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(Another progression suggestion)
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But both of the original rear-liners switch to weapon attackers in the end, allowing for a ridiculously robust and versatile party. I will report my results once I've beaten the game with this party.
But both of the original rear-liners switch to weapon attackers in the end, allowing for a ridiculously robust and versatile party. I will report my results once I've beaten the game with this party.
The absence of an early wizard is both a strength and a weakness. On the one hand, you'll spend a lot less time running back and forth to resurrect the wizard <i>again</i>. On the other hand, once you start running into crab monsters, there's a bit of grinding necessary to get to the point where you can damage them without the help of offensive magic.


== Another Suggested Party ==
== Another Suggested Party ==

Revision as of 22:57, 2 February 2014

Yet another party progression

I'm going to put this here because I'm lazy and don't feel like formatting it (and because it is still in testing). If anyone else wants to do it for me, feel free.

  1. Hero
  2. Merchant >>> Sage
  3. Pilgrim >>> Wizard >>> Fighter
  4. Fighter >>> Pilgrim >>> Wizard >>> Soldier

This party starts out almost as good as a Hero Soldier Fighter Pilgrim party, the Merchant being able to wear almost everything the Soldier can wear, and thus able to take front-line duty. He also generates extra gold, which can be used to keep him, the Hero, and the Pilgrim well equipped, while the Fighter provides the advantage of a cheap party, allowing the Merchant gold to be a genuine advantage. (I tried a similar party, Soldier instead of Fighter, and found that the equipment needs ate up the extra gold advantage, and that the Merchant and the Soldier were redundant.)

The Merchant also has one of the better Intelligence progressions, making him a good Sage. Upgrading the Fighter to a Pilgrim provides a Pilgrim with good Strength and Agility, and between him and the Sage make up for the absence of a Soldier. Meanwhile, the Pilgrim has the freedom to go Wizard, allowing for a "total bounce/vivify/beat" party similar to the one below (though I found the "beatdown" technique to be less useful than indicated in an earlier game where I tested a NES variant of the party suggested below; still, having the entire party able to cast Vivify is very useful).

But both of the original rear-liners switch to weapon attackers in the end, allowing for a ridiculously robust and versatile party. I will report my results once I've beaten the game with this party.

The absence of an early wizard is both a strength and a weakness. On the one hand, you'll spend a lot less time running back and forth to resurrect the wizard again. On the other hand, once you start running into crab monsters, there's a bit of grinding necessary to get to the point where you can damage them without the help of offensive magic.

Another Suggested Party

This is the party that allowed me to defeat Divinegon with an average level lower than 40:

  1. Hero
  2. Soldier >>> Jester >>> Sage (blue)
  3. Cleric (F) >>> Mage >>> Thief >>> Dealer (pink)
  4. Mage (M) >>> Cleric >>> Fighter (green)

I changed the class of the Clerics only after they learned Vivify and Beat, and changed the class of the Mages only after they learned Bounce. This way, every character had good healing and support abilities.

It's great to have all the characters casting Bounce on the first turn, and then watch powerful spellcasting enemies defeating themselves!

Turn Hero Fighter Sage Dealer
1 Cast Thordain Cast Bikill on himself Cast Increase Cast Bikill on the Hero
2 Attack Attack Cast Blazemost Use the SageRock
or cast Upper on someone

Using the same party, GranDragon was a piece of cake, also because they were all at level 99 by the time I reached there. --Abacos (talk) 20:16, 14 June 2012 (UTC)

Why did you put this on the talk page? If it worked for you, then it is a viable strategy and is a useful addition to the page. My hope is that someday enough strategies/analysis will be garnered that we can devise a formula for the party, or steps of strategies (e.g. at which stage certain parties or levels of characters are necessary). --Notmyhandle (talk contribs) 06:57, 15 June 2012 (UTC)
It's already added at the very Bottom of the Page. Certaintly useful for SNES/GBC as NES don't have Divinegon. The Strategy is also not appliedable for NES, since there are some restriction. Paco (talk) 16:44, 15 June 2012 (UTC)
Like what, not being able to use Thief? Also, Abacos, how is Merchant useful at end game? --Notmyhandle (talk contribs) 17:57, 15 June 2012 (UTC)
That is one. In Game you can't change into Jester so you need to create a Jester beforehand and change into Sage directly without changing to other Classes. Paco (talk) 18:58, 15 June 2012 (UTC)


Why do you put your soldier through Jester on the way to Sage? You've only got one sage in this party, so wouldn't it be more efficient to go directly from Soldier to Sage (via Book of Satori)? - Daryl —The preceding unsigned comment was added by 71.222.51.93 (talkcontribs) .