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Although I think if you want to play it 100% blind, you shouldn't look into classes and weapons.
Recommend you also try the The Guardians mod. It's incredibly good. It's like a proper sequel in terms of mechanics and level of challenge.
Thanks a lot bro
Its honestly the only way I found armor / defense to be reliable in this game, is to stack the crap outta of it, otherwise my advice is - don't get hit.
I understand you dont want to mage - and in this scenario your not maging 99% of the time. U can preload a spell to cast- and have it ready to fire at will. The game gives you 2 gear layouts so eventually you could have a melee setup with shield and a staff setup.
Minotaur with head hunter back row using throwing weapons + str is always great choice.
Rouge in back with bow is good choice
Theres lots of combos you can setup between traits and races. Once you play through the game once , you will have a better understanding of the items at your disposal and challenges. In turn, you will find a much more enjoyable time creating your 2nd party.
This game is so good. Have fun !!!
Minotaur Barbarian Throwing Weapons
Human Barbarian Two Handed Weapons / Heavy Armour
Lizardperson Alchemist (goes Magic eventually)
Ratling Alchemist (goes Light Weapons eventually)
No one is min maxed obviously - Barbarian Minotaurs suck at dex/ranged, Humans should be Knight, Lizardpeople should be Mages (mine is but you have to make it through 1 1/2 levels and a boss fight), Ratlings - well, no one knows what they should be.
This was on Hard / One Use Crystals.
Wussytaur you mean :)
A Lizardman with Endure elements with fast metabolism on a melee alchemist to automatically resist 50% of all elements and double those HP potions yields and essentially be the melee bruiser who can tank with extreme healing. They get all of the vitality and strength stat potions, going heavy weapons, athletics, accuracy. I've managed to get 100 resistances on every element on this character without very much effort, and it's hilarious having a character who's immune to magic and yet can slap for up to 400 damage, has 400 health by himself, has decent protection by forgoing evasions entirely (so just equips heavy armor and keeps the 4 skill points to go elsewhere) and a single large HP potion will pretty much heal them to full. Bear potions exist if you need this character to somehow need a bulky, strength-based "rogue" who slaps really hard, really quickly, with both paws.
My second Alchemist who is again a Lizardman who works as my DPS mage. So mastering fire and wind magic with a mix of concentration. Fast Metabolism again for the bonus energy regeneration and strong mind for the +2 will power. Obviously willpower will be his highest stat with vitality the second highest but he's going for fire and air magic, so he can supplement the two lower resistances with shields and of course gets all of the willpower potions. Having 500 energy with obscene quantities of passive energy regen is nice, but all of those energy potions go into this character to just spam fireballs over, and over, and over, and over, and over, if for some reason I can't hit something up close. And a lot of things in this game are weak to fire.
A third alchemist who acts as the "rogue" of the party that is an insectoid with Agile and Quick for the bonus speed to actions and better damage/dodge/accuracy/lightning resist. They'll dual wield daggers and take any dexterity stat potion. They go light weapons, critical chance with light armor and accuracy at level 2 (with the high dex, they won't miss often but back row melee is useful in some situations for the last character)
Finally, the the last character is sort of an all-rounder, thus a ratling alchemist with mutation (and benefits from all the cheese food items in the game) who rather than deals damage, helps with support via water magic for freezing, concentration for spells like force field, shield and and as a result can be in any position as the party needs it (tank, backline/frontline melee, missile weapons, magic weapons, etc). This characters gets the exp amulet and skill point books for obvious reasons.
This forth character who is honestly my favorite is basically the character that glues the idea together. They make the potions, tonics and bombs, they do all of the crowd control by dipping into a bit of water and air magic for frost bolt, and they go into concentration for obviously not only a bigger energy pool, but for key support spells like force field. They tend to wield the more utility items, like the pearl shield for additional party wide healing (in case everyone's hurt and I don't feel like I can macro the 100+ large HP potions I probably have by that point).
Do you know how much damage you can do when you combine one of your hundreds of ice bombs or a frost bolt if you somehow feel the need to preserve a bomb, to freeze an opponent, waddle to their backside, and just go to town with an extra 35% faster action speed cooldown on a character that gets triple damage backstab? It's even more hilarious when you combine it with a speed potion for even more DPS.
You start critting for around 400~500 damage. Per swing. And you attack so fast. You can combine it with a bear form potion on the heavy melee guy for even more damage. It's thousands of DPS a second, when the enemy can't even fight back. And if that character is wounded, just use the life leech ability that you get from the weapon that you collect on the beach of all places. I keep it in the secondary slot on 'em. One swing and you can get back 250 hit points in a single attack. With this, your rogue or "rogue" is easily a tank as long as they don't get one shot or run out of energy to use the leech life ability, but even then, just toss an energy potion now and then if somehow the enemy is surviving more than a few seconds.
This isn't even mentioning the other useful bombs, or the other utility potions, the obscene amount of healing and energy potions you can make, the insane amount of resurrection potions in case someone *somehow* died, or the fact that you have four characters just generating crystal flowers to just toss into whatever stats you need/want.
The *only* problem with the party is that the early game is extremely rough and slow. Once you get two items that enable spell casting though, it's pretty smooth sailing, especially once you start obtaining core skills and crystal flowers to get everything rolling properly. And weight, because all those potions, bombs and herbs weigh you the hell down for sure. On the bright side, you don't need as much food as you think. Fast metabolism on the two characters who need it just means they recover so quickly passively when not active, and despite what fast metabolism says, you only lose hunger if you're actually taking actions (attacking, interactive, moving). If you stand still and do nothing, your hunger will actually not decrease at all and time will not move, but you still regenerate health and energy anyway, so this actually mitigates how much you need to rest and therefore how much "time" passes in the game.