Nomad_Soul: Hey all,
Just about to start these games, and I was wondering what party setup everyone went with.
Basically, I was thinking about the following myself:
Dwarf - focused on fighting power and locks
Magician - General spell support, nuking, crowd control.
Two warriors - I think you know.
Two Elves - focusing on magic (especially healing, but not just healing), and ranged attacks.
In theory it seems like a balanced party with a good mix of melee, ranged, and magic power.
Any opinions or advice would be appreciated, and feel free to post whatever party you may have gone with - or wished you had gone with.
I've played this game a bunch of times because I like number-heavy roleplaying games. I'm right now trying to get the min/max-iest party I can, but I can tell you that for early game, the best setup I've found is this:
Dwarf, Warrior, Rogue, Elf, Druid, Magician
If you spend all of the first day in town just stealing and cheating people, you can have upwards of 150D by the time late afternoon comes on the second day. You can buy out all the armor and weapons your party needs, making the rest of the game *much* easier.
If you go from there right to the Dwarven Pit with minimal delays, and do a good, thorough exploring, then the rest of the game should be pretty easy for you.
That said, I'm right now playing Dwarf, 3x Elf, druid, magician and it's beastly. Though the armor is reduced significantly for the elves, you can still wear enough that low-damage creatures won't hit you for much, and you have magic as a backup (blind and spell damage from range is enormously helpful, especially against foes like War Ogres which hit like trucks). The druid is the absolute best with Evil Eye, which is a charm-like spell, compelling a creature to fight for you, and also packs a spell to pacify animals - which does not suffer from the "blindness bug" and thus gives you two creatures out of commission if you're attacked by a pack of lions.
And you will be attacked by a pack of lions :/
The dwarf is handy for the Dwarven Pit (imagine that) and in my experience tends to get a few more health points than the warrior; the magician is just an all-around asskicking monstrosity.
And a maybe not so obvious benefit to replacing your rogues (dwarf will handle the lockpicks, and money is no issue after the first day, so make a rogue, do the stealing, and then drop the rogue forever before you leave the starting city and you never miss the rogue) and warriors with elves is that you get a *lot* more health. A lot. My melee elves have over 50 health at level 4, and still pack 25 mana to get off a few lightnings or Fulminictus spells when it counts. If you modify your melee settings to be weighted heavily toward hitting instead of parrying and are careful with the tactics to make sure your tank of a dwarf gets surrounded by four enemies and your elves and magician (who should be fully defensive and has an unbreakable weapon - yay) have one apiece, then there should only be three fights in the whole game that give you real trouble, and I won't spoil them for you.
Also, if you're interested in maxing out your party and don't care if it's cheesy, you'll get no better results than you can get with automatic class picking as a sylvan elf, and rerolling until you get great scores, then modifying as needed. I only did that this most recent time, but four of my characters have all 13s but one stat - and, as you'll find out, with the exception of Superstition, none of your negative factors have any effect if they're 5 or lower.
I know this is heavily cheesy, but I *did* start off saying I'm trying to mi/max the hell out of these games ^_^ A man has to have his hobbies.
EDIT: I should point out some useful skills. Two elves should top off Survival, or one elf and your druid. Then have either an elf or your druid (if you have one) get a lot of Herb Lore. When you camp outside, your two survivalists will keep you set on food and water (by late game I was throwing food away all the time because I had so much it encumbered my party greatly) and herbs are a lifesaver. Keep Four-Leaf Loneberries at the top slot of your disease-curing party-member's inventory so it doesn't choose something much better, like whirlweeds, to cure the cases of Numbskull you'll get a lot of. Have two characters with a high Cure Wounds, two with a high Cure Disease, and one with a decent Cure Poison (as long as your magician gets Pure and clear above -3 you don't need to worry about much else, honestly). You need at least one character with a high Physical Control *and* Self Control skill, one with a good Track skill, and for Shadows over Riva, one with a good Bind skill. Having Hide or Stealth on several characters will also help out a lot in Riva. For spells, treat them like spices - only use just enough, never overdo it. Acceleratus, Eagle Eye, Lightning, Magic Armor, and Fulminictus for Elves. Lightning, Evil Eye, Master of Animals, Conjure Elemental (it won't be of any use until level 7 but when you get it, it's worth it), and maybe Astral Theft for Druids. Lightning, Ignifaxus, Heptagon, Duplication, and maybe Skeletarius, Darkness' Power, and Paralyze for Magicians. Noncombat spells as you can get them - especially conjure/banish spirits (druids) and freeze/melt solid (magician). If you have someone good with lockpicks, Foramen is less useful. And teleport is awesome but I somehow never use it. :/