Legend of Grimrock - Dungeon Master Fan's !

It's not Eye of the beholder reborn it's Dungeon master reborn due to the monsters and the spell casting but i'm not complaining :)
 
I've been hanging back off it a bit, because of headaches (recovering from meningitis) I've met a few spiders, but they're not too bad because I've been investing in tank skills for my front row and my old DM/CSB skills aren't too rusty :)

I'm about to dive back into it though!
 
Ok... I now have more thoughts on the 'perfect' party.. I'd like to hear criticism/agreement!

I've just cleared the
slime
area and I'm thinking about yet another re-roll!

Front line... two lizardmen fighters. Lizardmen are not much different to humans. You gain a little tanky skills and drop a skill point, but not much different.

Traits - Skilled, Healthy

Max out vitality then go for dex.

These should be tank characters and I'd drop everything into tanking skills for them. They'll still do a fair bit of damage relative to what they would if you went for DPS skills it seems, but what I find myself lacking the most is front line tanking.

I want the two front row to be identical, the reason for this is if you can only stand up fight while your front row is healthy, if one is weaker than the other then I'd have to retreat more often.

Back row

Minotaur rogue. This is a pure DPS character and I'd go for nothing else for this character. It will have enough hps to replace a front line tank for a short time if the damage they take is uneven.
Why minotaur? Two reasons really. You need to have one minotaur to take advantage of the skulls. I also don't want an uneven front row for the reasons above. Finally strength is the skill for minotaur rogues, for full on DPS. The minotaur will use a dagger (two when they fix dual wield!)

Max out str and then dex

Insectoid mage

Pretty much a given that you want at least one mage. I can't fit two in without dropping the rogue, and while mages are great they can't do constant DPS without running out of mana. Additionally a second thief would be a bad choice I think, because there'd be no skulls bonus, they'd have to share daggers (I'm sure there will be 1 powerful dagger only) or use ranged combat which I CBA with.

Max out willpower then vit

As for skill advances...

The front row will get themselves quickly up to heavy armour, and then on athletics.

The thief will get assassination quickly and then go for daggers

The mage will get up to fire blast, then spellcraft for 1 rank of faster spells, and then fireball and then spellcraft

Later in the game I imagine I'll need to have the mage and thief beef up their defence, and I'll be able to have the front row pick a weapon each.

Edit : Change of plans slightly..

I'm going for evasive and healthy for front row.

I'm going for aggressive and head hunter for mino thief.

I'm going for natural armour and strong mind for the mage. I assume since it's an insectoid only trait it's a bit better than evasive. I may be wrong!

The reason why I'm not going for skilled for most of them is that I think I can be economic with skill points, and the traits will be better than trying to find a use for spare skill points.

The dexterity I'm giving my front line fighters gives them a fair boost to accuracy, which I think will help balance out their DPS.
 
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^^ Quite similar to what I'm thinking, and my load out in terms of classes (but I went all human bar one mino fighter - only for role playing reasons, though :) ). And I've just cleared the slime about 45 minutes ago too :)

I'm liking the power of assassin/dagger rogues, but it's a bit situational (i.e. it's only it's best when you can backstab - I've not managed a spider backstab yet!).

What are you speccing your mage in? I went earth/ice/spellcraft, thinking as follows: i) those two schools actually give useful skill bonuses for a mage, ii) there seems to be a lot of poison/disease, so poison resist/shield should come in handy, and iii) I only need go to 13 or so in earth to get poison shield, and then I can max ice/s'craft so I'm hoping I won't overly suffer by having three specialisms.

We'll see, I guess...
 
If anyone is looking for the 2nd fire and ice Spells (skill lvl 7) then I've listed them below

Fire
Using numpad as a guide to position its 7-8-6-2

Ice
Using numpad as a guide to position its 8-6-2-3
 
^^ Quite similar to what I'm thinking, and my load out in terms of classes (but I went all human bar one mino fighter - only for role playing reasons, though :) ). And I've just cleared the slime about 45 minutes ago too :)

I'm liking the power of assassin/dagger rogues, but it's a bit situational (i.e. it's only it's best when you can backstab - I've not managed a spider backstab yet!).

What are you speccing your mage in? I went earth/ice/spellcraft, thinking as follows: i) those two schools actually give useful skill bonuses for a mage, ii) there seems to be a lot of poison/disease, so poison resist/shield should come in handy, and iii) I only need go to 13 or so in earth to get poison shield, and then I can max ice/s'craft so I'm hoping I won't overly suffer by having three specialisms.

We'll see, I guess...


I'm going for fire for my mage, I like fireballs. :) I think it's because it was the good spell in DM and the others sucked.

However I'm now thinking I should maybe start again because I think freezing enemies may be far more important than a little bit extra damage.

Jeebus. :/ I've just done the first level with my new party, and I like them.. but I think I'll switch to ice magic.
 
Brill game, loving it.. just managed to **** myself on the back of the head witha burnt out torch.. (threw it into the moving teleports on lvl3)

HOW the heck do u get by them, am gazzumped
 
Here's how.
Facing into them there's a pit in the middle, you need to stand on that. To close it you throw something on the left pressure pad. So go one forward then one right, then one forward and then turn to your left and throw something onto the pad. Then the pit will close, then you can stand on that and throw something onto the other pad, and get out of the gate. You'll need a few tries for the second part, but once you've done it you can open up a wall to make it easy.
 
Not going to read that just yet :) Spend about half an hour mucking around with them last night, but that was half the fun of DM. If you couldn't figure it out, you were stuck till you did :D
 
Level 6 is keeping me busy atm :D

Overall I think they have done pretty well with the puzzles, number of mobs so far. This game is well worth the money!
 
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