>>15119190
If you want help on the first island and a little character set up (spoilered because some folk like to work this out):
Character creation can take a while. Save a separate save slot when your party first appears in case you ever want to truly re-start but with the same people. Or copy down the names/stats on a piece of paper if you want to re-roll what NPCs are on the starting island.
Don't bother with ID monster- as a skill, NPC, or whatever. By the time your skill is high enough to know their weaknesses & resistances, you'll be doing enough damage to them for it not to matter.
You can hire up to two NPCs. Hirelings take a small cut of gold you find and sometimes and initial payment to follow you forever granting bonuses. You don't have to have the skill to get the bonus IIRC (it acts like any individual has that skill. So if you have a PC with Bargaining 1 and an NPC who adds 2 to the skill, he acts as though he has Bargaining 3. A PC who doesn't have the skill will act as though he has Bargaining 2). If you can find a Scholar (unlimited free item identification and +5% EXP) hire him/her ASAP. It saves you a lot of money, and possibly space as you learn what items are worth taking back to sell when your inventory is full. Hireling NPCs are random in each new game- location, name, and portrait You can find them elsewhere later if need be, but I'd say restart if you can't find one when you start.
Not sure what other hirelings are worth it. Pathfinders reduce your travel time the same amount as a Navigator (-3 days to a minimum of 1), but on both coaches and boats for only 1% more gold. Trackers and Horsemen reduce that time by a little less (-2 days, with the later exclusive to coaches). While they don't tell you, Dupers, Pirates, Gypsies, and Burglars reduce your reputation. Fine for an evil run though. Pirates grant an extra 10% gold, which is a net 4.5% bonus when you consider their cut. Burglars also claim they take no money, but actually take a whopping 20%. Not worth it.
Whatever PC is highlighted is the one who is interacting with stuff. Keep this in mind if you have a PC who has the Bargaining skill. You want them to buy and sell.
One of the trainers/shops will teach people how to use bows. Take it for whoever can learn it. MP runs low fast, and you can chip away at enemies as they come toward you. Most enemies will also try to flee when they are on low health, so you can shoot them in the back rather than chase them. After getting the skills, buy bows for those who use them as a priority.
If you want to get magic licenses, fire and air are good for those who can learn elemental magic, while body is good for healers. Remember you need to have a certain skill level to cast certain spells. Fire does the most damage early on. Air has the most damaging spell per MP (lightning bolt) and grants fly. Water has the least number of monsters who can resist the damage and grants water-walking. Both of these are very important to progress and get some shit early. Earth magic… is there I guess?
If you have a thief, you can pick-pocket the lute off the girl trying to sell it to you. The same can also be done for someone selling sea-shells (though the latter can be found in a shack at the edge of the island). Save-scum to avoid being lynched by the town guard if you fail.
There's a button on the anvil outside one of the shops. Sometimes this makes the nearby well give 1000 gold.
Save-scum the dragon cave. It'll attack the rats before it attacks you. Grab everything but don't go into turn-based mode. There's a orb of fire protection near-by to stop your people being one-shotted and even dying. As far as I know, you can't kill the dragon without cheating.
While very rare, if you can find a magical ore while exploring- keep it. You can get a random piece of equipment from a particular town that can convert them. Better ores make better gear (or occasionally, items).