Haplo
Prophet
- Joined
- Sep 14, 2016
- Messages
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hackncrazy
One other advantage of the Brawler (and even moreso Ninja) is that while trough most of the game their AC will suck, in the post game, if you play trough it, they will have the best AC by far due to the "-1 AC every 3 levels" ability.
But before that particularly the Brawler can be fragile.
Note that Valkyrie is a very solid healer (at least before post-game, when its better to treat her as a secondary healer). And Samurai is a backup Mage. Good for the utility mage spells and enemy debuffs. Altrough even his damage spells can be competetive before post-game (mages and clerics get damage/healing level scaled boosts after level 26).
Regarding the return trips, the first option that will open fairly early is the cleric (and Lord/Valkyrie) spell Honey Restorer. It's a level 4 spell that will return you to town. But there is one caveat: the caster will forget the spell after it's use. On next level up he's likely to recover it, but there is a limitation. Another reason why 2 healers aren't a bad idea.
Eventually the Mage (and Samurai/Bard) spell Diomente will become your main mode of transportation. Allows you to teleport to most uncovered blocks on the map, even move between dungeon floors. But some areas are off limits for teleport spells. One alternative is to use it in combat and teleport to a random place - even not uncovered yet. Some enemies use it offensively - beware teleporting into a solid rock, as nothing can save you then (save for reload).
It's a level 7 spell and it will take quite long to get it. But you'll celebrate when you do. You'll want to have minimum 2-3 casts of that. And early on you'll curse if a mana drain trap takes away that last level 7 spell from your mage.
Well the main aligment impact is what classes are possible for each character. So plan ahead carefully.
It's possible to join an evil character to a good aligned party, but it needs to be done in dungeon, via the search party option. You need to pause the game in dungeon, exit to town screen, create a second party, enter the same dungeon where you left the first party and merge the teams. You'll have a problem anytime you change the party composition though.
Thief isn't essential, a Ninja or Hunter can perform his duties (although not as well). Ninja also prevents 50% of enemy ambushes (which the Thief does not) and they can be pretty deadly. But only Thief can steal enemy equipment. Not a big deal in Gothic IMO, but in Original my understanding is that there is some pretty good equipment that can be only stolen. Particularly Brawler weapons...
And pots won't cut it. You'll not only need progressively better healing spells (eventually level scaled in post game), but also somewhat frequent use of ressurection spells. Some deaths are unavoidable.
Your AC may be good now, but expect to sometimes meet enemies that will punch right trough it. And beahead several of your characters in a single turn.
And your expectations are correct, success is the right mix of good preparation and proper, sometimes even creative, battle tactics. Which enemy needs to die here and now, which weakness to exploit, who needs shielding to make sure he survives and gets off that critical spell...
One other advantage of the Brawler (and even moreso Ninja) is that while trough most of the game their AC will suck, in the post game, if you play trough it, they will have the best AC by far due to the "-1 AC every 3 levels" ability.
But before that particularly the Brawler can be fragile.
Note that Valkyrie is a very solid healer (at least before post-game, when its better to treat her as a secondary healer). And Samurai is a backup Mage. Good for the utility mage spells and enemy debuffs. Altrough even his damage spells can be competetive before post-game (mages and clerics get damage/healing level scaled boosts after level 26).
Regarding the return trips, the first option that will open fairly early is the cleric (and Lord/Valkyrie) spell Honey Restorer. It's a level 4 spell that will return you to town. But there is one caveat: the caster will forget the spell after it's use. On next level up he's likely to recover it, but there is a limitation. Another reason why 2 healers aren't a bad idea.
Eventually the Mage (and Samurai/Bard) spell Diomente will become your main mode of transportation. Allows you to teleport to most uncovered blocks on the map, even move between dungeon floors. But some areas are off limits for teleport spells. One alternative is to use it in combat and teleport to a random place - even not uncovered yet. Some enemies use it offensively - beware teleporting into a solid rock, as nothing can save you then (save for reload).
It's a level 7 spell and it will take quite long to get it. But you'll celebrate when you do. You'll want to have minimum 2-3 casts of that. And early on you'll curse if a mana drain trap takes away that last level 7 spell from your mage.
Well the main aligment impact is what classes are possible for each character. So plan ahead carefully.
It's possible to join an evil character to a good aligned party, but it needs to be done in dungeon, via the search party option. You need to pause the game in dungeon, exit to town screen, create a second party, enter the same dungeon where you left the first party and merge the teams. You'll have a problem anytime you change the party composition though.
Thief isn't essential, a Ninja or Hunter can perform his duties (although not as well). Ninja also prevents 50% of enemy ambushes (which the Thief does not) and they can be pretty deadly. But only Thief can steal enemy equipment. Not a big deal in Gothic IMO, but in Original my understanding is that there is some pretty good equipment that can be only stolen. Particularly Brawler weapons...
And pots won't cut it. You'll not only need progressively better healing spells (eventually level scaled in post game), but also somewhat frequent use of ressurection spells. Some deaths are unavoidable.
Your AC may be good now, but expect to sometimes meet enemies that will punch right trough it. And beahead several of your characters in a single turn.
And your expectations are correct, success is the right mix of good preparation and proper, sometimes even creative, battle tactics. Which enemy needs to die here and now, which weakness to exploit, who needs shielding to make sure he survives and gets off that critical spell...