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Oh, right, I forgot about the 20th floor one. still, his low AGI (in comparison to polyte/stargazer, i mean) means that 3 times out of 5 i'll get lucky and my two (or three) dragon-killing chars will stun-lock him with dmg (not literally) while I debuff/buff my party, where as the archer sisters will just swift strike and pursuit my characters and also: they behead, AFAIK never been beheaded by ole blackie the drackie.
Current PC version party, resting their heels in 20th floor of ibag's tower:
- Fighter (believe it or not, hotlet, as my original vision was for a Lord who would act before the enemy and heal as needed, and if healing was not needed then with Hotlet's high AGI be able to deal hard Melee DMG to the enemy before their turn came up, when decision to change into Fighter was made it turns out Hotlet race is even BETTER because the fighter's naturally higher DMG output, which is usually OP anyway with a high STR race, goes down from "almost OP melee dmg" down to "still dealing more melee dmg than devilish samurai and lower level even!" because fighters hit hard and hit harder as they level up, except with benefit of high AGI meaning will deal that better-than-average-DMG before enemy turns comes up, which is... very good for conserving healing spells and other stuff like that).
HIS ROLE IN THE PARTY: Tturned Lord turned BACK INTO fighter (don't have patience to roll a Lord on char-gen, thus this is his 2nd time going Fighter, lol); and leveled back up with millions of amassed Ibag's Tower monies to almost the same lvl the Lord was at, wielding the 1-handed s-tier sword, i forget its name but its stats are like 2 or 3 dmg points better than the full-body swing; 2nd weapon is the s-tier axe from final floors of the Tower, the "Lavalus" i think it's called, which is easily top 5 1-handed sub-weapons, if not #1 already, and comes w/ built in +3 bonus to armor class. Way, way better dmg output than while he was Lord, but yes, the loss of Court Sanctuary was immediately felt throughout entire party. Had to change up almost everybody's enchantments on almost all pieces of gear to make sure everybody had least an Ankh of Divine Fortune and/or Angel Ring for the beheading resistance).
Yes, i know, an innocent one w/ access to the Golden Axe would be even better if deciding to sacrifice Lord's sole benefit over Fighter which is sacrificing Fighter's hp gain and class mastery skill of phys atk pwr up++ in exchange for having the Lord's 9 castings of cleric spells (meh, at these levels a previously-cleric now turned Fighter will always be better in combat than a Lord), and really the only good thing a Lord brings over a Fighter: court sanctuary mastery skill. Missed, definitely, but not
sorely missed. If you took time to Diomante-grind high point Ores inside the Body of the Giant Soldier (Dead God) dungeon, the 1st one after beating Cyclonus, should have more than enough Ores to craft something for everybody to give them at
least 35-40 % behead resistance.
- Innocent Samurai (changed original race, which was dwarf, into Devilish because tons of godlike katana weapons are cursed and beneft immensely from having Ore-points poured into enhancing the weapons DMG spread or enhancing the katana's (almost usually always present) ailment % katanas usually come with, mostly coming w/ like 1-10% of beheading; thus having to spend Ore pts stripping off the CURSE is painful to the soul...
Dual-wielding Masamunes (there is a 1-handed katana with better dmg spread but doesn't come w/ the 10% bonus to beheading the Masamume does; even at a 'lowly' 10%, and even being Samurai with no further bonus, simply enchanting both to 20% behead (already 40 points thhere, so it's more of a goal than realistic) would bring it over 30% and beyond for beheading for each 1 of his Masamune katanas. Slightly less dmg than dual-wielding the true S-tier 1-handed katana, which name i completely forget, but clearly superior due to beheading + access to high point ores, or alternatively/also with access to an Alchemist who can
make Ores
be high point thanks to level 100 and beyond's godly bonus % of points on Ores due to alchemist class mastery skill.
- Innocent Thief (hotlet, ofc, to ensure highest LUCK from hotlet race means almost never being party wiped by a chest and also to ensure highest %/dice rolls of spotting doors and shit, and, of course, luck, and also AGI, are the two main contributing factors to %/dice roll success of the Thief actually disarming the enemy of their gear and stealing it, with 3rd resolution variable being thief's char level).
ROLE IN THE PARTY: Stealing shit, jacking radios from cars, and holding his own w/ full-body swing 1-handed sword and changing depending on encounter between an M/L-ranged sub-weapon or going sword-and-board with an enchanted shield, again name i fucking forget, which has built-in 90% versus beheading. you find a lot of those in the Tower, but not everybody can equip one. also, aside from the behead % reisstance, the shield sucks, so it needs enchanting regardless.
- Cleric (Human, as when I changed him to his 2nd class that wasn't originally planned: original plan for this guy was straight up human alchemist; otherwise seeing as how he ended up Cleric i would change his race if possible to either Werebeast or to Dwarf or Devilish... oh, and yes, Devilish make GREAT any class. Seriously OP race, is why has to be unlocked).
ROLE IN THE PARTY: Originally party alchemist, then turned Hunter, and throughout 75+ hours spent inside ibag's tower is now a level 150+ Cleric. I simply need access to extra healing, and the extra safety that comes w/ knowing his resurrection spells will (almost) (proooobably) not fail. Gave him a Rainbow Charm i found in level 16th which gives him instant 200% holy atk. that, plus innate bonus to all clerical spell dice rolls coming from pure Cleric's class mastery skill of "divine pwr up++"; the only char who can heal entire party in heat of battle due to extremely bloated HP from everybody. Also gave him hand of kindness when i class changed, obviously, although that only affects healing spells, AND it also affects %/dice rolls of healing potions AND, AAAAAAAAAAND affects success % (i.e. resurrection dice roll) when using REVIVAL TONIC, while it
DOES NOT, repeat: DOES NOT AFFECT the %/roll of either of the 2 resurrection spells.
- Innocent Bishop. Fairy to make sure his spells trigger before enemy turns. He i.d.'s stuff. Sigh... nothing to type here.
ROLE IN THE PARTY: PERPETUATE OUTDATED WIZARDRY TRADITION OF HAVING ITEM I.D. A CLASS SKILL THAT ONLY A COMPLETELY USELESS CLASS HAS ACCESS TO.
ALL WIZ-CLONES, and WIZ ITSELF, would greatly benefit from making game mechanics of both item identification AND ALSO item "enchantment", whatever form it may take in the game, behanded SEPERATELY FROM CLASS-SPECIFIC SKILLS: OTHERWISE PLAYERS WILL WANT THE CONVENIENCE OF HAVING THAT SHIT AVAILABLE TO THEM ALWAYS AND THUS EFFECTIVELY WASTE, at the very LEAST, 1 party slot (the Bishop), reducing ACTUAL PARTY SIZE to 5 slots instead of 6...
- Originally the party Summoner but class-changed him to Alchemist to take over the role after I changed my original Alchie to Hunter. Race is Human, ofc, as you need as high a char lvl as
humanly possible (tee hee) cos being able to squeeze even ONE EXTRA POINT from an Ore can be the difference between enchanting a weapon with 2x DMG versus 2 enemy types and also 1 or 2 point bonus to weapon's dmg spread; or having to choose between going 2x DMG
or going all out on linear DMG increase. Best option, obviously, is to have your high lvl alchemist squeeze out tons of points out of 30-40 pt ores, thus bringing them up to 50 and above (mmm, delicious), so you can be ready for everything.
2x dmg versus 3 enemy types on top of the weapons (if it has any) built in dmg modifiers (for the tower, and actually for most of game, best picks are: 1. Devil/Demon-types, those will be problematic from early-game, 2. Undead, same issue as with devil-types but less of them overall, but inside Tower Samael alone is annoying enough to warrnt a 2x dmg vs undead just to fuck him up faster, and lastly IMO 3.
(pre-Tower) definitely Dragons, but inside tower (and although elementals would still be useful), you absolutely need 2x dmg versus God-types, full stop, so if weapon has NO MODIFIERES, those are my 3 recommendations as a general rule of thumb. Hence, the unbelievable advantage of having the luxury to cover more then 3 enemy types (i.e. without alchemist skill of Ore-boosting, player's findings for high-point Ores will almost never break 40, and rare ones might come with 45, i have NEVER gottan a 50 point ore naturally.)
This means that 45 points only allows 2 double-damage enchantments, each one being 15 points a pop, so a 50 point and beyond ore which is what you'll have from the originally 45pt Ore (it might even reach 60 pts, can't remember right now how much) once your level 125+ alchemist does his thing and squeezes more AP out of that thing, thus allowing the 3 2xdmg enchants, plus 1 extra point added to damange spread and perhaps 10% of confusion or sleep, and/or just going for maximum enemy type 2x dmg modifiers... you guise get the idea.
And then, being able to boost 1 or 2 of the weapon's dmg points, or give it a quick 15%-25% confusion/sleep, only because your high lvl alchemist was able to turn the 37 point ore into a 45 point one... mindblowingly, amazingly and absolutely PRICELESS.
ADDENDUM:
Innocent alchie is dual-wielding L-ranged secret-weapon u buy inside Cave of the Ancients, AGAIN NAME I FORGOT (too much christmas weed). Both of those suckers enchanted not with damage (viable strat, but considering a pure alchie's dmg output better to put those precious 40+ point ores to more satistically better use thus, both of the L-ranged mystery weapons enchanted with 25% (approx) confusion, as both Skillving and a few other other annoying enemies have "weaknesses" to confusion (read: they have like only 40 or 50% res, as opposed to 70-90% res...).
also, you can use this secret weapon to mine guaranteed level 2 (or 3? whatever the highest ore level) ores in the 2nd floor, if i remember correctly. Save beforehand, as each "Ore search" in the spot I speak of (Ibag's Tower, ofc) gives a random Ore, or sometimes supper annoying nothing at all, so reload if necessary as the MYstery Weapon that costs 1 million GP and bought inside CotA, is very useful,(VERY USEFUL), in both as a weapon itself if properly enchanted (needs to be enchanted to deal damage before anything can be done with it), AND it is also useful for lucking out on "finding" a 35-45 point high lvl Ore inside the Tower's 2nd floor one and ONLY spot for mining Ores you will find after Body of the Giant God/Soldier.
There's a trick tho which was
not fixed for 3ds remix port, amusingly enough: have party ninja use ninja-only ex-skill "REPLICA" and summon a replica of himself, but make sure ninja had/has the L-range mystery weapon equipped before doing so; then change party ninja's items to whatever they were, meanwhile the replica will be "stuck" with the L-range mystery weapon(s) equipped and the game allows the "summon", i.e. the party ninja's REPLICA, to mine for the ore in the spot I speak of inside the Tower. His/her REPLICA-items
will never break!!!!
EDIT: Make sure to leave the "original" L-range Mystery Weapon(s) safe and sound back at the Warehouse, to make sure the game selects/uses the Replica's items!!!
So, don't say I don't come at you guise with the absolutely most dankest PROTIPS ever. :D