@Anyone who said the Wizard can take 3 Chaos Warriors that he stumbled upon while searching for treasure: The main worry is that if the Wizard searches for treasure, each Chaos Warrior gets an attack against him, and if you are using the US rules the best defense roll a Wizard can get is 3 dice (without using Stone Skin or a Potion of Defense, which most don't make sure are active before searching for treasure). If we go only on statistics the Wizard would survive that (4 attack dice would show 2 skulls and 3 defense dice would show 1 shield). But then, who's turn is after the Wizard? Why it's the Evil Wizard's turn. And what does this mean? 3 more CW attacks just to make sure the Wizards body is missing an appendage or two long before his next turn. (And when was the last time statistics lasted for more than one roll?) When this happened to our Wizard he had to drink 2 potions of healing and burn his Water of Healing spell (we played that you
can use a healing spell like a potion when dying due to loss of BP) just to survive to his next turn in which he did dispatch the one remaining CW with a Genie. (He has also Spell Ringed Water of Healing every Quest since.

)
@Deadalus: For a Maul with a 4 combat dice attack I would suggest 400 gold and not useable by Elf or Wizard (2 hands, obviously) I would suggest making it a 5 combat dice attack, 600 Gold (maybe higher gold cost)and still no Elf or Wizard. But my opinion is that if a maul/war-hammer was included in the quest pack (and not just the cover art) it would be a Dwarf only Artifact and therefore wouldn't have to worry about balancing/differentiating from regular armory weapons.
-SadKitchen