
Hmm, was re-reading the manual - the game actually makes the thief and monk as better fighters than the AD&D fighter classes (ranger, paladin). thought about using a cleric and a druid, but find the sorcerer much more effective since it appears there is a limited # of times you can use a pure stat potion (making the grandmastery in alchemy kinda pointless) of course if the rogue has more HP with expert bodybuilding than a paladin does with mastery of bodybuilding, maybe a rogue as the tank, cleric, druid and sorcerer may fit my needs. And of course the paladin is supposed to be one of the fighters so he can primarily fight but heal on the side if we need to make a run for it. and with only 4 party spaces as compared to 6 like a lot of the AD&D games use, it's not really a good use of a PC slot to have 2 clerics. or lets the paladin occasionally supplement the cleric in other healings. The paladin is used primarily as my fighter with It allows me to do things like have the cleric cast cure insanity and the paladin cast cure weakness in the same round.

The main reason i use a paladin is because i want a second healer in the party. Since you have done a lot more adventuring than most by the time you get to the trial, it will probably not matter.

The main issue to me on Dark vs Light is I have to build my party up to a higher level before I do dark. Give one of the party a bunch of items that boost its endurance and or extra barrels for endurance and they will pull ahead. If all attributes are the same and the levels are the same a knight will have more than other base level characters. Anyway a Rogue has been promoted and a Knight has not, so they get their HP recalc at the new 1st level rate. For 1st promotion level it is 7 for a knight and 4 for a pally, 9 vs 6 for second promotion levels. The Pally gets 4 HP for each base level it adds, while a knight gets 5. Paladins start at 30, while a knight starts at 40. Body building increases them as well as your promontial level and class. Hit points are a function of several things. Since they get 1 for 2 one intel and personality, they make crapping clerics or wizards. So since they get 2 for 1 on might, they are great knights. Other traits require 2 points added to move up 1.

This means a Goblin gets to add 2 points in some traits for each one you add to that trait. Humans treat all traits the same, so they are good all around. Goblins have attributes that they have a different cost to advance on.
