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First off these are just my opinion on things and don't necessarily lead to the most fun, also they just apply to the game as it is now.

1.  You should always aim to have combat characters be solo clear bad-asses that don't rely on mana to do their thing.  Characters capable of clearing dungeons by themselves level much faster and can power-level non-combat characters more efficiently leading to far faster production growth.  Mana reliance tends to lead to long downtimes or unsustainable crystal use.

2. The most important ability to secure early on is an all enemy damage source so the best combat races tend to be orc and fairy.  Berserker gets a physical all enemy earth attack and druid gets a magical all enemy earth attack, neither requires mana.  Other races get druid but only fairies get +8 mattack so they always do more damage for the same equipment and classes. 

3. An often overlooked combat class is succubus.  They can drain other's lust to give themselves a two day buff worth 15% to attack and mattack.  This is huge.

4. The best healer is attendant.  Bandages scale with target health and don't require mana.  The ability to heal and attack is also important since if you take a whole round healing your effective healing is reduced by the amount of damage you take that round.  This is much less important in multi-member parties but even then dedicated healers should use bandages when they can to conserve mana.  Cloth is much cheaper and easier to get than energy crystals.

While I agree with you on all counts, I'd say that Dark elf is better than fairy as a combat character. Fairy got fairly lower health than Elf and the debuffs aren't worth the +3 MAtk

I almost never use fairies because of their massively reduced health. Bandit assassins eat fairy mages for breakfast. An extra 3 MAT isn't worth the chance of your mage having to recover from a severe wound.

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It's 8 mat.  Starting is 15 so that's more than a 50% increase.  With the starting staff it's still about 20%.  There aren't many ways to increase mat so it's pretty significant.  Fairies also get a 25 evasion bonus which more than balances out the hit point loss given how evasion works in this game.  Starting enemies have about 90 hit so with rouge and thief fairies have a 45 evasion or 55% evade chance compared to a 20 evasion or 70% evade chance causing the fairy to take about 20% less damage than the elf while having 77% of the hp.  20% less damage is the equivalent of 25% more hp.  This ratio will only favor the fairy more as the game goes on and evasion increases.  A fully kited out fairy has more evasion than  any monster's base hit rendering the question of hp largely moot.  Really tho even in the early game the extra magic attack with the master's lust relief buff makes the difference between one-hitting most bandit den and goblin den enemies before they  can go with entangle and taking a bunch of damage from half dead enemies which largely renders hp moot.

edit*  Apparently I was only looking at elf rather than dark elf which is a lot better.  The fairy is still the stronger caster as evasion is just better than having more hp, especially when you take things like healing and status aliments into account.

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I'm still personally going to disagree with you. I've had a Fairy take one too many hits from Assassinate to have much of any sort of faith in evasion. Obviously I just kept getting hit with some pretty shitty RNG, but it happened enough that the extra 3 MAG a fairy offered just wasn't worth it, particularly since early game combat in this game can be fairly brutal before you've accumulated enough gear, stats, and combat oriented slaves.

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I do not know what you guys are arguing about, The real build for fairy is actually the bloodmage path. Because of their diminished health pool, the cost to health is really low and the amount of AoE damage they can dish out is absolutely ridiculous.