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It depends on what path you want to play.
08/17/2005, 05:16:08

    Peter2 writes:

    My preferred Light Path party is APCS. The archer when fully promoted has a reasonable disarm skill, the archer and paladin are tough enough to protect the party in the early stages when the spell-casters are weak, and all four will gain access to that invaluable spell Paralyze. You get the sorcerer's full access to the travel spells, and the GM cleric's Power Cure and Protection from Magic. It's more time-consuming to take out some of the heavy-duty monsters (e.g. indoor dragons) without Dark's top-line offensive spells, but it's not difficult.

    My preferred Dark Path party is ACSS. This is a little more difficult in the early stages, because you only have one half-way decent fighter instead of two in the Light party, but with later access to Dark Magic, they become a shredding machine. You can take out anything. The only really annoying opponents are the demons (or devils?) with their ability to drain mana. You also would be advised to keep a few healing potions in reserve to cope with instances when your cleric gets clobbered.





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