Warning, incoming rant…
Warning, incoming rant…
I don't think the stone staff is too powerful. Used to be I would have, but then again I'd played the dwarf or the elf, preferring the elf who's got some healing magic and can carry his own in a fight.
If anything, I used to think the wizard having Genie was unbalanced. A chance to attack with five CD in every game? That's so overpowered! To attack once. ONCE.
Ball of Flame is literally not much different than the basic attack of any other player. And he can use it exactly ONCE. Yes, a straight 1/3 odds of hitting. each time (which makes your odds of hitting at least once about 5/9 or a bit over 55%. The odds of anyone doing two CD attacks (so everyone else) is around 80% of hitting. The difference is that even the lowly goblin can defend. Of course, the wizard can do this devastating attack ONCE.
The other attach is the iconic FAR OF ROTH! … which is also used ONCE and … is only half of a ball of flame.
That's it.
Well, that means 1/3 of the time the wizard can take out even the most powerful enemies in the … Oh. UK rules. By US rules, the wizard … yeah.
But what about all that fine support magic? Courage! Yeah, didn't EVEN get to use it once because Kurgan had two extra-tough Chaos Warriors both retreat from behind the narrow corridors to exhaust the spell so that it literally was wasted. And evil wizard is likely to do the same. Useless.
Rock skin? The moment you cast that, the evil wizard is going to ensure you hit a trap and lose it immediately, if you're playing with any sort of threat cards (and we were—I realize this is not part of the base game, but it's pretty typical for people here to be using them, and its understandable why—gives Morcar something to actually DO on his turns. (And odds are your elf has it anyway, since if you're not an idiot as the wizard you took fire, he likely takes earth.
Courage … if you're playing with a Morcar who decides he will tell monsters who cannot see the wizard or what the wizard has cast, what its weakness is, and for all stronger-than-normal monsters to move deliberately just outside of seeing for just long enough to cancel the spell, then rush back in and attack once it's gone …
Sleep? That was pretty useful. But it doesn't work on nearly half the critters in the game because it's been 'balanced".
Veilf of Mist? Not useful for the wizard himself because moving unseen past monsters really just means that a monster can't block your space.
Tempest will cause one monster to miss a turn. Cool. Guess it's useful if you intend to miss a turn and use the chance to GTFO. Maybe if your barbarian isn't acting like an elf, that might give him a chance to take a couple extra swings at something big to even the odds a little. But since you have no real chance at fighting, it's kinda your chance at getting away from something that's deliberately aiming for the wizard because he's weaker than the other players… Swift wind is much the same … you kinda want that when you need to move. Again, useful only once.
And Water of Healing or Heal Body is kinda wasted on yourself … Much better used on the barbarian after he's taken some hits (again, assuming he's not hanging back in the first two rooms) … but you'll have one and the elf the other. Use it wisely I guess.
Basically the wizard's not great in UK rules, but he'll do. Under US rules where most things take 2-4 rounds to kill, he's got three attacks that aren't 1 CD against monsters who are not often able to kill YOU in one hit, rather than the other way around.
The tactic I don't like of forming up the party outside a door and then having the barbarian open and block it while the rest of the party takes diagonal attacks from safety … the wizard's pathetic nature pretty much forces that play style.
SO, I'm interested in seeing the wizard get some chance to actually belong there. His attack should BE magic, maybe have a little lower chance of hitting, but be harder to block when it does. Perhaps he starts with a more limited Fire of Wrath that works only on the 8 squares around him. 5-6 is a hit, black shield on 1CD defends … maybe some monsters have less defense against fire (mummies are enbalmed with and then wrapped in flammable … yeah.) But that is his attack, and he hasn't got another weapon to start. No limit on using it … Maybe he's got a once-per-quest ability that comes from his magic or his starting equipment? Hmm…
Maybe he can use single-handed weapons? But hasn't the strength for two-handed, and they'd impede using magic. Same for certain heavy armors. Needs to find, buy, or make artifacts to increase his magical abilities. Maybe these are just a better use of his money than weapons and armor.
With adventuring and artifacts/equipment found, bought, or made … he could be the match for any quest's big bad if he plays strategically. But maybe he's a gotta make sure to keep his BP up so he can make it that far.
<InSpectreRetro> All hail Zargon!!! Morcar only has 1BP.