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Incline Elminage Gothic (former Japan only dungeon crawler)

Courtier

Prophet
Joined
Aug 12, 2015
Messages
441
You might be interested in crafting the Dice of Fate with alchemy, old chap. Having those on you shows all calculations the game is making while you play. Using them we can find out, for example, that when a summoner tries to contract a monster, he has to roll a number of d100s depending on his level compared to the enemy and has to roll higher than the resist% on each.

Another tidbit: while a large part of the monster items from stealing were left out, some enemies (notably floor masters) carry some really nice stuff to steal. Your party is looking great, by the way.
 

aweigh

Arcane
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thanks :)

of course you know i read as much shit as i could find and did a bunch of starter chars. i even decided on using only hotlets/elves just to not have to worry about the age limit.

still even with all the pre-game research there is a real lack of info on elminage games in english. i mean, even after extensive googling i couldn't find straight answers to questions like 'can ninjas behead from back-row' and how AC/ACC is calculated. the relative lack of info has probably contributed to my enjoyment of the game as i was able to find just enough to make most of the important decisions well, but still had/have like 60 % of the game a complete mystery.

for example i didn't even know about that dice of fate. i didn't know about transmutation. well, actually i had SEEN those items before while fooling around in the warehouse but since they didn't seem like weapons/gear i ignored them. i googled the dice of fate and the alchemy-only items and made a sheephair brush and a d20. it's pretty lulzy seeing the numbers on the enemies i'm fighting right now in floor b4 of the green Light Cavern. i have officially reached the first floor in a dungeon where even after having power-levelled and mix-maxed and smithed and grinded every single fight in that floor can result in a party wipe. i fucking love it.

the enemies are dragon-types, and snakes, and a unicorn looking thing; they put up spell barriers right quick, have multiple breath attacks / turns per round (cheaters) and will randomly just hit me with a melee atk for like 150-200 dmg, heh. there's also some black-colored mud puddles called 'Nerves' that apparently are Brawler-types and like to hit me like 20 times in a row per swing. at least the EXP is proportional: around 30-40k per fight.

i can't even imagine how this floor would be like if i HADN'T grinded/min-maxed/researched beforehand... jesus

EDIT: the unicorn beheads with his melee attack haha. i'm gonna go to the delgus ice cave and farm ore so i can smith beheading resistance. i'm gonna try to poke-ball the unicorn mob :D

EDIT EDIT: i found out that you can sell your gear and buy it back to get it "stripped" of its previous enchantment. this is has proven fucking INVALUABLE; just another little bit of info that revealed itself during play.

btw, i've started doing pre-game research on Paper Sorceror in preparation for my playthrough soon and seems like i'm gonna have to bust out the graph paper for mapping, or at least use on of the mapping programs. it really is a wiz4 clone. i've never had to "manually" map out a dungeon before. (i used to think wiz8 was a traditional blobber/crawler; i didn't know it wasn't at all, that it is something else entirely. elminage is my first experience with mazes, and i've learned to appreciate them. in my first posts about the game i was moaning about how one of the things i disliked was that dungeons were "too maze-like" and "not natural places" LOOOOOOL).

so i was giving a lot of thought about the whole magic maps / mapping / auto-mapping stuff in these games and i think they could make do very well using a "happy medium" approach of having your progress through the mazes auto-map, BUT the degree of utility of the map (and the ability to map at all) being dictated by some skill. not a class, as that would make that class a no-brainer, but anyway, yeah something like that. and even with max mapping skill i think it shouldn't show the player location, just a general Legend of the maze, if that. i think just removing the player-location from the map would create a perfect balance between "pussy auto-mapping" and "excel spreadsheet". it would make a HUGE difference.
 
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aweigh

Arcane
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i wanted to experiment for myself and see exactly what each ex-skill actually DOES so i whipped up a dragon-newt fighter with MARK OF RUIN, which says that the skill "dramatically" increases attack power but you lose hit-points at the end of every round and that healing has no effect. it seemed like the most trap-skill i've ever seen (healing having no effect??? LOL) but i tested it out and here are my findings:

- mark of ruin appears to increase your attack power PROPORTIONALLY to your level and your attributes. i leveled up the 'Newt fighter up to lv. 12 and he keeps hitting harder and harder with every level. he was dealing approx. 40-60 dmg with each of his two weapons; i have him dual-wielding a longsword and a short-sword. i can only imagine how crazy the damage can get with good gear and good enchantments. shit is craaaazy good.

- it also affects his Breath attack (shit was doing ridiculous damage!) therefore i assume it must also affect other direct-damage spells/abilities as well.

- the amount of HP lost at the end of every turn seems to be static; it's always 8-21 or so hit-points lost, and the amount hasn't changed since lv. 1 up to lv. 12. I outfitted him with as much AC (defense) as possible to see if that affected the amount of HP lost but it does not. the amount lost is the same regardless of how much AC the character has.

- healing works perfectly. i healed him with spells, and i enchanted his armor with +8 hp regen, and absolutely everything worked fine. description is wrong (wee!).

i think this is probably the best skill in the game now, in terms of choosing a skill to boost attack power. it's like magic essence but it covers melee attacks and abilities (and i assume spells, must try) and the increased damage is SUBSTANTIAL. this shit ain't no joke. i haven't even tested his DPS with a two-handed weapon, as i've only had him swinging those crappy swords; and he was doing 40-60 dmg per each sword swing at lv. 12...

yeah the HP loss is a pain but if you put mark of ruin on a high HP class like the fighter, with a high VIT race... like the 'Newt, or a dwarf, and craft HP regen on his gear you basically eliminate the downside of the EX-skill while benefitting from what i estimate to be a 40%-50% increase in melee damage output, and a VERY noticeable increase in his Breath damage. and yes, i know the breath is related to the amount of HP the 'Newt has, i took that into account. the increase in the breath damage is even bigger than in the melee attacks.

so yeah, mark of ruin people... it's stupid OP. :)

EDIT: changed him to a mage, and tested his Balad fire spell damage versus another newborn 'Newt fighter also class changed to mage but WITHOUT mark of ruin and the verdict is final: it also increases the damage dealt from direct-damage spells, just like with the breath. it actually makes complete sense though because hand of kindness also affects healing done by potions and the like, not just healing spells. choosing Mark of Ruin on a brawler has to be the most insane DPS available, i'd bet on it.
 

Courtier

Prophet
Joined
Aug 12, 2015
Messages
441
With an alchemist of level 26+ you can disenchant your equipment while getting the ore back. Props for finding out stuff nobody else probably even looked into. Your boundless enthusiasm actually has gotten me excited to start playing again. You're going to love the Royal Tomb.

Found a familiar face:
EMLcHTi.jpg
 

aweigh

Arcane
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looking forward to this mysterious Royal Tomb thou speakest of ^_^

frankly i'm kind of sick of Uzik Hall dungeon by now; i won't ask for the solution but the puzzle to resolve the dungeon is pretty inane (switches, yay...). the Light Cavern dungeon is MUUUUCH more interesting.

oh, i have a question for you, Courtier, or anyone else really: i recently got a drop of a thief/ninja sword called the "Neck Splitter" that has a 25 chance to behead built-in, and i was sperging all over my keyboard as i hurried over to the alchemy warehouse to enchant it further with higher beheading chance when i notice that i can't enchant it because it is a Cursed item. fair enough, i think; i go over to the Shoppe thinking i'll just get it uncursed there as i've been watching the Shoppe option for uncursing items in its menu list since i started the fucking game and imagine my surprise when THE MOTHERFUCKING SHOP KEEPER DESTROYS THE SWORD COMPLETELY AND IRREVOCABLY.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARGHGHGHGG ARGH!!!!!!!!!! NOOOOOO

i can't remember now which dungeon it was i got that drop; it was probably either Uzi Hall or the Light Cave but honestly i'd spent so many hours playing my brain was pretty fried lol

does ANYONE know where/what/which dungeon i can go and try to get that sword to drop again pleeeeeeeeeeeeeeeeeeeese ???
 

aweigh

Arcane
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yeah i know that NOW.

how was i supposed to know the Shoppe's uncursing option destroyed the fucking item :nerdrage

i think i'm about 80 % sure the sword was a drop in the third or fourth floor of the light cave (the green-glowing underground caverns)... maaaan the enemies are fucking ROUGH down there. i just got party wiped, check this out:

1. fight starts, i see it's a bicorn (not that deadly as doesn't have breath, but spams high-damage spells. that's easily dealt with by using cleric spell that sets AC to -20 and using "make enemy concentrate on attacking 1 member" i.e. the guy i just buffed); i notice behind him is a wyvern-type dragon. cool, time to kill it. i got my cleric spell Psi breath barrier ready to go, and i got my routine down pat!

2. wyvern spams 4 breaths in a row in 1st round kills 4 of my 6 party members. alt+f4.
 

Dorateen

Arcane
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Aug 30, 2012
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The lowest level of the Light Caves is deadly. Looking back at your party on the previous page, I thought your character hit points might be a little low. I know you said you have been changing classes a lot, which is fun. And your roughing out the tougher dungeons can be an exciting experience. But you might need to pump up those levels and HP at some point to better withstand mass damage attacks.

I hope you make it to the end, and do the post-game content. (Have you been collecting the tablets in each dungeon?) That is where having a powerful party really shines.
 

aweigh

Arcane
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another discovery: the Spirit Pact ex-skill which boosts damage done by the Elemental spells from the Mage spell school also boost the damage/percentage-of-DPS added to melee weapons which have an elemental attack attribute. i'd have to check the game files to truly verify this but i'm like 95% sure of this; did a lot of testing and the differences in damage output were noticeable and repeatable.

i think this makes Spirit Pact much better than Magic Essence (nullifies resistances) for a Samurai-type (the spell-sword archetype). a bishop/hybrid-caster most definitely benefits more from Magic Essence, as that is essential for landing status afflictions on enemies (they have high resistances, duh); but for straight up nuking spirit pact does more "DPS" than the same elemental spell cast through a resistance-nullification. the samurai example is the prime choice for this because then you can also enchant their melee weaponry with elemental attack attributes and have them benefit there as well.

EDIT: yep, i've stumbled on each tablet in each dungeon so far. i agree with your assesment btw :)

EDIT EDIT: oh, question: is there ANY way to deal with an enemy's magical reflection barrier ability? besides punching them i mean.
 

aweigh

Arcane
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...i just reached the final floor of uzik hall. i did not know there were floors where you can't use magic.

wow. i'm sure this is old hat for Wizardry; however it's new to me... so fucking devious. bring it japs

EDIT: never mind. you can use magic inside fights. wtf.... jesus christ what a fucking let down. DEEEEECLINE
 

Courtier

Prophet
Joined
Aug 12, 2015
Messages
441
You can't use magic during fights when you're inside a no-magic zone, but the zone doesn't usually extend over the entire floor. You probably just happened to be on a tile clear of the zone. It's worth noting that these zones also debuff you completely. They don't restrict skills.
 

aweigh

Arcane
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yep... i posted too soon. i had simply stepped into a free-magic tile the moment the encounter happened and i thought i could use it

EGG ON FACE

i'm taking stock right now and buying lots of potions, antidotes, and even a couple of revive tonics, and doing a final short 1 hour grind and then returning to b4 of azik hall and clearing that shit. the previous run was doomed because i didn't know about the anti-magic areas and i had stopped carrying items on me.

the motherfucking pits piss me offffff

in a good way, of course. i'm glad the game is slowly getting more and more complicated and strategic; i think this type of genre/game is given life by the versatility of your tools and resources, and it is that symbiotic relationship that flows through the crevices of each maze spurred only by the agency of the player.
 

Courtier

Prophet
Joined
Aug 12, 2015
Messages
441
You could have saved yourself some time and grind by taking an herbalist with you, since they are the masters of item usage and can carry dozens of curing and full-heal potions in a seperate bag, which they will instantly use at the end of the turn when needed (on the entire party!). They are also innately resistant to every ailment - Like the lord, their resistance goes up as they level. Their weakness is doing little damage and being frail, but you can remedy that by teaching them some spells. Combined with say, Hand of Kindness you've got many auto-full heals and cures, and even resurrection once you learn the recipe to craft revival potions. Not to mention they can restore magic.

In Elminage Original, a giant deep in a volcano sold huge ''hedge clippers'', which were a powerful weapon only they could use. Herbalists were called servants in that game. Still looking to find something similar in Gothic.
 

aweigh

Arcane
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dude, you psychic? :D

remember that summoner i made (who had already had like 3 previous jobs lol)? well he's been serving as my Servant/herbalist ever since i found out Magic Herbs can only be used by them. he's level 14 right now. dude has alchemy spells as well :)

the medicine bag is fucking invaluable for carrying shit, and it was basically a thing of the stars aligning how things turned out with making the choice of changing the summoner into a servant basically allowed me to steam-roll Uzik just now. i spanked him so bad it was laughable... honestly the boss fights seem to follow a trend of being rather easy compared to the random encounters; like the surprise attack from a group of ninjas = party wipe basically (at this stage).

btw, i ended up class-changing my "innocent" samurai into a lord with mark of ruin because it's just way too good. after i did my testing i just couldn't resist putting mark of ruin to use, and it just so happened the character was eligible for lord at that moment so i changed him and gave him MoR. i've grinded him up to level 14 already.

dude is wielding dual hammers: Magic Blue Hammer x2, which have +2 ACC modifier and Attack Rate: 6 (SIX!) with dmg of 4-8.

at lv 14 he's out-damaging my previous innocet samurai who was at level 25 or so. each hammer blow deals around 50-80 damage 11111!!

i had a moment of inspiration btw: recently i'd been enchanting my front line's weapons with beheading, like 7-10% at the max with the ore availabel to me right now, but i was thinking and thinking and i realized that the one status ailment that is absolutely my ace in the hole is Sleep (misama). i've used sleep to disable and shut down every single boss so far, including Uzik just now. once they're asleep, i further disable them with all the other crap.

so i re-enchanted all the weapons, including my new lord's dual hammers with Sleep affliction. dude's rocking 19% sleep in hammer 1, and 15% sleep in hammer 2. with his ridiculous dmg and his constant lullabies he's a one man wrecking crew. i THINK that sleeping enemies take more damage, but it could just be my imagination. i know it does lower resistances for sure, though.

so far having sleep on weapons has proven waaaaay more productive than beheading. perhaps when i have end-game ore and can slap a huge % of beheading i'll go back to it, but i think sleep is probably the best disable for a weapon for the forseeable future.

EDIT: oh, i forgot to mention the most awesome thing about the Servant: just like the alchemist allows you to randomly find high quality ores in dungeons, so does the servant allow you to find MAGIC FUCKING HERBS. i have 11 magic herbs in my warehouse rite now :D
 

aweigh

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previously he was a 25-level samurai and he would deal either like 10 or 15 pts of dmg less than that, or at best match it. and that was with 10 levels of advantage. MoR is insane the DPS is ridiculous. i have a suspicion it might also influence chances of landing weapon-afflictions, or maybe i'm just lucky.

lewl:

 
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aweigh

Arcane
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sooooo i was feeling cocky cos i'm cleaning house on the first two floors of the royal tomb and i wanted a bigger challenge. might as well check out the next dungeon! oops. wow, their melee attacks petrify on hit and their backup lackeys emit fear-wave every turn lol

i think i'm starting to get what ppl mean when they say the game gets harder

 

aweigh

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digging the Sanctum; good exp, very good drops, encounters vary range of difficulty from easy to party-wipe, so far isn't obnoxious to traverse like the tomb

speaking of, there's a dude inside the royal tomb who's using Cheat Engine :D
 

aweigh

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Courtier
Dorateen
Viata
Whisper

http://cutpi.com/je0

same link as above: http://cutpi.com/je0

so I made an edit/mod that makes enemies give 25% more EXP points.

all i did was take an existing edit someone had already made that made them give TEN TIMES the EXP, which is ridiculous; i edited that variable to make it so that they give only 25% more than default EXP.

considering it takes about 1 straight hour of grinding Lesser Demons to achieve 1 level once you hit your "teens"... i don't think this qualifies as even remotely approaching cheat worthy.

enjoy!
 

Courtier

Prophet
Joined
Aug 12, 2015
Messages
441
Nonsense, more like ten to twenty minutes (150k/10 min).
Keep the cursor on defense, wait until there are three rows of them and then wipe out two rows with autoattack. Use the repeat button to minimize inputs needed while defending. Make sure your party can kill six of them in one turn to minimize turns wasted. Turn battle and appearance animations off (!!!).

But it's less tedious to just get on with the game and normally fight high level enemies such as Balburgis (Sanctum D5). You really shouldn't be grinding lesser demons at this point. Experience required per level plateaus at 250k-300k (more depending on class) and stops rising at level 14, so you will actually start getting levels faster when you get to the later dungeons. For shame, aweigh! You've succumbed to the temptation like Boromir.

Here's a tip to speed things up: play with a gamepad if you're not already. Elminage is a PSP series and it shows - using a controller is much quicker, and the game autodetects them too.
 

aweigh

Arcane
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oh, i only mentioned the lesser demons as a hyperbolic example. i've actually been doing the "grinding" in the first floor of the Sanctum; the EXP and the Weapon/Gear drops in that floor alone are GAME CHANGING.

Mixer Swords as main weapons for my lord and fighter, and Light Battle Dore as main weapon for my thief

Laxacorks sub-weapons for the lord and fighter, and stampy-stamp as sub for the thif (this is my front-row).

yeah dude i stopped being able to stomach grinding those demons like about 10 posts ago lol. i reached the royal tomb about 3-4 days ago, and that place is fucking OBNOXIOUS. by far the most annoying place yet; i'm literally fucking hitting 'Function' button/key on every single wall... if someone saw me playing they'd swear i'm fucking OCD crazy.

i'm currently having a lot more fun fighting the high-level mobs in the Sanctum. it's a much more enjoyable dungeon, plus the drops are AMAZING. also waaaay crazy good EXP. unlike the tomb the there are no annoying/repetitive trash mobs; instead each fight requires me to actually think AND be rewarded for thinking afterwards with good exp and loot. it's how the universe should work always :)

those medusas are a joke now, i started spamming every single status spell on them until i found which ones work best and amusingly those medusas are like ultra-weak to Charm (Pinto) and the Almighty Ever-Useful Best Spell In The Game SLEEP (misama). i have yet to run into a monster that doesn't fall for my sweet lullabies. i have everyone's weapons enchanted now with 15-20% sleep, and that's the reason i'm dual-wielding all 3 front-row characters, btw.

i've found out exactly how mechanics work regarding melee combat and also most of the spell stuff...

- you want weapons with a positive ACC number and the highest amount of Attacks Per Swing modifier. don't even look at the damage, it's irrelevant post-mid game.

- the more attacks-per-swing a weapon says it has the more chances you have of landing an affliction if the weapon has it. it's calculated on every "hit". btw, this is how Brawler's special resistance disabling blows work: Brawlers' attacks have a unique property that is basically an enemy resistance destroyer and it triggers randomly on every hit they make... it's why brawlers have "combo attack" as a unique skill, so that they can fulfill their primary duty well.

- i looked into the game files and i finally have concrete info on exactly how each attribute affects things:

STRENGTH: every 1 point of STR affects the chance-to-hit (don't know how much exactly, but it does, it is the ONLY stat that affects ACC); also every 1 point of STR increases damage dealt by 5 %, however the percentage increase is added after the damage "roll", so you can't just add it up linearly. if you want to melee (and land hits, and therefore have those hits land afflictions) the ONLY stat that matters is STR.

INT = determines in exactly the same way as STR does for melee the proportionally increasing % of both the damage done by Mage spells and also the (unkonwn number) % chance of bypassing enemy resistance. every extra point of INT is a linear increase in effectiveness with Mage spells, just like STR with melee.

PIETY = same as int, but for cleric spells. special note: also affects directly amount of healing done by potions/items and it also also affects anything in the "holy" category. yes, this means a Light Seal + high PIETY = 1-shotting enemies every turn with Inelm cleric spell (or close to it anyway!)

AGILITY = determines turn order and for enemies the higher their AGILITY past their natural cap they get a bonus to AC defense. for player characters each stat caps out 10 points after their racial max. for example, a hotlet starts with 15 luck (well, CAN start with that, you know what i mean) and caps at 25, ten points after 15. similarly dwarves are the VITALITY gods, 'Newts the STR monsters, etc. Elves make ridiculous Mages due to INT...

LUCK = it affects a fucking metric ton of shit. it affects by an unknown amount the % of amount of hits landed when you attack, but this is calculated AFTER the game calculates the to-hit roll's modifier to the ACC derived from STR. the more hits you land in a single swing = more damage, it is Elminage's version of Criticals. luck also determines absolutely every single Thief Skills related activity, etc, and it also is responsible for the random "Spot" rolls done while walking in dungeons that will alert you to secrets. a 25 luck (or higher with special items...) hotlet thief pretty much will always "sense something !!!!", you just need to keep walking around. NOTE: this does not affect things like secret pits (i.e. traps), only hidden doors and such, and also alerting you to incoming floor masters as well.

*deep breath* luck also affects whether your stats go up or down on level ups, and by how much (game saying STR gained can mean 1 or 2 points for example); and it affects hitpoints but only in a binary way: only determines whether you roll "1 HP" or you roll a natural HP gain derived from a VITALITY roll. luck also affects directly chances of drops from monsters, alchemists' finding good ore, servants finding good herbs (magic herbs, basically), etc. basically anything that seems to have a random element is affected directly by LUCK.

VITALITY: this one is interesting. it affects how many HPs you increase on level up, AFTER the game rolls your LUCK to see if its 1 HP or regular HP gain. VIT also determines directly the percentage that dictates whether you turn to Ashes or not when being revived. that is only of the only things NOT affected whatsoever by luck. the more VIT the char has the less you have to worry about them turning to ashes on revival. now that i feel like i'm almost past mid-game, or already past mid-game where dying in battle is... um, frequent ocurrence, i now think having high VIT is probably the second most important stat, after STR/INT/PIETY (melee/mage/cleric).

EDIT: status affliction spells are determined by combination of character's LUCK + INT/PIETY (mage/cleric schools, depending on what spell it is). example: a max INT elf mage has with magic essence is the best possible choice to have cast Sleep or Petrify, same with PIETY for cleric school of spells. The combination of the two stats then run an opposed check on the enemy's spell resistance percentage + enemy's luck.

special note: alchemy school of spells are all non-elemental. Charm (pinto) is ONLY affected by the caster's luck, from what i've deduced, it's the only logical result since after much digging in the files and testing in-game i came to conclusion finally that alchemy disables and spells simply are not modified whatsoever by any stat except luck.

for example when you cast Orath (amount of attacks per swings is increased for each character) that amount is determined by the casters luck. finally, regarding the amazing and all-powerful level 1 alchemy spell Podemoon (breath) i did EXTENSIVE play testing and shit to see just what modifies it and from what i can tell it's considered a straight-up PHYSICAL attack by the game, and is subject to the enemy's AC. futhermore each successive use of the breath spell reduces the damage done by 50%. of course, the enemy spell resistance to alchemy is responsible too, obviously. goes without saying.

the level 7 alchemy spell, the single-target one that does a ton of damage, is a complete fucking mystery so far. unlike breath it's not considered a physical attack, and i have no idea to which spell resistance it answers to. i tried to figure it out because i actually did find out that the level 7 spell that is an all-enemies nuke, the one that is described as "non-attribute damage" by the game, is a complete misnomer! in reality that spell is modified by ALL THREE ELEMENTS: when it is cast on the enemy it rolls against their mage spell resistance, and if it passes then it rolls against each one of the elemental defenses. it does so much damage because most enemies don't have all 3 elemental defenses high; think about it: most enemies are "themed" and only have maybe a decent fire defense or ice or thunder or holy or dark, but almost never ALL, so that is why that Mage spell achieves the high damage it does.

EDIT EDIT: obviously the same applies to your party in order to defend against that spell. i started looking into it when the enemies in Sanctum started spamming that spell on me and raping me. now i have EVERYONE with gear enchanted with decent defense in EVERY element.
 
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Courtier

Prophet
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441
You really want to complete the Royal Tomb. Despite its many unmarked teleport tiles, one-way-corridors, hidden switches, chute jumping and resident spooky hax ghost. There's something very useful waiting for you at the very last room in the pyramid.

I finished the main story earlier. The music in this game is absolutely fantastic throughout, and the final moments were incredible. The postgame/optional dungeons are huge as fuck, it's like I'm only halfway through the game.

In a certain living dungeon I'm in right now, my level 68 thief is starting to routinely fail to disarm traps on treasure. I also just got teleported into solid rock, killing the whole party.

:incline:
 
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aweigh

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yeah, i take back what i said about the Tomb. i just needed time to fully start to appreciate the fucking ingenious design of it (at least so far)

sure, i don't have many other mazes as references to compare it to but what at first seemed like just "what is this obnoxious mind fuck wut i step backwards i go sideways huh" has now become like a school project haha. i take back about the Sanctum 1F being "better", actually the sanctum 1f is tedious and uninspired, it's just repetitive cross-shapes in a giant square. wow, how utterly boring now that i think about it. no thinking required at all. the monsters/loot are way better though, which makes up for it.

royal tomb 1f is... well, it's fucking smartly designed. it's a puzzle but so far it hasn't proven "stupid hard". just gotta learn the correct route, there's definitely a pattern to follow i'm beginning to sense. after the first sign posts made me go backwards i immediately went opposite direction of them, had first sign of progress, then i started orienting myself to step on the teleporter tiles knowing in advance what direction they'd take me: it's a good learning experience.

the only thing that fucksit up is the fucking haxxor kid attacking. i wish this particular spot was enemy free. btw, i spammed Immorilate on him non stop must have done like 10 million damage and prevented his healing the following two turns in a row still didn't die. :D

japs must've coded him with like 100 million hp.
 

aweigh

Arcane
Joined
Aug 23, 2005
Messages
18,143
Location
Florida
omg it felt SOOOOOOOOOOOOOOOOOOOOOO GOOD TO KILL THE INVISIBLE LILTTLE BITCH

i haven't had a chance to play at all cos of life recently so i finally got back to it today and FINALLY found a key item, a mirror, that i immediately knew would let me kill the cum-stain ghost. japs LOVE mirror'ing ghosts.

EDIT: this game is something else. i just opened a "one-way only" door into a pitch-black area filled with pits. i don't even know what i would do if i didn't have the goblin map. the only way it can get better is if they pull of this horrible stunt again, one way tile into a pitch-black area that also disables magic, so that i can't cast Repair spell on my map.

i bet they do it eventually...
 
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