Legend of Grimrock Review (DanielGames)
Took me a long while to warm up to this game as I expected it to be turn based combat, but it's still a fun dungeon crawler. I really like the lighting in this game when you aren't using a torch. You can see the shadows of monsters creeping around. This game has jump scared me quite a few times with a monster coming around a corner unexpectedly. I also enjoyed most of the puzzles in this game and how you're rewarded for figuring them out.
This is a game that tells you very little going in and I would suggest looking up a fan made guide to have a general idea on how to plan out a build. The general guide found in the steam community is a good resource. There's no proper respec in this game and using cheatengine to manually do so will not actually reset the skills you already invested points in. I've reset a playthrough multiple times cause I expected there to be more gear to compliment all my character's builds but that simply wasn't the case. Just assume the game will give you very little so make your characters rely on different types of gear or not reliant on gear at all. I wouldn't recommend you having multiple melee or ranged weapon users that use the same weapon type. Exceptions being unarmed and missile weapons, as bows and crossbows use different ammo anyways.
The biggest tip I can give is to focus entirely in one damage oriented skill. You gain benefits with each point. The only exceptions I'd recommend is starting mages with 2 in spellcraft for the early +1 willpower as well as frontline rogues with 2 in dodge for +5 evade. While some areas have respawning enemies at a slow rate, there's basically only going to be enough level ups to reach 50 points in one skill. There are a few +skill tombs that will help out if you can find them. Increasing a mage's spellcraft a bit to use equipment and tombs is generally worth it so do so once you find those items.
Other misc tips would be that ranged weapons and spells always hit, so accuracy does not matter on characters using them. Thrown and missile weapon skills don't have any special attacks, so willpower and energy are wasted stats on characters using those. You don't need to find spell scrolls to cast a spell, you just need the skill points and to know the rune combination. Avoiding hits is generally more important than landing them. Thrown and missile ammo can be picked up after killing the enemy they hit so be sure to always pick up your ammo. Every 2 vitality or willpower above 10 will give you an additional +1 health or energy each time you level up, so try to invest in those stats early. Lastly, if you find you have too many items you don't want to give up on but they're slowing you down, place them on the floor and mark them down on your map if you ever find a use for them in the future. Oh also fall down pits. Usually there's goodies below.
This is a general party setup I've used with good success in hard mode:
"Frontline melee wearing evasion gear"
Lizardman Fighter / Rogue
10 str, 18 dex, 13 vit, 10 wil
3 Axes/Maces/Swords/Unarmed / 2 Dodge, 1 Daggers/Unarmed
Aggressive, Fist Fighter/Healthy
note: human variant would take 10 str, 16 dex, 14 vit, 10 wil and spend the additional skill point in their weapon skill. The human version will have slightly more health and +1 attack power while lizardmen will have +1 accuracy and +4 evasion.
"Frontline tank wearing heavy protection gear"
Minotaur Fighter
16 str, 6 dex, 20 vit, 10 wil
1 Maces
Healthy, Head Hunter/Aggressive
note: will need +skill books to be able to eventually reach heavy armour skill after maxing maces. Evasion gear will be wasted on this character until you reach the heavy armour skill.
"Backline ranged"
Minotaur Rogue
20 str, 6 dex, 19 vit, 7 wil
1 Missile/Throwing
Aggressive, Head Hunter/Healthy
note: Head Hunter should be priority on this minotaur if you have more than one.
"Backline mage"
Insectoid Mage
8 str, 11 dex, 12 vit, 20 wil
2 Spellcraft, 1 Air/Earth/Fire/Ice
Healthy, Strong Mind
Edit:
Having beat the game, I can give a bit more info to help new players plan things out.
My party was level 13 when I reached the endgame. About 3/4 of the way to levelling up. This means my characters had 48 skill points to invest in, plus what the character's starting skill points were. There are 3 tomes in the game that also give 5 skill points to a character, as well as a mage tome that puts 3 points in the fire skill. This means Minotaurs will need either the skilled trait or one of those skill point tomes to reach 50 points in a skill. You could always grind respawning monsters but the game isn't that hard to warrant such a time waste. Rogues that want 2 points in the dodge skill should roll a human for the extra skill point to reach 50 in their main skill.
The best mage staff/orb requires 10 points in spellcraft. If you're using an earth mage, they'll need 7 points in spellcraft for their best item.
Being a pack rat was a waste of effort for the most part. I was carrying around twice as much food that I needed for the game. I only used grenades in one optional area so for the most part they were a pain to carry around in high numbers. I would suggest only keeping frost grenades as those are very useful with stunning enemies.
I saw a lot of talk about how protection was a useless stat compared to evasion. I agree that evasion is better, but you have to build for it. Lizardmen rogues with 2 points in the dodge skill and the rest in unarmed get a ton of evasion. That being said, my beefy minotaur fighter mace wielding tank who wore all the high protection gear was doing a great job soaking hits, as well as hitting for 200-230. I just had to rest every so often to help him regenerate his health back. However, don't think high protection gear makes you survive ogre attacks. Granted I was playing on hard mode. The rule still stands that you avoid taking damage when possible.
I rarely used potions and did just fine in hard mode. Antidotes were useful early game but poison wasn't a threat later on. There were two areas where i made a bunch of health potions.
Lastly, don't make a party that's nothing but ice mages (or 3 ice mages and 1 mace fighter).
My above party's stats at the end were:
"Frontline melee wearing evasion gear"
2 Dodge, 49 Unarmed
131 health
77 energy
7 protection
91 evasion
57 attack power
71 accuracy
"Frontline tank wearing heavy protection gear"
50 Maces, 14 Armours
244 health
75 energy
77 protection
-36 evasion
82 attack power
42 accuracy
"Backline ranged"
49 Missile
133 health
8 protection
8 evasion
73 attack power
"Backline mage"
10 Spellcraft, 44 Fire
113 health (I gave him the +health tome)
235 energy
9 protection
10 evasion