Posted April 18, 2020
You could be worrying a just a little bit too much about the debuffs. Yeah, they bring down your character's stats some, but if when you take the other difficulties presented by a dungeon into account, you might find that you can soldier through to the end even with diseased/poisoned characters well enough. Paralyzed is of course, more of a problem.
Healing spells can usually make up for HP lost by diseased/poisoned people during rest.
If you want to keep your folks in top shape on the way through, come into a dungeon prepped. For conditions you can't deal with, carry a clutch of potions in your inventory throughout the game, and restock a few as needed at the shops after a job.
Better yet, Body/Mind/Spirit magic have spells that fix almost everything (especially Body). Look at the spell listing for the Self magic schools. Ask questions to yourself about what you're going to need to be able to learn those spells, and make a plan about how/when you're going to be able to pick them up and make them a part of your regular toolkit. Until you can get to that point, think about which dungeons and other threats you'll be able to take on without those spells, and pace yourself accordingly.
I always grab a few Cure Disease and cure Poison potions if I don't yet have the spells. You can pick them up at any alchemist. If you're tackling Medusas without a Cure Paralysis spell or Protection from Magic, then it goes without saying that you should get a potion/scroll or three (maybe an occasional reload).
How much debuff you can just deal with, and how much prevention/cure you need in your back pocket is something of a balancing act. One that is learned.
Healing spells can usually make up for HP lost by diseased/poisoned people during rest.
If you want to keep your folks in top shape on the way through, come into a dungeon prepped. For conditions you can't deal with, carry a clutch of potions in your inventory throughout the game, and restock a few as needed at the shops after a job.
Better yet, Body/Mind/Spirit magic have spells that fix almost everything (especially Body). Look at the spell listing for the Self magic schools. Ask questions to yourself about what you're going to need to be able to learn those spells, and make a plan about how/when you're going to be able to pick them up and make them a part of your regular toolkit. Until you can get to that point, think about which dungeons and other threats you'll be able to take on without those spells, and pace yourself accordingly.
I always grab a few Cure Disease and cure Poison potions if I don't yet have the spells. You can pick them up at any alchemist. If you're tackling Medusas without a Cure Paralysis spell or Protection from Magic, then it goes without saying that you should get a potion/scroll or three (maybe an occasional reload).
How much debuff you can just deal with, and how much prevention/cure you need in your back pocket is something of a balancing act. One that is learned.
Post edited April 18, 2020 by jermungand