Character development thus far

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dbgager
Posts: 255
Joined: Tue Apr 10, 2012 6:51 pm

Character development thus far

Post by dbgager »

Using the default party..I am in Level 7. My characters are all level 9.

Contar Stoneskull Human fighter - Health 152 Energy 75
Str 17 Dex 16 Vit 14 Will 11
Athletics 12 Armor 13 Sword 14

Mork Minotaur fighter - Health 168 Enery 56
Str 21 Dex 7 Vit 21 Will 8
Athletics 10 Armor 10 Mace 13

Yennica Whitefeather Human Rogue - Health 73 Energy 80
Str 15 Dex 18 Vit 13 Will 12
Assasination 16 Daggers 12 Dodge 2 Missle 5 Throwing 4

Sanscaron Human Mage - Health 66 Energy 137
Str 11 Dex 12 Vit 13 Will 22
Earth 3 Fire 10 Ice 13 Spellcraft 11 Staff 2

One comment however. Vitality does not seem to make a giant difference. Mork has a vitality of 21 .He has 168 HPs, Conter has a vitality of 14. He has 152 HPs ( although I did use the Tome that gives 25 HP on him, so that would reduce it to 127 ). Class has a lot larger effect on HPs than Vitality does. Yennica who has just 1 less vitality than Conter has 73 HPs, and Sanscaron also with 13 Vitality has 66 HPs.

Anybody else who would like to share there characters development...
Last edited by dbgager on Tue Apr 17, 2012 10:09 pm, edited 2 times in total.
seebs
Posts: 268
Joined: Sat Apr 14, 2012 8:58 pm

Re: Character development thus far

Post by seebs »

Vitality's effect is heavily weighted by when you get it, also it's affected a fair bit by random chance. A few points of vitality at level 1 make a bigger difference than a few points gained at level 9. Note also that skills grant health directly in some cases.

Contar has 20 bonus health from armor, 5 from sword, and 10 from athletics.
Mork has 10 bonus health from armor, 10 from athletics, and 5 from mace.

so if they had the same skill in armor, they'd be another 10 points further apart. And more by level 13-14.
dbgager
Posts: 255
Joined: Tue Apr 10, 2012 6:51 pm

Re: Character development thus far

Post by dbgager »

seebs wrote:Vitality's effect is heavily weighted by when you get it, also it's affected a fair bit by random chance. A few points of vitality at level 1 make a bigger difference than a few points gained at level 9. Note also that skills grant health directly in some cases.

Contar has 20 bonus health from armor, 5 from sword, and 10 from athletics.
Mork has 10 bonus health from armor, 10 from athletics, and 5 from mace.

so if they had the same skill in armor, they'd be another 10 points further apart. And more by level 13-14.
ANd those are the rules of the game. That would be armor effecting HPs , not vitality. Class has much more effect on HP than Vitality does...However this is not a thread for a vitality debate. I was hoping to see how other people have developed their characters.
r3sistance
Posts: 18
Joined: Mon Apr 16, 2012 10:27 pm

Re: Character development thus far

Post by r3sistance »

I can't remember mine off the start but it's not class that increases the HP as such, it's the skills associated to the class... Also Vitality increases some resistance, poison and something else which can help but overall Vitality isn't that important. Sometimes Vitality doesn't even seem to increase HP at all other times it does...

You seem to have a minotaur fighter, you're free to choose what you want but I suspect you were making what you thought was an ideal set-up... minotaur is actually worse than both human and lizardman for fighter; Where minotaur shine is in ranged attacks and so they make the best ranged rogues. Evasion is better than protection for warriors and Dexterity is also better then strength for warriors since Dex gives both accuracy and evasion. For Rogue, a melee rogue is similar to warrior where a ranged rogue needs only strength with all left over points going in Vit. Lastly and the easiest race/class to figure out, insectoids willpower makes them the best mages with left over points going into Vit again.

My set-up has the following

Human / Fighter, +4 STR, +3 DEX, +3 VIT, Agile (+2 Dex), Skilled (sword based)
Lizardman / Fighter, +4 STR, +3 DEX, +3 VIT, Agile (+2 Dex), Skilled (mace based)
Minotaur / Rogue, +6 DEX, +4 STR, Head Hunter, Skilled (Ass/Dagger based)
Insectoid /Mage, +6 WILL, +4 VIT, +2 INT trait, Skilled (balanced, started with Fire 2 for obvious reasons)

It's not the best starter/newbie set-up but it's pretty close to it. I'd recommend for a starter group changing the minotaur too

Minotaur / Rogue, +6 STR, +4 VIT, Head Hunter, Skilled (Throwing or Missile Weapons)
dbgager
Posts: 255
Joined: Tue Apr 10, 2012 6:51 pm

Re: Character development thus far

Post by dbgager »

r3sistance wrote:I can't remember mine off the start but it's not class that increases the HP as such, it's the skills associated to the class... Also Vitality increases some resistance, poison and something else which can help but overall Vitality isn't that important. Sometimes Vitality doesn't even seem to increase HP at all other times it does...

You seem to have a minotaur fighter, you're free to choose what you want but I suspect you were making what you thought was an ideal set-up... minotaur is actually worse than both human and lizardman for fighter; Where minotaur shine is in ranged attacks and so they make the best ranged rogues. Evasion is better than protection for warriors and Dexterity is also better then strength for warriors since Dex gives both accuracy and evasion. For Rogue, a melee rogue is similar to warrior where a ranged rogue needs only strength with all left over points going in Vit. Lastly and the easiest race/class to figure out, insectoids willpower makes them the best mages with left over points going into Vit again.

My set-up has the following

Human / Fighter, +4 STR, +3 DEX, +3 VIT, Agile (+2 Dex), Skilled (sword based)
Lizardman / Fighter, +4 STR, +3 DEX, +3 VIT, Agile (+2 Dex), Skilled (mace based)
Minotaur / Rogue, +6 DEX, +4 STR, Head Hunter, Skilled (Ass/Dagger based)
Insectoid /Mage, +6 WILL, +4 VIT, +2 INT trait, Skilled (balanced, started with Fire 2 for obvious reasons)

It's not the best starter/newbie set-up but it's pretty close to it. I'd recommend for a starter group changing the minotaur too

Minotaur / Rogue, +6 STR, +4 VIT, Head Hunter, Skilled (Throwing or Missile Weapons)
But that still makes it the class since to get those skills. you need to be that class.

Actually..No I wasn't trying for an ideal set-up. Just trying to develop the characters in the default party, and aquire skills that seemed useful. Later on I will replay the game and concentrate more on using the system, provided by the game to maximize the characters more.

I plan on playing the game many times. I want to try it a different way every time. Thank you for that info though..I will definetly keep it in mind for my next playthru.
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