further testing has proven:
- Avenge is 100% useless. I can’t get it to even trigger when an enemy kills a party member using only their normal attacks. Heh.
- Shamans are GODLIKE. I went back to an earlier save and instead of using the medal of power on My Thief, I Used It On My Samurai Instead And Turned her into a Hunter. I found Polyete’s Holy Douche a few hours ago clearing the cave of the dead soldier and the Hunter’s already contributing more than the Samurai ever did. Swift Attack is so essential for killing off enemies or picking someone off preemptively that it helps tremendously to control potentially lethal encounters. can’t believe it’s taken me this long to use a Hunter.
- so, yeah, Shamans. I tested their Barrier ability and it is awesome. It blocks a ton of shit enemies like to throw at you. Right now I’m thinking hard on how to turn someone into A shaman without having to class change... the only other medal of power in Elmi: Gothic is in Ibag’s Tower in the last floor, heh.
- tested the lord’s class-specific ex-skill absolute barrier. completely worthless. as previously said the only possible use i can see for it is to stall enemies and allow the HP regen to do its thing, but, we all know that’s completely useless once your HP reach past 500 points.
- thinking hard about finding a use for that Barrier... I did notice one thing that might be very important, potentially salvaging the lord’s Barrier completely but it’s very SPECIFIC:
I tested this and it works: the Hunter’s Swift Attack skill will trigger and fire BEFORE the lord activates his Absolute Barrier skill when a turn begins. Make of this what you will. Obviously this leads me to assume that all other fast-activating skills/abilities will also trigger before the Barrier such as War Ritual, as an example (although what would be the point for Ritual before a Barrier...)
- The song ex-skills are all useless. All of them.
Conclusions so far on the ex-skills:
- the only good ones are the same ones we already knew about: Brace (best one), Tackle (2nd place), Magic Essence (bypassing enemy magic resistances is godlike), War Ritaul (great boost that can turn the tide of an encounter and it’s fast-activating), and one of my personal faves Mark of Cruelty (inflicts 5-15 dmg after the char’s turn ends, but in return that char deals +25% dmg when attacking, and yes the 25% comes straight from the jp wiki).
class-specific skills are all almost entirely useless with 1 exception: the useless ones are for example the Shaman’s skill that inverts gp/ep awarded (lewl), the lord’s absolute barrier (...i simply can’t believe Starfish knowingly put in something so useless), but there are two essential ones for their classes:
- ninja’s Replicate class-specific ex-skill. it’s insanely good and is basically a top-tier summon character at your disposal. Well, a top-tier ninja summon, and he/she will only be as good as your real ninja is, after all. Completely eliminates the need to use a Summoner if you don’t want to use one.
- summoner’s class-specific ex-skill that lets him/her perform trans surgery on summons and turn them into normal party member chars. Don’t know much about this because i’ve never used a Summoner in Elminage before; i find the process of catching summons way too tedious.
was much, much more enjoyable in wizardry empire how they did the summons.
unrelated to the skill talk, also Just recently fell in love w/ Bard again. Tarot cards are INSANELY BROKEN. If you use the right card versus the right set of enemies shit will be a piece of cake. For example there is 1 card that makes everyone unable to utilize normal melee atks, both you and the enemy. This means that if you use it on non-magic using enemies then next round they’re dead to your magic/breath/pomadoon. Alternatively there is another Tarot card that specifically disallows any use of skills/abilities/spells from everyone, you and the enemy both. use it on melee-weak enemies and boom, steamroll them with auto-atk.
check out the list:
- Draw Empress to disable hard-hitting melee groups
- Draw The Sun at the beginning of a fight, or when there's one enemy left. A failed draw will have little risk.
- Judgment reduces everyone's HP to 1, but it could be an easy way to wipe enemy parties if you have a way to protect yourself.
Tarot Card Duration Success Failure
Tarot
One-time, or continuous. The effect lasts the whole battle, or in effect once. The card drawn is reversed, some effects being negative, while others have no effect whatsoever.
00: Fool
One-time Opponents are put to sleep. Allies are put to sleep.
01: Magician
Continuous Allies' magic damage is doubled. Opponent magic damage is doubled.
02: Priestess
One-time Opponents are poisoned. Allies are poisoned.
03: Empress
Continuous Physical attacks are forbidden for all. No effect.
04: Emperor
One-time Opponents are silenced. Allies are silenced.
05: Hierophant
Continuous Game: Skill moves are forbidden for all.
Manual: Non-physical and non-magical attacks cannot be used.
No effect.
06: Lovers
One-time Opponents are charmed. Allies are charmed.
07: Chariot
Continuous Allies' defense power is raised.
Allies' AC is set to -10.
Opponents' AC is set to -10 (could potentially make enemies easier to hit).
08: Justice
Continuous Good aligned damage is doubled. No effect.
09: Hermit
Continuous Game: Opponents are restricted to passive combat.
Manual: Anyone who takes no damage from an enemy receives damage equivalent to half their current HP at the end of the turn.
Any ally or foe that doesn't deal damage receives damage as punishment. Does not affect ineffective physical attacks against ghosts.
No effect.
10: Fortune
Continuous Movement order is randomized. No effect.
11: Strength
Continuous Allies' physical attack damage is doubled. Opponents' physical attack damage is doubled.
12: Hanged Man
Continuous Opponents' evasive actions fail.
Enemies cannot evade negative status effects (ignores resistances).
No effect.
13: Death
One-time One opponent is instantly killed. One ally is instantly killed.
14: Temperance
Continuous Neutral aligned damage is doubled. No effect.
15: The Devil
Continuous Evil aligned damage is doubled. No effect.
16: The Tower
One-time Opponents are confused. Allies are confused.
17: The Star
Continuous All allies' attacks hit. All opponents' attacks hit.
18: The Moon
One-time Game: Opponents flee.
Manual: Targeted party has a 50% chance of fleeing.
Allies flee have a 50% chance of fleeing.
19: The Sun
One-time Allies' strength is completely recovered.
Enemies completely recover. (May be useful for Summoner contract attempts.)
20: Judgment
One-time Game: Everyones HP becomes 1 at end of turn.
Manual: Low level characters have their HP reduced to 1 and the turn forcibly ends.
All allies' and foes' HP is reduced to 1, and the turn ends immediately.
No effect.
21: The World
Continuous Game: Everyone loses status resistance.
Manual: All weaknesses and resistances are lost.
All allies and foes lose all types of defenses and resistances. Not a 100% success rate.
No effect.