![]() I say 5-6 levels becuase in addition to the 2 skillpoints lost, the Alchemist still gain +20% xp and will outlevel the rest anyway. Then we add the fact that you multiply your herbs by walking witch suddenly brings the Alchemist as a much more viable endgame choice. Some will say that farmer is far more powerful for this role but given that the lack of 2 skillpoints and reduced Energy+HP requires the farmer to be AT LEAST 5-6 levels ahead to only be at the same level as an Alchemist with the same traits. The Battle Mage + Chitin Armor gives a +20 extra protection and adding the Healthy trait give the mage enough tankyness along with 2 in armor for “Light Armor” trait. The final skills should be 2 Armor, 5 Fire, 3 Air (Meteor), 1 water (Dispel), rest in Concetration. You still need 1 mage in the party for hardmode since it provides utility in form of the forcefield and great dmg for elementals with the “Dispel” The martial training helps a ton with actually hitting things and just put extra in accuracy when you start missing. All in all, high resistance, still great tanking with heavy armor and high HP+STR +1 STR per level is waaaaay more worth than +1 protection per level. ![]() You gain more health than a knight and the lowered weight doesn’t matter when you gain extra STR as barbarian. dmg in the game with this combination since not only will the lizardman base+endure elements give him the highest elemental resist but a barbarian also gives him the additional STR to also be a viable dmg dealer. I’ll go through each individual character and exactly why all the details from race, class to skills spent is vital. I’ve now spent 45 hours in Grimrock 2 and tried 4 team-compositions before I sat down and thought long and hard about all the pros and cons to everything and turns out that if you really want a STRONG team, this is one of the few that can deal with Hardmode-Ironman-Single-use Crystal runs.
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