Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Insectoid Knight (CHITIN ARMOR PERK!!!!!)
Minotaur barbarian (ALL MINOTAUR PERKS!!!!!)
Lizardman alchemist (Yummy potions!!!!)
Human mage (I need one human ffs, can't have sex with a minotaur!)
1 insectoid wizard in back row; traits=strong mind, aura
1 ratling alchemist (high dex); traits=mutation, agile
Guns aren't that bad, the problem is the good ones (like rat boss cannon for early on) have very little ammo and they tried to balance them with the range they have BUT you rarely every shoot anything from range as it closes the gap so quickly
Insectoid Battlemage (magic), Minotaur Barbarian (heavy, throwing)
Ratling Alchemist (magic), Lizardman Rogue (dual wield, missile)
Ratling Rogue (All STR and no added Dex) - 5 Light Weapons, 2 Armor, 5 Crit, 2 Accuracy - dual STR based light weapons
With just those two, I RARELY ever have to cast a spell or use my Alchemist. Doing Pyramid/Cemetary atm.
Insectoid Battlemage - 5 Water, 1 Air, 1 Earth, (for spells-purely for the freeze effect), 2 Concentration - currently sitting on 4 unused skill points for this character
Lizardman Alchemist - 5 Alchemy, 5 Firearms, 4 Crit - Gigantic hits with cannon, but rarely even use for battle
This group stomps everything, a HUGE difference from my first party (Dex rogue, Min barb, Wizard, Alchemist).
Geez... that's... pritty much my party...
Get rank 3 Concentration. Not just for the extra energy and regen, but the fact that it opens up another useful control spell (and makes the earlier ones last longer).
Fighter - Lizardman (Str/Vit) Endure Elements, Tough/Aggressive
5 Heavy Weapons, 4 Armor, 1 Critical, +Accuracy
Battlemage - Insectoid (Will/Vit) Chitin Armor, Tough
5 Fire Magic, 3 Air Magic, 3 Concentration, 4 Armor (skill tomes)
Important Spells: Light (free torch), Fireblast, Fireball (ranged), Meteor Storm (5x fireball), Forcefield (block squares when mobbed), Invisibility
Rogue - Ratling (Dex/Vit) Mutation, Aggressive
2 Accuracy, 5 Light Weapons, 5 Critical, +Accuracy
Alchemist - Minotaur (Str/Vit) Headhunter (5-6 skulls in game), Aggressive
2 Accuracy, 5 Throwing, 5 Alchemy, +Accuracy/Critical
Don't worry about too much about stats. You can get 20+ permanent stats from alchemy and 1-3 from racial food.
Knight is useless. You'll have 100-125 protection endgame so the extra 14 and 3 evade is small. Heavy weapon charged attacks are very important lategame, so fighter is the best choice.
The dual wield rogue is the weakest element due to the need to click so often but optimal backline is cheesey. If that's what you're into then go str/throwing on the rogue and heavy weapons on the alchemist. Throwing is the best ranged skill but you don't get enough ammo to make two throwers. I did Missiles and they're bad. Firearms can backfire, have limited ammo, and don't scale on stats so I don't think they're worth it.
many many stats potions
1 minotaur alchemyst heavy weapon
3 alchemyst lizard with hight immunity to magic and immunity to poison
1 lizard mage - water magic air magic (freeze and dispell elementals and invisibility)
1 lizard missile weapon
1 lizard heavy weapon
no need to spend points to armor
2 first row alchemist heavy veapon cryt and hit
very easy to play
i play in hard but its ok
I agree that firearms aren't the best, but with 5 points you gun will never jam or backfire. The advantage of firearms is that because the aren't stat based, they still work with a low stat character. Let's you push the stat items/potions to other characters.
I think from all these varying "best party" posts, that you can see that almost any party setup is viable.
Play with what you enjoy.
I like to have two characters who can take a beating in the front. 4 points in Armor. Barbarian, Knight, Fighter all work. Battlemage if you like that. But any class can put four points in armor.
Then two more in the back that used those armor points on some utility, like points in magic or alchemy.
I like having one be a caster with 5 fire, 4 air, and 3 everything else to have access to all the spells. The shield spells especially. I've had the other be different roles and classes. Alchemist, Rogue, Farmer, anything works. I have a Ratling Farmer with crazy high Dex right now.