Posted June 05, 2023
I bought this game when it came out and have played the crap out of it. I've tried most party combinations, and dual classes. I play expert ironman. These are my opinions and my way of enjoying the game. Take it with a grain of salt. Use what you can, discard the rest.
I favor defense over offense in this game because Heal All can quite simply outlast the mooks. There is not a situation that I can think of that enough damage can be inflicted fast enough(except instant-kill, which is not reliable)to prevent certain annoying things from happening(death clouds, elemental high damage attacks). When one member of the party dies, it can snowball into TPK(total party kill). Smooth and steady wins this race. With that being said, I prioritize vitality on my fighters and bishops. Fighters, because they get hit all the time, bishops because they have low hit points.
I don't prefer excessive training. Two bishops are the core of most of my teams. One bishop in slot one takes wizardry and psionics. The other bishop in slot 2 takes alchemy and divinity. Why slot 1 and 2? Because after a combat move the initiative is determined by party slot, and you want the casters added to party first so the mooks are disabled before the melee attack(put your member casting haste in slot 1). The alchemy/divinity bishop can have alchemy high enough to start pumping out purple potions in arnika with relatively minor training. The wizardry/psionics bishop beelines x-ray(absolutely critical).
A rogue is the best disarmer because of the bonus which can have them disarm the roughest traps with no training with a thieves shield, thieves dagger and max divine trap. They also do great damage. x2-x4 backstabs with Fang will shred the mobs. Can you get by with another lockpicker? Sure, but training locks is one of the most mind numbing things in this game, and a failed trap on ironman can do a lot of bad things.
So party:(short bus wrecking crew)
3 dwarf fighters, str, vit, dex, sens, polearm, close combat, bow, ranged combat
1 gnome bishop wiz/psi, int, vit, sens, pie, wizardry, psionics, air magic, fire magic, mental magic
1 gnome bishop alch/div, int, vit, pie, sens alchemy, divinity, divine magic, earth magic, water magic
1 hobbit rogue, str, dex, sens, vit, stealth, locks, sword, throwing
Dwarf because damage resistance, gnomes for high vitality. Hobbit for 60 starting points. Don't bother putting any more points than 35-45 into speed. You get 10 from the snake boots and 70 if I recall from level 7 haste which caps you at 125. The thieves shield will give another 10 to the bishops. Never divvy your attribute points. Max one stat at a time to unlock special skills like Power Strike. Put a fighter, a rogue and RFS in front position, a fighter on each flank, and two bishops and Vi in the middle. If needed move the bishops or Vi to the rear when dealing with extended range mobs.
Take Vi and RFS because strength in numbers. Once they join never switch them out. You can run Vi until she is unconscious to get her into the Rift. Bind at trang porter with bishop 1, Bella with bishop 2, and rapax castle with Vi. At bishop level 11 after binding at trang porter, make your way to Bella to grab the dread spears for the three fighters and Vi. Fang and the boomerang shuriken can be looted from the temple without ever fighting anything by combat running from the entrance to behind a post, behind a post to both stairs to the loot, then from behind the stairs on the left to around the corner to the mummies. You will have to fight the mummies, though. Fighters/Vi: Dread Spears, Strong Bow, Seige Arbalest, Lightning Bolts, Mystic Arrows, RFS: Zatoichi Bo or Martial Arts, Shurikens. Rogue: Fang, darts, knives, bombs. Bishops: Staff of Doom, Vampire Chain, Medusa Stones, Wrist Rockets.
On that note you should abuse combat run. It allows you get a visual on mobs without triggering actual combat, and it also allows you to put up an element shield, soul shield, and haste before the mobs can act. Example: stand near an open door that has mobs in the room. Enable combat move and move so where you can just see the mobs arms and not agro them. Disable combat move, renable combat move. Queue Haste, Elemental shield, Soul shield, ranged weapons. Step as little as possible so that combat is engaged when the round is finished. Voila, you now have full magic defense before the mobs can cast anything. This is key to crushing this game.
Is this the most powerful party? No. Is it the most survivable party? No. This is what I consider the best party to plow through expert iron man with minimal training and high survivability.
I favor defense over offense in this game because Heal All can quite simply outlast the mooks. There is not a situation that I can think of that enough damage can be inflicted fast enough(except instant-kill, which is not reliable)to prevent certain annoying things from happening(death clouds, elemental high damage attacks). When one member of the party dies, it can snowball into TPK(total party kill). Smooth and steady wins this race. With that being said, I prioritize vitality on my fighters and bishops. Fighters, because they get hit all the time, bishops because they have low hit points.
I don't prefer excessive training. Two bishops are the core of most of my teams. One bishop in slot one takes wizardry and psionics. The other bishop in slot 2 takes alchemy and divinity. Why slot 1 and 2? Because after a combat move the initiative is determined by party slot, and you want the casters added to party first so the mooks are disabled before the melee attack(put your member casting haste in slot 1). The alchemy/divinity bishop can have alchemy high enough to start pumping out purple potions in arnika with relatively minor training. The wizardry/psionics bishop beelines x-ray(absolutely critical).
A rogue is the best disarmer because of the bonus which can have them disarm the roughest traps with no training with a thieves shield, thieves dagger and max divine trap. They also do great damage. x2-x4 backstabs with Fang will shred the mobs. Can you get by with another lockpicker? Sure, but training locks is one of the most mind numbing things in this game, and a failed trap on ironman can do a lot of bad things.
So party:(short bus wrecking crew)
3 dwarf fighters, str, vit, dex, sens, polearm, close combat, bow, ranged combat
1 gnome bishop wiz/psi, int, vit, sens, pie, wizardry, psionics, air magic, fire magic, mental magic
1 gnome bishop alch/div, int, vit, pie, sens alchemy, divinity, divine magic, earth magic, water magic
1 hobbit rogue, str, dex, sens, vit, stealth, locks, sword, throwing
Dwarf because damage resistance, gnomes for high vitality. Hobbit for 60 starting points. Don't bother putting any more points than 35-45 into speed. You get 10 from the snake boots and 70 if I recall from level 7 haste which caps you at 125. The thieves shield will give another 10 to the bishops. Never divvy your attribute points. Max one stat at a time to unlock special skills like Power Strike. Put a fighter, a rogue and RFS in front position, a fighter on each flank, and two bishops and Vi in the middle. If needed move the bishops or Vi to the rear when dealing with extended range mobs.
Take Vi and RFS because strength in numbers. Once they join never switch them out. You can run Vi until she is unconscious to get her into the Rift. Bind at trang porter with bishop 1, Bella with bishop 2, and rapax castle with Vi. At bishop level 11 after binding at trang porter, make your way to Bella to grab the dread spears for the three fighters and Vi. Fang and the boomerang shuriken can be looted from the temple without ever fighting anything by combat running from the entrance to behind a post, behind a post to both stairs to the loot, then from behind the stairs on the left to around the corner to the mummies. You will have to fight the mummies, though. Fighters/Vi: Dread Spears, Strong Bow, Seige Arbalest, Lightning Bolts, Mystic Arrows, RFS: Zatoichi Bo or Martial Arts, Shurikens. Rogue: Fang, darts, knives, bombs. Bishops: Staff of Doom, Vampire Chain, Medusa Stones, Wrist Rockets.
On that note you should abuse combat run. It allows you get a visual on mobs without triggering actual combat, and it also allows you to put up an element shield, soul shield, and haste before the mobs can act. Example: stand near an open door that has mobs in the room. Enable combat move and move so where you can just see the mobs arms and not agro them. Disable combat move, renable combat move. Queue Haste, Elemental shield, Soul shield, ranged weapons. Step as little as possible so that combat is engaged when the round is finished. Voila, you now have full magic defense before the mobs can cast anything. This is key to crushing this game.
Is this the most powerful party? No. Is it the most survivable party? No. This is what I consider the best party to plow through expert iron man with minimal training and high survivability.