retrogames: I'm beginning to have a doubt about the issue regarding Bert's ineffectiveness during combat. I briefly checked a YouTube video of someone playing Thunderscape. It's called "Wolf Plays Thunderscape 17". If you scroll through to the 20 minute mark and watch carefully, you'll see that Bert strikes an Ogre for 35 and 38 points worth of damage using a standard attack. I'm currently in that particular cavern right now, and I'd say that Bert has had at least 50 attack attempts on Ogres and the like, and not made a single successful strike on any of them.
Interesting. I wish the game was a little more open about what's going on under the hood.
retrogames: (You almost certainly know this, but having a decent xenology skill will allow you to understand what each enemy is vulnerable to. I then used this info, in conjunction with trial and error, to find the best spell against each enemy.)
Yes, my dedicated spellcaster has a xenology skill of about 200. I haven't seen any additional benefits since hitting the "150" mark, but we'll see if anything else turns up.
As you say, though, it still seems to require a bit of "trial and error" to figure out what to do. You'd think casting lightning bolt on an enemy weak to lightning would be effective, but that doesn't always seem to be the case.
retrogames: I don't use magic scrolls. Whenever I find them, I just eventually sell them when I find one of the game's rare shops - and then I find that I can't really do much with this money earnt!
Scrolls and potions would probably be useful if you didn't have a spellcaster in your group, but I don't know why you wouldn't unless you were doing it as a "challenge run". The various "buff" spells (haste, strength, armor, magical barrier) don't ever seem to "wear off" unless an enemy hits you with the opposite status effect, so it's pretty cheap to keep everyone buffed all the time. I keep potions of mana and major heal potions (for emergencies), but apart from that I just sell them. And yeah, I haven't found anything worth buying yet either.
retrogames: A backstabbing thief can be quite useful. For instance, my dexterous elf has knife and stealth skills, along with some shadow boots and a shadow blade. During one single round of combat with the Dark One, this elf inflicted about 400 points worth of damage on him.
"Backstab" is one of two methods I've found to really bring the pain. The problem is that it takes two tunrs to set up (assuming "hide in shadows" succeeds on the first try), so usually the enemies are already dead by the time it goes off, largely thanks to my number-one "bring the pain" option, which is - have someone with high dex and strength wielding a magical warhammer. I don't know why, but that weapon just seems to massively outperform every other one I've come across so far. Based on the manual it looks less impressive than a lot of other axes or clubs, but with "mighty blow' I'm consistently doing 90-140 damage per strike (and typically getting 4-5 strikes per round), even on heavily armored enemies. With a few initiative-boosting rings, my hammer guy can usually wipe out an entire enemy group before anyone else even takes a turn. Maybe I'll find a better weapon later in the game, but so far this one is the MVP. ("Skull Splitter" was a good one for the early game - did about 70-75 damage per strike pretty consistently.)
retrogames: I really wish I'd started the game with someone adept in the pole arm skill, because some of the weapons found during the game, such as the Demon Slayer, The Reaper, and possibly The Dreamer look useful. At the moment, I'm stuck with someone adept at fencing! Quite often I get him to successfully feint an attack on an enemy, hoping that this will improve the other member's offensive attacks.
When you get the dwarf mines, there's an NPC you can pick up who has a high polearm skill. So far I haven't found them to be that impressive, but they're solid (about on par with swords, I'd say).
retrogames: My fencer is also adept at fast talk, although I hardly bother testing this out during an attack. I wonder whether (or when) this skill is of any good use?
I haven't bothered with it - might try it on a future playthrough, but given the number of game elements that were clearly only half-implemented (e.g. a money system but nothing worth buying), I wouldn't be surprised if the skill just doesn't do anything useful.
retrogames: Just one final thing. Is it possible to get an email notification when a new message has been added to a thread?
I'm not aware of such a feature, but then I check GOG pretty regularly, so it isn't something I'd go looking for.
Other questions/comments:
-Has anyone tried a "monk" build (i.e. high martial arts skill and no weapons)? I'm skeptical as to whether the extra blows would make up for the lost damage potential of a weapon, but then, this game doesn't always work the way the manual makes it sound like it should.
-This might just be a bug in my current play-through, but in the upper Founder's Cave (level 13) there's a gate you have to go through in the northwest corner, in order to reach a switch above a ledge. The stone above the gate has this weird "shimmer' effect that I'm pretty sure isn't supposed to be there, and whenever I step through the gate, the sound of it clanging shut will get "stuck" on a loop (I have to quit the game - reloading doesn't stop it). Oddly enough, the sound plays fine as long as I stay on the far side of the door and don't enter. Worse still, once the looping sound bug starts, it will "infect" any other sounds I run into and cause them all to start looping (bowshots, enemy death grunts, etc.) The FAQ on Gamefaqs suggests that this is a problem with corrupted level data, and that the solution is to save on an earlier level and then delete the relevant "Level##.dat" file in your save game folder, thus forcing the game to 'reset' the level, but that didn't work for me. I did eventually find a solution, though - if, when the looping sound bug starts, you stand really close to the gate and stare at it, for some reason that seems to convince the game that the gate is actually shut and it stops playing the loop. If you do this before encountering any other sounds, the bug won't spread to them. (Though this can be frustrating as there are a couple of Dark Dwarves on the far side of the gate who love to rush me.) Anyway, just wanted to put a warning out there in case anyone else encounters this problem.