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Party Guide

by romanfarraday

Phantasie Party Guide (PC)
By Roman Farraday
v1.0 
12.22.2013

Table of Contents

I. INTRODUCTION
     IA:  Copyright/legal/contact info
     IB:  Version history/credits
     IC:  About this Party Guide
II. SUPER-QUICK 1-PAGE GUIDE
     IIA:  Character Choices
     IIB:  Rolling Your Characters
III. RACES
     IIIA:  Minotaurs: To include or not to include
     IIIB:  Dwarves, Elves and Humans
     IIIC:  Other races
IV. FIGHTING & HIT POINTS, SPELL CASTING AND THIEVING
     IVA:  Fighting & Hit Points
     IVB:  Spell casting
     IVC:  Thieving
V. IN-DEPTH PARTY STRUCTURE OPTIONS
     VA:  Party 1: Swords & Sorcery
     VB:  Party 2: 7-Person Party
     VC:  Party 3: Motley Crew
VI. CLASSES
     VIA:  Tables
     VIB:  Fighter
     VIC:  Ranger
     VID:  Monk
     VIE:  Priest
     VIF:  Wizard
     VIG:  Thief

I. INTRODUCTION

     IA: Copyright/Legal/Contact Info

This document is Copyright 2013 by Roman Farraday, [email protected].

Suggestions, corrections and kudos are all welcome at any time. Please put 
"Phantasie" or "GameFAQs" in the subject line.

Phantasie is the legally protected intellectual property of SSI.

I am not affiliated with any of the above named people/companies or anyone who 
had anything to do with the creation of this game.

     A2: Version history/credits

10/3/2013 This is the first version of this FAQ.

     A3: About this FAQ



This party guide will take you 5 minutes to read, 15 minutes to follow, and 
save you several hours of game time. Plus you will get access to the full 
assortment of magic and hopefully, you'll feel like you've optimized your 
Phantasie experience. Or you can read the super-quick guide in about 60 
seconds.

Before you start rolling your characters, naming them and falling in love with 
them, read this guide and think through what kind of party you want to put 
together. It will make your character-creation process much more focused on 
the outcome you want to achieve.

Why this guide for a game that came out in 1985, when there's already a great 
walkthrough that was written in 2001 and nothing since?

Because Phantasie is one of my all-time favorite games and I was delighted to 
find it on abandonia, along with Andrew Schultz's outstanding walkthrough. 
Without any intention of writing a guide, I spent a lot of time playing to 
optimize the best party and eventually put what I've learned to paper. I hope 
this guide is helpful to the 3-5 people who read it, and I'm going to give you 
the recommended actions up front, and the full details and rationale later on, 
so you can read as little or as much as you like.

 
II. SUPER-QUICK 1-PAGE GUIDE

     IIA: Character Choices

Decide if you want to 1) Create, develop and train a tough Minotaur Fighter. 
It will save you a step later but you will probably pay through the nose to 
train him, which will slow you down in advancing levels or 2) Go without a 
Minotaur, get through the early levels faster, and just create and train one 
up at the time that you need him. I prefer the former and like having my own 
tough Minotaur Fighter but Andrew Schultz suggests the latter. Either way is 
fine. More on the Minotaur question and other races in Section III on Races.

Roll 2 Dwarf Fighters, or a Dwarf and a Minotaur, 2 Human Priests and 2 Elven 
Wizards. Your Fighters and Priests will do the fighting and you will end the 
game with 4 casters of FIREFLASH IV. It's important to note that you don't 
need a thief in this game, but without one you will get hit with traps and 
need to closely monitor the health of your Wizards. If you love the idea of a 
Thief and want to make sure you access as much possible game content, replace 
your second Wizard with a Thief, either Halfling or Pixie, make sure he has 
4/4 Magic to start, and don't teach him any spells until Level 13 when 
FIREFLASH IV becomes available. Your party will still be light on magic later 
in the game, and you'll want to replace your Thief or one of your Fighters 
with a Wizard. Alternatively, use a Monk instead of a Thief in this scenario, 
who will gain FIREFLASH IV at Level 8 and you can keep throughout the game.

     IIB: Rolling Your Characters

Take the time to get a really good character before you move on to the next, 
as it only takes about 2-3 minutes for a good character, maybe more like 5 for 
a good Minotaur. The 15-20 minutes you put in up front will pay off. You can 
typically let one of these minimums slide a little per character but more than 
one attribute, or too much sliding, and you'll be unhappy.

MINIMUMS *denotes a really key attribute for that class

          Race(s)            Str    Dex    Int    Con   Cha     HP     Magic
FIGHTER   Dwarf, Minotaur    19*    10      3     12    10     10/10    0/0
RANGER    Dwarf, Human       16*    10     15     12    10     12/12    7/7
PRIEST    Human (or Elf)     14     10     18*    15    10     10/10    7/7*
MONK      Halfling, Human    14*    16*    15     16    10     10/10    7/7
THIEF     Halfling, Pixie    10     18*     8     16    10      8/8     4/4*
WIZARD    Elf (or Human)     10     14     19*    16    10      8/8     7/7*

Charisma: It is not easy to get all the attributes you need for each character 
but Charisma should be 10 at minimum for all your characters and the higher 
the better. You will want at least a couple of characters with 16+ Charisma to 
keep your costs down and will find it difficult to support more than one 
character with Charisma below 10, such as your Minotaur. Charisma determines 
the speed at which you progress the early game, up to about Level 9 or 10, 
more than any other attribute. A low Charisma means high training costs, and 
those costs will slow you down from advancing your characters as fast as 
possible and therefore slow down your early progress in the game. By the time 
you've reached around Level 10, gold will no longer be a concern.

YOU ARE READY TO GO WITH YOUR PARTY OF 6! GOOD LUCK AND HAVE FUN!

 
III. RACES

Be patient and get the characters that you want and for me, that includes 
rolling with a Minotaur Fighter. Before we discuss the various races, let's 
address the Minotaur in the room.

     IIIA:  The Minotaur: To include or not to include

There are 2 options here: 1) Skip the Minotaur and go with 2 Dwarves. When 
it's time for the Temple of Dosnebians, roll a Minotaur then, train him up a 
bit, and enter the temple. If he dies you'll just take the temple on with a 
Party of 5, OR 2) Roll a Minotaur, develop him and take him along in your 
party. Let's look at the reasons to go with either option:

Here are the reasons to ignore the Minotaur:

1. Time it takes to roll. To roll a good character where you're already set on 
race, such as a Human Priest, takes 2-3 minutes as you try to get a character 
with the best stats possible.  When you're rolling a Minotaur, you have to 
roll a Random Creature until you get Minotaur, AND you want to get good stats. 
This can take twice as long, 5 minutes or more (not 10 though), you can get 
going faster by skipping this step.

2. Cost to train. It's hard enough to get a Minotaur Fighter with adequate 
Strength, Dexterity, Constitution and Hit Points, so you're probably going to 
have to sacrifice Charisma, and he's an ugly random monster so you'll likely 
spend a lot of your early gold training him. You might even have to hold off 
in training him at times because you can't afford it.

3. Good but not the best.  If you really want to optimize the Fighter Class 
and are willing to put in the same amount of time and money, you can get an 
Ogre or Troll, with higher strength than the Minotaur.

Here are the reasons I ultimately suggest you develop and train a Minotaur:

1. It doesn't really take that long to roll. I came up with a pretty great one 
in 3 minutes, with 20 strength, adequate dexterity and constitution (15+) and 
hit points (15 in this case), sacrificing Charisma (4). I really didn't like 
the training costs associated but if he's the only one in the party with high 
costs, you can manage. If you want to take more time, maybe it will take you 5 
minutes to roll the perfect Minotaur instead of 3, and that might mean 
advancing your fighter a level where I had to wait a bit.

2. If you don't train a Minotaur, then you will essentially have to take on 
the Temple of the Donsnebians as a 5-man party. As is, the Temple is arguably 
the hardest dungeon in the game relative to the level you'll be at, and a 
well-developed Minotaur Fighter will be a great asset during one of the game's 
toughest sections, giving you a complete and complementary 6-person party. 
Otherwise you'll have to develop and train a Minotaur when you're ready for 
the temple, which isn't a problem but it does take some time, why not just do 
it from the beginning?

3. Variety. Minotaur will add some flavor and variety to your party of Humans, 
Dwarves and Elves.

For 3-5 minutes up front, it's well worth making the Temple of Dosnebians 
easier, to me at least, plus I do enjoy the variety. As for the gold, well 
that's what money is for. You'll eventually have more than enough anyways.

     IIIB:  Dwarves, Elves and Humans

Considering their low training costs and versatility, the fastest-to-advance 
parties are made up of Dwarves, Elves and Humans and these should probably 
make up 5 or 6 of your 6 party members. Take 2 Dwarf Fighters, or one if you 
take a Minotaur as one of your Fighters, take 2 Humans as your Priests and 2 
Elves as your Wizards.

     IIIC:  Other races

There is little reason to take any other races beyond Dwarves, Elves, Humans 
and Minotaurs other than the fun factor, but there are 4 of them worth noting 
in Trolls, Ogres, Halflings and Pixies. A Troll can be developed and trained 
into the strongest possible Fighter in the game with 22 Strength, so long as 
you're willing to pay through the nose in training costs and progress slowly. 
You might also take a 21-Strength Ogre if his other stats are great. If you 
take a Monk you might consider a Halfling. If you're going to take a Thief, go 
for a Halfling with 22 Dexterity or Pixie with 21.

0 = HUMAN - A nice mix of everything, Humans can fill any role, but are best 
suited to be Priests, Monks and the occasional Wizard.

1 = DWARF - Trade brains for brawn, Dwarfs make the best Fighters and 
Rangers.

2 = ELF - A little weaker and slighter than Humans but also quicker and more 
intelligent, Elves are best suited to be Wizards or high-magic Priests.

3 = HALFLING - Quick and nimble, Halflings make good Monks and Thieves.

4 = GNOME - Gnomes are quick enough to make excellent Thieves or maybe Monks.

5 = PIXIE - If you're going to roll a Thief, you might give a Pixie and their 
high dexterity a try, but watch out for low constitution and hit points.

6 = SPRITE - A Sprite is sort of a poor man's Pixie but if you get one with 
great stats, especially dexterity, they can make great Thieves.

7 = OGRE - Much like a Troll only a tad weaker, they can make great Fighters.

8 = GNOLL - No reason to keep one of these - reroll.

9 = TROLL - Strength up to 22, you have the possibility for the best Fighter 
in the game with a Troll.

a = KOBOLD - Nothing wrong with these just nothing special about them.  Pass.

b = ORC - Ditto

c = GOBLIN - Ditto

d = LIZARD MAN - Ditto but they can swim.  Yay.

e = MINOTAUR - We've already addressed the Minotaur in the room at the 
beginning of the section and I don't want to beat a dead Minotaur.

f = UNDEAD - I don't believe this to be a role you can actually roll, as I've 
never seen it happen. I've only seen low level characters get brought back as 
Undead. Undead are useless, if you have Undead, it's time to restart the game 
or drop those characters permanently. 

D. FIGHTING & HIT POINTS, SPELL CASTING AND THIEVING

In order to discuss party structure in more depth, what first must be 
established is that there are basically 3 tiers each of fighters, spell-
casters, and thieves.


          FIGHTING & HIT POINTS       SPELL CASTING         THIEVING
Tier 1    Fighters                    Wizards, Priests      Thieves
Tier 2    Rangers, Priests, Monks     Monks, Rangers        Monks
Tier 3    Thieves, Wizards            Fighters, Thieves     Everyone else


Fighting is important early in the game, Magic is all-important later in the 
game. Thieving is always useful and fun but not very important. When fighting 
the game's toughest enemies like Nikademus and Black Knights, the FIREFLASH IV 
spell is your main weapon. You're going to want at least 4 magic users who can 
cast FIREFLASH IV several times, if not 5 magic users. Priests and Wizards are 
the top tier spell-casters, though a Monk can fill in as a 4th spell-caster if 
you want some thieving ability.

IV. FIGHTING & HIT POINTS, SPELL CASTING AND THIEVING

     IVA:  Fighting & Hit Points

Fighting ability: Fighting is essential early in the game when magic is very 
weak at dispensing enemies, and because the better Fighters also get more all-
important Hit Points, making them the most durable party members. From the 
beginning all the way to the end, you will face multitudes of annoying 
monsters, making Fighting a useful ability throughout, and a strong fighter 
can even land blows on a Black Knight. As the game goes on, however, Fighting 
is less and less useful, being nearly useless against Nikademus and totally 
useless against apparition-types like the High Demon.

Top Tier: Fighters only. Not only do they have the highest attack strength and 
Hit Points, but they alone have the 4-attack SLASH and the highly useful 
LUNGE, putting them in a class by themselves.

Middle Tier: Rangers, Priests and Monks. Although Rangers are the strongest 
fighters of this group and Monks the weakest, there really isn't that big a 
difference between them. The Ranger will have the highest attack strength and 
Hit Points, and will progress the fastest through the fighting moves of this 
group, but they all end up with the same SLASH move for 3 attacks per turn.

Low Tier: Wizards, Thieves. Both are basically combat liabilities with low Hit 
Points and attack strength, and no ability to SLASH, only ATTACK.  Thieves 
have the highly useful ability to attack RANK 2 and RANK 3 enemies, but its 
usefulness is curbed by the fact that the Thieves just aren't good attackers. 
It's hard to carry more than 2 fighting liabilities in your party.

     IVB:  Spell Casting

Spell casting ability: Spell casting is all-important late in the game, and is 
useful throughout except the first couple of levels. The Wizard's 
TRANSPORTATION spell is essential to get as soon as possible, and the 
FIREFLASH IV spell is your main weapon against Black Knights, Nikademus, High 
Demons, Deities and the like.

There is both offensive spell casting and defensive spell casting. Offensive 
spell casting includes FIREFLASH, group attacks like FLAMEBOLT and buffs like 
STRENGTH. There is also defensive spell casting like HEALING, buffs like 
PROTECTION and de-buffs like CONFUSION.

Top Tier: Priests and Wizards. Both are primary spell casters because they 
have the most magic points, with both topping out at 20, but Priests gain 
theirs at a slightly faster rate. Wizards are masters of offensive magic and 
buffs while Priests are masters of defensive magic and de-buffs. Wizards gain 
FIREFLASH IV at Level 7, Priests at Level 10. Wizards also are the only ones 
to get the all-important TRANSPORTATION spell.

Middle Tier: Monks and Rangers. Both classes typically have enough magic 
points to participate in secondary spell casting, though Monks have much more 
useful offensive magic abilities including FIREFLASH IV at Level 8. Rangers 
are mostly off-healers behind the Priests. Rangers lose their usefulness as 
spell casters as the game goes on with HEALING being their only real asset, 
which is sort of a reactive ability.

Low Tier: Thieves, Fighters. Neither are really spell casters. Thieves get the 
FIREFLASH IV ability at Level 13 but typically only have enough magic points 
to cast it once, maybe twice. Fighters can contribute QUICKNESS spells but are 
usually more valuable fighting.

     IVC:  Thieving

Thieving Ability: The ability to spot traps, disarm traps, pick locks, and 
listen for monsters, which allows you to both surprise them and avoid being 
surprised. Springing traps isn't really so bad, but it can be a threat to low-
HP characters like the Wizard if you're not careful. Picking locks gives you 
access to content, treasure and items, but you won't need it to win the game 
and you won't miss any important content, treasure or items without picking 
locks. Listening for monsters is a nice way to avoid being surprised and to 
sometimes surprise them, and might be the most useful ability among these.

Top Tier: Thieves. They are simply the best at spotting traps, disarming 
traps, picking locks, and listening. Throughout the game, these abilities will 
help you avoid damage, give you access to content and treasures, and give you 
advantages in combat.

Middle Tier: Monks. In all areas listed above, Monks are significantly worse 
than Thieves but better than everyone else.

Low Tier: Priest, Fighters, Wizards, Rangers. None of these classes have any 
real thieving abilities but the Priest is your best bet among them if you 
don't have a Thief or Monk and need someone to disarm a trap.

V. IN-DEPTH PARTY STRUCTURE OPTIONS

Across your 6 party members, you will need 4 primary fighters and at 4 primary 
magic users, and decide whether or not you want any thieving ability. Of 
course, this means, that some of your party members - typically 2 Priests - 
are fighters AND magic users. When facing typical Monsters, you'll have 
everyone in the party fighting, but 2 of your party members will often be 
liabilities, namely all Wizards and Thieves, so the other 4 have to do most of 
the fighting and Wizards may cast support spells. When facing an apparition 
type, you want to have 4 spell casters you can activate.

You can make any Class any Race, but I like to stick with the same Race per 
Class since Race, not Class, determines what they look like. It's easy to 
identify my Fighters if they're all Dwarves, my Priests if they're all Humans, 
my Wizards if they're all Elves, and it's certainly not hard to tell the 
Minotaur apart nor to remember that he's a Fighter.

I recommend 1 Minotaur Fighter, 1 Dwarf Fighter, 2 Human Priests and 2 Elf 
Wizards. 

The obvious thing to do would be to go with the "Motley Crew" or 1 of each 
Character Class and 6 different races but the game doesn't really work out all 
that well when you do that. The Thief and Monk are somewhat redundant and you 
end up with neither enough Fighting early nor enough Magic late. Therefore I 
recommend the Swords & Sorcery party:

     VA:  Party 1: Swords & Sorcery

Roll 1 Dwarf Fighter and 1 Minotaur Fighter or 2 Dwarf Fighters, 2 Human 
Priests and 2 Elf Wizards. This group will cut through enemies like butter 
while out-casting opposing magic users. This both fights and casts magic 
better than a Motley Crew at the cost of thieving abilities. If you're looking 
to get through the game as fast and easily as possible, go this route.
 
Strengths: Top 4 fighters of Fighter-Fighter-Priest-Priest is superior to the 
Motley Crew's fighters because Fighters are just so much better than the 
others. Top 4 magic users of Wizard-Wizard-Priest-Priest is incredibly strong 
as well, you can give each of your Wizards and Priests particular buffing and 
debuffing specialties, while all 4 can cast FIREFLASH IV at Nikademus.

Weaknesses: This group has it all except for the ability to pick locks and 
disarm traps. But you can make it through the game without those abilities, 
even if you miss a few goodies along the way. You will also get surprised 
more, and do less surprising, than a party with a thief, but you won't really 
know the difference and you should be sturdy enough to win those fights 
anyways. The other weakness is that both Fighters will be of little use 
against Nikademus or apparition-types like High Demons.

Tweaks: 

1. Replace a Fighter with a Monk. At the cost of significant fighting ability, 
you get 2 things in return: Offensive magic ability and some thieving skills. 
This group actually has the best magic use of any discussed, with 5 casters of 
FIREFLASH IV at the high levels. This means if you can overcome some 
significant weaknesses early on, you'll have the easiest time with end of the 
game. This group also has better lock-picking and trap-disarming than standard 
Swords & Sorcery. Combat-wise, however, this group is the weakest of any that 
will be discussed. Having 2 Priests and a Monk as your 2-4 best fighters is 
weak, meaning you will struggle early. And in terms of thieving skills, a Monk 
is better than nothing but not nearly as good as a Thief in these areas.

2. Instead of the above, consider replacing a Wizard with a third Priest if 
you want to really max out combat ability. The Priest will be a major upgrade 
in combat over the Wizard but you'll have less offensive magic ability

     VB:  Party 2: 7-Person Party

Develop 7 characters, starting with 2 Dwarf Fighters (or a Dwarf and a 
Minotaur), 2 Human Priests, a Halfling Monk and an Elf Wizard. Somewhere 
around Level 5, drop the Monk for a second Wizard and train him up by giving 
him 3 shares of XP while everyone else gets 1. After you've completed the 
Temple of Dosnebians with your 2 Fighters, drop 1 for the Level 5 Monk and 
train him up.

This will give you a very strong party for most situations plus some thieving 
ability, variety and fun, but it will require additional time training 
characters and additional involvement and management. If you really want to 
pwn this game, this party will serve you best, but if you're looking for a 
quick game, just do Swords & Sorcery.

     VC:  Party 3: Motley Crew

Play 1 of each class, which is sort of how the game was intended, I believe. 
If you went this way, I recommend, 1 Minotaur Fighter, 1 Dwarf Ranger, 1 
Halfling Monk, 1 Human Priest, 1 Elf Wizard, 1 Pixie Thief. This offers a lot 
of variety which is a lot of fun, but it's flawed in terms of how the game is 
set up and can be frustrating when only 4 of your 6 party members can really 
contribute in combat, and only 2 are primary magic users backed by 2 secondary 
magic users. You'll struggle to find enough magic to defeat the toughest foes. 
For this reason, taking a Minotaur along is a must, not an option, because you 
can't afford to carry any deadweight. This, along with a Pixie Thief will cost 
you a lot in training, though you can certainly go with a Halfling, Elf or 
Gnome as your Thief.
 
Strengths: The main strength of this party is the variety and fun it offers. 
If you want to really experience the game, give this a try. You have enough 
fighting and magic to make it through the game, plus outstanding thieving 
skills like picking locks, hearing monsters, and spotting and disarming traps. 
You will not get surprised by monsters very often but you will get the 
surprise on them, often providing an advantage in combat.

Weaknesses: Primary weaknesses are inclusion of the less-than-optimal Ranger, 
and the redundancy of the Thief and Monk. As a result, the fighting is a bit 
light with only one Fighter yet 2 liability types in the Wizard and Thief. 
More significantly, the magic is definitely light with only 4 magic users in 
the Wizard-Priest-Monk-Ranger, only 3 of whom can cast FIREFLASH IV. Your 
Priest will be needed to cast offensive spells and your Ranger will have to do 
some healing as a result. Against Nikademus, both your Fighter and Ranger will 
be deadweight and your Thief will likely get only 1 casting of FIREFLASH IV 
off before he is also dead weight.

Tweaks: There are several ways to tweak this party, though they all kind of 
defeat the purpose of this party to begin with:

1. Drop the Monk in favor of a 2nd Priest. Priests are basically better than 
Monks all around except for the thieving abilities.

2. Instead of the above, drop the Ranger in favor of a 2nd Priest, this will 
give you a strong party in terms of magic but it will be a tad light in 
fighting.

Dropping a Ranger for a second Fighter would leave you too short on magic, 
unless you then drop the Thief for a Wizard and that's Swords & Sorcery.

VI. ATTRIBUTES

I'll admit that I don't fully understand these, but I'll pass along what I 
know.

     VIA:  Strength

Strength appears to be all-important, especially for Fighters. Not only does 
it determine your Attack skill, which I'm pretty sure determines how 
frequently you hit, but it also determines what kind of weapons and armor you 
can use.

     VIA:  Dexterity

I'm sure Dexterity helps with all thieving skills such as Pick Lock and Disarm 
Trap, and I suspect it is used in "save" rolls against sprung traps. I'm not 
sure if it has any use in combat, including the Parry skill. Perhaps it helps 
you hit, but it does not improve your Attack skill.

     VIA:  Intelligence

Intelligence is the obvious driver of Magic Points, though I do wonder if your 
Magic Points can be good even without great Intelligence.

     VIA:  Constitution

As with Intelligence and Magic Points, Constitution drives Hit Points, but I 
also wonder if you really need high Constitution to have high Hit Points. I 
suspect Constitution is used in certain "save" rolls.

     VIA:  Charisma

Charisma will actually determine the speed at which you progress the early 
game, up to about Level 9 or 10, more than any other attribute. A low Charisma 
means high training costs, and those costs will slow you down from advancing 
your characters as fast as possible and therefore slow down your early 
progress in the game. It is not easy to get all the attributes you need for 
each character, and at higher levels, gold will no longer be a concern, but 
Charisma should be 10 at minimum for all your characters and the higher the 
better. You will want at least a couple of characters with 16+ Charisma to 
keep your costs down and will find it difficult to support more than one 
character with Charisma below 10, such as your Minotaur.

     VIA:  Hit Points

Hit Points are everything, especially for Wizards and Thieves, who need every 
last one to survive.

     VIA:  Magic Points

Magic is critical for Wizards and Priests alike, though almost just as 
important for Monks and actually Thieves, since you will need both to cast 
FIREFLASH IV at the end of the game. Magic has some importance to Rangers but 
none to Fighters.

VII. CLASSES

We've discussed these already in other contexts, but let's take a look at each 
class in depth.


     VIA:  Tables

ATTRIBUTE BASES BY CLASS (i.e initial values before computer 
modifies them)

               STR       INT       DEX       CON       CHA
FIGHTER        12         8        11        10         9
MONK           10        10        11        10        10
PRIEST         10        12        10        10        10
RANGER         10        11        10        10        11
THIEF           8        10        12        10         9
WIZARD          6        13         8        10        11


HIT POINTS BY CLASS AND LEVEL FOR ADVENTURERS WITH CONSTITUTION 10

                              LEVEL
          1  2  3  4  5  6  7  8  9  10  11  12  13  14  15
FIGHTER  10 20 32 44 56 70 82 94 106 120 130 140 150 160 170
RANGER    8 18 28 40 50 60 72 84  96 110 120 130 140 150 160
PRIEST    8 12 20 30 40 50 60 70  80  90  98 106 114 122 130
MONK      8 10 18 22 32 44 54 62  70  80  88  96 104 112 120
THIEF     6 10 18 22 32 40 48 54  60  70  78  86  94 102 110
WIZARD    6  8 12 16 22 28 34 38  44  50  56  62  68  74  80


MAXIMUM MAGIC POINTS AT DIFFERENT LEVELS BY CLASS

                              LEVEL
          1  2  3  4  5  6  7  8  9  10  11  12  13  14  15
WIZARD   10 11 11 12 13 14 14 15 16  16  17  17  18  19  20
PRIEST   10 11 12 13 14 15 16 17 18  19  20  20  20  20  20
RANGER    8  9 10 11 12 13 14 15 16  17  18  18  18  18  19
MONK     10 10 10 11 11 11 12 12 12  13  13  14  16  18  20
FIGHTER   7  7  8  8  9  9 10 10 11  12  13  14  15  16  18
THIEF     6  6  7  7  8  8  9 10 11  12  13  13  14  14  15


OBSERVED ATTACK STRENGTH

        Str   1   2   3   4   5   6    7    8    9   10   11   12   13   
FIGHTER  20  71 111 136 156 171 184  195  208  220  231  241  251  255  
RANGER   19  64  98 118 135 149 161  172  185  196  207  217  227  240
PRIEST   14  49  78  98 113 125 134  143  153  163  173  183  190  199  
MONK     14  49  76  94 106 114 121  129  136  142  150  156  162  167
THIEF    10  36  56  69  78  85  91   96  101  106  111  116  121  126
WIZARD   14  44  66  79  86  92  95   99  101  104  106  109  111  114


OBSERVED DISARM TRAP SKILL

        Dex   1   2   3   4   5   6    7    8    9   10   11   12   13   
THIEF    22  55  79  91  97 100 102  103  103  103  105  106  106  106
MONK     17  38  54  60  62  63  63   63   63   63   63   63   63   63
PRIEST   18  21  31  36  39  40  41   41   41   41   41   41   41   41
FIGHTER  16  13  20  23  25  26  26   26   26   26   26   26   26   26
WIZARD   13   5   5   5   6   6   6    6    6    6    6    6    6    6
RANGER    4   0   0   0   0   0   0    0    0    0    0    0    0    0


RECOMMENDED MINIMUMS *denotes a really key attribute for that class

          Race(s)          Str Dex Int Con Cha   HP    Magic
FIGHTER   Dwarf, Minotaur   19* 10*  3  12  10  10/10   0/0
RANGER    Dwarf, Human      16  10  15  12  10  12/12   7/7
PRIEST    Human (or Elf)    14  10  18* 15  10  10/10   7/7*
MONK      Halfling          14  16* 15  16  10  10/10   7/7
THIEF     Halfling, Pixie   10  18*  8  15  10   8/8    4/4*
WIZARD    Elf (or Human)    10  10  19* 15  10   8/8    7/7*


     VIB:  Fighter

Fighters specialize in fighting, an ability that is critical early in the game 
and useful throughout. They do all the dirty work better than everyone else 
and therefore you are going to want a Fighter in your party, and there's a 
great case to bring along 2.

Recommended Races: Dwarf, Minotaur, maybe Troll or Ogre. You can't do better 
than a Troll's 22 strength. A 21 Strength Ogre or 20 Strength Minotaur are 
also great fighter options, but all three races tend to have low Charisma and 
therefore extremely high training costs. If you want to avoid those high 
costs, a 19 Strength Dwarf is a viable option as well and if you have 2 
Fighters, 1 of them should probably be a Dwarf for this reason.

Attributes: Strength is the most important attribute as it will affect your 
Attack skill and determine what kind of weapons and armor you can carry. I 
suspect Dexterity has some value but I'm really not sure. The good news is, 
you don't have to worry about Intelligence or Magic whatsoever, a smart 
fighter is no more valuable than a dumb one. Fighters will typically have the 
most hit points so you can let Constitution slide a bit and still be ok.

Combat: Fighters are in a class all to themselves. They have the highest 
Attack skill and Hit Points. They are the only class to get the full range of 
moves including a 4-attack SLASH plus the highly useful LUNGE. They progress 
through the combat moves the fastest, gaining ATTACK and LUNGE at Level 2, 
SLASH at Level 4 and 4-attack SLASH at Level 10. Even in the final dungeon you 
will face the odd Giant Ant/Bee or Coyote attack, and no one handles those 
conflicts better or ends them quicker than Fighters. 

These Fighters were predecessors to those in modern games like World of 
Warcraft as they not only have the best fighting ability and highest Hit 
Points, but also carry the best weapons and armor, making them even deadlier 
and sturdier. The "sturdier" part is almost overkill, since unlike those 
modern games, Fighters can't "tank" in Phantasie. There's really no way to 
direct enemy damage to the fighter, so the extra Hit Points and great armor, 
while nice, are kind of wasted much of the time.

Magic: Obviously Fighters are not magic users, mostly restricted to the 
MONSTER EVALUATION spells, but they actually can cast QUICKNESS, and at higher 
levels. You probably don't want to take one off the attack long enough to cast 
QUICKNESS but if you have 2 Fighters you might.

Bottom Line: You're going to want at least 1 Fighter in your party and 
probably 2. I've tried going without a fighter but it's very hard. Even though 
they can't do much against Nikademus or High Demons, they are so good at 
clearing out rows of enemy monsters and using LUNGE to reach RANK 2 that 
they'll always be highly useful.

If you go with 2 of them, the pair on its own is a handful for the enemy 
monsters. Two Fighters each using SLASH for 4 attacks, each with strength and 
dexterity, can carve through a rank of monsters in no time. Better yet, you 
can have one or both LUNGE into the RANK 2 and let your Priests and Monks 
SLASH the first rank.

Fighters will even aid you against the tougher monsters like Black Knights, 
doing steady, if limited damage. The weakness is that they can't do anything 
at all against certain apparition-type monsters such as the High Demon, which 
is why you might question bringing 2 of them. It will definitely make things 
easier early in the game but later on you might want a Monk or another Priest, 
who can cast spells, instead of a second Fighter.


     VIB:  Ranger

Rangers are the most combat-oriented of the generalists: Great fighters and 
useful healers. Overall I'm not a big fan of Rangers and suggest you consider 
going without one but if you go with one of every character class, he'll be 
your 2nd best fighter.

Recommended Races: If you must take one, Humans and Dwarves make the best 
Rangers. Humans are a little better at magic, Dwarves are a little stronger.

Attributes: Rangers need high Strength and Dexterity to do the dirty work up 
front but also need the Intelligence to gain magic and cast spells. Like the 
Fighter, they are high in Hit Points so Constitution can slide if you have 
enough HP.

Combat: The Ranger will achieve ATTACK at Level 2 like the Fighter, and SLASH 
3 at Level 6, faster than all classes besides the Fighter, however the Ranger 
will cap out at SLASH 3 to the Fighter's SLASH 4, and the Ranger never gains 
LUNGE.  Therefore, a Ranger cannot replace a Fighter as your top fighter. The 
Ranger is better at fighting than the Priest who in turn is better at fighting 
than the Monk, but it's worth noting that Rangers don't fight that much better 
than Monks, since both will be capped at a 3-attack SLASH. I will notice their 
difference in Hit Points since Monks can be a bit fragile where Rangers are 
very sturdy, but I rarely notice their difference in combat.

Magic: A Ranger's magic is only moderately useful. The only thing they really 
do well is cast heal spells, but they won't have enough magic points to be 
more than an off-healer and they can't do better than PROTECTION II as far as 
buffs. Against Nikademus and other tough enemies, the Ranger may be your least 
useful party member. The most the Ranger can contribute offensively is 
FIREFLASH II, which may almost not be worth it, and is probably best suited to 
heal when it's needed. If you have only one Priest, you might want that Priest 
to use offensive spells and therefore need your Ranger to cast heal spells but 
your Ranger is mostly a fighter who doesn't fight as well as a Fighter.

Bottom Line: Are a couple of healing spells really worth the significant trade 
down in combat from a Fighter? I would say not. The Ranger sort of gets caught 
in between and ends up not being very useful.


     VIC:  Priest

Priests are both specialists and generalists and probably the game's best 
overall class. A Priest can fight and use the SLASH move at Level 8 and be the 
3rd and/or 4th best fighter in your party, but a Priest is also a top tier 
magic user. Priests specialize as your best healers and protectors but can 
also cast a variety of de-buffs. Finally, they can contribute offensively with 
FIREFLASH IV with enough Magic Points to use it repeatedly. They have to wait 
longer to get it than Wizards do, but they get more magic early on to cast it 
than Wizards do.

Recommended Races: Humans make the best Priests though you might consider an 
Elf if you want a more magic-oriented Priest. However, Humans will handle 
combat and damage better than Elves and those are not unimportant to Priests.

Attributes: Priests really need to do everything well and be an attributes 
rock star. It's worth taking the time to get a really good Priest because 
you'll ask him to do a lot of different things, but Intelligence and 
Constitution are most important. You can let Dexterity slide a bit, but keep 
your Strength high enough to fight effectively. If you don't carry a Thief or 
Monk, you'll want at least one Priest with high Dexterity to pick locks and 
disarm traps.

Combat: Priests fight better and have more Hit Points than Monks and are only 
a shade worse than Rangers in these areas. Priests gain SLASH at level 8 and 
then have the same array of moves as the Ranger. Priests can easily be your 
4th best fighter and probably even your 3rd, especially if you have 2 
Fighters.

Magic: Priests are top tier magic users and the very best healers and 
protectors in your group. They can also be spec'd to a strong de-buffer role 
with spells like BINDING and CONFUSION, and there are enough spells to go 
around to easily warrant a second priest. Finally, at Level 10, Priests gain 
FIREFLASH IV to use against the toughest foes. Offensively, they lack some of 
the buffs and group attacks that Wizards bring but FIREFLASH IV is the key 
spell of the game.

Bottom Line: If there's any role you should have 2 of, it should probably be a 
Priest, and you might even want a 3rd Priest for the last parts of the game. 
You can spec one for Healing and Protection and the other for De-Buffing, 
while both would eventually use FIREFLASH IV. Both will also serve as capable 
fighters and can hold down the position as your party's 3rd and 4th best 
fighters.


     VID:  Monk

Monks are the ultimate generalists, a nice blend of fighting ability and 
offensive magic plus the bonus of thieving abilities. There's a case to skip 
them but there's also a case to include one in your party, perhaps instead of 
a second Fighter and maybe, just maybe in place of a second Wizard.

Recommended Races: Halflings and Elves have extra Dexterity for the job, Elves 
have better magic while Halflings are a little stronger at combat, Humans and 
Gnomes are a little sturdier but not quite as nimble.

Attributes: Their generalist class means that Monks must be strong in all 
attributes and it may take you a bit longer to roll one than the other 
classes. Monks particularly need Dexterity to provide any value as thieves, 
and must have high Constitution as their hit points are lower than Priests' 
and decent Strength so they can contribute in combat.

Combat: Monks are mid-tier fighters who gain SLASH 3 at Level 10 but are 
weaker and more importantly, frailer than Rangers and Priests. They are not 
suited to be better than your 4th best fighter, though they do pick up NINJA 
spells which can boost them to higher fighting ability in spurts.

Magic: Unlike the Ranger's magic, the Monk's magic is pretty useful. The NINJA 
spells at the early levels can help pump the Monk up to be similar to a 
Fighter in ability for single fights at a time. At Level 8, the Monk can cast 
FIREFLASH IV, my Level 11 Monk had 13 MP so he could cast it up to 3 times, 
plus make use of the smaller Magic Potions to do it again. Monks also have the 
useful SUMMON ELEMENTAL spell at the mid-levels, though you'll want to keep 
your magic handy for NINJA and FIREFLASH for the most part. You can't take 
many spells total so you need to manage this carefully. A Monk is best suited 
as your 5th best magic user but can hang in there as your 4th best. If he 
replaces a Fighter, he'll become your 4th best fighter after your 2 Priests 
and overall that's a fairly weak fighting party. Either way, you'll be at a 
stretch for fighting early and/or for magic later if you have the Monk in your 
party, but you get thieving skills in return.

Special: The Monk can serve as a poor man's Thief in terms of picking locks 
and spotting and disarming traps. This is sort of redundant if you have a 
Thief in your party, and because of the Monk's limitations in these skills, it 
isn't all that highly useful even without a Thief. But it's better than 
leaving it up to your Priest to pick locks and disarm traps. This is a bonus 
to taking a Monk since thieving skills aren't all that necessary and he's 
really not that great at them.

Bottom Line: A Monk neither fights nor casts spells as well as a Priest, so 
there's a case to leave the Monk out of your party and concentrate on the 
specialists. However, the Monk brings thieving skills to the party, is a 
useful fighter at the low levels, and a useful magic user at the high levels. 
A Monk would displace a second Fighter or a second Wizard, and should probably 
not be in your party at all if you have a Thief.


     VIE:  Wizard

Wizards are masters of magic, specializing in offensive magic but can cast a 
number of party buffs as well, and are unique in their ability to cast 
TRANSPORTATION. The only question is if you want 1 or 2 in your party.

Recommended Races: Elves have the highest Intelligence and are pretty much 
made to be Wizards. You could go with a Human for a little sturdier Wizard.

Attributes: Although Wizards are primarily concerned with Intelligence and 
Magic, you can't let Constitution slide, they're fragile enough as is. 
Furthermore, Wizards who can fight are valuable and armor can be highly 
useful, so I wouldn't give up too easily on Strength but you may not be able 
to have it all.

Combat: Wizards are the bottom tier of fighters and anything you get out of 
them combat-wise is gravy. It matters little by Level 3, when you gain 
FIREFLASH II, as your Wizards will be casting spells anyways. The main thing 
to note is how really frail they are, and even events like swimming and sprung 
traps can put them at death's door. You have to constantly monitor and 
maintain their Hit Points and their Magic as well. They are probably better 
off using offensive spells, buffs or de-buffs as opposed to attacking anyone 
with weapons, but a Wizard with decent strength can contribute against weak 
foes, or you can even use the NINJA spells to turn them into attackers.

Magic: Obviously this is what Wizards bring to the party, and they do it 
better than anyone else. Wizards are essential for their use of the 
TRANSPORTATION spell and you probably want to level one up as quickly as 
possible in order to use it (and to boost their meager HP). Beyond this, 
Wizards concentrate on offensive magic, not only the concentrated FIREFLASH IV 
which they can get at level 7 but Wizards can use group attacks like FLAMEBOLT 
IV and MINDBLAST IV to thin out large groups of enemies. Wizards also get 
really useful buffs like STRENGTH and CONFUSION and by having 2 Wizards in 
your party, each can specialize in one of these.

Bottom Line: A Wizard is absolutely essential for TRANSPORTATION and offensive 
magic, the only question is whether or not you want a 2nd one. They are frail 
in combat but have so many useful spells among them that you should bring 2 if 
you're able. As combat liabilities, you probably can't bring 2 Wizards and a 
Thief so keep that in mind. If you can manage to keep them alive through the 
early levels, you'll be glad you have 2 Wizards in the later ones.

     VIF:  Thief

A true specialist, the Thief neither fights very well nor does he have useful 
magic, but he is the best, hands down, at picking locks, spotting and 
disarming traps, and hearing monsters. In combat he has the highly useful 
ability to attack monsters in any rank, not that he will attack them very 
well. In terms of magic, at higher levels, the Thief has the surprising 
ability to cast FIREFLASH IV, though he will likely only have enough magic 
points to cast it once or twice.

Recommended Races: As long as you're going this route at all, you probably 
want to maximize fun with the game instead of your party's beat-down ability, 
so you might as well go with a Pixie to really try something different. Plus, 
with their high Dexterity, Pixies make the best Thieves anyways. If you get a 
Sprite with great stats, they can also make great Thieves. If you want to keep 
your costs down, choose a Halfling or Elf or even a Gnome.

Attributes: Thieves primarily need Dexterity to perform well at thieving 
tasks, and Constitution to stay alive. Intelligence and Magic can be very nice 
if you plan to keep one in your party through to the end of the game.

Combat: What differentiates the Thief in combat is the highly useful ability 
to attack in any Rank, meaning it is the only class that can attack RANK 3, 
and it can use multiple attacks via ATTACK in RANK 2 or RANK 3, as opposed to 
the Fighter who can only LUNGE once. Despite this, the Thief is basically a 
combat liability, clearly inferior to a Monk and generally in the same league 
as a Wizard. He is also similarly frail as a Wizard, and has to have his Hit 
Points monitored. Even his ability to attack the deeper ranks is mitigated by 
the fact that the Thief isn't very good at combat and will miss quite a bit 
anyways. The Fighter using one-attack LUNGE in RANK 2 has a better chance to 
kill something than the Thief using a two-attack ATTACK in RANK 2.

Magic: The Thief is not a magic user but can cast the comical CHARM spell at 
lower levels and has the odd ability to cast FIREFLASH IV at the higher 
levels. His maximum magic goes as high as 12 by Level 10 and theoretically he 
could cast FIREFLASH IV up to 3 times, though I've never seen a Thief with 
enough magic to cast it even twice but even once can be very helpful.

Special: Obviously the Thief is a specialist who specializes in picking locks, 
spotting and disarming traps, and hearing and spotting monsters. All of these 
abilities are useful throughout the game but simply not essential.

Bottom Line: Take one only because you want to re-enact the Hobbit and have a 
thief in your party, or because you love the idea of a thieving character who 
can sneak deep into the enemy ranks to deliver blows, or because you don't 
want to miss any content behind locked doors. Otherwise, the thieving 
abilities don't have enough value in this game to offset poor combat 
abilities, frailty in terms of Hit Points and armor, and no real magic to 
speak of. I think it best to avoid the Thief altogether.