by wallydubbs » December 30th, 2025, 12:19 am
I've been working on and off with the Solo adventure based off of the Japanese quests, as I've been trying to go through it with various heroes and I'm finding 3 different difficulty levels of play, an Easy, Medium and Hard based on the heroes, not on the quests. The quests are the same for each hero but based on each style of the hero it changes the difficulty:
Easy: Monk
Medium: Barbarian, Bard, Berserker, Dwarf, Elf & Knight
Hard: Druid, Explorer, Rogue, Warlock & Wizard
The Monk is very powerful, he ran through the first 3 quests hardly losing any Body Points, his techniques constantly recycling, and when he's by himself he can reach the Fire Techniques up to 3 times per quest. When the Chaos God was awakened (I named him Kyrax based off of the David Morris novel) he summoned a room full of undead. The Monk wiped half them out with Burning Spirit. Had I not allowed him to also cast Summon Wolves the Monk would have had no problem sticking around. He doesn't even need Mercenaries.
I realize I could increase the difficulty substantially by only letting the Monk use Twisting Torrent only on his turn.
The Barbarian, Berserker, Knight & Dwarf rely sheerly on their body points, though it might be a little tougher on the Dwarf without the extra attack or defense dice, but his trap disarm should make up for that (admittedly there aren't that many traps in the first few quests. The Bard starts off with an extra defense die and has a minor healing spell, too. But I find the Bard's rapier also helpful, able to attack diagonally through doorways, causing a potential bottleneck by not stepping into doors. His Lullaby also comes in handy.
The Daggers for the Druid, Rogue & Wizard severely limit what these guys can do offensively. But the Druid has multiple healing spells and a Shapeshift spell that makes her more formidable. This is a hero that can grow into the quest pack as she starts off weak but when she gets a bigger weapon she's on pat with guys in the medium lever, it's just not until the 3rd quest that she'd work up to that.
The Rogue is severely limited without Opportunistic Striker and has to rely heavily on Ambidextrous, needing to kyte the undead with countless throwing daggers until finally getting a kill. Mercenaries don't come until after Quest 4 so I see this hero struggling.
Wizard has a chance if you give Courage a lasting effect, preferably with Earth, Water and Fire spells. But he is so unbelievably limited on weapons, part of me considers giving him all 4 spell groups, if not the ones from Wizards of Morcar too. I definitely needed to implement the off-turn recessitation of Heal Body & Water of Healing for him.
The Warlock, I've come to notice depends so heavily on his fellow heroes for cover, trying to scope out angles to shoot her wand. 4 Body Points doesn't go very far with her and she's very limited on what she can do.
The Explorer was a fun one to experiment with, but I find 5BP doesn't go very far. I didn't have to worry about Hazards as much, I was hoping to build up weapons and armory quickly with Treasure Hunter, but even after buying a shield there wasn't really any range and she had to keep going in close for melee, but 5BP doesn't sustain very long. Among my attempts with various heroes, it was surprisingly the Explorer that died the most.