curiously enough, after hundreds of hours of elminage and elminage and elminage; and of course, ibag's tower as well... you know what the single handiest ex-skill / random "thing" i learned while going thru Ibag's?
the ex-skill "Chi Wave" is absolutely, inarguably the absolute best offensive pick for an ability. the damage it deals is calculated straight from the character's equipped weapons, which means: my level 200-ish Werebeast Cleric would deal 600-900 damage using chi wave inside ibag's tower-- but, my devilish lord was dealing sometimes almost close to 1700 points of damage, give or take.
the chi wave itself is L-ranged, which makes it fantastic for giving to back-row party members or to "casters" and such, and there are plenty of very high-statistic Staffs, Bows, Whips and other crap to equip these back-row "caster" types with (and of course shit like aura punch, or philosopher's stone), in order to make sure the chi wave deals hundreds of points of damage.
lastly, the kicker is that the chi wave is non-attributable damage AND it cannot be swallow returned by enemies! That means it's a much better pick than taking Swallow Killer (since that one is not L-ranged, and its damage comes from your char's standard melee attack, which can be great... or crap). The chi wave is guaranteed, solid damage that can't be resisted by spell resistance of special move resistances and it can't be swallow returned.
Since it's a special ability it bypasses armor class as well. Not sure if it bypasses enemy AC COMPLETELY, but i'll use this example:
versus Belial my dev lord's normal attacks were not great without using spells, right, HOWEVER one use of his Chi Wave was 300-450 damage, GUARANTEED, every time, without fail... against enemies like belial, and others, having that option/guarantee is amazing.
if anything i think chi wave is fucking overpowered. personally i would vote to nerf it, or perhaps not have it be L-ranged at least, because as it is now it is the #1 best offensive skill.
(the other #1 skill is of course, BRACE. that is simply on another level).
Other ex-skills I vote to be surprisingly very, very helpful, but simply not as good as going Brace/Chi-Wave are:
- Shout: i had this on my faiery bishop and that fucker was inflicting Fright on enemies by mid-game all the way to final floors of Ibag's tower. Frightened enemies will have a 50% chance to "not take an action" during their turn. This shit is quite handy!
(Note: i tried using "CURSE", which does same but versus 1 single enemy, and i found it has the same overall success rate as SHOUT, but since it is not group-affecting... it is immediately then relegated to useless).
- LEVEL DRAIN. seriously. drain an enemy of up to -3 levels and watch ALLLL THEIR STATS/ATTRIBUTES fall down the drain. also makes it super easy ot steal items from them as well. Don't know if it lowers the summon resistance but i doubt it (think summ resist is fixed on char-gen).
All shit that is tied to levels such as: special resistance UP, phys atk power UP and magical power UP, as well as AC decline, combative instict, ETC, ETC... all that gets lowered by 3 levels. Especially useful to lower the enemy's chance to behead you.
Those i think are the best, most useful ex-skills in Gothic. I would give an honorary shout-out to the one where you Absorb a Spell casted on you (and you then gain +1 rank 1 MP); however the +1 MP is WHATEVER the real important thing is:
it is a skill which has a random chance to activate whenever you are targeted with a spell by the enemy; i.e. this means you will always have, throughout the entire game, a dumb 50% chance to simply "absorb" an enemy spell which could be anything from an enterook mista to a petrification spell, etc. Or an instant death spell.
(BTW, i found that skill works best coupled w/ an Alchemist char, as they use their rank 1 Alchemist Spells, i.e. the breath spell Pomadoom, THROUGHOUT THE ENTIRE GAME. This menas they will _always_ enjoy a "random" recharge of their rank 1 spells, leaving aside for the moment the fact that he/she now enjoys a "dumb" 50% enemy spell avoidance, heh).
yah, dude, the difference can be summed up like so:
as for blood oath that's the Summoner's High Mastery ability i believe he learns it reaching level 26? or 28? i forget. it's somewhere around those levels.
basically it is as you guess, and i concur that the blood oath skill's calculations would probably derive from something static like the char's Level. And that's also probably why everyone who's run summoners in their teams agrees wholeheartedly that 'created' Monster Adventurers are beyond broken and are basically what you want to do after you've decied you want to make a party of (monster adventurer characters) that is simply going to flat-out steamroll everything in 1 round and have immunities/resistances to everything. basically.
the only thing that keeps that tactic legit is the insane hours/work needed to pokemon catch all the summons, and then turning them into monster adventurers, and then levelling them up. blech.
that said, if you ever felt like your party really really needs a brawler with built-in beheading special attack %.... then that's how you get one. Yeah... brawler group attacking while beheading. Welcome to elminage's summoners.
Dorarnae
i've heard some stuff, well rather i've read it, about how it is somehow possible to create monster adventurers out of your summons, right, and blah blah shit i didn't understand: boom, you can get/access the newly created monster adventurer's INVENTORY? aren't they born "naked"?
...or was it that you can INFLUENCE their birth so that they are generated WITH an item? i don't understand any of that. i've actually never bothered with monster adventurers. I find the tedium of playing pokemon with these enemies beyond worth doing.
And I thought Doppelganger's programming and AI was complex lol, you know, because of its ability to imitate the party and even summons.Exbelion
in my PC version party i had a Skillving captured but i never saw him once use level drain. Could be something to do perhaps with summoned monsters and the availability/amount of their Skill Points? I saw him cast healing spells on my party regularly, and of course i also saw him doing Group Attack via his normal melee action (and then beheading enemies with the blows).
Oh! I think his level drain is a weapon enchantment! I guess it just never triggered while i used him as a summon, that's all. His other shit worked just fine, and so did his spells.
BTW, wanna know what the one and ONLY behavior routine the game uses for the doppelgangers? ...."0": "Choose randomly between any available option during that turn. If no targets available defend".
I _assume_ that, going from all of these routines, that enemies don't have an escape command.
nah, i may have written a badly expressed post, but i assure you it's been way too many elminage game hours for me to not know the ex-skills. anyway, this isn't about arguing:
- you're 100% correct on what you've written. What I was asking Dorarnae about in an earlier post is that i've seen in the japanese wiki(s) talk of a tactic wherein players "breed" specific Monster Adventurers so they can marry them (you can do that in Elmi: Original for PSP, and in Elmi 2 and 3 for JAPANESE PSP; but... AFAIK (!), i repeat, AFAIK; in _any_ version of Elmi: Gothic apparently Starfish deliberately decided that was simply too over-powered and i have never found any trace of the Monster Adventurer (i.e. as you explained, captured summons which the summoner, using his special skill which is NOT blood oath, NOR IS IT the one which calls all the summons during a fight; it is the one which has the word PACT in it)--
--right, so players target specific enemies to poke-capture them, then they turn them into monster adventurers, and then (already knowing the marriage will work, as the summon captures were premeditated) they marry them (in elmi riginal this can be done by mid-game at earliest) and those two MA's disappear forever and voila, a brand new baby MA waits for the player in the Tavern and guess what?
oooof course that little bitch inherited (hopefully) the best "traits" of its parents. Thats why players plan it out methodically: there are many chances for ending up with a dud baby that didn't inherit what you wanted. (Say, for example, you wanted to get a baby MA who has ac decline and also tarot reading).
ANYWAY, i am 99% sure the MA marriage option was missing in action for the entry of Elmi: Gothic, and really... no big deal. it's a super over-powered option available only for the most autistic of players willing to tediously grind the routine of capturing summons, turning them to MA's, then (through whatever means there may be) seeing if their offspring will inheret something good, etc, etc. In the end you're better off just using that time to single-mindedly summon-capture and turn into an MA the specific high-level enemy you want and be done with it!
EDIT x2: actually, honestly my real problem is simply how hard / how long it takes to contract good summons. It's a huge grind in Gothic. if it were faster i would 100% be in there creating MA's non-stop and making MA parties.
It also makes the Brawler put in an odd position. It means for shit like capturing Skillving, as an example, who has 95% summon resistance, you absolutely need a brawler in the party to deal a clean hit and lower it down by-20% (thus it will then be 75% resistance); and that means a miserable 25% chance, all the while dealing with that faggot, heh.
I've seen pics of some insanely OP monster adventurers on this thread and on this subforum tho and they are very nice.
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btw, in wizardry empire 1, 2 and 3 the way summoner class worked was:
each dungeon featured 1 (sometimes 2) super-secret bosses that you would optionally seek out and find and then fight (if you want to); if you win then any time there is a summoner in the party they will have access to summoning those beings.
i much prefer this way because there is no pokemon-aspect and because each dungeon progressively begins featuering better and better summons to fight/contract; and half-way through empire 2 they begin making the 2 or 3 summon-bosses in a given floor/dungeon mutually exclusive so that you can't have all in one go.
i think that was Starfish SD's by far BEST way of implementing summoner class / summoned monsters into trad. Wizardry blueprint.
(and of course, i mentioned it but it bears repeating: half the fun is/was finding their secret locations!)
really Dorarnae? i thought i'd found all six (by looking through the monster game files).
from what i understand ALL npc's who get recorded into the picture book are taken straight from the 3 monster.csv files. Well, i'll look again... if he is a Bishop then that will solve my problems.
yeah, once (while determined to clear the tower using the 2nd main playthrough party) i noticed skillving was impossibly dangerous, i went to the files and checked out his stats/etc; but that wasn't the good part, as that was when i 1st noticed he had 100 percent resistance to summon.
i couldn't believe it. how the fuck would someone catch him then? and i realized: ah, a rare thing has happened now... i have found a game design flaw made by Starfish SD.
it's like the Bishop/s identification thing... it was "fine" back in wiz scenarios 1-6, but back then there weren't even half the amount of char classes that there are in elminage; not to mention the additional "variables" each class brings when combined with the (even more than in Wiz) amount of races, etc.
having bishop be the only class able to identify is the 2nd other rare mistake by Starfish: it's time to make Identification of items a selectable skill on char-gen.
...or do what i do: i mod gothic (any version), well, i do this for ALL elminage games when playing: i give identification to
- give identifaction to Bard, because i believe that the Bard is lackluster and only brings Tarot to the table; powerful though tarot option is they are unreliable and thus he is eclipsed by all other thief-types.
giving the bard ability to identify, which can be rationalized by simply acknowledging a bard's traditional affinity for "Lore" and "forgotten bits of knowledge" and one can easily get on board with the idea.
- and/or i give it also to the Summoner. Unlike the bard i don't have a rationalization for in-game purposes: summoner is the single worst class in elminage games and they need something, ANYTHING.
right now, in my elminage 3 (PSP) playthrough, i finished translating everything finally... except-the-dialog-of-course, but i finally finished translating the quest log for elminage 3, so i began a new playthrough recently:
- gave Summoner access to Mage spells, BUT the learning rate is copy/pasted from the BISHOP's "table"... so he will be learning those mage spells reeeeeeeeeeel slow, cos i then cut THOSE calculations (the bishops ones) by 25%; that summoner will be casting DIOMANTE by the time i finish translating the game, which is, btw, never.
- gave summoner Identification, because man, i mean fuck what else is one gonna do?
also been thinking of doing away with the summoner as "caster-type" thing and turning him into a BEAST-TAMER archetype:
- give summoner ATK PWR UP tier 1 (same as servant, shamans, samurai, lords, thieves, valkyries, hunters, and ninja, oh and bards: although each class uses a multiplier with the skill so not everyone gets the same AMOUNT of phys atk power up, plus each class has their own personal capping on the % maximum number that it may increase).
- give Summoner dual-wielding. why? beause why not! explenation:
- summoner has pathetic access to good weapons, same as bishops, mages, alchemists. hell fucking alchies and mages have at least rare Books and amazing post-game / end-game Staffs and the like. Summoners are fucked, man.
give that fucker dual-wielding, give him phys atk pwr up tier 1, and watch your summoner rock out with dual fucking whips. it balances out because:
a) as like all the other non-martial-type classes.... summ's have an abysmal rate of picking of to-hit bonus points (something like 1 every 15 levels!), and they get an extra atk-per-swing (if i remember correctly) they get +1 of those every 20 fucking levels to boot.
trust me, with his shitty weapons, inability to take brute force trauma in front row due to low AC due to shit armor pieces accessible: that summoner will not be a warrior... BUT!
at least he will be in the back row, smiting fools with his dual-wielded whips (or whatever), each one enchanted with afflictions of course, and UNLIKE the other back-row peeps (the alchie, the mage, the bishop), he will actually be able to... LAND THE ACTUAL HITS. dmg will not be good, but now it is possible ot use that summoner as a back-row crowd-controller via his enchanted whips/weapons. at any rate, gives him something to do when not doing summon shit.
so, yeah... also, i like the approach they took in elmi 3 with dividing all of the ex skills according to class archetypes. right now, i edited my current 3ds playthrough like so:
about half of the ex-skills are now no longer selectable on char-gen instead they're handed out exclusively to classes like...
- fighter gets brace
- brawler gets CHI WAVE (and also drunken fist, because drunken master hellooo)
- bard gets identification
- alchie gets divination innately
- bishop gets spirit CONTRACT, identification, and fucking divination too.
- mages get magic essence
- thief gets mysterious bag (come on, that one was obvious)
- hunter gets dual wield (come on, d and d RANGERS man, they DUAL WIELD. it's classic ranger shit; and it's balanced because rangers, outside of bows, can't equip JACK SHIT)
- summoner gets identification too, plus phys atk power up, (but that one's just for me); and they get master therion, AAAND fucking spirit pact.
- lord gets a modified version of COURT SANCTUARY i did a while ago: i edited that skill so that it allows equipping in the sub-weapon slot a 2-handed weapon.
(this is the valkyrie's last mastery skill, btw, which is why they're so way OP for post-game by dual-wielding 2-handed spears, one each hand, each 1 of them dealing full-force 2-handed spear-type damage. it's completely ridiculous and i never, ever liked it)
instead of taking it away from the valks, instead i modified the skill and gave it to Lords and they, unlike the valks, on learning that can now equip 2 handed swords, 1 in each hand. (only 2h swords, not spears).
just like starfish's previous class, the BERSERKER, in wizardry empire games 1, 2 and 3 !! they could dual-wield 2-handed Axes, 1 in each hand! wee.
- valks get NOTHING. in fact, i REMOVED from them holy physical attack. dual wielding 2h spears is GODDAMN MORE THAN ENOUGH. jesus.
- samura get swallow killah, obviously, to accompany their normal swallow return. i mean, who else? it's perfect fit.
- ninja get the REPLICATE skill as high mastery. I REMOVED from them: a) ability to start round while hidden; b) ability to stop surprise enemy attacks...
...but i gave them access to imitate skill additionally too.. HEHE. (yes, ninjas are stupid OP. there is no need whatsoever to have a class that stops enemy ambushes or starts hidden and happens to be the only class who, while HIDDEN, has super-high behead rate. COME ON man, balance this shit! NO SUPER CLASSES!!!)
...bettter to have INTERESTING and LAYERED ones!
- oh, servant/herbalist i gave them access to the hunter's swift strike / lightning attack (different names depending on original or gothic). Obviously did not give them the pursuit sweep ability... i figure, meh, they're mediocre front-row chars, and while their herbal remedies are legit very good... they really need something to spice them up: ah, perfect, since they are always ready to quickly step in and give everyone perfectly prepared herbs and remedies in between rounds that means those fuckers are FAST ON THEIR FEET!
so they get swift strike, heh.
- shamans... that was a tough one. i removed barrier and made it generic (i.e. selectable by anyone on char-gen), and instead gave them access to GROUP ATTACK, buuuuuuuuuut removed their PHYS ATK POWER UP ability so they deal less damage. it balances out perfectly.
also gave them access to Cleric spells, but with the learning rate of bishops, and like earlier, further slowed down (the numbers) by 25%, so they'll learn those spells even later than late.
it's a weird mix: a shaman, a char who can use most katanas, i.e. good wepaon access, but TERRIBLE armor access which means is poor-to-dubious choice for front-row attacker; however gave him group attack WHICH DOESN'T WORK w/ CHARMS BTW, so that he can actually function as a glass cannon fighter in the front when using weapons...
... but when in backrow when using bows or Charms (repeat, group attack DOES NOT work with ranged weapons) he can also now cast cleric spells.
Oh, and gave shamans also hand of kindness. That means when they heal via item, their new spells, or when they heal by using an MUSICAL INSTRUMENT, they'll heal a lot more.
so all that means that those skills are part of those classes in my mod, and are not able to be used/selected, ever, by anyone else.