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Yep, its a consumable so buy lots of maps before going to a dungeon.
When you create a character the stat bonuses are random. Sometimes you get 5, sometimes 10 or even 40. This is a holdover from other Wizardry-styled games. It's not something to worry about since as you level up the stats you need for your class will go up while the stats you don't need will go down. So if you make a fighter with 30 intelligence and 10 strength, eventually they'll lost most of those INT points and get a bunch of STR points. It's frustrating to min-maxers but otherwise not a big deal.
Besides, level-ups are a GOOD thing. Each class has a mastery bonus(which unlocks in the 20s or 30s). This mastery bonus adds a % to a specific aspect of the class. For example a Mage will slowly become even better at casting spells, until eventually they can nuke everything in a single round(even the bonus dungeon stuff....but that's going to require an extra 1,000 levels or so).
Oh and yeah the level-cap for this game is extremely high(2,500? 2,800? I forget). The exp curve is kinda brutal though.(I'm at 30+ hours and a number of my characters are still in the teens in terms of level). Anyway I'm getting ahead of myself.
Are there special race abillities/skills?
Human: 10% Spell Resist, 15% Status Resist, 30% Status Recover
Elf: 25% Spell Resist, 15% Status Resist, 30% Status Recover
Dwarf, Gnome, Hotlet, Fairy, Werebeast, Dragonewt: 15% Spell Resist, 15% Status Resist, 30% Status Recover
Fairy: AC -5 (low AC is good).
Werebeast: +20% Poison attack. Silver equipment will cause Curse if equipped.
Dragonewt: Breath Skill in battle (default is a fire breath attack)
Devilsh/Hotlet: Can equip cursed items without getting cursed. Cannot equip Holy items.
Human = Generic, nothing good but nothing bad either. Also aging could be problem..
Elf = Can live long (up to 900) also good with magic. Low strength make it hard to use for melee job.
Dwarf = Can live long (up to 200) good with fighting job. But bad with intelligent.
Gnome = Can live long (400) and good for Priest or Thief.
Fairy = Only for hardcore players. Have heavy restriction on equipment and low vitality makes it hard to keep on going (can even Lost in inn while sleep if you are unlucky) plus they live only 30 years. Good if you want high agility character, also start with AC5 (good defense). Just don't forget, one hit = death for this race most of time.
Hotlet = Best race for Thief. That is it. If you want to use them, get 20+ points and add point into Strangth and Vitality after Agility.
Werebeast = Have good attributes (except luck) overall but might be hard to use because of ability to pursuit attack when steal or making summon contract.
Dragonewt = Race that can use fire Breath. Useful for up to mid way into game but at high level, normal physical attack will do much more damage. Might be good with job (e.g summoner) that have less choice to attack. Also one of race that can live long (300).
- Are the preset characters good to use, or is there any drawback to using them instead of making my own characters?
-Is there a front/back row for your party? I assume it has, with 1st three front and 2nd three back, but there's no indicator whatsoever for the rows.
And yes there is front/back row. 3 x 3. Weapons are classified as having S, M, or L range. S weapons are front row only, M can be used by front or back, but only front can attack enemy back, L can attack any range. There's a couple methods to get unlimited range for everyone(off the top of my head there's an alchemist spell). Spells can also attack either or both rows.
Enemy groups tend to be up to three rows. The third row doesn't actively participate in battle until either of the other two rows are wiped out.
IIRC preset characters have special unique skills. Otherwise it's better to decide your own race/class/skills. If need be you can always create new characters.
Unfortunately I don't have the info on pre-made unique skills.
Does not matter who you use at first, you will going to replace them or make new for many reason. Getting Lost (perma death) can happen anytime.
Oh and.. if you want survive long enough from beginning. Buy some alchemy material then add HP regen to your equipments. Which helps a lot in early dungeons.
Ore is typically found while exploring dungeons. You'll need a pick* (pickax) to collect them. Afterwards you can go to the Alchemy warehouse(Inn) and your Alchemist can add a variety of bonuses to your equipment.
This list is for Elminage Original but should apply to Gothic as well.
unrestricted main/sub(35 AP)=make your weapon usable in right or left hand.
unlimited range(30AP)=infinite range on weapon
Curse(10AP)= Lift curse on item (which mean you can equip cursed item)
double-strike-*monster type*(15AP)=Double dmg to *type* creature
Status Recovery Rate(1AP=2%)= my guess is the recovery rate if you're sleep,mute,fear
Alignment unrestrictions(15AP)=make item equipable for all 3 alignement
gender unrestrictions(15AP)= make item equipable for all gender
equip Unrestrictions(35AP)= make item equipable for all class?(not sure about this one)
Damage value(5AP=+1min/max dmg)=increase weapon dmg
recovery(2AP=1hp)=recover hp at end of turn
Resistance-Ma(1Ap=1%)=increase resistance to mage spell
Resistance-CL(1AP=1%)=increase resistance to cleric spell
Resistance-Al(1Ap=1%)=increase resistance to alchemist spell
I move-Sle(1AP=1%)=add sleep effect to weapon
I move-Poi(1AP=1%)=add poison effect to weapon
I move-Par(2AP=1%)=add paralyse effect to weapon
I move-Sil(1AP=1%)=add silence effect to weapon
I move-Con(1AP=1%)=add confuse effect to weapon
I move-cha(2AP=1%)=add charm effect to weapon
I move-Pet(2AP=1%)=add petrify effect to weapon
I move-beh(2AP=1%)=add beheaded effect to weapon
I Resistance-Sle (1AP=1%)=increase resistance to sleep
I Resistance-Poi (1AP=1%)=increase resistance to poison
I Resistance-Par (2AP=1%)=increase resistance to paralyse
I Resistance-Sil (1AP=1%)=increase resistance to silence
I Resistance-Con (1AP=1%)=increase resistance to Confuse
I Resistance-cha (2AP=1%)=increase resistance to Charm
I Resistance-pet (2AP=1%)=increase resistance to petrify
I Resistance-beh (2AP=1%)=increase resistance to beheaded
I Resistance-dra (2AP=1%)=increase resistance to drain
Attribute -Fir/ice/lig/hol/dar (1AP=2%)=increase power of element (fire/ice/lightning/holy/darkness)
e Attribute -Fir/ice/lig/hol/dar (1AP=2%)=increase resistance of element (fire/ice/lightning/holy/darkness)
AC (10AP= -1AC)
Most of the ores you'll find in the beginning are worth 10 AP. So it's easy to apply a +5 hp bonus per round per character. This will definitely help early on.
*picks will break, easily repaired at the shop or via other means.
Speaking of, a lot of equipment can be used as an item in battle for various effects. In Elminage Original these uses were infinite, but in this game they will break after so many. The Flamberge you can buy is one such example. (Good reason to have an alchemist, or at least somebody with alchemist spells)
-What does alignment affect other than class restrictions? Also, alignment comments?
-I read the manual for stats. Saw that AGI only affects turn order and thief skills? It doesn't affect anything else, like AC? Seems kinda useless other than for thiefs and healing classes.