Thoughts on build plan

Talk about anything Legend of Grimrock 1 related here.
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Luj1
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Thoughts on build plan

Post by Luj1 »

Front


Human Fighter

16
13 (12)
12
10

Skilled
Fist Fighter

3 Armor
4 Unarmed

Lizardman Rogue

14
17 (16)
12
9

Skilled
Evasive

0 Assassinate
4 Daggers
2 Dodge


Rear


Human Mage

10
15
12
16 (13)

Skilled
Strong Mind

5 Ice
2 Spellcraft

Insectoid Mage

8
16
12 (10)
18 (17)

Skilled
Healthy

4 Lightning
2 Spellcraft
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leewroy
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Re: Thoughts on build plan

Post by leewroy »

Sounds good. I played the game twice, and in both playtroughs I used two warriors in the front (human and minotaur) and 1 rogue (human on the first and lizardman on the second) and 1 mage (human in the first and insectoid on the second).

The second time was really easy, but perhaps it's just a matter of already know the tricks from the first time.
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Merethif
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Re: Thoughts on build plan

Post by Merethif »

Generally you can have a good fun with almost every party. During third playthrough I made a totally random generated party so I've ended up wit Minotaur Mage with no points in Willpower, but still I had a blast.

A small notes about your party:
1. Mages
Very hight Dexterity (like 15 and 16) is not that important for mages. Energy that comes with Willpower is more useful. Trait Healthy is also a bit unnecessary in case of second row mage.
2. Rogue
Energy is quite important for dagger wielding rogue, especially if you're not going to develop him as a second row backstabber, but rather front line dagger fighter. Daggers are fast and have great special attacks, but that means your Lizardman will be spending his energy pretty fast. Without energy he will be forced to use only regular attacks, which are not that awesome. Perhaps one or two additional points in Willpower won't do such a big difference, but still.

None of above is really essential though, so if you ventured deep into Mount Grimrock already, it's not worth to start over.
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Luj1
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Re: Thoughts on build plan

Post by Luj1 »

Thank you for your responses
Merethif wrote: A small notes about your party:
1. Mages
Very hight Dexterity (like 15 and 16) is not that important for mages. Energy that comes with Willpower is more useful. Trait Healthy is also a bit unnecessary in case of second row mage.
Where should I put those points instead? And which other trait should I pick?
Merethif wrote:2. Rogue
Energy is quite important for dagger wielding rogue, especially if you're not going to develop him as a second row backstabber, but rather front line dagger fighter. Daggers are fast and have great special attacks, but that means your Lizardman will be spending his energy pretty fast. Without energy he will be forced to use only regular attacks, which are not that awesome. Perhaps one or two additional points in Willpower won't do such a big difference, but still.
So how do I adress this issue?
Merethif wrote:None of above is really essential though, so if you ventured deep into Mount Grimrock already, it's not worth to start over.
Nah this is a plan for a new playthrough :)
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Merethif
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Re: Thoughts on build plan

Post by Merethif »

Luj1 wrote:Thank you for your responses
Merethif wrote: A small notes about your party:
1. Mages
(...)
Where should I put those points instead? And which other trait should I pick?
Maxing Willpower isn't bad idea. Leftovers I'd put into Vitality. As for the traits, you can't go wrong with Strong Mind or Aura.
Luj1 wrote:
Merethif wrote:2. Rogue
(...)
So how do I adress this issue?
I'd put at least 10 points into Willpower. Even 11 or 12 Willpower (at the cost of Strenght) won't hurt, especially if you're not going to equip him with heavier armour and thus don't need that extra carring capacity. Once I had in a party an insectoid rogue wielding a dagger and he had a Willpower above 20, but he was in a second row so I didn't have to worry about Vitality much. Frankly speaking, first row dagger rogue make a good use of every stat so points distribution is a though desission. The bright side is - whatever you do, you won't waste a point ;-)
davinel
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Re: Thoughts on build plan

Post by davinel »

Just finished game on normal.

Actually mage is kind of useless. Too much micro to use magic and always running low on energy.
And my unarmed/dodge rouge so much more durable than heavy armored fighter..

So, for best party i'd go with 4 rouge.

2xhuman rouge(front row): str:12, dex:14, vit:14
skilled, fist fighter, dodge:2, unarmed:5
skilled, evasive, dodge:2, daggers:5
2xmino rouge: str:21, vit:18
skilled, head hunter, throwing weapons:4
skilled, aggressive, missile weapons:4
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Merethif
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Re: Thoughts on build plan

Post by Merethif »

davinel wrote:Just finished game on normal.

Actually mage is kind of useless. Too much micro to use magic and always running low on energy.
And my unarmed/dodge rouge so much more durable than heavy armored fighter..

So, for best party i'd go with 4 rouge.

2xhuman rouge(front row): str:12, dex:14, vit:14
skilled, fist fighter, dodge:2, unarmed:5
skilled, evasive, dodge:2, daggers:5
2xmino rouge: str:21, vit:18
skilled, head hunter, throwing weapons:4
skilled, aggressive, missile weapons:4
That's very similar to my second party. There was a mage instead of dagger rogue in front row though - I just hate carrying those torches around, and I feel more comfortable when I'm able to freeze enemies.
Also my missile rogue was a human, not minotar, but that's only because of role playing purpose. Stat-wise minotaur is more optimal I suppose.
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leewroy
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Re: Thoughts on build plan

Post by leewroy »

davinel wrote:Actually mage is kind of useless.
Not really. Besides, without a mage you can't find some secrets ;)
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Thels
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Re: Thoughts on build plan

Post by Thels »

leewroy wrote:Not really. Besides, without a mage you can't find some secrets ;)
Which secrets require a mage, then?
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leewroy
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Re: Thoughts on build plan

Post by leewroy »

Thels wrote:
leewroy wrote:Not really. Besides, without a mage you can't find some secrets ;)
Which secrets require a mage, then?
Well, at least one of them, I don't remember well.
SpoilerShow
If I remember well it's on the 6th floor, the "mage's entrance" wher you suposed to cast a fireball. Without a mage you can't reach the "fighter's challenge"
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