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FOLLOWING CHANGES OR ADDITIONS TO "ELMINAGE: GOTHIC":
1. Added the races: Devilish, Magic Puppet, Ogre and Goblin (had to do a switch by replacing existing races with these ones for now; everything works fine however).
2. Redistributed the majority of the Ex-Skills as Class Specific Abilities, like so:
- BRACE (survive a mortal blow) is now a Fighter and Brawler specific ability that both classes feature from the start.
- DRUNKEN FIST (when poisoned DMG increases) is now a Brawler specific ability that the class features from the start.
- LAST STAND (DMG increases when companions fall) is now a Fighter, Lord, Samurai, Brawler and Hunter specific High Mastery ability that is learnt at the appropriate level for those classes.
- DUAL WIELD (equip two Main-handed weapons) is now also a Fighter ability in exactly the same fashion as it is a Samurai ability.
- COUNTER-ATTACK (when ambushed party DMG output increases) is now a Thief, Hunter and Servant specific High Mastery ability that is learnt at the appropriate levels for those classes.
- SWIFT STRIKE (launch a standard melee attack before enemy actions) is now also a Servant ability, but not in the same fashion as the Hunter; the Servant lacks the following ability PURSUIT, which remains unique to the Hunter.
- CHI-WAVE (powerful blast that utilizes character's melee DMG as a multiplier) is now a Brawler specific High Mastery ability that is learnt at the appropriate level.
- CURSE (inflict Fear on 1 enemy) is now a Bishop specific ability that the class features from the start.
- SHOUT (inflict Fear on enemy group) is now a Bishop High Mastery ability learnt at the appropriate level.
- DIVINATION (tell what items do what) is now a Bishop, Alchemist, Bard, and Summoner specific ability that these classes feature from the start.
- IDENTIFICATION is now a Bishop, Servant and Bard specific ability that these classes feature from the start.
- Only the SHAMAN can use the DISPEL ability.
- SACRIFICE (turn yourself to Ashes in return for the revival of dead party members) is now a Cleric specific High Mastery ability learnt at the appropriate level for the class.
- HUNTERS begin learning Alchemy spells as a High Mastery ability at the appropriate level for the class. They do not receive Alchemy Power UP+.
- SHAMANS now have access to the same Valkyrie/Lord table of the Cleric spell school from the start.
- SERVANTS begin learning Mage spells as a High Mastery ability at the appropriate level for the class. They do not receive Mage Power Up+.
- VIGILANCE (random chance to prevent an ambush) is now a Thief, Hunter and Bard specific High Mastery ability learnt at the appropriate level for these classes; however the Ninja class has access to VIGILANCE from the start as in the default game which means they will always have a better multiplier for the ability.
- SURPRISE ATTACK (random chance to begin battle hidden) is now a Thief, Hunter and Bard specific High Mastery ability learnt at the appropriate level for these classes; however the Ninja class has access to VIGILANCE from the start as in the default game which means they will always have a better multiplier for the ability.
- EQUIPMENT RELEASE and STEAL are no longer High Mastery abilities for the Thief and are instead basic abilities the Thief features from the start.
- MAGIC ESSENCE (nullifies Mage spell resistance on enemies) is now a Mage specific High Mastery ability learnt at the appropriate level for the class.
- HAND OF KINDNESS (bolsters healing spells) is now a Cleric specific High Mastery ability learnt at the appropriate level for the class.
- The Summoner now gains Phys Power Up (not plus) upon reaching the level of High Mastery in order to allow the class to do something else besides summoning every turn.
- The Ex-Skills that are not listed such as War Ritual, Imitate, Tackle, etc; all of the ones not mentioned remain as standard universal skills selected upon char-generation.
While the aggregation of these very useful skills, and in some cases the flat-out addition of new stuff to a class (such as Fighters dual-wielding now) I took the liberty of tweaking the enemy combat difficulty:
- All enemies received a 35% increase in their random Hit Point dice roll.
- All enemies received a flat extra -2 AC. Period.
- (This part is far from finished) I'm slowly adding a lot of the weapons/armor/accessories from the 750+ list of Elminage: Gothic items as items available from the very beginning of the game for purchasing at the Shoppe. However...
- *ALL* Shoppe prices were increased by a 5x multiplier, and *ALL* enemy gold dropped was cut down by 50%. Example: The Flamberege's new cost is 110,000 GP (22,000 x 5).
- This means that now the player will have access to an incredibly broader and much more diverse selection of weapons both "standard" and also unique ones that normally would never even be able to be sold at the Shoppe such as:
Some random pictures:
EDIT: Correct, I am in the process of adding the required number that corresponds to the Brawler class on each and every single one of the Enemy Weapons that you see there being offered for sale at the Shoppe. It is a bit time-consuming.