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just an FYI.
those "gold dragon guys" are called "Tongueba"
and they are weak against earth magic. earth magic spells like Quake, Seismquake and sandstorm do double damage to them.
I did learn , though, about something that was driving me crazy lol. I sometimes buy a very expensive recipe and it does not show up on the alchemy. Hopefully they will show up later. (currently at lvls 40-50).
I *do* believe there are some translation issues around alchemy as well.
also, some of the recipes show up at the very bottom of the recipe list.
there is one recipe i was never able to figure out is the lifereaper scythe. the recipe is not sold anywhere and the scythe can't be de synthesized, (I suspect it's because 1 is needed for a quest) (the recipe shows up on my list in the lab as "?????" and there's no "upgrade" recipe or "desynth" recipe for it, just a "synthesis" recipe, but nothing i tried worked.
i found a "broken" one and can't for the life of me figure out how to craft it.
i bought a "manual" and you're supposed to be able to combine a regular scythe with the manual to create one with the range of the other one, but it didn't work
i tried every combination of 10 of each tier 4,5,6 material with every type of silver,gold,black , white, dream, star fragments and nothing worked. .
https://steamcommunity.com/sharedfiles/filedetails/?id=3250848768
Summary:
Bosses are generally either forgettable or something you have to prepare for, no in between. The difficulty really starts to ramp up towards the end of the main game when the mobs in dungeons become things you do not want to be around for long -- level draining, instant killing, AOE nuking swarms of enemies. Thus the game is more about AOE damage than single target.
There are 4 "archetypes" of jobs or builds, basically. Tank, Thief, Melee, Mage.
Tank, there are two -- Dragon Knight and Puppeteer. Dragon Knight is Lord from Wizardry/CoH1, with the ability to take all physical damage for the team. Puppeteer gets magic wall, which absorbs damage until it runs out. Towards endgame/in postgame Magic Wall does break quickly, but it still takes at least one attack. You can do both Dragon Knight and a Puppeteer.
Thief, there are four -- Ranger, Gunner, Ninja, Fallen. However unlock odds are pretty low and treasure chests aren't as common as CoH1, so you're better off using Detect + Unlock magic after a certain point, which Mage/Sage+Common/Ninja learns.
Melee attackers. If your character can be a Swordsman, you want to end them on a class that can use Katanas for the Swodsman specific "spell" that requires katanas and hits everyone, don't know the name offhand yet. So that's Swordsman, Common, Ninja maybe, Fallen maybe?
Mage attackers. If your character can be a Mage, you want to go through Mage at least once during leveling to get a full setup of magic. Sage (Fairy exclusive class) gets even stronger magic, including the ultimate attack spell. Common gets some magic too, ending at 40 with the revive spell. Full Heal + Status Removal is Common 30 / Ninja 12. Puppeteer and Ninja get some support magic. The "ultimate mage" would go through as many of these as possible before ending on one job.
Ragnarok is this game's version of Miracle or whatever. Expensive magic that causes a powerful effect. It was Nerfed in the PSP/PS3 US version by the localizer, but it's not nerfed now. Does stuff like "restore the entire party's magic" (yes this means infinite magic as long as you can cast it once and get that effect), max out your defense, disable enemy's status or spellcasting, etc etc. A lot of the endgame bosses are based around this, I hear, and you want as many people as you can to have this spell. That's Mage, Sage, Alchemist, or Fallen.
Special Snowflakes. Humans can be every class except the racial specifics. So they can be Melee, Mage, or Thief with their Gunner class. Guns are sold in stores but are expensive.
Both Dwarves and Felpur are focused on melee without magic, having a skill in their special classes that disables the ability to use magic outright and generally no magic classes they can take. Felpur Beasts are Monks only moreso, Dwarf Berserkers are... what, Warriors maybe? I think the Dwarves get an AOE melee attack and the Beasts get a single target attack. Both can be changed to Swordsman instead.
Gnomes are missing a huge number of classes, instead pushing them towards their unique class Alchemist. Alchemist is crafting and in the original PSP version were real real bad due to having poor magic themselves and no ability to switch to Mage. In the 2G version they got a revamp and are basically Mages only different now.
Khulaz get... a job I don't know the name of. "Feng Shui Master." Beyond having some really odd AOE damage + status effect spells, they get passives that increase your XP/Gold/Loot drops, up to doubling them (for a cap of 4x) at level 99.
Bahamoons are really shoehorned into taking their racial specific (Dragon Knight) class and tanking. But they're good at it.
it sounded cool, because their class skill say it upgrades the spells into group attacks, but have to skip a turn channeling it and wtf, because sage gets unique elemental spells that just hit "ALL" the enemies. the 2 classes don't even compare.
i tried puppetees, because the magic wall is essential in the Wizardry : Labyrinth of lost souls, which i guess that's where they took it from, but it feels like it got nerfed badly in this game.
I used magic wall a lot in Coh1 (the psionicist had it), but in this, ended up dropping the puppeteer for an alchemist.
the dragon knights is still essential though, because the cover ability draw in all single target attacks to themself. . only problem is the instakill attacks.
gnomes are immune to instakill, but have terrible hp growth. I have read that some folk do a full party of gnomes and the guide on gamefaqs says "it's easy to fix the hp issue because life fruits can be farmed" and it is true, life fruits can be farmed in this, but it's super slow and super tedious, like i get 1 lifewater per hour and then it takes 2 to make a life fruit, and then 2 life fruits to make a lifefruit (an upgraded life fruit that raises max hp by 15).
i think i barely found 10 on my playthrough and they all went into the gnome and barely made a difference . .and also, the extra hp gains get lost if you reincarnate, your hp gets reset to the base values.
reincarnation is "supposed" to be good,,because each time, it raises your max stat caps, up to 20 reincarnations to raise each stat cap +10 and then 4 more reincarnation to raise base evasion by 12. .
i reincarnated everyone once, and stopped,,because i already beat the game. killed everything before the first reincarnation.
my summoner could summon a seraph that does 9999 dmaage to anything , even the repeatable level 60 bosses, which are the toughest challenges.
i only had 3 raganarok casters and it was still more than enough to win every fight.
i don't think the fallen angel is a thief, BTW. It uses scythes and heavy armor and has a selection of mage spells. I used one for most of the game, had it turned into a mage until level 22, then back to a fallen angel.
my "thief" was the ninja, who gets a spell called "unlock" that just completely bypasses the trap and opens the chest instantly.
the "common" class, i dunno why anyone would play as that class.
it gets poor hp and mo growth.
and a selection os spells, but only the most basic versions, like it gets heal, but not healius.
it gets the single target elemental attacks, but none of the group ones .. and has to wait until 40 to get revival. .
i guess their gimmick is they can wear anything. any weapon. any armor. and also in the postgame, the bosses drop these "godshield" "god armor" items that have the highest stats out of anything item and only the commoner can equip them, but still i don't think it's worth it to play a class that doesn't even have a class skill, like cover or crafting.
although, i guess alchemist is not necessary. you can just pay for the crafting at the lab.
thief is not necessary if you have unlock spell.
none of the other class skills are worth it.
mage skips a turn to do double damage next tuen.
fighter skips a turn to do double damage next turn. .
ranger skips their turn to steal gold next turn?
almost every class skill makes you skip a turn to so a slightly better next turn and it's not worth it.
swordsman gets flash slash which doesn't skip a turn, but it does a fraction of your normal damage, so rarely kills anything.
one thing is sage also seems to get some hidden multiplier to her spells.
my sage was doing 1700 with hyperion, but when i changed her to an idol (to level up and reincarnate faster, idol requires half the total xp than sage) , she started doing only 600-700 with hyperion
I'm not particularly far in this game at all, but my read of their gimmick is they're trying to out-DPS Warriors and Monks. They have True Dual Wield from Level 1. Which actually is kinda useless at Level 1 without the accuracy to offset dual wielding two-handed weapons. But in the teens, where Monk and Warrior have to charge up a round to get a triple attack (a net 1.5 multiplier), they get double damage just doing a regular physical attack, every single round.
Which I think could be great. When I try to charge up the first round in CoH1 and Operation Abyss/Babel, half the front row is dead. When I attack with Warrior and Monk the first round, I can't finish the enemy off.
Fallen Angel is about the only class in the game that's right in the middle of being a Magic Knight: good (but not great) accuracy, very high MP and an attack spell line. Every other attack caster either has horrible MP or horrible accuracy. Ninjas also have hybrid stats, but no attack spells.
They have an extreme growth from Level 90 or something, kinda like Onion Knights in the Final Fantasy series. Yeah, no I'm not doing that. I use them to learn spells races such as Drakes and Dwarves have no other access to.
the irony is that i had a felpurr samurai the entire time and never used the spells, except to put up an omnisight, which the dragonknight also had, so i totally could have just made the felpurr be a beast instead. . .or used a dwarf berserker
on the commoner class (called Novice in the psp version), i did get the onion knight vibe from it, when i saw it can equip every item in the game.
the thing that bugged me is that it has zero class skills and can only learn the most basic of spells.
I tried it and leveled up to mid 20's with it and it had such terrible hp and mp growths, like really garbage growth. . .so you say it has to wait until level 90?
meanwhile, they actually need the single most xp out of any class in the game, alongside sage, who is a close 2nd. . or maybe they are tied, not sure exactly. .
i did not consider that it could be a way to teach spells to races that can't be mages. .however, the bahamoon can be dragonknight which learns all the divine magics, so the only spells a common can teach a bahamut is the elemental spells and the bahamut is never gonna want to use those in combat ever.
and the dwarf, again, probably wants to be a berserker, which can't even use magic at all.
I loved the concept of the fallen angel and kept one in my party almost the entire game. in the 4th postion, using dual scythes and having all the magics. . but she was lackluster in the magics, not as good as my gnome alchemist and fairy sage. her magics were just backup magics and often i would have the sage swap mp with her when the sage mp ran out, so my fallen angel ended up as an MP battery for the sage to recharge off of.
the melee damage was. .. okay, but not as good as the ninja and samurai.
I ended up swapping her out for an elven summoner who then became a ranger.
my final party after clearing all the content was
dragonknight
felpurr samurai
diablo ninja
elf summoner/ranger
gnome alchemist
fairy sage.