WITNESS THE RAW POWAH OF A "PURE CLERIC" CHAR'S INCREDIBLY HIGH CHANCE OF SUCCESS (dice roll, etc) TO KILL ENEMIES WITH Cleric-spell school's ZEIFUS ("instant death spell").
No other class can attempt viable Ibag's Tower strategies that include usage of death spells unless the party has a Cleric, pure and simple. The Cleric's extreme usefulness inside the Tower is a huge reason I like the Class a lot more now in Gothic and consider it more than useful enough to be a 100% rock-solid choice for any party. Just make sure he isn't "Innocent", or at least wait and use Power Medal to change someone into the party Cleric: make sure he/she has Alchemy spells, or at least Mage spells (the Mage spell earthquake which is "Instant death", falls under a Cleric's domain), otherwise will not be optimally useful.
VIDEO NOTES: 1st Unit (the Fighter I mention above) is still a Lord, and when these vids were recorded I had my Thief temporarily benched and trying out a (Gold Piece level-advanced during char-gen) Shaman class-changed from a random Mage char I still had in stock doing nothing who was already level 22, so only needed like 3 milllion GPs to level her up to a decent fighting level, i do believe my actually current save has the Shaman in party, and my thief still benched, as Shaman's access to the single best 2-handed katana in the game (only shamans and ninjas! SUCK IT SAMMIES) alternating with Shaman's access to the single best bow available to martial-types, i.e. the Flame Heresy bow (samurai and shaman only, oh, and Mage too, for some reason), just ends up being more combat-valuable than anything my Innocent Thief was bringing to the table post floor 16th of Ibag's Tower...
Oh, and in both videos, I modded enemies with:
- enemies seen on those videos have 2x (twice) their Hit Die upon encounter-generation, therefore effectively having 2x their vanilla/default hit points regardless of their spawning.
- enemies have 25% extra (1.25) across-the-board boost to the HP Turn Recovery ability, thus ensuring whatever amount they have always receives extra 25% hp recovery. That is why you see one of the Mirror Ring fuckers HP Turn Recover for 1250k hit points, LEWL.
- lastly, all enemies received across-the-board 2 point bonus to armor class, no exceptions. Yes, even the 90~ AC ones.
FUNNY NOTE: Originall I had also "liberated" the 2-handed weapon, the Bow, from an artificial restriction they put on it for E: Gothich which is:
- normally, ALL 2-handed weapons regardless of range can exceed 10 hits (formula is normal atks-per-swing cap of 10 hits per "action" spent on a weapon attack, but if weapon is 2-handed then 10 number gets an additional amount of hits, up to a hard cap of 15 hits, by adding the 2-handed weapon's "atks-per-swing" number, which is never, ever higher than 4, to the 2-handed weapon formula which determines total hits dealth to enemy: TL;DR 2-handed weapons, with arbitrary exception of bows, can all reach potential 15 hits without usage of ORATH spell, thus I removed this limitation from all bows).
WOW. TALK ABOUT REALIZING WHY THEY DID SOMETHING! Uncapped bows are insaaanne, just imagine those StarGazers, hitting me already for 400-600 points of damage, basically being allowed to use their (Bow-only ability) Swift Strike to always go first and deal (potentially) TWICE that dmg. I immediately realized why they capped bows as the only 2-handed weapon unable to exceed 10 hits.
Obviously, uncapping bows also immediately makes hunter into probably best dmg dealer in game. back row of bow-wielding chars, with bows atks-per-swing uncapped as it used to be pre-Gothic... yikes. ofc, then u meet party of bow-wielding enemies and alt + f4 and remove modification immediately, if not outright uninstall windows.
No other class can attempt viable Ibag's Tower strategies that include usage of death spells unless the party has a Cleric, pure and simple. The Cleric's extreme usefulness inside the Tower is a huge reason I like the Class a lot more now in Gothic and consider it more than useful enough to be a 100% rock-solid choice for any party. Just make sure he isn't "Innocent", or at least wait and use Power Medal to change someone into the party Cleric: make sure he/she has Alchemy spells, or at least Mage spells (the Mage spell earthquake which is "Instant death", falls under a Cleric's domain), otherwise will not be optimally useful.
VIDEO NOTES: 1st Unit (the Fighter I mention above) is still a Lord, and when these vids were recorded I had my Thief temporarily benched and trying out a (Gold Piece level-advanced during char-gen) Shaman class-changed from a random Mage char I still had in stock doing nothing who was already level 22, so only needed like 3 milllion GPs to level her up to a decent fighting level, i do believe my actually current save has the Shaman in party, and my thief still benched, as Shaman's access to the single best 2-handed katana in the game (only shamans and ninjas! SUCK IT SAMMIES) alternating with Shaman's access to the single best bow available to martial-types, i.e. the Flame Heresy bow (samurai and shaman only, oh, and Mage too, for some reason), just ends up being more combat-valuable than anything my Innocent Thief was bringing to the table post floor 16th of Ibag's Tower...
Oh, and in both videos, I modded enemies with:
- enemies seen on those videos have 2x (twice) their Hit Die upon encounter-generation, therefore effectively having 2x their vanilla/default hit points regardless of their spawning.
- enemies have 25% extra (1.25) across-the-board boost to the HP Turn Recovery ability, thus ensuring whatever amount they have always receives extra 25% hp recovery. That is why you see one of the Mirror Ring fuckers HP Turn Recover for 1250k hit points, LEWL.
- lastly, all enemies received across-the-board 2 point bonus to armor class, no exceptions. Yes, even the 90~ AC ones.
FUNNY NOTE: Originall I had also "liberated" the 2-handed weapon, the Bow, from an artificial restriction they put on it for E: Gothich which is:
- normally, ALL 2-handed weapons regardless of range can exceed 10 hits (formula is normal atks-per-swing cap of 10 hits per "action" spent on a weapon attack, but if weapon is 2-handed then 10 number gets an additional amount of hits, up to a hard cap of 15 hits, by adding the 2-handed weapon's "atks-per-swing" number, which is never, ever higher than 4, to the 2-handed weapon formula which determines total hits dealth to enemy: TL;DR 2-handed weapons, with arbitrary exception of bows, can all reach potential 15 hits without usage of ORATH spell, thus I removed this limitation from all bows).
WOW. TALK ABOUT REALIZING WHY THEY DID SOMETHING! Uncapped bows are insaaanne, just imagine those StarGazers, hitting me already for 400-600 points of damage, basically being allowed to use their (Bow-only ability) Swift Strike to always go first and deal (potentially) TWICE that dmg. I immediately realized why they capped bows as the only 2-handed weapon unable to exceed 10 hits.
Obviously, uncapping bows also immediately makes hunter into probably best dmg dealer in game. back row of bow-wielding chars, with bows atks-per-swing uncapped as it used to be pre-Gothic... yikes. ofc, then u meet party of bow-wielding enemies and alt + f4 and remove modification immediately, if not outright uninstall windows.
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