shroom here:
What are the HP and EXP values for:
Lava Slag(s), Scarlet Death(s), Assassin Stalk(s), and the Stone Golem?

Thanks in advance for this, and thanks again Lord P. I've looked at those links, but couldn't find the data till you pointed it out to me.

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My Walkthrough for Book I is here, and my Walkthrough for Book II is here!
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 Post subject: Re: Fathamurk Technical Aspects
PostPosted: Fri Feb 15, 2013 7:44 pm 
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Vroqren wrote:
Awesome, thank you Lord P. I have been using Randmoizers Strategy Central like none other.

Uh, Lord_P?... :?

:P

Vroqren wrote:
One thing I need, and is not in the Creature Info by Spotted Shroom here:
What are the HP and EXP values for:
Lava Slag(s), Scarlet Death(s), Assassin Stalk(s), and the Stone Golem?

On that one, I think we're going to need Spotted Shroom - you can find that kind of info directly in the Book I game app (e.g. if you open the app with a text application), but I believe that info is "hidden" in the Book II game app.

So we're going to need either SS to get that info for us, or at least tell us how to get it...


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 Post subject: Re: Fathamurk Technical Aspects
PostPosted: Fri Feb 15, 2013 8:01 pm 
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IJBall wrote:
Vroqren wrote:
Awesome, thank you Lord P. I have been using Randmoizers Strategy Central like none other.

Uh, Lord_P?... :?


My bad, looked at the post right above the one I was making at that time. Alright, I can fix this:
Thanks IJBall!
Thanks for the additional info about monster HP as well.
You know, Spotted Shroom could help us... Or BW. I'd be willing to bet that that information is quite available to BW.
As nice as it would be, I think I'd rather have BW working on Book III.

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My Fathamurk Walkthrough is here.
Please PM me with updates or corrections for my walkthrough!

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 Post subject: Re: Fathamurk Technical Aspects
PostPosted: Sat Feb 16, 2013 3:54 am 
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 Post subject: Re: Fathamurk Technical Aspects
PostPosted: Sat Feb 16, 2013 9:42 am 
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Vroqren wrote:
You know, Spotted Shroom could help us... Or BW. I'd be willing to bet that that information is quite available to BW.
As nice as it would be, I think I'd rather have BW working on Book III.

Also, BW has never stopped us from working these things out as best we can, but he has also never directly released information about monster stats or other under-the-hood elements of the game. The way to figure it out is to keep track of your damage to the creatures and over time figure out where the line is where they drop dead.

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 Post subject: Re: Fathamurk Technical Aspects
PostPosted: Sat Feb 16, 2013 11:25 am 
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I'll probably just end up doing that. Other than Mire Trolls and the Stone Golem, do monsters heal over time? I know they do if you're not fighting them, but if you are do they? That could throw off results.


EDIT:
Results on that were rather varied. From these results:
Lava Slag:
196? 158? 176? 150? 149? 144? 153? 135?
I'm going to assume that their HP are 150.
If anyone knows better though, I would love to know. Thanks!

Assassin Stalk:
243? 253? 259? 258? 250? 259? 259?
I'm going to assume 250 HP.
Once again, if you know better, let me know.

Scarlet Death:
160? 154? 162? 158?
I'm assuming 160 HP.
Correct me if I'm wrong.

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My Walkthrough for Book I is here, and my Walkthrough for Book II is here!
My Fathamurk Walkthrough is here.
Please PM me with updates or corrections for my walkthrough!

SpottedShroom wrote:
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Last edited by Vroqren on Sat Feb 16, 2013 12:29 pm, edited 3 times in total.

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 Post subject: Re: Fathamurk Technical Aspects
PostPosted: Sat Feb 16, 2013 11:46 am 
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Vroqren wrote:
I'll probably just end up doing that. Other than Mire Trolls and the Stone Golem, do monsters heal over time? I know they do if you're not fighting them, but if you are do they? That could throw off results.

I believe the golem is the only thing in Fathamurk that regenerates during combat.

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 Post subject: Re: Fathamurk Technical Aspects
PostPosted: Sat Feb 16, 2013 3:35 pm 
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Code:
Name of Enemy:              Amount of Health:     Experience On Death:
--------------              -----------------     --------------------

Lava Slag                          135                    400xp
Scarlet Death                      150                    180xp
Mutated Assassin Stalk             250                    185xp         
Stone Golem                       1000                   1000xp


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 Post subject: Re: Fathamurk Technical Aspects
PostPosted: Sat Feb 16, 2013 3:38 pm 
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Kreador Freeaxe wrote:
I believe the golem is the only thing in Fathamurk that regenerates during combat.

Nope - Mire Trolls also regenerate (edit: oh - you said in Fathamurk... right you are then!). The Stone Golem seems to regenerate faster (and to a greater percentage of restored HPs?...) than Mire Trolls do.

I don't think anything in Book I regenerated HPs, outside of Gramuk who was a special exception (i.e. was a specially hard-coded exception). So mobs with HP-regeneration was I think a new development in Book II. (I wonder if we'll see more of that in Book III... I kind of hope not!! [gulp!])

Edit: Nice, PM! May I ask where/how you came by that info?...


Last edited by IJBall on Sat Feb 16, 2013 4:36 pm, edited 1 time in total.

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 Post subject: Re: Fathamurk Technical Aspects
PostPosted: Sat Feb 16, 2013 3:58 pm 
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IJBall wrote:
Edit: Nice, PM! May I ask where/how you came by that info?...

Image

I used xolotl's Editor to find the health and then it was but a simple matter of placing each mob in a saved game and killing them to find out how much experience they give.

But why the question? Did you think I was going to be a naughty boy and hack into the game files? :wink:

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 Post subject: Re: Fathamurk Technical Aspects
PostPosted: Sat Feb 16, 2013 4:02 pm 
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Prismatic Maelstrom wrote:
But why the question? Did you think I was going to be a naughty boy and hack into the game files? :wink:

Honestly, I wasn't sure if you and Spotted Shroom had gotten that kind of info from xolotl's Editor, or if you had hacked into the Book II game app/files somehow (SS's list has more info, so I'm not sure if he used just xolotl's Editor).

Anyway, I'm kind of surprised that xolotl's Editor doesn't give you the XP values for mobs along with the other entity info...


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