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M range can hit the front line from your back line
L range can hit front or back from anywhere.
So look into M range staves/whips or L range bows for your back row guys.
One thing I wanted to add to look at for is the accuracy, on the negative range you won't hit anything while anything above that would have a higher chance of hitting. With S range weapons, you can hit enemies in the front row if you're within the first three spots. Make sure it doesn't have red instead of white fonts since it meant that the equipment is cursed.
M weapons when in the first three can hit front and back, it seems limited when in the farthest end. L weapons can hit the enemies at any range. I don't equip my mages with anything but a staff, and then leave it on defend, only using it when casting spells. It slightly increases the strength of spells by 5%. Then I equip the mages with maces. The three at the back is basically spear, bow and staff due to how two of those can hit, while I have an emergency mage.
I remember switching the thief with an alchemist due to being able to retain its skills when promoted into a hunter, there was a spot that required a thief to open a door.
Whips don't have any boosts over spells for mages and clerics, though. 5% is still something, especially if you're still starting and need help for killing off enemies and emergency healing. It won't seem much, but as you level up you'd learn skills that can kill rows of enemies.
Besides, Samurais (retains mage spells at full with classchange), Hunters (alchemy) and Lords (Cleric) can attack, too.
Thief is good with bows, besides, you have four which are attacking already. The other two gets stronger as it goes by. Alchemist is very useful, especially if you encounter fiends and you need to escape asap.
He doesn't have a Dragonewt in the team, though. Take in mind, breath is effective only at the first turn then weakens progressively in battle. Thankfully it refreshes after, unlike the damn Bard with those Tarot cards which get moot every time used, arhvbdv.
My first team were mostly dwarf and elven meatsacks, which turned weak since mage and cleric spells is an advantage here and there are ghosts in the second dungeon which you wouldn't be able to attack. Potion gets weaker as they level up, too. =-=
good blance . goblin map break s all the time.
stuck at church, chech rechecked switches. quests mystery child 24 and evil ritual 26
...Okay, have you done the switches in the hidden rooms? Recheck the switches and make sure it's activated. Rewalk it if possible, even with the hidden rooms.
Once you open the switch in the first floor, you can enter the locked door at the third, after the dark area. That's where you'd do "Evil Ritual". That made me cry. :(
Mystery Child is last.
@fluent: Yeah, that works. It is fun! I got a bit lost in the Guatella Grotto and Great Yap Gotz, there are secret doors there. Don't give up when things get tough.
Where did you place the alchemist, thief and mage?
Warning after you finish the first dungeon, remember to examine the door in the tunnel to trigger the man talking about Guatella Grotto.
I placed my party like this:
Dwarf Brawler
Human Fighter
Gnome Cleric
Human Thief
Elf Mage
Human Alchemist
in that order.
I really should add a Fairy to the party. I love fairies and I have no clue why I didn't make the Alchemist a fairy! Maybe I can add a new level 1 character to my level 2 party. Think that would be an okay solution? o_O
http://elminage-gothic.wikia.com/wiki/Fairy
It's not complete yet, and I haven't put the in-game image yet from the "Character" page. ^^;
I suggest you use what you want. It isn't a starter race for beginners, but it's doable. You can get a Fairy Whip in Guatella Grotto. Even form a contract with the enemy Fairy in the tree dungeon, which is really, really cute and despite being a fighter, comes with spells on it.
Fairies are good! I like fairies, too! Though there's limited equipment for it since it can't wear heavy equipments, yes, but it would make a decent alchemist due to its well-rounded stats, despite its low Str and Vit. Fairies have high amount of Agility, then all of its other stats round out as well with a 9.
Reroll the stats to the second digit, then pump it with the Vit. They're not going to die if they exceed their lifespan, only that they might or will get perma-dead if they get killed.
You can put it at the back, with a Fairy Whip.
@Super Drewski: Hope you finished it.
What exactly did you do and need to know?
I did go to the altar with a woman in the middle in it, then fought people, her then stuff happened. Then I explored the other parts.
Ruin rod is a cursed staff somewhere in the dungeon. black script is I think, what you'd get from completing the Mysterious Child Quest in Caves of Tsun-Kern, he'd give you a black book.
I don't remember where I got the ruin rod and I'm not so sure how, but I got it somewhere after exploring what I should explore. I dunno, I just got all the ritual instruments, pulled switches and it finished. It's at B1F and B2F. You can go up to B1F in B3F.
Basically, you just explore and get all the items needed.
In this order if you haven't went to B1F:
http://vignette2.wikia.nocookie.net/elminage-gothic/images/b/b1/Igdra_Underground_Church_B3F.jpg/revision/latest?cb=20141029062415
Go up from there at the bottomost left side.
http://vignette3.wikia.nocookie.net/elminage-gothic/images/3/30/Igdra_Underground_Church_B2F.jpg/revision/latest?cb=20141029062405
Up from here
http://vignette3.wikia.nocookie.net/elminage-gothic/images/9/91/Igdra_Underground_Church_B1F.jpg/revision/latest?cb=20141029062354
Then here. I think, I might be mistaken.
(Meanwhile, still lost at Hastrana, Light Cave and Uhlm Zakir Hall.)