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That was the mistake I made in my first game. First of all, I had to get my druid fully promoted to reach GM alchemy, and by the time I did that, the game was half over. Then, once that was done, I found my druid pretty much a waste of space. Her elemental spells didn't do damage reliably enough to make her a decent warrior, and her other fighting abilites were pretty poor. And when I added to that the amount of skill points she needed to become fully developed, I judged that she wasn't worth the effort. You will find enough of the boosters around to get your party's stats up to a decent level; by the time you get their critical skills up to 40+, more than that is gilding the lily. Also, you will be able to buy black potions in the alchemy shops in Celeste and The Pit. The point about Light Magic is that it's primarily defensive, and you don't usually do much defensive spellcasting in actual combat. Your main 'casters, the sorcerer and the cleric, will get those done beforehand. I found that the most effective method of monster disposal for Light Party was physical damage. Your paladin won't be a bad fighter (he can GM Mace) and, unlike the archer, he can wear top-level armour. Besides, if your opponent is paralyzed, you don't need a top-line fighter. The only place where I had some problems was in Eeofol, where I needed to get up close and personal to some of the dragons (but even there, Paralyze worked a treat), and where I didn't dare get close to the ground in some other places (hint! ). And I wasn't recomending a Paladin for a Dark party.
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