Here's an outline of what I picked and why:
"Glullub"
- Lizardman barbarian
- Primary roll: frontline tank and melee damage dealer (Heavy weapons, heavy armour, alchemy).
- Traits: endure elements and fast metabolism
- Starting stats: max vit, split str and dex
The health gain of barbarians is outstanding, and the traits of lizardmen synergise with this health gain (and with armour) to create a very robust character. Glullub is the character most likely to survive from a near team-wipe. That said, the character only really needs heavy weapons and heavy armour - so this is also the character that I choose to train in alchemy (because someone has to do it).
"Niiki"
- Ratling battle-mage
- Primary roll: frontline tank and magic damage dealer. (Air magic, Heavy armor.)
- Traits: mutation and tough
- Starting stats: max vit and wil.
I figure that it's good to have 1 ratling on the team to benefit from the stat gain from cheese. And I figured that a frontline battle mage is probably the class the benefits most from random stat gain... I actually had in mind that they could use bear potions to increase the damage and make better use of str & dex gains... but it turns out that just ordinary spell-casting is generally stronger anyway. In any case, getting stat gain from leveling up and from cheese means that Niiki becomes far stronger than any other battle-mage could.[/list]
"Susan"
- Human alchemist
- Primary roll: backline magic damage dealer. (Fireburst, Fireball, Meteor storm.)
- Traits: skilled and aura
- Starting stats: max vit and wil.
The herb-growing ability of alchemists is very powerful - and almost a necessity when healing crystals do not regenerate. Alchemists aren't very tanky; and so they are better as back-line fighters. Spell casters benefit from the early skill point of humans.
"Murval"
- Minotaur ranger
- Primary roll: backline melee damage dealer. (Light weapons, critical)
- Traits: head hunter and aggressive
- Starting stats: max str and dex
This is by far the strongest late-game damage dealer. The damage bonus from strength and from aggressive is added to weapon damage, and so to maximise damage output we want to get the best possible attack speed. This means duel-wielding light weapons. And since we're duel-wielding, it makes sense to pick the ranger, which gets a multiplicative damage bonus relative to the other classes (this is a far bigger end-game bonus than a barbarian would get from strength gain). The minotaur's initially high strength, aggressive, and head hunter all synergise with the increase attack rate of duel-wielding. And so does the ranger class.
Rough overall strategy
Murval gets 'reach' as soon as possible, then maxes out light weapons, then critical. This character becomes relevant quickly, and devastatingly powerful in the late game. Murval gets to drink most of the +strength potions. At the end of the game Murval had 50 strength. Nothing else came close to the enormous damage output of a backstabbing flurry of slashes from Murval's sickle sword. (again, flurry of slashes maximises the number of times the damage bonus from strength is applied). Murval's equipment should be either +str or +dex.
Glullub gets 1 early point in alchemy to brew basic potions, then maxes heavy weapons, then most of armour, then maxes alchemy for the late-game +stats potions. Glullub equipment of choice is Bane + Meteor armour.
Niiki should max air magic, armor, and concentration on an as-needed basis. Niiki's main attacks are shock and lightning bolt; but she's also in charge of protecting the team with invisibility - so it's nice to be able to get that early on. End-game equipment should be crystal armour & pretty much any orb/staff.
Susan should beeline stats towards getting fireball, then meteor storm. Spell damage is relatively very strong in the early game, and so both Niiki and Susan are the big-hitters for the first half of the game before Murval and Glullub overtake them towards the end-game. Meteor storm can one-shot-kill most enemy when you first get it, which is a pretty comforting ability to have when you suddenly realise that monsters have somehow surrounded you from behind. The main reason Susan is on the team though is for the herb-growing ability. So she should have a box with at least one of each herb type. (As they grow, she can give them to Glullub. She only needs one of each.)
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Anyway, as I said, the team was very strong and well balanced throughout the game. The balance of skills meant that I got a combination of fire, lightning, and melee damage very early on, which make for a versatile early game team; and for the late game, the damage stacking on the backline Minotaur more than made up for the fact that spell damage doesn't scale well into the late game. Those magma giants basically died from two backstab flurries.
I think Murval is pretty much perfect, and I'd have that same character on any team I was trying to win with. I think Glullub is well-tuned as well, and although he wasn't as deadly, he was a good reliable team-member. The other two, while very good, I think could probably be improved. They just didn't have that same level of synergy as melee characters. If bear-form was better then I think Niiki would be a real winner... but in any case, I was happy to have the two spell casters on my team.