

Also, keep in mind you have to choose the dungeons carefully depending on their rewards. I share these notes so people won't waste their time in their gameplay. To make every run in the dungeons worth it and not have an entire party killed, than recruit again, level them up, investing quite a lot of money each time, I added for each dungeon what enemies you will encounter, best party for them, synergies between the heroes for said parties, useful camping skills, number of provisions you need to take depending on the length of the dungeon, things that are good to know, curios, recommendations, and tips for defeating the bosses successfully.Įverything that I discovered and noted.

I personally think it's one of the most all-around solid combinations in the game.This guide just takes away a lot of the grind part, displaying the information you would otherwise discover by trial and error and to be honest you need it to avoid time sinks.

You do lose out on a stun, but you gain in accuracy. If you're feeling confident, replace the Vestal with an Arbalest for the extra mark synergy and suppressing fire's accuracy debuff. If you end up in a battle with two Fungal scratchers remaining, have him guard the MAA in first position and laugh as they miss for 10 consecutive turns while your Vestal heals everyone back to full.Īlso, there are enough high prot, high health enemies that the HM's mark is totally worth using. Houndmaster with dodge trinkets becomes virtually invincible after using Guard dog once or twice, as quite a few of the enemies appear to have low base accuracy. Having both of the classes with Guard abilities is helpful against the high single-target damage enemies (giants and scratchers, along with enemies that mark targets). Vestal - Bounty Hunter - Houndmaster - Man At Arms I recently had a very successful Champion run with the following party:
