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Post by adrian on Mar 23, 2020 15:10:09 GMT
Hi guys. I've been playing Ghost Master for a really long time now. It's one of my favourite games of all time. However I have a little quetions for you. There are many powers in the game that I haven't really seen any use for. Maybe I'm dumb or something but there are some powers that are not doing anything. Can you guys explain what these powers do exactly?
Distant Thunder Flower Power Bitter Cold (outside the fact that sometimes it makes mortals use campfires or fireplaces in houses) Cut Lights (even though there are some mortals scared of darkness I've never seen this power actually scare anyone even a little bit) Fog Fluster Footsteps Moan Sweat Gather Winds (it does absolutely nothing, Gusts or Tempest are way better if you want to play with weather) Shattered Nerves Blow Fuse Howl Laughter Hailstones (does it have a use outside of freeing few ghosts?_ Insane Invitation (it never works for me) Strange Behaviour Piping Shriek Wail Haunter Hail (funny but useless) Whisper Wild and Crazy (only used to free Weatherwitch) etc. I have never seen a use for these abilities. Can you explain at least the use of some of them to me? Are they even worth using?
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Post by WanderingScholar on Mar 23, 2020 17:04:56 GMT
Adrian,
Here are the following effects for the powers you've listed. I'm referencing the Prima Official Strategy Guide for most of this.
- Distant Thunder: Causes Light Storm Horror in Mortals with Fear of Storms and makes all other mortals present Uneasy. ("Uneasy" makes the next Terror and Madness hit 50% more effective while making Belief hits 10% more effective. Mortals that are Uneasy have ghostly x2 multipliers swirling around them.)
- Flower Power: Mortals in the area become Uneasy.
- Bitter Cold: Temp falls by -1. (Temperate has a variety of effects on mortal behavior and stats depending on it's positive or negative level. High temp of +4 or more creates a chance for all mortals present to faint. Low temp of -4 or under decreases Willpower over time.)
- Cut Lights: I'm fairly certain this causes Light Horror in anyone with a Fear of Darkness. The light in the room can be turned back on with the flip of a switch.
- Fog: Causes Light/minute Darkness Horror in mortals with Fear of Darkness. (Really only useful if you're going for Paranoia/Super Paranoia since you will get one for each fear hit on a mortal with a revealed Fear of Darkness.)
- Fluster: Makes a single mortal Uneasy.
- Footsteps: Makes a mortal with Belief > 50 Uneasy and causes them to leave the area.
- Moan: 20% chance of Light Noise Horror for all mortals in area.
- Sweat: Temperature +1.
- Gather Winds: Wind Force +1. (This can be used repeatedly with Gusts or Tempest to cumulatively raise the force of wind over time. Wind Force 3 or 4 with rain causes a storm while wind force of +5 with rain causes a thunderstorm. You can also create a blizzard with temp -3, wind force +3, and rain. Weather has a wide variety of effects, especially if used indoors!)
- Shattered Nerves: Makes a group of mortals Uneasy. (One of the best powers for Band 2 IMO.)
- Blow Fuse: Same as "Cut Lights" but mortals will have to reset the fuse box to get the lights back on. ("Blackout" does this to every room in the haunting while making every mortal inside Uneasy!)
- Howl: Causes Light Hunted Horror in mortals with Belief > 50.
- Laughter: Causes Medium Insanity in mortals with Belief > 50. Nearby mortals may investigate.
- Hailstones: Anyone with Fear of Water suffers Medium/minute Water Horror. Also causes +2 points of Structural Damage.
- Insane Invitation: Draws mortals in an area with a Madness > 5 closer.
- Strange Behavior: Anyone who witnesses it suffers Light Belief and becomes Uneasy. Also causes +1 point of Machine Damage.
- Piping: Causes Medium Noise Horror in mortals with Belief >= 50. Nearby mortals may investigate.
- Shriek: 20% chance of Light Noise Horror in nearby mortals. Nearby mortals may investigate.
- Wail: Causes Light Insanity in Uneasy mortals and they remain Uneasy. Nearby mortals may investigate.
- Haunted Hail: Causes Medium Belief and +3 points of Structural Damage. (Minor bugs might prevent this power from working as intended.)
- Whisper: If fears are not known 20% chance of Light Insanity. If Fear of Noise is known then causes Medium Noise Horror and Medium Insanity. Mortals that take a hit leave the area.
- Wild & Crazy: Causes Medium Belief and Light Horror. Also, +2 points of Machine Damage. (Minor bugs might prevent this power from working as intended.)
As a note, all noise powers are produced at a certain volume level that determines their range. I'm currently investigating a bug that prevents noise powers from penetrating walls and effecting mortals in nearby rooms as intended. Presently, most noise powers like "Cacophony" have dramatically more range when used outdoors.
Hope you find this useful!
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Post by adrian on Mar 23, 2020 17:28:06 GMT
So basicly most of these powers need to be combined with other to be any useful. I have one other question then. Is there a reason to focus on raising people's belief meter? Do people with bigger belief get scared more easily?
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Post by WanderingScholar on Mar 23, 2020 18:10:28 GMT
Well, Uneasiness for example dramatically increases the terror/madness potential of a given power. If I have a group of mortals that I'm about to hit with "Legion" for instance. I'll use "Flower Power" with Clatterclaws to prime them. "Creepers" is also excellent for priming mortals by making them Uneasy.
Yes, Belief is very critical when determining the effectiveness of terror on a given mortal. Mortals with low belief are highly resistant to terror while high belief is the opposite. This is the reason why manifest powers such as "Spooky Surprise", "Terror Incarnate", and "Ghostly Apparition" are so good. They raise terror and belief. Also, their recharge rates tend to be quick. Finally, in missions like "Deadfellas", you can win simply by raising the Don's belief to a given level. You don't have to make him flee (Although I prefer it.)
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Post by novembermann on Apr 8, 2020 6:42:08 GMT
Well, Uneasiness for example dramatically increases the terror/madness potential of a given power. If I have a group of mortals that I'm about to hit with "Legion" for instance. I'll use "Flower Power" with Clatterclaws to prime them. "Creepers" is also excellent for priming mortals by making them Uneasy. Yes, Belief is very critical when determining the effectiveness of terror on a given mortal. Mortals with low belief are highly resistant to terror while high belief is the opposite. This is the reason why manifest powers such as "Spooky Surprise", "Terror Incarnate", and "Ghostly Apparition" are so good. They raise terror and belief. Also, their recharge rates tend to be quick. Finally, in missions like "Deadfellas", you can win simply by raising the Don's belief to a given level. You don't have to make him flee (Although I prefer it.) Actually you forgot to mention one more thing about uneasiness or uneasy effects on mortals which is that if a mortal is uneasy (has the 2X Multiplier effect) they will get scared every single time they encounter an insane Mortal this is actually very Overpowered if you have a map full of insane mortals especially if one of the insane mortals get stuck and causes them repeatedly leave and enter a room or lane which will scare the uneasy mortal everytime causing an insane amount of terror I've had a level where the only thing I did was make mortals insane and uneasy and I was able to scare everyone without directly scaring them and instead having the mortals scare each other even the ones with low belief ran away from all the insanity just by being made uneasy (tho this is most effective on Full Mortal Jacket thanks to the level's layout) also another thing Uneasy effects also increase the strength your Madness and Belief increasing powers by 2X or by 50% so move like Mania will be as strong as Psychotic Rage and Psychotic Rage will be able to make a mortal with like 25% madness go instantly insane
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