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In the "Mamushi" fight, do not "stand your ground" or he will push you off the edge (to your death). You need to move when you can in attempt to stay away from the edge.
The 4 classes you selected are the most powerful in the game. If you are playing on "Adventurer" difficulty, just about *any* class combination will work so do not worry too much about optimizing. Play what sounds fun TO YOU.
I would have changed the Druid out with Ranger or Scout. Scoffing health potions is the way to beat the boss on the top of the lighthouse.
Bladedance - dual weapons with cleave = loldie
Druid - GM Water/Earth
Freemage - GM Air/Prime/Dark
Runepriest - GM Fire/Light
@Kriminal
Thanks for the information, going to try with the the same party for now but skilled up in a different way.
Blademaster specced in dual wield swords and most focus in Might and secondary Destiny.
Crusader who was kind of a hybrid in might,spirit and vitality - he was the tank/healer.
Runepriest GM in Fire and Earth- nuker specced with magic,destiny and some vitality&spirit
Freemage GM in Air and master in Dark and Prime magic nuke specced like Runepriest.
Since my Freemage could dispel negative magics every turn, you just need her to have protection vs paralyze and feebleminded or stack up on potions vs that.
Crusader can use celestial armor and heal&protect party and because of his heavy armor, no one is gonna break him down.
Blademaster is a great melee nuker and Runepriest is a great magic nuker.
If enemies have magic resistance, then Blademaster will kick their beep and if they have great physical/melee resistance Runepriest will nuke the beep out of them, and yes, ofc Freemage can as well.
Anyway all I will say is this:
Get a melee nuker
A magic nuker and a real healer, like a crusader or Runepriest.
The hardest part in the game is when you reach Seahaven - mobs there that was very... eh tough.
But when you reach level 17-20 the game suddenly turned easy. a promoted Blademaster = GG and same with a Paladin.