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Elminage Gothic |OT| - I cast magic missile at the darkness!

Parakeetman

No one wants a throne you've been sitting on!
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Minimum:
OS: Windows XP
Processor: 1GHz
Memory: 1 GB RAM
Graphics: DirectX 9.0c compatible graphics card with 64Mb RAM and support for v3 shaders
DirectX: Version 9.0c
Hard Drive: 420 MB available space
Sound Card: DirectX 9.0c compatible sound card

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In ancient times, the Great and Dark Gods clashed in a ferocious war over Man's control of the world, bringing despair and ruin to the lives of all humans.

As the conflict raged, the Great Gods sought to vanquish the power of the Dark Gods through the faith of humans. In return for their faith, the Gods promised humans a world of peace and prosperity and thereby a contract between humans and the Great Gods was formed.

By the contract, the Dark Gods could not interfere with the world of humans and were forever sealed inside their world of darkness. The people worshiped the Great Gods in thanks for their prosperity, and the world entered an era of peace.

However…

The humans grew complacent and allowed their faith to fade.

Now, in the far-off realm of Ishmag, King Jardin ushers in an age of peace. Unknown to him, the dark powers have already begun reaching out in secret, planting the seeds to bring about the revival of the Dark Gods into the hearts of men. Foul and hideous creatures are emerging from the deep, treacherous caves of Tsun-Kurn and rumours of a rising evil are creeping across the peaceful lands.

It is up to you to arm yourself and descend into the depths of Tsun-Kurn in an attempt to put an end to the ever growing darkness and save your kingdom.

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  • 8 starting races, 1 hidden
  • 16 player classes
  • Gameplay similar to the classical Wizardry series titles. Those who want a challenge this game is for you.
  • “THAC0” ]To Hit Armor Class Zero (0) - system
  • Character permadeath.
  • Full English translation
  • Higher resolution art
  • Improved user interface
  • Steam Trading Cards

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Human
Str 8 / Int 8 / Piety 7 / Vit 9 / Agi 8 / Luck 9
Age range: 10-60 years

Elf
Str 7 / Int 10 / Piety 10 / Vit 6 / Agi 8 / Luck 6
Age range: 15-500 years

Dwarf
Str 10 / Int 6 / Piety 10 / Vit 11 / Agi 6 / Luck 7
Age range: 30-200 years

Gnome
Str 7 / Int 7 / Piety 12 / Vit 9 / Agi 8 / Luck 7
Age range: 25-400 years

Hotlet
Str 6 / Int 6 / Piety 5 / Vit 7 / Agi 12 / Luck 15
Age range: 30-80 years

Fairy
Str 5 / Int 9 / Piety 9 / Vit 5 / Agi 14 / Luck 9
Age range: 5-30 years

Werebeast
Str 9 / Int 9 / Piety 9 / Vit 10 / Agi 11 / Luck 6
Age range: 5-60 years

Dragonewt
Str 12 / Int 7 / Piety 5 / Vit 12 / Agi 6 / Luck 7
Age range: 20-300 years

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-Fighter-
Basic melee class, can equip pretty much all the heavy armor. high hp gain
they unlock at lvl26 the passive 'physical attack+1', as you level up the % increase a little.

-Mage-
Basic wizard class, learn spell like sleep:,fire,ice,lightning, raise enemy AC,stone,float,teleport,miracle...
at level 26 they unlock the passive 'mage spell +1' increase your spell dmg and the % increase as you level up.

-Cleric-
Basic healer class, can heal,lower your AC, cure bad status.
they have the skill Dispel, it removes undead and ghost monster. It's single target but becomes all enemies at lvl 26. and they get Cleric spell +1.

-Thief-
The class with the highest rate to disarm chest (because of thief +1 skill). can hide during battle to deal more dmg. At level 26 they can disarm and steal enemies gears.(only problem though is the psp version doesn't have much to steal...)

-Alchemist-
Learn spell that increase your speed in battle, your attack rate, magic resistance, confuse, charm. Spell to identy or disarm traps in chests. They can craft some items(requires lvl 10 I think) and modify some stats on your gear with materials.
At lvl 26 they can disasemble(remove materials from items, so you can use them again), alchemist +1 passive and another passive 'high purity synthesis' that increase as you level up, so you get more AP from materials.

-Herbalist/Servant-
Was called servant in other Elminage, but herbalist are basically the same, they have a bags and you can brings quite a few potion,antidote and other items in it. At the end of each turn, they'll use items to recover the party hp/ailement. What's new though is you can find herb in dungeon and mix them to make potion. They have other items like black tea or those wooden/silver bank they can use but I haven't played them much. I think they have the 'special resistance up %' too, which increase their ailement resist

-Bishop-
Learn both mage and cleric spell. can identify items.

-Hunter-
Fight with bow, they can hit enemies again at the end of turn if they're inflicted with bad status and I think they have a skill they can use to act first in battle.

-Brawler-
Fight with fist/claw...they can multi hit a single target. they also get the ability 'Lower AC' which is VERY good late game in my opinion.(as you level up, your AC gets lower and lower...)

-Bard-
Kinda the jack of all trade in the game, can stealth, disarm trap, have mage spell and can use Tarot for various effect. Also can use instrument for various spell. At lvl 26 or a bit higher they can equip instrument in all their equipment slot...

-Shaman-
This class is very effective against undead,ghost and demon. they can cast a wall that protect against magic attack. at lvl 26 or a bit higher they can equip charms in all their equipment slot.

-Summoner-
They make contract with monster and you can summon them after. at lvl 26 or a bit higher they get the skill 'blood oath %', which increase your pet stat.

-Valkyrie-
Fight with spear and learn priest spell. have the skill dispel and they can damage ghost.
at lvl 26 or a bit higher they can equip a shield with their spear.

-Lord-
Wear heavy armor, learn cleric spell, get special resistance up%
and at lvl 26 or a bit higher get Court sanctuary % which increase everyone resistance to ailement.

-Samurai-
Fight with katana and learn mage spell. at level 26 or a bit higher they get ''swallow return %'' which is a parry/counter.

-Ninja-
They can hide, disarm trap in chest have Lower AC ability, have the 'improve beheading rate%' and at level 26 or a bit higher they can prevent ambush attack.

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#1:
Q: What type of game is this?
A: Its a first person dungeon crawler, based off of the Wizardry series. This original company who developed this title Starfish-SD Inc is the most well known for their Elminage series along other actual licensed Wizardry titles. Elminage adheres pretty close to most of the general rules of the Wizardry "universe" so to speak. Some basic stuff is you generally need a priest in the party if you plan on dealing with undead efficiently, mage for spirits, permadeath, insane dungeons etc.

#2:
Q: Im new to dungeon crawlers should I buy this game?
A: Will say first off that this game is more difficult than other "modernized" DRPGs out there these days, as it uses a lot of the older less forgiving game mechanics. But at the same time, its a very rewarding feeling as you progress through the game itself and build up your little adventuring party. If you really want to see what a "pure" Wizardry type of experience is, do recommend this title. Though do not expect to be able to blast through this game quickly.

#3:
Q: Do I need to have played the other Elminage titles to enjoy this game?
A: Nope! Not at all! Elminage Gothic is its own thing therefore one is not required to have played any of the previous titles. As the story is not connected.

#4:
Q: Is this port based off of the PSP or 3DS version of Elminage Gothic? Since I understand the game balance is different between the two, among other things.
A: From what I understand this is based off of the PSP version.

#5:
Q: Do you have any particular parties that are good for someone new to the genre?
Basically the almighty 2 fighters, thief, cleric, mage, ranger. Might need to re-roll for the ranger though. There are actually various types of new player friendly party combinations.

#6:
Q: Why can't I select some classes?
A: Your characters stats do not meet the minimum stats requirements the mid and advance tier classes have. Get ready for re-roll hell with trying to get the numbers you need if you are trying to use a race that isnt suited for a particular class. Also some classes are determined by alignment also.

#7:
Q: Whats age do?
A: Age effects your characters status growth and initial maximum bonus roll for when you create the character. Though the disadvantage of having an older character is your stats will start to decrease as your character gets older once they reach a certain point. The cutoff point of when things start to go downhill differ by races. Generally just think of it as the middle point.

#8:
Q: My characters are not leveling up on their own?
A: No this game will not level you up automatically. Once you reach the EXP cap for the next level, you need to return to town and sleep in the Inn. Paying more $$$ will allow you to heal HP and MP. Though its usually highly expensive. If you just want to level use the stables which cost 0 gold.

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-While bishop sounds nice because you'll save lots of money with their apraise skill, it takes a while before they learn all their spell and they also take longer to level up.
same for the advanced class that learn cleric or mage spell (like bard,samurai,valkyrie and lord), it'll take longer to learn their spell.

-There is no monster with materials on them to steal like the other elminage, so it's a bit harder to get high material. Also the alchemist 'high purity rate %' increase very slowly compared to the other title. This doesn't mean alchemist are now bad, just for their spell line they're still worth, but just not as maybe overpowered as they were in other Elminage.

-Lower AC ability in this game is a lot better compared to the other title..the monster in the post game hit like truck and having a very low AC will greatly reduce that dmg.

-The innoncent items are still in the game but there are better items than the cloak now, so I woudln't worry too much about class changing (also because you only get 2 medal in the game)

-When creating a character, you'll have to select an extra skill. the skill you choose cannot be changed later unless you change class. (changing class you restart at lvl1)

-To look at the map while exploring, you need to buy maps at the shop. those map aren't expensive but they're one time use. and the psp version does not have the alchemy item that gave a mini map, so make sure you bring enough maps with you.

-Some place in the game can be brutal because of enemies with high beheading rate or other stuff. This game has fixed encounter but with the alchemy item 'dove's bell' it removes the fixed encounter on the floor you're on, making exploration much easier.

-The game has a total of 16 dungeons. at the lowest floor of all dungeon there's a tablet you can get. To open the last dungeon, you have to get all 15 tablets(1 in each dungeon). the location of those tablets is random and change each time you enter the dungeon. There's also a tablet at the top of the last dungeon, which give access to the strongest boss of the game.

-Floor master or FOE. there's one in most dungeon and they're very strong, I'd suggest finishing the main story before fighting them. Sadly they do not respawn once killed, so it's a one time deal.

-Brawler multi hit lower the monster summoning resistance a little, making it easier to contract some monster with the summoner

-Summoner can make their pet a normal adventurer with a special skill. Sadly the monster doesn't seem to keep all their skill but they do keep their stats like resistance.

-Some items cannot be enhanced with alchemy. (seemed to be some of the best weapon in the game...), so when you're going to synthesize and you don't see the item you want to do that, it's because you can't with it :(

-To breath underwater, you need to craft an air seed with alchemy. (the time limit depends on the quality of the material you used), there's only one dungeon(one floor) where you need it and another one where you have a few battle underwater, so with 10 minutes you should be fine.(you can also set in the option to skill all animation ect, so that battle are faster...)

-Tricks at the end of the game to get some experience. There's a monster in the game that keeps calling for help. You just need to buff you magic resistance, AC, speed ect. and keep killing the monster they're calling for a few hours...

-The spell miracle is very good but using it cost one lvl to the user.

-Age in this game seems more important. Not exactly sure how it works but my guess is as you get older, you're more likely to lose vitality. if a character lose all his vitality, he dies forever.

-When you resurrect a character, sometime they can turn to ash. In this game, when a character turns to ash you don't have to fear about losing your character but each time the resurrection fails, your character gets older.

-The trap ''kiss of the goddess'' will reduced a character age by 1. So if you're thief report this trap after inspecting, it's often good to double check with the alchemist spell before opening the chest without disarming it.

-How the Lower AC ability works? You have to wear gears with the 'Lower AC ability ON' on items. If you wear something with 'AC ability OFF' the ability will not work. At first it doesn't really matter since the ability won't reduce much your AC...

-One of the reason why I haven't played the bard in gothic is because items in this game can break after using them. so yeah no infinite use of the flamberge this time. But with an alchemist it's probably not much of a problem with one of their spell that repair all broken items.

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Ghostlight for resources for the OT along with informational text taken from the Steam store page.
*Disclaimer - I have no affiliation with Ghostlight or Starfish.

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Big thanks to Dorarnae for the class information along with the tips section at the bottom!
Also thanks to the folks at Ghostlight, for porting the game over to the Western shores for us DRPG fans!
Thanks goes out to the GAF members PepsimanVsJoe & KiTA for the supplemental information.


 

Sinatar

Official GAF Bottom Feeder
The bard seemed awesome in the beta, at least early game. You can start with a song of healing that has no costs to it, so you can do it every turn and it heals your whole party every round.
 

Seda

Member
-To breath underwater, you need to craft an air seed with alchemy. (the time limit depends on the quality of the material you used), there's only one dungeon(one floor) where you need it and another one where you have a few battle underwater, so with 10 minutes you should be fine.(you can also set in the option to skill all animation ect, so that battle are faster...)

I.. didn't know this, and in the caves I just reloaded until I was lucky enough to traverse the underwater floor in the minute it gives you. Same for a subquest bosses.

haha.....woops
 

Parakeetman

No one wants a throne you've been sitting on!
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A very quick data dump on classes. The names in these are absolutely wrong, and will be fixed once I get that far (or when someone corrects me, please feel free.) This all comes from the JP wiki and was (poorly) translated.

Race affects HP more than class or stats. An Elf Lord and a Dragonnewt Mage, well...

1 point of STR = ~5% Physical Damage.
INT goes up similarly but it seems to go crazy after 18 INT.

Basic Classes:

Fighter
Their Mastery ability causes them to do more damage, up to 324.3%.

As a Starting Class: C. They offer nothing good except for high HP growth, which is recalculated if you ever lose a level or classchange again.
As a Ending Class: B. They're actually pretty good at physical attacks, especially with "Swallow Return" or whatever it's called in the final English translation. Their armor is kinda crap, though.
No Class Changes: B. Innocent gear is really good for them.

The best fighter gear is male exclusive. The Mirage Lance, which I believe is an Innocent gear (can only be used by characters who have not classchanged), is unisex.

Mage
Mastery: Magic damage up, max of 737.6%. Lowest HP by far.

Starting Class: A. While you won't be doing DPS as a Mage-turned-whatever, being able to buff or teleport is useful.
Ending Class: B. With EX Skills they're not as irreplaceable as before. Supposedly after level 2000 they can single-shot entire parties.
No Class Changes: C. Innocent gear is ok for them. With EX Skills and other Party Members they might not need class changing. The real bummer is they can't pick up other spell types.

I guess there's a specific spell (Musukai?) that can instant kill mages. Not sure if this is to discourage people getting all the magics on all their party members?

Priest
Class: Dispell - Ghost/Undead instant kill, do not gain XP
Holy Strike: Their attacks can hit ghosts, and they do bonus damage.
Mastery: Priest magic up, max of 1261.9% (holy cow).
Mastery - Liberation: Dispell now gives XP.

They have a special EX skill called Absolute Wall that is useful. It uses 50% of your max SP to block all damage once.

Starting Class: A. Having multiple people who can heal, for example who can heal status elements, is good.
Ending Class: C. With EX Skills the idea of a character that is "Only a Priest" is absurd. However, once you start getting into the really big stuff, a specific priest spell can cause a straight 50% damage to an enemy, whereas other classes do 12.5%.
No Class Changes: C. It's better to just get the other magics if nothing else than to use the Innocent Gear.

Only the default priest character (Mupi) in the inn has the EX Skill "Sacrifice." This CANNOT be gotten by anyone else.

Thief
Mastery: Physical attack up, up to 264.0%
Mastery - Disarm: Unequip the enemy's gear.
Mastery - Pickpocket: Steal the enemy's unequipped items.

Special EX Skill, Pass the Buck. If you steal and your inventory is full, you automatically pass the item to a party member.

Starting Class: C. They pass along nothing to other classes.
Ending Class: B. They aren't as good as magic for traps -- even a high level thief doesn't hit 100%. Unfortunately, they over-nerfed enemy gear in Elminage Gothic (they fixed this in Elminage Gothic 3DS) and outside of bosses there's not as much good gear to get.
No Class Changes: C. Innocent gear is nice, but being able to cast spells is better. The Mirage gear is a special set of Innocent gear that the Thieves can steal.

With the nerfs to enemy gear Thieves don't shine as well as they used to. With Hunters now keeping up to 9 casts of all the Alchemist spells, it's hard to justify a pure thief.

Alchemist
Class: Blacksmithing / Forging: Empowering gear and Making items out of components.
Mastery -- Resolution: Remove components out of empowered gear.
Mastery -- High Purity Synthesis: Bonus to AP when crafting.

Special EX Skill: 100% Knowledge. Gives them the AP value of items instantly in dungeons, and warns you if an item is cursed.

Starting Class: A. Alchemy spells are useful the ENTIRE game.
Ending Class: A. Being able to forge your own gear is amazing.
No Class Change: C. Just switch to mage/priest, get the spells, and come back.

Blacksmithing completely changes the game's difficulty. It gets to the point that you won't want to change your Alchemist's class as they are so useful for gear modifications.

Herbalist Servant

Automatically uses healing items every turn of combat.

Class: Sudden Cure. At the end of each turn a healing item is used.
Class: Medical Herb Study: MP and Skill uses are recovered by magic.
Class: Resistances. No clue. something about 50% resistances (to everything? to status effects?)
Mastery: Physical Damage Up
Mastery: Specific Medicine knowledge: Herbs of Magic restore twice as much MP.

Special EX Skill: 100% Knowledge.

Starting Class: C. It doesn't pass on anything.
Ending Class: B. They are nice for being able to heal the party automatically at the end of the turn instead of next turn with magic, but they're just not as useful as they could be. The wiki talks about some "divine protection" thing, might be a skill from Elmiange 2 / 3 that I don't recognize? Not sure.
No Class Change: C. Innocent Gear is nice, but magic is nicer.

The Magic Recovery herbs are nice but are too expensive to really be useful.

Intermediate Jobs:

These jobs all level up a little slower than Basic jobs (150% XP or so?). Mastery abilities are learned at 32 opposed to 26 as basic classes.

Bishop

Mage and Priest at the same time. A Wizardry Staple. They still get ID, and still learn all Mage and Priest magic -- but very, very slowly.

Class: Dispell. Ghost/Demon enemies are destroyed without giving XP.
Class: ID. Items are IDed. To ID the highest level gear from the bonus dungeon with good success, you need a level 200+ Bishop.
Mastery: Mage spell damage up (Max 562.4%, weaker than Mages)
Mastery: Priest spell power up (Max 843.6%, again weaker than Mages)

Special EX Skill: 100 Knowledge

Starting Class: B. They learn magic really slowly. The Japanese wiki suggests that the XP to learn all the spells as a bishop is equal to the XP required to learn all the mage spells as a mage + the XP required to learn all the priest spells as a priest... times TWO.
Ending Class: A. They're the only class that gets ID and 9 casts of both Mage and Priest magic. Going Alchemist -> Bishop is a great way to make an endgame caster.
No Class Change: B. Innocent Gear is ok.

ID isn't as important early on as in other games in this genre as there is no way to donate money to gain XP in this one like in others. (This was re-added in the 3DS version.)

Hunter

Thief + FIghter.

Class: Swift Attack. Has limited uses but lets you attack first. You can use any weapon.
Class: Pursuit. Does an extra attack to a single enemy at the end of the turn if they have a status ailment (Might require a Bow to be equipped.) Uses up SP, which is like MP but just for this skill.
Class: Thief skills
Mastery: Phys Damage Up (232.0%)
Mastery: Machine Gun Pursuit: Pursuit can hit an unlimited number of enemies.

Starting Class: C. Doesn't pass on anything.
Ending Class: A. It's hard to use Alchemy to make L range gear, so bows are now attractive. Enemies cannot dodge pursuit so it's useful for high evade enemies. And for some reason if they classchange from Alchemist they keep all 9 casts of those spells.
No Class Change: C. Bows are useful but there's no Innocent Bow.

Apparently Pursuit spam is really quite useful.

Brawler

Unarmed combat specialist. They have a special ability that lets them hit up to 4 times in a row, and if they do, they nerf the heck out of the enemy's resistances. Important for getting the later summons.

Class: AC Decrease. Like Ninjas, if they are unarmed they get better and better natural armor. There are some armors that do not count and can be used to give resistances. Every three levels they get -1 AC.
Class: Renu: 50% chance of attacking again. If they hit 4 times in a row, they can do a "clean hit" which mauls enemy resistances.
Mastery: Physical Attack Up (222.2%)
Mastery: FIghting Instinct. Clean Hit chance increases (up to 100%)

Starting Class: C. Doesn't pass on anything.
Ending Class: A. Renu is still strong although they've been nerfed somewhat.
No Class Change: B. No need for innocent gear due to AC Decrease, but the Innocent Cape does count as one of the armors they can wear. However, they really can't waste time casting spells so...

There's no drop weapons for them for a long time. They nerfed enemy gear by basically forgetting to give non-boss enemies drops to steal, which really nerfed Brawlers. They also didn't include much in the way of AC: YES gear they can use. In short, they're not the one man wrecking crew they were in Elminage Original.

Bard

A fighter / mage that can use Tarot and thieving abilities. They can use surprisingly good gear. Basically your all-in-one superclass.

Class: Tarot: They can use the Tarot abilities.
Class: Musical Instrument: They can use special musical Items
Mastery: Physical Power Up (Max 226.9%)
Mastery: Tempt Fate: Tarot draw success rate up

Starting Class: B. They can pass up mage spells, but learn them very slowly. They can't pass up anything else, so why not just play as a mage?
Ending Class: B. Tarot is nice, but very very random. They can equip better gear than quite a few hybird frontline classes. They get better towards the end of the game as they get more and more gear.
No Class Change: B. They have a lot of utility, but they gain even more if they have Alchemist and Priest spells.

Apparently in Elminage 3 you could replace all your slots with Musical Instruments. You cannot do that in Gothic.

They don't get Magic Up, so they're not as good as Bishops or Mages, but can be your spellcaster till the final boss. Postgame, you'll want to replace them. Level 24 to get all 9s.

The more you use Tarot, the worse your success at it is. You can repair this by using the Inn or some of the Herbs. There's apparently a way to abuse this. (Of course!)

Goblin Mages drop or can have swords stolen from them that are useful for Bards in the mid game.

Shaman / Kannagi

They do NOT get priest spells. (Ack.)

Class: Dispel. Soul or Demons are banished, no XP.
Class: Soul Strike (霊体攻撃): Can hit ghosts, and ignores armor of everything else? Half armor? Not sure.
Class: Musical Instruments: They can use special musical items
Class: Barrier: Erect a barrier that weakens attacks. High priority.
Mastery: Physical attack up (226.9%)
Mastery: Old Fashioned: Equip seals instead of clothes to attack up to 8 times in a row. Insert your own joke about ancient Kannagi knowing how to party here.

Special EX Skill: Sacred Lot: Switch XP and Gold values gained at the end of the fight are changed (switched?)

Starting Class: C. They do not pass on anything.
Ending Class: A. They do great damage, and with Old Fashioned, they can do a lot of damage AND do a ton of status effects as well.
No Class Change: C. No magic, innocent gear isn't worth it, etc.

They're basically a glass cannon like a wizard. They are absurdly powerful against ghosts, undead, and demons. With Barrier now having a number of uses, they're not as super great as they were. In Original (and 2 / 3?) they had an ability called "Oro Curse" that caused them to do a straight double damage on top of everything else to Demons / Undead / Ghosts / etc... that's gone. Still, almost every one of their weapons do double damage to those, so, woo.

Old Fashioned basically makes the class. They can do an absurd amount of damage. They need the EX Skill "Swallow Killing" which lets them ignore the Samurai's counterattack ability, though, since enemies can be Samurais now. Using Alchemy to make their weapons powerful against other races is good too. Also, most enemies aren't immune to sleep (but are to say, Beheading or Petrification) so adding Sleep to your Shaman weapons works well.

Supposedly in the postgame dungeon there's Shaman gear that's super effective against EVERYTHING, so... yeah. And while they focus on their special weapons, nothing says they can't use clubs and whips in their hands (and equip their seals to their heads / feet / etc).

Summoner

The amazing super k-rad awesomeness. They don't get spells as normal, instead they summon a 7th party member, and can hold one monster type (including bosses) for each spell "level."

Mastery: Oath of Blood: Summoned monsters increased (Max 1221.5% -- so a level 40 Demon would become a level 488 nightmare.) Their abilities are adjusted and some become absolutely absurd. If I'm reading this right, monsters that have classes (like Samurai or Ninja), when modified by Oath of Blood, gain their enhanced class abilities.

Special EX Skill: Masutatterion (Summon... everything at once? Merge summons into one big summon? Not sure.) and "Oath of Soul" (turn summons into permanent PCs, making them into absurdly broken ... things)

Starting Class: B. They can pass on summons but why in the world would you -- without Oath of Blood, it's worthless.
Ending Class: A. Holy god, summons are insane. And the Oath of Blood thing is nuts.
No Class Change: C. They don't get much from innocent gear and really they're meant to be doing other things after summoning, without other spells they really are just sitting around wasting time.

Gothic added a lot more really good summons in the early/mid game. This is now an attractive class to use from the start instead of being an Alchemist/Bishop's retirement plan. Best to be 10 levels higher than your summon targets to ensure success. You will NEED a Brawler if you have this class, most of the good monsters have 100 or 98% resistance to summon contracts.

The PSP version has a bug where a Summoner can use Oath of Soul on summons from ANOTHER character. This was fixed in the 3DS. Oath of Soul party members are much better in Gothic than they were in Original, mostly due to them not getting Innocent Gear not being a huge disaster anymore.

Valkyrie

Female only (barring special class change situations). They're basically a more offensive / well balanced Lord.

Class: Dispel
Class: Soul Strike (霊体攻撃): Can hit ghosts, and ignores armor of everything else? Half armor? Not sure.
Mastery: Physical attack up (224.0% max)
Mastery: (3DS Only): Priest spells up (unknown max). You can simulate this in the PSP by giving them that one EX Skill that gives them healing bonuses?
Mastery: Lady of the Spear: They can equip spears as sub-weapons (dual wield)

Starting Class: B. They gain priest spells very slowly, but have good HP. However, if you want a neutral character with priest spells, this is your only option. (Outside of changing alignment.)
Ending Class: A. Dual Wielding spears is GREAT. And they get 9 casts of all priest spells! That's amazing!
No Class Change: A. There's an Innocent Spear that's really great. If you're going to use one Innocent Class, this is the one to use.

Lady of the Spear really increases their damage output, especially by the end of the game. Since they can stay in the rear they can be really, really amazing. And Gothic added a TON of spears.

Advanced Jobs:

Level at half the speed of basic jobs. They gain their Mastery abilities at 36.

Lord

It's a Paladin. Ungodly armor + heal spells.

Class: Dispel.
Class: Resist Up (Max 50%). Just by existing they ignore 50% of all status ailments, including the instant kills.
Mastery: Physical Attack up (Max 213.4%)
Mastery (3DS Only): Priest Magic Up
Mastery: Sanctuary: The entire party's status ailment resistance rises (75% max at level 494.)

Special EX: Absolute Wall

Starting Class: C. They level up so. SLOW.
Ending Class: A. They were nerfed in Gothic, but they're basically required for the post-game. With that one EX skill they can be your party's main healer.
No Class Change: B. This is only for the Innocent Spear, which is really good.

Their Sanctuary is only 28% at level 100, where it used to cap out. Big nerf.

Lords can dual wield now. Why would you want to, though? One of the more powerful weapons, the Holy Saber, is gender restricted, but Alchemy can remove it. They removed this restriction in the 3DS version.

Starting as early as the first dungeon ninja enemies will start instant killing you. The Lord reduces that chance to 0 as they level.

Samurai

It's an anti-paladin. Bad armor, great damage, mage spells.

Basic: Dual Katanas: They can dual wield "main hand" gear.
Mastery: Physical Attack up (217.6%)
Mastery (3DS Only): Mage Magic Up
Mastery: The Swallows Return: Counterattack Physical Damage (50% cap) -- huge nerf from the 95% in Original.

Starting Class: C. TOO SLOW.
Ending Class: A. The debuffs from magic, teleports, and their pure damage is very appealing. The best Katana is male only (but was made unisex in the 3DS version).
No Class Change: A. Great damage throughout the game. A thief can steal great katanas from some bosses. There are more bosses in the 3DS version that need The Swallows Return to damage them (due to high AC).

They nerfed Swallows Return, a LOT. They cap it out faster but much earlier than before. Range Increase Alchemy is vital as it lets you counterattack things in the back row. Give them beheading too, just for fun.

Fighters and Brawlers might actually out DPS them in the longest term, but Samurais are absurd damage, especially when they get a chance to counterattack.

Amusingly, the best protector (Shield?) is Samurai only in the PSP version.

Ninja

Stealth. Thief abilities. ABSURD BEHEADING CHANCE. This is the Ninja from the original Wizardry, here to kill everything, take names, then kill the names.

Class: Hide
Class: AC Decrease: Every 3 levels lose 1 AC.
Class: Beheading: Their attacks gain beheading (50% max).
Class: Vigilance: 1. They have a chance to start combat hidden, 2. They can prevent surprise attacks. Cap of 50% at or around level 1000.
Mastery: Physical Damage Up (198.6%)
Mastery: Attack from the Darkness: Bare Handed Attacks become L range

Special EX Skill: One's Double. It's that thing that Naruto does. Summons a clone.

Starting Class: C. Slowest XP growth in the game. They pass on nothing.
Ending Class: A. They're absurdly strong. In the postgame a surprise attack can instantly wipe your party. Random monsters in the bonus dungeon have thousands of HP, and being able to instant kill them is very, very nice. AC Decrease makes them absurd (if not impossible) to hit.
No Class Change: B. It's near impossible to make on in the training center. There is a job change item, however. You won't miss not having magic.

Slowest leveling rate in the game. By far. Innocent Ninjas are crazy hard to do because of the stat requirements (basically 50+ bonus points needed). The Eremite's Knife and Medal of Power can turn you into one, though.

They can do thief work but aren't really thieves. Using magic to scan chests is better.

Lower HP but insane AC due to their skills.

Their 50% bonus to beheading is ADDITIVE with gear and caps out at 95% with gear. So Enchanting them so hey have 55% chance to behead means at cap they'll behead 19/20 times.

Attack from the Darkness is worthless as you'll NEED weapons on your Ninja. Bare hands won't cut it, mostly cause you can't blacksmith your fists. Fortunately, they added Ninja gear to all levels, starting with the Dirk. Ninjas can also use shields early on. The Innocent Cloak is really nice for them, if you are insane and trying to keep an Innocent Ninja. The 3DS version added a LOT of Ninja gear to the theft tables.

If they can't behead, their DPS is worse than the Lord. Giving their weapons status attacks like Poison or Sleep is good for bosses and the postgame dungeons (where beheading immune mooks start to appear).
 

Sinatar

Official GAF Bottom Feeder
So how does multiclassing in this series work? Is it the standard 'get your second class to a higher level then the first class to be able use the abilites of the first class' or do you just keep your progress on the first class and just start advancing the second one?
 

Parakeetman

No one wants a throne you've been sitting on!
So how does multiclassing in this series work? Is it the standard 'get your second class to a higher level then the first class to be able use the abilites of the first class' or do you just keep your progress on the first class and just start advancing the second one?

I think we might have to wait for Dorarnae for an answer on that. As Im not exactly sure myself honestly. I had known that we could change classes if we meet the stats requirements, but am not familiar if there is an actual proper "multiclass" type of system in this game.

Pre ordered this about an hour ago. Great OT, and a great game no doubt.

Thanks! Indeed already pre-ordered a copy for a buddy of mine haha, since the price perfect its pretty easy to pick up an extra copy or two for other friends who are interested in the genre.

-------------

XFtLshj.png

Might as well add some more stuff for first-timers.

Maps - Yes they're one-time use but I prefer to think of them as magic compasses. They're mostly used for keeping track of where you are. Also in B1 of the third dungeon you can find a goblin dungeon map. This can be used multiple times (I can't say infinite because eventually it breaks). Broken stuff is mostly a temporary inconvenience, since everything can be repaired at the shop or via spells. Alternatively, you could always keep the F12 key handy and take screenshots. It's not 1:1 obviously but it'll provide a good frame of reference.

Roll & Re-roll - When deciding your class, don't think you have to multi-class or make somebody 200 years old to start off as a Lord, Valkyrie, or whatever. The points awarded to a starting character are not pre-determined. You can continually re-roll until you get enough points for the class you want.

Starting Races & Classes - Rather than give a generic run-down(already covered by the OP in greater detail anyway) I'll discuss my party:

Front-line
Valkyrie - Lots of armor, spears, and heals.
Samurai - Swords, secondary mage spells, eventually nearly impossible to physically attack.
Brawler (Dragon) - AC bonus, lots of damage, breathes fire. Breath attacks are very handy because they get stronger with level-ups, eventually damage multiple monsters, and are effective against ghosts.

Back-line
Cleric -> Lord - Lots of armor, heals. Not much to say really. There's a skill that boosts healing and it works for potions as well as spells. I might drop her for something else since I already have a Valkyrie though. Maybe a Ninja? Hmm..

Thief (Dragon) -> ????? - I haven't quite decided where to go with this guy. Disarming chests is essential but other classes can handle that. Until then this guy gets loot and also breathes fire.

Mage -> Summoner -> Alchemist - Mages are essential due to their diomente(teleport) spell. After getting at least one point in a spell-level you can class-change and get three points. Getting a good summon is frustrating but can be very worthwhile. Even something simple like a ninja can save headaches. They can attack most any range, behead/charm/paralyze their foes often, and assist in avoiding ambushes. I expect to drop Summoner as soon as I reach spell level 7, having a lot of charges isn't really necessary. Depending on how I feel I might stay with Alchemist (lots of utility spells, since my party isn't built for nukes) or go full circle with a Bishop.

Race isn't a huge factor, but each of them have a unique talent (breath attacks, were-people can cause status effects, etc).

Special Skills - After deciding your race/class you can decide from a number of unique skills. Once you pick one you're stuck with it (unless you change classes). I'll just post what I grabbed because I can't remember them all.

Boosts damage when at max HP - I haven't really seen the benefit from this. It might be a better fit for my brawler since he's my main damage-dealer.
Random encounters will drop chests - Normally only monster nests(guaranteed battles) will drop treasure chests. The game sez there's a random chance but it looks more like 100% in my experience.
Mysterious bag - Loot the party can't carry will be transferred to the alchemy workshop. Between the equipment, potions, and maps, there isn't much room for carrying all the stuff you grab in dungeons. Rather than drag a Bishop around to identify and dump all the garbage it's easier to just have a lot of extra space.
Boost healing ability - As I mentioned earlier, healers get a lot of use out of this. Otherwise potions can be very crappy (healing 5 hp WTF?)
Chi attack - My Brawler has it and all it does is collect dust.
Tackle - Randomly stops monsters from regaining HP at the end of a round(if they have the ability to). This never works when it would actually really help (such as a boss-fight)

Easy Experience - For the beginning of the game, the best grind point is in the third floor of the first dungeon. As part of the main quest you'll reach a hole that when inspected, will lead to a battle. This hole can be continually inspected for more fights, and they average 3,000 to 4,000 exp. At this point in the game it's the easiest because the monsters don't hit very hard and you just have to press a few buttons to get through. Grab a book or you will be bored to death. This is IMO the best time to grind for Diomente. The later dungeons give better equipment rewards sure, but the monsters are more dangerous(you'll run into creatures capable of beheading by the second dungeon).

1 HP - When you level up you are going to see this A LOT. This is the #1 reason to avoid multi-classing if you can, as you'll be seeing +1 HPs for a long time afterwards. Otherwise, if you don't like your HP bonus, you can either reload or just move on. HP gains are balanced out so while one level you get +1 your next level might be +30. There are times though when you could really use that +15. It's your call in the end.

SAVE FREQUENTLY - This game offers the option to save anywhere and at anytime(aside from the middle of a battle of course). So you can save between every fight, only at town, or not at all. Keep in mind though that the monsters don't play around, and ambushes will frequently lead to dead characters thanks to nukes, beheads, falling into chasms due to an earthquake spell, level drain(worse than death IMO), etc. You can only prepare for so much.

Weapons are classified as S M or L

S means you have to be front row. (swords, axes)
M can be front or back row, but you have to be in the front to hit enemies in the back. (spears, whips)
L means you can attack from anywhere (bows)
Spells can target anywhere.
Enemy parties typically consist of three rows, but only the first two are visible and can attack/be attacked.

It works both ways. Your front 3 will take the brunt of attacks, however spear-users, masters of throwing weapons(ninja), casters, and flying enemies can go after your back row.
 

cj_iwakura

Member
Nicely done. And yeah. Dorarnae is a DC Scholar.

His vids of Elminage II/III/Gothic are what got me into the series.
 

Jucksalbe

Banned
This thread needs more turnip santa:


I'll probably wait a bit on this game, though. Simply because I haven't even properly played the PSP one and have a huge amount of dungeon crawlers in my backlog anyway.
 

CrovaxPSO

Member
Absolute steal at $8. Definitely getting it even though I probably won't have a lot of time to put into it for a little while. I hope it does well for both Ghostlight and Starfish.
 

Parakeetman

No one wants a throne you've been sitting on!
This thread needs more turnip santa:

I'll probably wait a bit on this game, though. Simply because I haven't even properly played the PSP one and have a huge amount of dungeon crawlers in my backlog anyway.

Ill do something with the image eventually, am in a bit of a time rush at the moment, so put up the OT as is for now. Will get back to messing with it in the evening and try to use the turnip santa somewhere lol
 

cj_iwakura

Member
I'd love to give localization-specific info from the beta, but I assume I have to wait for launch. I will then, though. I will say this: Ghostlight are miles(miles) above UFO.
 

Parakeetman

No one wants a throne you've been sitting on!
Incredibly informative OT, thanks for that.

Indeed Dorarnae was a great help with providing information for the classes along with his tips section. Dude loves the series and hes always more than happy to help out it seems. Seriously knows the game inside and out. Its crazy :)

I'd love to give localization-specific info from the beta, but I assume I have to wait for launch. I will then, though. I will say this: Ghostlight are miles(miles) above UFO.

Am hoping for the best with sales so Starfish would be interested in releasing the other titles in the West further with Ghostlight. May they both prosper so we can have more DRPGs lol
 

Sinatar

Official GAF Bottom Feeder
I think we might have to wait for Dorarnae for an answer on that. As Im not exactly sure myself honestly. I had known that we could change classes if we meet the stats requirements, but am not familiar if there is an actual proper "multiclass" type of system in this game.

Well I did some googling and it looks like it works like this:
- You keep your HP
- You keep your spell levels up to 3 casts per (so if you have say 9 casts of every spell level as a mage and switch to cleric, you'll have 3 casts of every mage spell level)
- You lose all your mastery skills.

So it sounds like it's a good idea to multiclass casters for that extra utility and have whatever class you want to have the mosts casts with be the last one you switch to. Multiclassing melee characters seems bad, but if you do it, make sure the one you switch to has the master skills you need.

Oh and you hit 3 casts per spell level around lvl 14 or 15, so that's probably the best time to switch casters over so you aren't losing casts.
 

Parakeetman

No one wants a throne you've been sitting on!
Well I did some googling and it looks like it works like this:
- You keep your HP
- You keep your spell levels up to 3 casts per (so if you have say 9 casts of every spell level as a mage and switch to cleric, you'll have 3 casts of every mage spell level)
- You lose all your mastery skills.

So it sounds like it's a good idea to multiclass casters for that extra utility and have whatever class you want to have the mosts casts with be the last one you switch to. Multiclassing melee characters seems bad, but if you do it, make sure the one you switch to has the master skills you need.

Was looking through a wiki and it was saying there are some demerits for certain races too / classes.

Will be interesting to mess around with most def as always like games that have a multiclass sort of system in it.
 

vocab

Member
-To look at the map while exploring, you need to buy maps at the shop. those map aren't expensive but they're one time use. and the psp version does not have the alchemy item that gave a mini map, so make sure you bring enough maps with you.

tumblr_lmd5rvZgIf1qisq85o1_250.gif


As an obsessive map looker, this pains me.
 

cj_iwakura

Member
-To look at the map while exploring, you need to buy maps at the shop. those map aren't expensive but they're one time use. and the psp version does not have the alchemy item that gave a mini map, so make sure you bring enough maps with you.

tumblr_lmd5rvZgIf1qisq85o1_250.gif


As an obsessive map looker, this pains me.
There's a spell for that too.
 
-To look at the map while exploring, you need to buy maps at the shop. those map aren't expensive but they're one time use. and the psp version does not have the alchemy item that gave a mini map, so make sure you bring enough maps with you.

That's unbelievably stupid.

I get games where you don't have a map and need to use a spell to figure out where you are. But to buy a one-time use map? What the fuck happens? You drop it after you look at it? It sets on fire? Explodes? Is this Elminage: Inspector Gadget?

"Fuck it, man, we bought a dozen of these things! I can't be bothered to roll the thing back up and hold onto it!
...We did buy a dozen, right? Because I totally just ate the map."
 

Dorarnae

Member
Well I did some googling and it looks like it works like this:
- You keep your HP
- You keep your spell levels up to 3 casts per (so if you have say 9 casts of every spell level as a mage and switch to cleric, you'll have 3 casts of every mage spell level)
- You lose all your mastery skills.

pretty much that You do keep your hp, but if you lose a level , your hp will drop back to what it should be around at the current level you are...
 

Faustek

Member
Nice OT.

For the maps..that's kinda harsh but manageable. And what the hell? They must have put in considerable work into redrawing everything for the PC version. It looks great.

@Seda got the review going again?
 

Durante

Member
Nice OT.

For the maps..that's kinda harsh but manageable. And what the hell? They must have put in considerable work into redrawing everything for the PC version. It looks great.
I think they went against tradition and didn't actually lose all the original high-res enemy/character art once they released the game.

Dungeon textures and UI were improved/remade specifically for the port though.
 
Also of limited use.

This is not a game for those who need to look at an automap every other step.

Time to head to a store and pick up a stack of graph paper.

Screw that crap I'm making my own maps, old school style.

I'll probably just walk around lost and cursing my laziness
 

Faustek

Member
I think they went against tradition and didn't actually lose all the original high-res enemy/character art once they released the game.

Dungeon textures and UI were improved/remade specifically for the port though.

I shouldn't but I'm kinda giggling at that. So much have been lost due to "mistakes" :/

Time to head to a store and pick up a stack of graph paper.

Screw that crap I'm making my own maps, old school style.

I'll probably just walk around lost and cursing my laziness

Man, was years ago I actually did any of the sort.
 

hoggert

Member
Completely forgot this was coming out tomorrow and pre-ordered just now despite my steam backlog. Recently finished Hate Plus so am going to be able to actually play along with a thread for once, haha.
 

Jag

Member
Great OT thanks. Any recommendations for a well rounded party? Sounds like your basic Thief, Cleric, Mage, Fighter classes are most useful, but what about those hybrids like Alchemist or Brawler?
 

Dorarnae

Member
Great OT thanks. Any recommendations for a well rounded party? Sounds like your basic Thief, Cleric, Mage, Fighter classes are most useful, but what about those hybrids like Alchemist or Brawler?

what I played was:

front:Fighter dragonewt/ Brawler werebeast/ cleric dragonewt
back: thief hotlet, mage elf, alchemist human
 

KiTA

Member
That's unbelievably stupid.

Man, you kids have it easy. I remember Wizardry Knight of Diamonds. No map. Period. There was a spell but it gave you your X, Y, and Z. Spinning traps would screw you up because you had no compass. Teleport? You told it what direction x/y/z you wanted to go and how far. Accidentally end up in a wall? Too bad, game auto saves and deletes your entire party.

Graph paper FTW, yo.
 

KiTA

Member
I have stuff translated from the JP Wiki to post, but I'm at work. Glad there's an OT to post it in now.
 
I have stuff translated from the JP Wiki to post, but I'm at work. Glad there's an OT to post it in now.

The min/maxing of characters at the start is always my biggest fear. I should just probably play the game but I always want to plan out my party in wizardry type games.
 

Seda

Member
@Seda got the review going again?

Well, I got an early copy but considering the length of the game and that it wasn't launching properly for a day or two, I only have a head start. I'm probably not even at the halfway point. There isn't a review embargo so those will just go up when interested sites/blogs finish them.
 
Waiting with baited breath.

At lvl 26 or a bit higher they can equip instrument in all their equipment slot...

Hrmm...

Man, you kids have it easy. I remember Wizardry Knight of Diamonds. No map. Period. There was a spell but it gave you your X, Y, and Z. Spinning traps would screw you up because you had no compass. Teleport? You told it what direction x/y/z you wanted to go and how far. Accidentally end up in a wall? Too bad, game auto saves and deletes your entire party.

Graph paper FTW, yo.

Wisdom
 

Faustek

Member
Well, I got an early copy but considering the length of the game and that it wasn't launching properly for a day or two, I only have a head start. I'm probably not even at the halfway point. There isn't a review embargo so those will just go up when interested sites/blogs finish them.

Got it. Not really worried about the game, already pre ordered. I like Elminage and i Love Ghostligt so not worried just interested in your thoughts later on.
 
Man, you kids have it easy. I remember Wizardry Knight of Diamonds. No map. Period. There was a spell but it gave you your X, Y, and Z. Spinning traps would screw you up because you had no compass. Teleport? You told it what direction x/y/z you wanted to go and how far. Accidentally end up in a wall? Too bad, game auto saves and deletes your entire party.

Graph paper FTW, yo.
If you read the rest, my problem isn't with there not being a map. It's with the fact that you actually buy a map in-game and it has one use, which defies everything I've ever known about maps. I'm okay with there not being one at all, but how the hell do you justify a map being "consumed" every time you look at it?

It just doesn't make sense. There's suspension of disbelief and then there's stupidity.
 

Sinatar

Official GAF Bottom Feeder
If you read the rest, my problem isn't with there not being a map. It's with the fact that you actually buy a map in-game and it has one use, which defies everything I've ever known about maps. I'm okay with there not being one at all, but how the hell do you justify a map being "consumed" every time you look at it?

It just doesn't make sense. There's suspension of disbelief and then there's stupidity.

It's a magic scroll with the map spell, simmer down.
 
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