Your main mistake is that you apparently sided with the worker Guild at the start and got yourself a fighter... choose the mage guild instead so you get a staff, than create a char... I normally go with Dark Elf for HP+ and M.Atk+
Combat is pretty much the only way how you can grow fast enough to pay the first 2 rates in the game
Once you get yourself some human slaves you can use them to gather items... concentrate on Mythril so you can sell it in the market, afterwards you can take in magic wood and iron wood... it's actually easier to gather wood and stone freom the Dungeons, even cloth is a common drop in the Crypt and Bandit Den/Fort
Actually, I sided with the worker's guild and got a
worker.
Hunter is a worker-class. Yeah they get one combat move (sort of) bu they get +50% food production with hunting and fishing.
I was trying to ensure I didn't starve early on, because that was a big problem in the previous game, while also keeping an eye out for something that could be combat-useful later on.
though given that dexterity isn't a thing, there doesn't seem to be any reason to go Hunter-Archer when you could just go Hunter>Fighter.
They're both physical classes.
choose the mage guild instead so you get a staff, than create a char... I normally go with Dark Elf for HP+ and M.Atk+
Why a mage?
Getting a robe and staff for myself would be nice, but that still leaves me with a naked wizard.
I don't want to go into dungeons with two mages and no fighters.
In my experience magic is generally stronger in the early game. It gives you both reasonable damage output and also healing which means you can win fights early on that would be unwinnable with a pure melee unless you burned through a lot of healing items.
That's a good point. The archer put out decent damage, even unarmed, but my MC mage was doing work with the fireball and using the healing spell between rounds to top my people up was working great until I ran out of mana.
Getting multiple mages just for double-healing sounds nice.
I'd rather have one healer and an archer with a multi-hit attack though.
It'd be nice to use that class that lets you bandage in battle, but I was never able to even make bandages, so... (tailor, I assume?)
You get the most resources by clearing out dungeons since you get both random drops from those as well as a huge gathering bonus if you collect the resources for the cleared dungeon at the end. That gathering bonus is typically around 200-250% so you're gathering at triple speed or faster compared to gathering from an unlimited non dungeon source.
That sounds nice, but when I attempted my first dungeon I went in with four people and it told me I was in stage 1/3.
Then I went through like seven rooms of enemies before it finally moved to up 2/3, so I wasn't sure if it was bugged or what.
Eventually I had to just turn around and leave, because I didn't have enough mp to keep healing myself. I don't know if I even got close to the end.
If they're
supposed to be like that, and they're ALL like that, then it's not possible for me to clear one unless I get some weapons and armour first.
It was taking two or more turns to kill each enemy, and throwing full parties of six at me in every room, so I was taking damage.
The caster class (Wits 40+) has your first AoE (blizzard) attack, which affects all enemies (not just a row). The archmage (Wits 75+) has an AoE earthquake spell which is even more powerful. This is why you want 3 mages, with 3 tanks protecting them. The mages are your main killers. The tanks are there just to soak up hits.
That's kind of lame, but ok.
I don't remember what I levelled my apprentice into, but all it had was a fireball and a heal.
Both useful, but not a full-screen aoe.