by Summerheim » Monday October 28th, 2024 9:47am
The problem with the magician has always been his lack of access to equipment. And especially to defensive equipment (max 3 defense dice in US version, 4 for european). In advanced quests he can easily die on a bad dice roll. Having artifacts that increase his stats will clearly help him.
The other problem is the fact that he can only cast a spell once per quest, even if the WQP recall potion is not very useful.
Also allowing to have a healing spell in each element is a good thing. Water spells are not very useful except for water of life. This allows the hero mage to have more strategic choices. (This is also why I am always in favor of including in the DQP new spells)
Similarly, if there is new equipment in the DQP, it will give more than appreciable defensive bonus.
EQP is hard, but it has an interesting story and innovative gameplay concepts. Maybe being overarmed, overarmored, overmagicpowered , overfellowered, overall to overcome, we can appreciate it better.
I always have a thought for the (rare) kids who, having finished the return of the sorcerer lord without any more gold, ended up in the BQP.