It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I just got going with this game and I'd like to make a more optimal party. I know there are a few quirks to the game, such as strength being better for bow users. I can't read a ton due to a chronic illness, so sifting through this forum is a bit challenging. Are there any good guides to be had on this forum or elsewhere?

Thanks!
I think there's one floating around in the older pages, and the official site's forums have a few guides.

If you know the sort of characters you want to use then it should be easy enough to give quick stat/etc suggestions.
Well, I figure I will use every race, and I was thinking either fighter/rogue/mage/mage or fighter/fighter/rogue/mage. My natural preference would have been for the former, but just in skimming through a few pages of post titles here, it seems that spellcasting is not a simple matter.
Okay, consider this group:

human fighter: 6 dex, 4 vit. Skilled and +15 health. Invest points into Armor until you have access to heavy, then put everything into a single weapon type. (Swords are a fairly safe bet.)

lizardman fighter: 6 dex, 4 will. Skilled and Evasive. All skill points go into Unarmed.

minotaur rogue: 6 str, 4 will. Skilled and Headhunter. All skill points go into Thrown OR Missile (your choice, but stick to one skill only).

insectoid mage: 6 will, 4 vit. Skilled and Aura (or Skilled and Natural Armor). Invest exclusively in spellcraft until you get at least 8 points (for the second +1 Willpower bonus), and work toward getting the 25% or 50% cast time reduction in the long run, but in the meantime invest all other points into a single magic type. Air magic does solid damage and has a useful utility, although it is somewhat mana-hungry. Fire or cold are also viable options. (I would avoid Earth until you're more familiar with the game.)
Awesome! I don't know that I want an unarmed character, so I may pick a weapon type for each of the front liners. Is the advantage of unarmed that it gives you defense as well as offense? Actually, how does the front line work? Does character 1 take more hits than 2, or is it even?

Why 4 will for all of the nonmages? Is that significant down the road in a way I can't perceive at the start?

Do I want the fighters to use different armor types, or is there plenty to go around? I assume the rogue would use light armor, but without an armor skill I don't quite know yet how that works.

Thanks for the advice.
The unarmed skill adds to offense and defense. Other weapon skills add only to offense. These improvements are mostly 'silent' in that they occur in addition to the listed bonuses at specific values.

The end result is that the heavy armor warrior will be easier to hit but resist more damage, while the unarmed warrior will be hard to hit but take more damage when a blow lands. Since enemies vary in their attack forms, this ensures that at least one of them will be reasonably capable against any given assailant.

While you *can* find about two sets worth each of light and heavy armor, plus miscellaneous other pieces, it's usually best to focus on different armor types with each character. This combination largely forsakes light armor, although in some cases the armored warrior may prefer light armor pieces over heavy ones.

Light armor *usually* imposes an evasion penalty if you aren't skilled in it, which is detrimental. Heavy armor always does.

Adding to Willpower is important for the unarmed and ranged-weapon characters because, as they gain access to the special attack forms in their respective skills, they will begin to use energy at an increasing rate, and their reserves will run short without a boost.

The weapon-user will typically have less trouble in this regard because he'll be a bit behind in acquiring those skills and his weapon-based attacks will be slower (especially if he uses maces), thereby ensuring that he doesn't burn it up as quickly.
Very informative. Thanks again!

Do I want to put armor on my rogue and mage at all? I see they do not possess the conventional skills for it. It seems that those characters also only are getting hit by aoe attacks anyway, at least in the first few levels of the dungeon.

I elected to make my lizard (Sssssteve) a sword user instead of unarmed just for the style of it. Would I be best served by giving that character light armor, leaving the heavy to my other fighter?
Here is my 2nd time through party.

in the spoiler tag are screenshots of just my end game inventory, statistics and skill points. They aren't optimised to within an inch of their life, but the game was quite easy with them on hard difficulty.

I have tried variations on them since, improving damage and defence but its not really necessary to finish and enjoy the game.

You should always have a minotaur in your party, but more than one isn't the greatest notion. The headhunter perk makes them a stand out damage dealer, as either throwers/archers or melee fighters. I prefer them as unarmed or dagger rogues or dex sword fighters. They have great natural strength (plus the giant damage bonus from headhunter) but they need a big boost in accuracy.

You can get lizardman fighters in end game plate to ~80 armour with nearly 70 evasion (I wasted skill points in the above example). They're effective the entire game. Sword and dagger weapon types improve defence too since they boost dexterity and thus evasion, swords also have a parry milestone that adds 5 evasion. Invest highly enough in armor and shields double their evasion rating. I never had an evasion penalty in heavy armour, once I had the skill level to use it.

My back row rogue was just to test out assassination. Its not that great a skill, but its not exactly a handicap either. You're probably better off with a glass cannon strength rogue in the back throwing things or shooting arrows. They'll die if you get surrounded but for most of the game they're rapid fire death to any monster. A lot of parties use their headhunter minotaur for this role.

Magic isn't really a powerhouse in the game, its average direct damage and a couple of schools offer good utility effects. Having two mages isn't exactly impractical, but its not the secret to ultimate power or anything.

There's no hard evidence that prioritising one school equals more spell damage, though that is true of weapon skills, but its not a good idea to spend points in more than two mage schools just because there aren't enough skill points to reach skill milestones. If you do go with two mages then its best to pick complementary schools on each like ice on one guy, and earth on another to poison enemies while they're frozen.

Don't stress out on some poorly spent points, you don't need a perfect party to make it to the end.
Post edited July 12, 2012 by Porkdish
That is great for the comparison. Thanks. I think my only misqueue so far is in assigning will to my second fighter. It was based on the advice earlier in this thread, but at the time of creation I didn't know that it was specific to the rapid attack styles, so I wasted some extra health there.

I am finding the combat to be generally pretty challenging on normal difficulty, mostly because many fights involve 2-4 opponents. My team wears down pretty fast on level 3 of the dungeon. I have only helmets for heavy armor, and my mace fighter doesn't even have a mace yet. My mage can cast about... 6 spells? It doesn't me far yet.

There was one room involving a ton of skel warriors that I was only able to defeat because I used pressure plates to drop some of them into the next level down. I missed out on XP for that I bet, but I was able to survive the room, so I will take what I can get.
You probably want to head back up to the earlier levels and hunt for secrets, as well as dropping down all of those pits (reopen them as necessary). There's a lot of good gear, supplies, and XP to be had that way.
avatar
Porkdish: Here is my 2nd time through party.

in the spoiler tag are screenshots of just my end game inventory, statistics and skill points. They aren't optimised to within an inch of their life, but the game was quite easy with them on hard difficulty.

I have tried variations on them since, improving damage and defence but its not really necessary to finish and enjoy the game.

You should always have a minotaur in your party, but more than one isn't the greatest notion. The headhunter perk makes them a stand out damage dealer, as either throwers/archers or melee fighters. I prefer them as unarmed or dagger rogues or dex sword fighters. They have great natural strength (plus the giant damage bonus from headhunter) but they need a big boost in accuracy.

You can get lizardman fighters in end game plate to ~80 armour with nearly 70 evasion (I wasted skill points in the above example). They're effective the entire game. Sword and dagger weapon types improve defence too since they boost dexterity and thus evasion, swords also have a parry milestone that adds 5 evasion. Invest highly enough in armor and shields double their evasion rating. I never had an evasion penalty in heavy armour, once I had the skill level to use it.

My back row rogue was just to test out assassination. Its not that great a skill, but its not exactly a handicap either. You're probably better off with a glass cannon strength rogue in the back throwing things or shooting arrows. They'll die if you get surrounded but for most of the game they're rapid fire death to any monster. A lot of parties use their headhunter minotaur for this role.

Magic isn't really a powerhouse in the game, its average direct damage and a couple of schools offer good utility effects. Having two mages isn't exactly impractical, but its not the secret to ultimate power or anything.

There's no hard evidence that prioritising one school equals more spell damage, though that is true of weapon skills, but its not a good idea to spend points in more than two mage schools just because there aren't enough skill points to reach skill milestones. If you do go with two mages then its best to pick complementary schools on each like ice on one guy, and earth on another to poison enemies while they're frozen.

Don't stress out on some poorly spent points, you don't need a perfect party to make it to the end.
Picked up LoG the other day, cuz I was feeling a bit nostalgic for EoB. Played through the first level just to get a feel for the game with the default party, and I am now going to build a custom party for my first playthrough. Just want to thank you for posting, as it gave me some nice insight as to what type of party I am going to put together, to brawl my way out to freedom! :)
avatar
Zoltan999: ...Just want to thank you for posting, as it gave me some nice insight as to what type of party I am going to put together, to brawl my way out to freedom! :)
That's fine, I just wanted to show a possible setup. There's no right one though. I've built a better version of the above team, I've finished the game with a frontline archer and a team dedicated to defence, including the back row. I got about half way down with a team of four mages before giving the game a rest.

Build a team you like spending time with rather than one that will dominate by the numbers.

There is an achievement on the steam version for finishing the first level in under 4 minutes or thereabouts. There is a video on youtube of a guy doing it with ease with a team entirely made of unarmed monks. He just kept cycling the back row to the front (drag and release to change party positions).
Is there a ballpark for what level you should be for each dungeon level? I just fully cleared 3 plus secrets and am level 6 I think.
Not specifically, no. There are 13 levels and your party will probably finish at around 13th level, with your characters being a bit 'ahead' of the dungeon level throughout most of the game.

As long as you're able to cope with the challenges you're facing then you don't need a specific party level, though.
Ok, I am running into a problem now that I am getting some better plate apparel around level 5/6. My human warrior is encumbered with what I currently have with no other inventory at all, and that is with 2 or so remaining ringmail pieces. I don't think she will be able to wear the next upgrade with her modified 11 strength. How big a problem is this?