Posted March 19, 2019
Sorry to hear you made the rookie mistake of taking the default party, which has several glaring problems.
Thieves are largely a wasted party slot compared to a monk or knight - lower melee damage with insufficient utility to justify it. Monks can serve as a secondary healer in a pinch, have tons of armor, and do a lot of damage. Knights do a lot of damage and have side-utility such as repairing equipment and identifying monsters. Thieves get disarm trap (which you don't need that much of and gets obsoleted by telekinesis), stealing (which only makes everyone hate you), and basic elemental damage (good for hitting slimes at higher levels and that's it).
Then there's the issue of having a dwarf as the cleric. What the game won't tell you is that a lot of enemies hate dwarves. There's a hidden behavior in many enemies where they hate a specific character species or gender, and you can only find this out by reading a guide or watching for enemies that suspiciously only go after certain characters. You can use this to your advantage - since many enemies hate dwarves, make your knight/monk/tank a dwarf. Having a dwarven cleric makes about as much sense as having your healer taunt in a WoW-like MMO - it will wipe your party and someone's getting booted from the raid.
If you aren't willing to start over:
Get bows for everyone ASAP. In the early game, bows can mean the difference between life or death.
Keep your distance. You don't have the health or armor to slug it out in melee.
Harmondale, Barrow Downs, Erathia, Tatalia, Tularean Forest, and Bracada Desert are full of low-level enemies that you can slowly whittle down piece-by-piece with bows. Good for leveling.
If you're short on gold and gear: Save up 2000 gold for a Wind Master (NPC follower that casts 2 hours of Flight once per day). There are areas in Bracada and Avlee with massive amounts of treasure guarded by mid-level enemies. Don't fight them. Instead, fly over them out of reach, corralling them away from their loot. Then sweep in and take everything. Wind Masters pay for themselves quickly in the early game.
Focus on skills that you need and skills that play to each character's strengths.
Knights are best with sword + spear, although at extremely low levels before you can dual-wield them I recommend a 2-handed trident or spear.
Thieves suck, although the dagger + sword combo is the best you can make out of a bad situation.
With a dwarven cleric (already a major mistake), focus on body magic (healing) and armor skills. Clerics are best with leather + shield because chain will slow you down.
For a wizard, any elemental magic except earth is good for different reasons. Air gives you critical utility (wizard eye, feather fall, shield, flight, invisibility). Water gives you strong offensive spells (poison spray, acid burst which does physical damage) and critical utility such as water walk, town portal, and enchant item. Fire gives you area offensive spells - Fireball is probably your first AoE spell, and later you get Meteor Shower which rains down flaming pain on your enemies. Fire bolt sucks and should only be used on enemies immune to poison spray. DON'T invest in staff or dagger fighting on your wizard, that's a waste of skillpoints that should go into magic skills.
Thieves are largely a wasted party slot compared to a monk or knight - lower melee damage with insufficient utility to justify it. Monks can serve as a secondary healer in a pinch, have tons of armor, and do a lot of damage. Knights do a lot of damage and have side-utility such as repairing equipment and identifying monsters. Thieves get disarm trap (which you don't need that much of and gets obsoleted by telekinesis), stealing (which only makes everyone hate you), and basic elemental damage (good for hitting slimes at higher levels and that's it).
Then there's the issue of having a dwarf as the cleric. What the game won't tell you is that a lot of enemies hate dwarves. There's a hidden behavior in many enemies where they hate a specific character species or gender, and you can only find this out by reading a guide or watching for enemies that suspiciously only go after certain characters. You can use this to your advantage - since many enemies hate dwarves, make your knight/monk/tank a dwarf. Having a dwarven cleric makes about as much sense as having your healer taunt in a WoW-like MMO - it will wipe your party and someone's getting booted from the raid.
If you aren't willing to start over:
Get bows for everyone ASAP. In the early game, bows can mean the difference between life or death.
Keep your distance. You don't have the health or armor to slug it out in melee.
Harmondale, Barrow Downs, Erathia, Tatalia, Tularean Forest, and Bracada Desert are full of low-level enemies that you can slowly whittle down piece-by-piece with bows. Good for leveling.
If you're short on gold and gear: Save up 2000 gold for a Wind Master (NPC follower that casts 2 hours of Flight once per day). There are areas in Bracada and Avlee with massive amounts of treasure guarded by mid-level enemies. Don't fight them. Instead, fly over them out of reach, corralling them away from their loot. Then sweep in and take everything. Wind Masters pay for themselves quickly in the early game.
Focus on skills that you need and skills that play to each character's strengths.
Knights are best with sword + spear, although at extremely low levels before you can dual-wield them I recommend a 2-handed trident or spear.
Thieves suck, although the dagger + sword combo is the best you can make out of a bad situation.
With a dwarven cleric (already a major mistake), focus on body magic (healing) and armor skills. Clerics are best with leather + shield because chain will slow you down.
For a wizard, any elemental magic except earth is good for different reasons. Air gives you critical utility (wizard eye, feather fall, shield, flight, invisibility). Water gives you strong offensive spells (poison spray, acid burst which does physical damage) and critical utility such as water walk, town portal, and enchant item. Fire gives you area offensive spells - Fireball is probably your first AoE spell, and later you get Meteor Shower which rains down flaming pain on your enemies. Fire bolt sucks and should only be used on enemies immune to poison spray. DON'T invest in staff or dagger fighting on your wizard, that's a waste of skillpoints that should go into magic skills.