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Mine is (note that some terms might be a bit different, don't remember the exact terms).
Lizardman Barbarian, 50 Resistances, Dodge, Light weapons, Evasion
Insectoid Knighs, Natural Armor, Chitin Armor, Heavy Weapons, Armor
Rattling Alchemist, Mutation, Agile, Missile Weapons, Alchemy
Human Battlemage, Skilled, Quick Learner, Fire, Air, Concentration

Supposed roles:
* Lizzie is agile fighter, high HP, good resistance, dual wield, light armor, very evasive. Enjoys the best light weapons and evasive gear.
* Insect is heavy-armored "big stick" hitter. Enjoys the best heavy weapons and the best armor.
* Rattling is the marksman and alchemist. Enjoys the best missile weapons and second best evasive/armor gear.
* Human is the party's mage. Enjoys the best mage's gear (everything that gives willpower or energy).

Playing on Hard. At level 5 now, so far so good. Reloading if somebody dies, so not using the crystals/
Human got the tome of leadership (to give attribute bonuses to the fighters/archers).
Insect got the tome of 25HP (to catch up with the Lizzie).
I just played both games with the default party.

Though I went for two-handed weapons with the human fighter, dual wielding with the mino barbarian, bows with the ratling alchemist and fire/concentration with the wizard.
I learned from the first LoG that I should check out a guide for character creation since it's really easy to gimp your party and have to start over, so I'm following the "Classic Party: Mage Alchemist" build from the Party Building Guide at GameFAQs for my first run.

The short version of it is that I have a Minotaur Barbarian with Heavy Weapons, Armour and Accuracy, an Insectoid Battlemage with Armour and Water magic, a Ratling Rogue with Light Weapons, Accuracy, and Criticals, and a Human Alchemist with Alchemy, Fire, and Air magic. I did deviate a bit from the guide in that I swapped the recommended armour sets for the two front liners. It felt more balanced that way.

I'm nearing the end of the game now (I'm in the place that requires the elements... and I know where the 5th place is, just missing an item for it), so I'm starting to come up with ideas for another run (now that I have a better idea of what works and what doesn't). One crazy idea I'm having is a party with 4 alchemists to have a ton of stat potions (and obviously I'd have to rush to get a stat flower right away so I can start multiplying them as early as possible). I'd probably go with a human to act as an archmage with max Fire/Air/Water plus 3 concentration. I'd rush the XP amulet for him for sure; 45% bonus XP is crazy. I'd have to take a Minotaur, or maybe a Ratling, to sit in the back row and chuck rocks and do the actual alchemy. For the front row, I'm seriously considering two more Minotaurs who each get 3 Light weapons in order to dual wield, then guzzle bear potions all game. The rest of their points would go in Accuracy, Crits, and Armour. I'll have to see how well the bear potions work, since I haven't used them in my current game yet. I'm not worried about food, even with 3 Minotaurs... in my current game I have 3-4 crates still sitting in the hub, plus one crate and a sack on my party, and I didn't even go around intentionally farming it off the respawning mobs.
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madgod.103: Human got the tome of leadership (to give attribute bonuses to the fighters/archers).
Despite what the description says, the person who gets the Leadership skill also gets the stat bonus. I checked before using it on my rat (since he gets stats at level up anyway), and his stats all went up by one. Definitely worth using on your party member who is least likely to die if you ever do another run.
I have some progress in the game as well. Not sure how far till completion.
My chars are about level 12.
I've procured two amulets of +25% XP and now my lizardman barbarian and rattling alchemist both enjoy +25% XP bonusm while the human battlemage have been enjoyed her +20XP from the very beginning.
The Knight would be a bit behind, but he's getting all the best items to equip.
It is all looking good.

I couldn't help but noticed that ... you don't really need spellcasters in this game.
I feel like having a thrower (or another melee character with the skill allowing you to fight from the back row) instead of my battlemage would make my enemies die so much quicker.
Right now I throw spells in just for giggles - they do deal some damage, but attacking with two weapons would have done much more.
The only reasons so far to have the casters: light spell, dispel to kill air elementals.
But for the 1st one you can just procure the orb and raise concentration to one of the chars to use that orb to create light.
For the second one, I've heard the dagger exists, which harms air elementals. I haven't found it yet, so it might be a problem for no-caster parties (if you ask me it was so stupid to make the air elemental susceptible to only one stupid spell (which is no good for anything else) and a very special weapon (when you actually have no hint they they can harm those silly piles of leaves, or do you have a hint?), while other elementals can be hit by anything; I was dispatching fire elementals with my ... bow and broadhead arrows... something is really wrong in the heads of the developers (the logical circuits are mostly missing?), but the game is still awesome and enjoyable and keeps you coming back to play).

So, if I replayed (unlikely, due to the shortage of time nad actually why would you if everything is the SAME), I would play barbarian, knight, alchemist and rogue. The races? Rattling, Lizardman, Insectoid and Minotaur/Human for creazy strength or a skill. HOw to distribute races to the classes, don't know, needs some contemplating, which I don't have to to do now.

While playing two alchemists technically can be more beneficial (more stat potions), that would be quite dull, plus your front-liners will not have much HP (don't tell me you are going to brew the VIT potions only). Making them all rattlings would definitely help with a random attribute per level feat. Definitely an option, but I'm old school and want DIFFERENT characters in my party (not only by skill set, but by professions, races and perks. :)
Well, I just finished the game, the regular way and the special way. I checked my stats before I went for the special way, figuring I must have missed some stuff while going through, but no... I found every single secret in the game. I did have to look up solutions for a few of the puzzles, and unintentionally read a few secrets that way, but I would have likely found them anyway as they were mostly just switches on the wall.
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madgod.103: I couldn't help but noticed that ... you don't really need spellcasters in this game.
No, not really. The first game was the same way; the mages just don't really offer much in combat. My Archmage idea is mostly for flavor. I like mages, dang it. Sadly, he's probably going to be stuck using his energy mostly for light and forcefields, heh.

Even more sadly, every spell that I considered critical in the play though that I just completed can be cast from an item, and all that those require is a few levels in Concentration, which is a decent skill for a fighter anyway since it lets you use special attacks more often (except for a certain shield's active effect; that requires skill in an element).
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madgod.103: For the second one, I've heard the dagger exists, which harms air elementals. I haven't found it yet, so it might be a problem for no-caster parties (if you ask me it was so stupid to make the air elemental susceptible to only one stupid spell (which is no good for anything else) and a very special weapon (when you actually have no hint they they can harm those silly piles of leaves, or do you have a hint?), while other elementals can be hit by anything; I was dispatching fire elementals with my ... bow and broadhead arrows... something is really wrong in the heads of the developers (the logical circuits are mostly missing?), but the game is still awesome and enjoyable and keeps you coming back to play).
Yes, there's a dagger. As I recall, it's not particularly hidden. The hard part is figuring out the clue to get in to the area to begin with. The description on the dagger says something about it passing though things and leaving living flesh untouched, which is the clue that it can be used on elementals. And yeah, the air elementals in particular didn't really fit with the lore for the rest of the game, IMO. The air elementals really should have been hurt by earth spells, at the very least, but no. Dispel (which can be cast from an item) and the dagger only.
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madgod.103: While playing two alchemists technically can be more beneficial (more stat potions), that would be quite dull, plus your front-liners will not have much HP (don't tell me you are going to brew the VIT potions only). Making them all rattlings would definitely help with a random attribute per level feat. Definitely an option, but I'm old school and want DIFFERENT characters in my party (not only by skill set, but by professions, races and perks. :)
I've started my all Alchemist party. I went with a headhunter/+armour trait Minotaur (Str focus) and an Insectoid (Dex focus) with the racial and general armour traits for my front line and a +elements/aggressive lizardman with alchemy/missiles (instead of throwing, making him a Dex focus as well) and human archmage for my back. I strongly considered Ratlings, to get even more stats, but given the randomness of them and that I felt that other racial bonuses were going to be worth more (especially since I'll have stat potions flowing out of my ears fairly soon anyway), I decided against that.

I didn't play too much with them yet, but did rush the XP pendant from the watery gold key area, and a flower that is in the northern area of the lake. I then went back and finished up the first area (I held off on secrets and treasures until I had the XP pendant) and now need to move on to Twigroot Forest and go through it properly. I forgot until just now as I was typing this that there was also a flower in that gold key room, so I need to hurry up and get another key and return there before they multiply, so I can have 4 flowers for the second multiplying time.

I don't plan on making Vitality potions. My goal is to boost their damage instead, making my party a glass cannon. Ideally, I'll avoid getting hit at all and the lack of HP in the front line won't matter... and if the front line does die, well, I'll have tons of necro potions anyway! ;-)
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madgod.103: Mine is (note that some terms might be a bit different, don't remember the exact terms).
Lizardman Barbarian, 50 Resistances, Dodge, Light weapons, Evasion
Insectoid Knighs, Natural Armor, Chitin Armor, Heavy Weapons, Armor
Rattling Alchemist, Mutation, Agile, Missile Weapons, Alchemy
Human Battlemage, Skilled, Quick Learner, Fire, Air, Concentration

Supposed roles:
* Lizzie is agile fighter, high HP, good resistance, dual wield, light armor, very evasive. Enjoys the best light weapons and evasive gear.
* Insect is heavy-armored "big stick" hitter. Enjoys the best heavy weapons and the best armor.
* Rattling is the marksman and alchemist. Enjoys the best missile weapons and second best evasive/armor gear.
* Human is the party's mage. Enjoys the best mage's gear (everything that gives willpower or energy).

Playing on Hard. At level 5 now, so far so good. Reloading if somebody dies, so not using the crystals/
Human got the tome of leadership (to give attribute bonuses to the fighters/archers).
Insect got the tome of 25HP (to catch up with the Lizzie).
i am not sure what traits for insectoid knight,minotaur barb,lizard alchemist,and human mage,please help.thankyou.
Thats my party. So far, they are ok. But i feel that my characters are a little weak going in to the Keelbreach Bog in the dungeon with all the poison going on. :)
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