http://biclopsgames.com/fullscreen.php?id=1A coffebreak tactical rpg where you create a party of 4 heroes to explore dungeons.
There are 5 classes: warrior (good armor/weapon), cleric (heal, good armor), mage (bad armor, powerful ranged and close attacks), rogue (average fighter but some nice skills), ranger (strong ranged and close attacks).
Levelling up, every class can raise attributes and select a new skill/spell.
What's your strategy?
My best parties are (I'm obviously talking about the extreme difficult level
):
- Three wizards (intelligence at level up) casting incinerate and a cleric (intelligence at level up) behind them healing, reviving, casting holy light in big battles and smite against undeads.
Pros: three incinerate attacks per turn deal a huge amount of damage, and even if wizards have the worst armor, there are three of them to dissipate frontal attacks so it's not a big problem and against boss they can cast magic armor
Cons: incinerate needs a good staff to be effective, and with three wizards you'll probably never have them with a staff with the level they currently are; furthermore the cleric is also not at full activity; his armor is useless and ofter he has to pass turn
edit: I just realized incinerate doesn't need a good staff, but it needs intelligence! hahaah, I'll try to put those points there next time
- One cleric (endurance) absorbing all damage, healing party and attacking with fervor and three rangers (strengh/dexterity) behind attacking with crossbows/bows (pin, rain of arrows) and spears (force of nature)
Pros: the cleric armor and ability is really useful, and three rangers have a great power attack (and also tactical due to the very handy pin attack); creature levels are also very easy with the hunter prowness ranger skill
Cons: I don't know, this is a very effective party
- Two rogues (endurance) attacking with create opening and instakilling enemies (with coup de grace) stunned by the pin attacks shot by the two bow/crossbow rangers (dexterity) behind them.
Pros: pin + coup de grace combo is really cool
Cons: two rogues in the front line are often not hard enough to resist enemies attacks; bosses are immune to instakill; most important, no cleric so the only heal spells are the ranger's balms and mediocre heal
A cool trick I usually try to use is to equip mass damagers (Wizards - electric bolts; Rangers - hail of arrows and somewhat Warriors - cleave) with poisoning weapons; poison damage add over time, and for example after a first turn when the level boss party take 3 hail of poisoned arrows, it will take a lot of damages at the start of every other turn.