Recent posts by VolcanoTX on Kongregate

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Topic: The Grinns Tale / refined equipment.

There also may be a cap, and you might still fail with two refined and a pixie dust (the pixie dust won’t get used up, but the refined items will), but with a pixie dust and refined items, you almost certainly will craft one.

I don’t think there is a cap. If you use two refined items, then you’re asked if you want to use pixie dust to “ensure” creating a refined item, rather than " greatly increase the chance".

 
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Topic: Swords & Potions / Looking For A Guild?

46th Rank and climbing GhostX has 10 slots for new members of any level. PM me in game for an invite.

 
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Topic: General Gaming / Arkandian Explorer Hints / Guide

Skill Gain doesn’t affect how many skill points you get in one instance, that part is fixed according to your current skill level. Skill Gain affects how often you get points. I just did a quick experiment with Tailoring (since my Alchemy is already maxed). Crafting with 0 Skill Gain, I gained 14 times out of 20 attempts. With a Skill Gain of 94, I got 20 out of 20. If you are crafting the simplest potions to try to push up your Alchemy, that would mean for every 20 items you craft you would waste 912 gold (if Bargaining is maxed, otherwise it would be higher) worth of components for no gain. For Blacksmithing and Tailoring, that would be more like 2900 gold. Of course, that assumes the ratio holds true in the long run, which it won’t. There will be runs of better luck and of worse luck.

No, Improve Potions won’t work on Elixirs of Toughening or Harnessing, or as best as I can tell anything else that has a fixed value. And I tried it with an Improved Potions of 130. Works very nicely on Healing potions, though.

 
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Topic: General Gaming / Arkandian Explorer Hints / Guide

Crafting skill gains from the dungeons and tactical battles:

Dungeon
Ruined Tailors: +100 Tailoring
The Den: +100 Blacksmithing
Arcane Study: +100 Enchanting
Grand Library: +100 Alchemy

Tactical
Crafty Orcs: +80 Blacksmithing
Undead Hijackers: +80 Tailoring
Vampiric Knowledge: +80 Blacksmithing
Demonic Infiltration: +80 Alchemy
Undead Bookstore: +80 Enchanting
Secrets of the Tailor: +100 Tailoring
Demonic Rift: +100 Enchanting
Skeletal Scares: +100 Alchemy

 
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Topic: General Gaming / Arkandian Explorer Hints / Guide

Yeah, I get what you’re doing. I just like to run up my Mysticism faster.

 
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Topic: General Gaming / Arkandian Explorer Hints / Guide

Just finished a game where I was playing a Zombie. Since Zombies can’t use spells, I was looking to max out Life Leech, but couldn’t find any decent items except for the Vampire Hat. However, I did luck into Spell Warden, Mermaid’s Chain, and Dobby’s Socks, which gave me an Improve Potions of 130%. With that, the 8D10 and 20D4 healing potions were regularly healing me for a minimum of 75 hit points and as many as 135. With no grinding other than to max out Artistry and Bargaining, completing all dungeons and tactical battles, and without repeating any of the one-shot dungeons, I finished the game in a little over 12 hours of playing time. I also didn’t bother with Enchanting other than using a few useful gems that I looted.

Since I couldn’t use my aforementioned Sneak trick to build a strong tactical squad, I settled for a pair of Orcs, the 2 next most powerful humans, and my original 2. I managed to complete all the tactical battles with that squad, though I lost a few of the 5-skull ones the first time I tried them. Since the original 2 squad members could barely hit anything by that point, I set them up as meat shields. I gave them heavy armor and items with Hit Point, Dodge, and Block boosts, and sent them out front to distract the enemy and absorb damage. The other 4 I outfitted with area effect mage weapons and bows, light armor for mobility, and items with Hit Chance and Damage boosts.

In my opinion the extra hit points you get as a zombie sufficiently compensate for the lacks of spells. Surprisingly, you can still run the spell dungeons, which at least give you some useful loot and experience.

 
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Topic: General Gaming / Arkandian Explorer Hints / Guide

The relative strength of your opponent has always been the main driver in gaining skills. I suspect that after Crusader he may have adjusted the base chance of a skill gain or modified how the game determines whether an opponent is weaker, equal to, or stronger than you. If you have, say, a base chance of 5% to gain a skill fighting a weaker opponent, then a +40 Learning is only going to increase that to 7%. Against an equal opponent, that will raise it from 20% to 28%. If you are strictly playing a fighter or archer, then even a sewer bandit mage is always going to be a stronger mage than you are.

I don’t bother building my defensive skills up that high. I just try to get my Magic Defense/Resistance up into the 300s so that fighting mages isn’t quite so brutal.

The guide in Crusade is explicit about what is affected by Anatomy and Mana Lore. I can’t see any reason for him to have changed it, but I suppose he could have.

Both the Sack of Sending and the Legendary Disenchanter have the same cost per charge, so you don’t save any money there. For me the Disenchanter costs more, because I use it on things I’d normally just drop. In previous games, I’d only use the Sack on items with a base value of over 90 gold, anything lower would be worth less than the charge I’m using to send it (and that’s only if Bargaining is maxed). In Explorer I carry both. I keep the most valuable items in my inventory, send the ones with buffs I want (usually Protection, Learning, Hit Chance, and Damage) back to my storehouse, and Disenchant the rest. Then when I have my Enchant up in the 900s, I disenchant the stuff I’ve stockpiled to get gems.

 
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Topic: General Gaming / Arkandian Explorer Hints / Guide

Some notes on maximizing skills. The learning buff is always helpful. The way it works is that a learning bonus of 100% (that much or more is entirely possible) will double your chances of learning a skill. I keep a set of gear in storage that will maximize my learning chance for increasing noncombat skills, and for dungeon crawling I’ll take +5 learning over +1 protection. If you find the Vampire Hat, I strongly suggest keeping it equipped all the time. The high learning bonus combined with the high life leech chance comes in very handy. For combat skills, you’re most likely to learn a skill when fighting an opponent that is stronger than you are.

For the following, equip the gear with the best learning bonus.
Bargaining: As stated earlier, repeatedly buy and sell the custom shoes.
Artisan: This skill improves your chances of crafting items of all three types. You have a chance of crafting most items with a high Artisan skill even if you have 0 in the specific crafting skills. Buy a large quantity of one of the cheapest crafting components. Go to the crafting menu, click “Experiment”, select that component, hold down the Shift key (keeps you from having to click the component again), place it on the crafting matrix and hit “Combine”. Repeat.
Alchemy/Tailoring/Blacksmithing: Try to pick the item with the cheapest combination of components. Make it repeatedly. With Alchemy you may want to churn out lots of Mana potions for a reason I’ll explain later.
Scavenging: Increases your chances of saving some components from a failed crafting attempt. No special procedure, it will go up as you increase your Artisan skill, though not as quickly, and when you fail to craft items while trying to build the specific skills.
Mysticism: This skill determines the cap on all of your buffs, so it needs to be high to get the most out of your magic items. It increases as you use consumable magic items such as potions, scrolls, and the Sack of Sending. Quickest way to increase it is to take a Sack of Sending and a full inventory of items into a dungeon, then use the Sack to send them back to your storehouse. Repeat. Since your gear is maxed for learning and not dungeon crawling, you might not be equipped to complete the dungeon. However, if you kill a creature or open a chest, you can use the Sack of Sending from the loot screen without wearing about accidentally equipping something you’re trying to send.
Enchanting: Same procedure as Mysticism, except you use a Disenchanter and it won’t work from the loot screen so you just have to be careful. I suggest starting with the cheapest items until your skill is 800+, then switch to items with buffs that you are hoping to get gems for.
Observation: Pretty much takes care of itself as you dungeon crawl.

Combat Skills: Like Observation, for the most part there is nothing special you can do, they build as you use them. There are some exceptions. Naturally, for combat you should be in your dungeon crawling gear, though you could try lower-level dungeons in your learning gear.
Anatomy: As far as I know, only affects damage from melee weapons and bows.
Mana Lore: Increases the damage/effect from magical weapons and spells. If you are playing as a fighter or an archer, you still need a high Mana Lore to increase the level of your healing spells. Early on, try to use up your mana before you leave each dungeon, and later it will be a good idea to equip a mage weapon and do some lower level dungeons.
Tactics: It improves your hit chance. Increases quickly at first, then lags behind your weapon skills. Once it hits about 350-400, change weapon type (for example, swap your sword for a bow) and hit the lower level dungeons. That will speed up the Tactical skill gains. At 700-800, change to the third weapon type.
Weapon Defense/Magic Defense/Blocking/Dodging/Magic Resistance: Get your opponent’s hit points down to where you can kill him with one shot, then keep hitting “Guard” to let him repeatedly attack you until you are two shots away from being killed (in case you miss the first time). The last remaining guard in a dungeon is a good one for this, you can use remaining mana to heal yourself to prolong it. Naturally, for Weapon Defense you need to be facing a fighter or an archer, for Magic Defense/Resistance it has to be a mage or an opponent using spells.

Some other hints:
To quickly build an effective tactical squad, hold off on doing tactical battles and keep running the prison to get it to the five skull difficulty. When it gets too tough to fight through, load up on mana potions (which is why I suggested making them while building your Alchemy skill) and use your Sneak spell. If you find some treasure mapping spheres, hold on to those and use them on the second level to find the quickest route to your goal.

To get lots of loot, run the Fragment Location I dungeon but don’t claim the reward chest. That way you can do it repeatedly. Good chance of artifacts, I’ve gotten as many as 12 in one trip. More loot than you can carry, so take along a disenchanter and one or more Sacks of Sending so you can build your Enchanting and Mysticism skills as you go. When it gets too easy, go ahead and complete it and move on to Fragment Location II.

When Enchanting items, trying to put more than one gem of the same buff on the same item reduces your chance of success. Since it is possible to have a four-socket item in each of your equipment slots, you can spread them out. You can easily max out your Protection buff just by putting a single +2 or +3 gem on each piece of equipment. If you have a lot of small gems of one type, you can try combining them on one item and then disenchanting it in the hopes of getting one large gem.

 
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Topic: Swords & Potions / Suggestions: Swords & Potions

Ok, I get you now. I finished all the story quests months ago. For that check out the wiki page, http://swordsandpotions.wikia.com/wiki/Swords_and_Potions_Wiki . Among many other things, you’ll find a list of story quests and the rewards that will help you plan ahead. If you know to expect a chunk of resources you can make sure you have enough space in the bin.

 
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Topic: Swords & Potions / Suggestions: Swords & Potions

That’s odd, I always have the option to expand when a questor comes in with resources, not that I can afford it at this point. However, there is something you can do about it. Reload the page. You might lose some customers but the questor will come back in and wait as long as it takes for you to expand the bin or use up enough of the resource to make room. If it takes that long, he’ll return day after day until you click on him.

 
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Topic: Swords & Potions / How do you get a thug?

Wait until one comes in and asks for a job. If you’re still in the starting location, you’ll have to move your shop to different neighborhood first.

 
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Topic: Swords & Potions / Looking For A Guild?

GhostX is recruiting again, 7 slots currently available. All we ask is that you play most days of the week, help out the other guild members with improvement points, and stick around for the long haul.

Message me in game for an invite.

 
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Topic: Swords & Potions / Looking For A Guild?

GhostX still has some slots open for players willing to play most days, stick around for a while, and help the other guild members with improvement points. Message me in game for an invite.

 
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Topic: Swords & Potions / Looking For A Guild?

56th ranked Guild GhostX is looking to move up. We have 11 slots open for new members, message me in-game if interested.
We’re looking for people who will stick with the game for the long haul and can usually play most days of the week.

 
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Topic: Swords & Potions / Suggestions: Swords & Potions

Originally posted by arceus213:

I don’t know if this is a new update or something, but now I can’t see my workers levels, which is really annoying. Please change it back to what it was.

Yep, I’ve noticed the same thing, and it is indeed annoying. However, if you’re in a guild you can go to the guild member list, click on the “View” link for your name, and see the levels of all your workers there.

 
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Topic: Swords & Potions / Suggestions: Swords & Potions

Originally posted by shadowtail:

I actually like the idea , in fact I think it is crucial for researching recipes I would like to know how much time have left because there is no indicator nor anyway to find out. It could be status right above the process e.g: 6 h.

Click on the research progress icon. You’ll get a popup window telling you how many tokens you have to pay to complete the research instantly. Divide the number of tokens by 10 to find out how many hours are remaining until completion.

 
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Topic: Swords & Potions / Why the stuff i bought doesnt appear in my store?

To be fair, a lot of people have reported armor racks not showing up even after all the improvement points have been put into it. It usually shows up when you upgrade to the iron rack.

 
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Topic: Swords & Potions / Level 275

Nothing weird about it, if his previous guild wasn’t active enough. I’m at about that level and considering leaving my guild if things don’t pick up after the holidays.

 
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Topic: Swords & Potions / Quest Lag

Did more than lag for me, it crashed flashplayer.

 
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Topic: Swords & Potions / Hiring Extra Workers

Yes, it would replace the old one. That’s not always a bad thing, I replaced my carpenter with one of a lower level because the new one had a higher cooperation stat, so I that I would generate carpenter points faster for quests and guild improvements.

 
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Topic: Swords & Potions / New Gifts

Just had a thief come in and ask for one.

 
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Topic: Swords & Potions / How exactly does suggestion work?

Yep, and the class of the customer makes a difference. You’ve got a better chance to suggest a bow to an archer, a firearm to a musketeer, a throwing weapon to a thief, a musical instrument to a bard….

 
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Topic: Swords & Potions / How exactly does suggestion work?

Generally, the more similar the item is to what they are looking for, the better chance of suggesting it. A customer wanting to buy a hammer is more likely to accept a sword than gloves, and more likely to accept a club than a sword. There is more information on the wiki: http://swordsandpotions.wikia.com/wiki/Swords_and_Potions_Wiki

 
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Topic: Swords & Potions / join a guild

The cake is a lie

 
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Topic: Swords & Potions / third tier materials

Occasionally someone will show up at your shop offering to sell a small quantity of rare materials for 625 a unit.