jfamiot: Thanks!!
That really help clearing up a lot of questions I had.
So, what is song of Healing again? :-)
And how about a thief, do you use one or use one of the hybrids?
Turn recovery on Obis? Sorry, you lost me there. I am a new player, just bought the game and used the pregen character to explore and get a feel for the game.
Thanks!
I actually have a thief in my party, though I am not sure if that is necessarily the best choice. Here are the tradeoffs:
Thief: Best chance of actually disarming traps. At higher levels (26+), can disarm and steal from enemies. (Not as useful as it sounds, but there is one enemy in the final bonus dungeon that has a nice sword and ring to steal, and the ultimate postgame boss apparently has the most powerful weapon in the game.) Not that useful otherwise (try getting some spells through class changing or status ailments through alchemy, or just get her Song of Healing and have her use that all the time). Levels up fastest and therefore ends up with the second highest Physical Damage Up bonus. Also, the XP cost of Miracle is less due to levels requiring less XP. (Note, however, that thieves do not naturally learn that spell.)
Bard: Can use slightly better weapons than thief. Can cast mage spells and use musical instruments. (Note that instruments can break which can be a problem before you get Pendeku). Can use Tarot cards, but I never used them when I had one. (They are mainly useful when you are trying to Contract a resistant enemy with your Summoner and want to keep it alive but harmless.) Does not get a bonus to attack spells at higher levels (unlike the mage and bishop). For EX skill, I recommend Magic Essence, which makes mage spells (including those from items) ignore magic resistance.
Hunter: I have never used one, but this class can fight well from the back row. Also, hunters get free attacks against enemies inflicted with status ailments, which is useful if you have a good way to inflect them. (I recommend Magic Essence on a mage.)
Also, of note, there are 3 other ways of dealing with trapped chests:
1. Use a Summoner. If you summon a monster with Thief Skills (+1), it can examine and disarm chests for you.
2. Cast Portal (level 1 Alchemist spell) on the chest, then decide whether the trap is acceptable to trigger. If it is, trigger it intentionally; otherwise, leave the chest alone. Note that there is one trap in particular that you may want to trigger intentionally even if you have someone with Thief Skills (+1).
3. Cast High Portal (level 7 Alchemist spell, first learnable at level 13) and ignore the trap entirely.
Song of Healing is an EX Skill chosable at character creation that heals the party slightly for free. The more songs you use, the stronger they become, as long as you don't spend a round without singing or end the battle. Only one character needs this; if you really like singing, give characters different songs, as they all contribute to the effectiveness of songs, while multiple uses of the same song in the same round don't stack.
Turn Recovery: In the dungeon, you will randomly find ores that you can mine with a Pick. You can then go to the Alchemy Workshop with your Alchemist and use them to improve your equipment. With certain ores, one of the things you can add is Turn Recovery, which causes the character wearing the item to recover hit points every round.