Guygrim
two starting Sams, especially for Gothic (because their ability to "randomly" suddenly completely jump out and interrupt the enemy's incoming attack, COMPLETELY NULLIFY SAID ATTACK, and then perform their "counter attack" called birdblow in Original and Swallow's Return in e: Gothic and deal DAMAGES to said enemy can be:
- no homo COMPLETELY LIFE SAVING, as later enemies (end game dungeons like volcano/sanctum, and obviously post dungeons i.e. the REEL ONES) in these dungeons devs decided to see if your balls had dropped yet and begin to pack a few floors here and there with squads of pissed off japanese samurai -type enemies wielding COOL SWORDS with like, 10-20% behead enchantment which FOR SOME MYSTERIOUS REASON will trigger every single time--
-- sam's swallow return ability whose trig-rate increases w/ level, will nullify those atks when it triggers thus saving you from losing 1-2 (or sometimes more) chars to enemy beheading ur asses.
and since that ability doesn't rely on Turn Order it can/will trigger in like, for example fight starts, 1st turn is for enemy Sammael who can attack 2 times in a row and each atk behead 1 faggot, well guess what ur sam hits puberty and swallow cockblocks said atk and tops it off with dealing dmg to the undead enemy.
just an example. in any case, you can also (and what i recommend) move the 2nd sam to back Row and give him/her a spear or a bow weapon and have them serve as a offense/defense char holding back-row together while contributing dmg to enemies, and leaving you with the chance to fill the front row's 3 sluts with
(power-gaming version) valkyrie, ninja, lord (or fighter)
(non-autist version for ppl who wanna "role play" their party) lord/fighter, maybe a HUNTER for spice in ur life, and umm, hmm, oh a front-row THIEF (u get some great swords for Thief-usage later on, that are S-ranged).
that means ur bunghole will be covered by spear/bow/slingshot (???) using sammy, and like the requisite faggot bishonen and bicurious alchie chars.
bishop class is just awful in e: Gothic (as they decided to go back to 100% strict wiz 1-5 rules and not allow them to equip anything cool and went back to making hammers S-ranged, AS THEY SHOULD BE, but thus relegating bishonen chars back to Wiz-classic status of: awful, awfully useless and only in ur party because the fucking game makes it almost mandatory to be able to ID in-dungeons unless you've cleared game 8 times and are already level 800 and wise in your beers...
...thus not in need of such petty thing as in-dungeon item ID because you're playing this shit for the 12th time and you just decide to hex edit and mod the game and give ID ability to everybody.
is what i did.
fuck bishops.
btw i got tons of mods i made for e: gothic (and e: original) that make both of the games:
- HARDER
- ...BUT NOT IN A DUMB WAY BECAUSE I AM SMART AND NOT DUMB LIKE OTHER MODDERS WHO THINK BLOATING HP = JIZZ
- and basically entire item list of e: gothic (both 3ds ver and the pc ver) "tweaked" in ultra-genius weays like
-making SOME hammers, i.e. the weaker non-unique ones, M-ranged, so as to give bishounens something to do besides nothing.
- making select few hammers able to be equipped by Alchies and Mages and Summoners, with Alchies getting 2 or 3 select few hammers that mages/summoners don't because alchemists spend all day smithing blacks and thus are strung.
- making BOOKS L-RANGED because:
1) idea of atking w/ book is already dumb so fact that thjey are s-ranged means u will never, ever, ever, use them because who the fuck would equip that shit on a Bishop and move them to front row so they can inflict 1-4 damages to the enemy goblin. utteraly retarded so i made them L-ranged because nothing cooler than Mage-type char reading DEM WORDS aloud to the enemy from the back row and having them form a magic bullet of WORDS and flying to the enemy severing their limbs and jugulars and eating their liver.
2) making select few bows (i.e. mostly all of the non-uniques, non-cool ones) able to be equipped by thieves, SHAMANS, alchemists and summoners (not mages, lewl); this means hunters still only ones w/ access to DEM GOOD BOWS while giving thieves access to dumb things in early/mid-game before you start getting Thief-equippable s-ranged swords/booooomerangs/etc, and giving Alchies and Summoners SOMETHING TO FUCKING DO BESIDES CIRCLE JERK.
3) as per traditional Wiz Empire tradition, made ALL WHIPS able to be equipped by Summoners. Whips have always been Summoner weapons but since Starfish wanted to make E: GOTHIC ultra-hard-cores they resitrcted whip-access to Summoners to only the "uniques" or whatever.
I.E. WHY THE FUCK CANT MY SUMMONER NOT EQUIP A CHAIN OR A FAERY WHIP BY A FUCKING FIGHTER CAN, OH AND ALSO THEY COULD IN E: ORIGINAL UGH
along with other, very subtle, EXTREMELY SMART "tweaks" that only TRUE FANS would appreciate.
NOTE: before u think this affects "balances" or whatever remember that (while I could and have done so) mage-type classes DO NOT GAIN EXTRA ATKS as they level up, unlike fighters/thieves/shamans/clerics/etc; the Martial-type classes will always be good at melee by design, regardless of whatever dumb thing they have in their hands--
--whereas mage-type classes in elminage series (and in wizardry) will never break "game balance", REGARDLESS OF WHAT THEY USE, because they will be restricted in # of atks per SWING, by the item's native statistics.
i.e. this means an alchemist that now has access to a short bow is not gonna be dealing fighte/rhunter/samurai levels of dmg with the weapon (the fig/hunt/sam/etc in this example using the same weapon the short bow), simply due to the fact that this bow has 1 atk per swing, and even a level over 9000 alchie will do 1 atk per swing and deal probably 1 dmg to Cyclonus or whatever the fuck, because duh the fucker is using a short bow in fucking cyclonus fight.