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Manage a team of ghost hunters and free London from paranormal terror in turn-based battles. Develop your own strategy and build your business well. Let's be honest - a ghost in your house can be a real pest. For centuries we have accepted hauntings as unexplained phenomena which we can do little to stop. Side affects of living in a haunted home can include sleepless nights, headaches, smog everywhere and in some cases even physical damage in the house. Enough is enough, with your help we intend to put an end to these paranormal pests. Build, manage and develop your own team of talented ghost hunters. With the income from your team's work you can equip them with some amazing gadgets, but manage your budget with care not everything is as useful as it may appear. Hunt your customers ghosts down - property damage should be kept to a minimum. Take on the ghosts, follow the map, take in the lovely sites and stunning landmarks. Be the hero of the day and save the city!

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Your Ghost Hunter Stats? (Games : GhostControl Inc. : Forum : General Discussions about hunting : Your Ghost Hunter Stats?) Locked
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Jan 11 2014 Anchor

Okay, so I'm still feeling my way through this game, and I can figure out a few of the stats, but some stats just go over my head.

Sainity: This stat is your basic Health Bar, gets to near zero, you've got a bad thing on your hands.
Strength: Basically, how much weight you can carry.
Constitution: This is how far you can move in a single turn.
Intelligence: No clue.
Aim: Self explainitory, higher the stat, the more you hit.
Morale: No clue, since if your sainity gets low you run... so what's morale...

Finally, anyone know if there's something (like equipment) that increases your sainity level?

Edited by: WeasleX

Fez
Fez
Jan 12 2014 Anchor

We get equipment for morale in the form of the suits at the start. I'm thinking maybe morale is to do with when you freak out and run for it but not the final "death" panic when you lose all sanity, but rather the breaking point for the mini panics? Or could morale be "armor" for sanity points (health points)?

What about the player classes. So far I only see a point in having shooter class types as if a character can't aim his gun he isn't much good for anything. Is there a point to bruisers? I've not seen melee weapons. For ranged combat the aim seems all important to the exlusion of almost everything bar sanity. The leader has high morale...whatever that does. The scientist has high intelligence but I've not seen a use for that when a zombie is bashing your head in and you're shooting the paintings behind him instead of the spook.

I've not seen sanity level up like the other stats either. If it does it doesn't seem to go up as fast?

Jan 26 2014 Anchor

Intelligence is needed to work certain scanners, and strength allows access to some weapons.

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