Jasede
there are no obligatory slots except for MAYBE the alchemist; it is a bit of a hassle disbanding your party in the tavern in order to invite the benched Alchemist in order to enchant/de-enchant, and then the further hassle of micro-managing the transfer of inventory since you had to bench one of the active members.
However i will have to firmly disagree 100% with you that any other class is in any way, shape or form "mandatory". The game is hard, sure, but it's perfectly balanced and can be beaten with any party combination and without ever changing classes as well. (In fact, there are specific gear rewards for players who keep some chars "Innocent").
you can steam-roll early game with 1 fighter, 1 cleric, 1 thief, 1 mage, 1 alchemist and the 6th slot can be your **flavor pick** character.
- the mage will nuke and put enemies to sleep in early game
- the cleric will d double-duty as the 3rd string melee attacker in a Turn where nobody needs healing. He will also provide escape from dungeons via honey restorer spell. Cleric will also provide dungeon-spell that gives 2 bonus points to the party Armor class and it's learnt early on.
- the thief will guarantee your party will rarely (thre is on 100%), but very rarely if ever (in the early game) get fucked by a chest. he/she will also be the 2nd strnig melee attacker.
- the fighter will be the obvious main damage dealer. any turn where the bac row is in peril, use the fighter or the cleric (cleric can equip medum-type armours) to "Defend" them. Remember that losing your fighter's melee atk for that turn is way less important than keping the bck row (mage/alchemist/wild-card flavor pick) alive. Why? because...
- alchemist learns in their very first spell level the paralyze spell. in like 5 levels he'll have Rarood, group paralyze, PLUS also learns ORATH, the single most important Alchemy spell. ORATH buffs entire party's
number of attacks (NOT the damage). In practical terms it obvoiusly poduces more dmg, but the distinction is quite clear. For the record hving more # of atks way better than smiply dmg buff.
i mean, wtf else does a party need? Just remember to buy at least 9 Health potions in the first 3-4 dungeon runs, and remember to carr a 9 stack of antidotes too since cleric, while learning Latumofis super fast, remember you might find your paty w/ a dead cleric and poisoned companions. Antidotes = life saving early game.
I honestly don't see why having elite classes is somehow "mandatory" to clear the early game dungeons.
AS FOR THE BISHOP THING: it's pure convenience. Did Wiz 1 have Bishops? Or were they introduced in Wizardry 2? In any case, simply char-gen someone w/ Ex-Skill "Mysterious Bag", skull-fuck a dungeon, honey restore yurself back to town, and you identify the massive pile of LOOT in less than 2 mins. WAY less tedious than swapping Alchemists ni and out of the party.
My only gripe is the Alchemist thing: enchantment should've been a Town NPC option, not a character skill. It's way too ipmortant. And it is too tedious swapping in and out benched Alchies.
Bishop ohwever is 100% laziness. I actually rather like coming back to town and finding my wareohuse filled ot the brmi w/ loot. Remember also the Bishop, the Class itself, is utterly mediocre. Probably the worst class ni the game in terms of bang for the buck.
EDIT EDIT: as for the chest disaming: Did I not stress enough the importance of racial attributes? a Werebeast has 6 luck (max 16), which means a thief werebeast will 100% wipe your party every fucking chest.
Want your ninja/hunter/bard to not wipe yur party when disarming chests?
1) have the alchemist open the chest w/ magic
2) read about the races/game beforehand, and thus already know to have chosen a high luck race for the chest-disarmer.
I did'nt even ever use the Thief class until my 2nd playthrough, because i wanted to steal uniques off enemies in late-game/post-game. I used to think there was no reason to go Thief nitead of Ninja but now i prefer having a high level, "Innocent" thief, using special Innocent equipment.
Their ability to steal enemy gear is also godlike. Renders a lot of later humanoid enemies compltely non-dangerous by stealing their weapon/armor, and yes, it is fucking hilarious watching them resortnig to punching you.
Haplo
Oh, and Haplo, alchemist chest disarm spell only goes up to 95%. it was 100% ni E: Original, but Starfish wanted make Thiefs more relevant in Gothic. Oh, and Thiefs also can only go up to 95%. there
is no 100% chance of chest safety.
(in E: Gothic).