Sunday, May 3, 2020

Ranking All Thirteen Warhammer Quest Warriors

Just for fun, I'm going to rank all thirteen of the official character options for the Warhammer Quest board game. I am not including the semi-official "Citadel Journal" content, mostly because I don't know very much about it. Just the original four Warriors in the base game and the nine character packs that followed.

If I were serious about this, it would have to be a followup to some more informative material, such as an explanation of how Warhammer Quest worked, how unbalanced it was, etc. That sounds tedious, so I will not do it. However, I want to note that I'll take some things into account.
  1. Some Warriors have exclusive access to infinite scaling, particularly on Wounds. In actual gameplay, especially at low levels, this was generally irrelevant. The extra Wounds were possible randomly generated outcomes on tables that wouldn't be rolled on very many times. Strategically-minded players had the option to grind extensively, visiting settlements and seeking out opportunities to roll on those tables. Eventually, this could result in extraordinarily high numbers. The only drawback would be slowing level development. Because treasure isn't leveled in Warhammer Quest, it would be advantageous to the other players to do this anyway. So this is weird, tedious, and doesn't capture the way the game was normally played, historically. But it does technically make infinite scaling important.
  2. Some Warriors have exclusive access to finitely scaling, but extremely powerful items and abilities. This would have made grinding advantageous in the same way as those with access to infinite scaling, but with more impact earlier and with diminishing returns at some point.
  3. Some Warriors have abilities meant for one-shot versions of the game, which don't translate into Advanced or Roleplay versions of Warhammer Quest. In particular, I'm thinking of abilities that allow an otherwise weaker Warrior to "claim" an item. Warhammer Quest was/is usually played as a cooperative game, not as a contest to see which player earns the most gold/treasure.
  4. Some Warriors come with associated risks that those Warriors will be lost in some way. I tend to ignore that, because it's a stupid system. Imagine you've fought alongside your companions, traveling around and grinding dungeons. You and your fellow players make it to level 7, when suddenly you get an unlucky roll on a table and your character, without your say-so, decides to leave the party and stop being an adventurer. No thanks. As a GM, I always reworked those outcomes to do something else.
 On with the rankings, proceeding from worst to best...

#13: Witch Hunter
This is one of the Warriors that I have the least experience with, but I really can't justify any other ranking than dead-last. It's not even close. The Witch Hunter is the most extreme example of a problem that plagues most of the Warriors from character packs, rather than the original base game. He has excessive gear restrictions and is given stuff to compensate for it, but that stuff isn't as good as having cosmopolitan item usage. In the case of the Witch Hunter, he can't use armor other than his starting gorget, and he can't use helms. He can't use any melee weapons other than swords or daggers. And he can't use any missile weapons other than his starting pistol, and it seems to be worse than regular pistols, for some reason. He can use most magical items, but not ones meant for wizards.

The Witch Hunter's base characteristics aren't especially bad, but there's no standout advantage here either. So why last place? Well, everyone else has some kind of clear advantage in one category or another. High Strength and Toughness, high Ballistic Skill, exclusive access to certain items, special abilities that compensate for lower characteristics, etc. And to my reading, the Witch Hunter at any level is kind of a low-to-middling overall Warrior with nothing special to call his own. Where another Warrior might have power loaded onto some combination of characteristics, skills, and special unique stuff, the Witch Hunter seems to just get mediocre characteristics and a bunch of minor unique things. He has the Faith mechanic, which looks like it should be part of his core power but doesn't really do much. He has unique amulets, artefacts and symbols, potions, potions and banes, invocations, and skills. The flavor here seems to be that this is a character with an arsenal of tools to combat evil. But none of this stuff is really special.

Technically, the Witch Hunter can get a way to have infinite scaling on Faith. This could be an interesting approach to take, but my intuition is that even an absurdly high-Faith Witch Hunter would be less potent than another Warrior with a comparable time investment.

#12: Bretonnian Knight
Again, maybe my inexperience with this Warrior is affecting my assessment. The Bretonnian Knight has a lot of convoluted unique stuff going on. Strong characteristics and a suite of oddball advantages combine to make him a superior early-game Warrior. The problems come later on, when other Warriors start ramping up in power level. The Bretonnian Knight is hampered by equipment restrictions and his convoluted Honour Point system. Eventually, the flexibility of Warriors surpasses the power of this one, but the Bretonnian Knight isn't bad at everything. He's a decent tank and dedicated melee damage-dealer. The problem is that nine out of thirteen Warrior options are dedicated melee specialists, and some of those have to be the worst at it. Being good with a broadsword when everyone else can find magic weapons with huge advantages over a broadsword just isn't going to work out for this guy.

The scaling on the Bretonnian Knight is all finite and not particularly high. His special bonuses are mostly ephemeral or too situational. Despite a lengthy character manual going over all sorts of exclusives, it's mostly flavor and low-impact stuff when it comes to practical advantages in adventures. The Bretonnian Knight does get one saving grace, though. If he can pick up the "Heroic Death" skill and get some kind of Strength augmentation (probably from a Wizard's spellcasting), he's a potential super-tank. Pack a lot of healing potions and you can keep popping back up whenever monsters deal lethal damage to you. This alone is a great boon. If it were easier to exploit, I'd probably have to rank the Bretonnian Knight higher.

#11: Warrior Priest
I have some misgivings about giving the Warrior Priest a low ranking. He's cool, but ultimately deficient. He should have been designed in such a way that his healing powers would be the strongest out of all options, or at least so that they'd keep up through the mid-game levels. For some reason, he was designed with almost all of his healing loaded onto his Ring of Jade, which is unreliable and even dangerous. His Blessings are mostly a nice utility suite of augmentations for combat, which would be nice to have in a party if he weren't the weakest combatant around. The Warrior Priest's characteristics are alarmingly poor overall. If it weren't for how well a couple of his blessing scale in later levels, he'd easily be at the bottom of this list.

As with other low-ranking Warriors on this list, the Warrior Priest has severe equipment restrictions. He's stuck with his starting breastplate for some reason (but he can wear a helm). He can't use a shield and the only weapons he can use are hammers. Ouch. Not being able to wield a sword makes the Warrior Priest an even worse melee fighter than the Wizard and the Witch Hunter. It's bad. However, he does get access to most magic items, including ones that almost no other Warriors can use except for the Elf Ranger and the Wizard.

The Blessing system is unique and interesting. It makes sense to load much of the Warrior Priest's power onto it. But he can too easily fail to bless anything and the scaling is wonky here. Generally, blessings are underpowered. Power of Sigmar is deplorably weak healing early on, and doesn't scale that well either. The best blessing is obviously Intervention, which is so strong in the late game that it makes the Warrior Priest a valuable party member by itself, even if he does almost nothing else.

This is kind of awkward. Warhammer Quest doesn't have many options for a support-type character. The Warrior Priest is probably the second-best in such a role. So it feels wrong to put him so far down the rankings. But other than Intervention and Damnation, he's not really that good at support! His access to most wizard-style items does boost this somewhat.

#10: Barbarian
If a #10 ranking seems low, I'd note that all four of the original Warriors are totally adequate and have their own nice advantages. The Barbarian is good. Very good. He has great access to items, excellent skills, and impressive characteristics. Below the Barbarian, I had some glaring deficiencies to note. That kind of stops here. The Barbarian really is fine. With the right skill gains and items, he could be a powerhouse, easily.

The issues that give the Barbarian a below-average placement can be summarized like this: he is the baseline for melee combat on which later Warriors were judged. When the character packs were designed, they had to measure up to the Barbarian in some way. They could be a bit worse in one area, but they'd have to compensate with something special. And special things are often much more useful than mundane things. They don't always succeed. The Bretonnian Knight in particular tends to lag behind the Barbarian.

The Barbarian is versatile, but his biggest advantage is probably being able to get lots of attacks. Somewhat frustratingly, some of his power is loaded onto being good with a bow, but not enough for a Barbarian to switch to a dedicated archer. If he had no strong ranged options but better defenses as a tradeoff, he'd probably be near the top of the rankings.

#9: Wardancer
I'd say that here is where the good stuff starts. The Barbarian is kind of an inflection point. And the Wardancer, while an elf, has more in common with the barbarian than with any other Warrior. He'd basically a sword-elf. Everything is about swords. Along the way, for no particular reason, his defensive capabilities are generally above average, despite a prohibition on armor. An advantage of the Barbarian is his potential to use skills for extra attacks. And the Wardancer can beat that. Easily. Woven Mist in particular lets this guy make tons of attacks.

The Wardancer's power is loaded onto his special starting swords, the Twin Swords of Orion. But unlike the Bretonnian Knight, this isn't much of a drawback: the Wardancer can stack so many boosts onto his swords that they're a competitive endgame option.

The Wardancer does get off to a slow start, relative to most other Warriors. His initial Dance of Death skill is unremarkable. But he scales well into later levels. His item restrictions aren't the most severe, but they do probably mean that the Barbarian is better in a solo situation. I'm ranking the Wardancer higher on the assumption that some of those powerful items are going to other characters, such as an Elf or Wizard. Overall, it's probably close. But I'd give a slight edge to the Wardancer.

#8: Dwarf
In terms of raw power from characteristics, skills, and itemization options, the Dwarf is probably best Warrior, or rather,  the one with the highest floor. The only reason I rank other options higher is that, with intelligent decision-making by players, they can surpass the Dwarf. But several options, such as the Barbarian and Wardancer, can't really do that. They're basically inferior the the Dwarf. He hits harder and has better defenses. They can outscale his number of attacks, which is important, but that's about it.

The big advantage of the Dwarf is that he probably gets the least severe item restrictions of all Warriors in the game. So he gets a strong early game from his Great Axe Attack skill, then he can keep augmenting his axe with runes to keep it ahead of other endgame weapon options. Having access to most of the best treasure and getting nearly exclusive access to special dwarf equipment carries this on into the endgame levels. In short, the dwarf packs a punch. He's probably the easiest Warrior to use well, and it's kind of hard to go wrong with him.

Perhaps the Dwarf constitutes another kind of inflection point here. Everything that is worse than him is just generally worse than him. Everything that is better is better because it is contingent on exploiting something. In my evaluation, if you're using a party without a Dwarf and you have anything I've rated lower, you'd better have an understanding of what you're doing and why (such as that you want more extra attacks from the Wardancer or you want the utility of the Warrior Priest's blessings).

#7:Elf
Because they're both original base set Warriors, the Dwarf and the Elf both get some of the game's item system based around them. Both also get their own settlement locations with some exclusive gear options. Both offer strong, unique options. The Dwarf gets more utility and the Elf gets more evasion and healing, but both are flexible. Both scale well with gold. Comparison is tough because where they diverge, the Elf and the Dwarf are good at different things. The Dwarf can stack more armor and, getting runes on his axe, can hit harder. The Elf can negate or mitigate most attacks, and can land more attacks as well. He also gets options to make healing potions and has exclusive access to some great items.

Although it's close, the Elf isn't quite as potent a melee fighter as the Barbarian, Wardancer, or Dwarf. But it's close. The Elf makes up for it by being the ultimate ranged attacker. It's not even strictly necessary. You could have an Elf as a frontline melee Warrior and you'd do fine. He's above average at offense and defense in melee. While he can't soak hits like a Wardancer or Dwarf, he can deflect, dodge, and parry so much that he is basically his own kind of tank. An Elf with his own class-specific gear and a strong magic sword is powerful. And if that were all, he wouldn't be ranked above the Dwarf: those axe-runes are bonkers.

The Elf earns this ranking, in part, by being the ultimate ranged attacker. Bows don't scale quite as well as melee, but in a party of four Warriors, it's nice to have a ranged option, and in a party of more, it's pretty much required. Not everyone can take point. There's no penalty for shooting past your companions, and no one else comes close to dishing out the missile weapon damage of the Elf.

#6: Imperial Noble
The Imperial Noble is a particularly gold-hungry Warrior, but then so are the Dwarf and Elf. As a Warrior from a character pack, much of the Imperial Noble's power is loaded onto exclusive items, and he isn't as flexible with regular treasure. This is always detrimental, but can be compensated if the exclusives are good enough. Unfortunately, they never are. In the case of the Imperial Noble, the exclusives make him the best gun-toting Warrior in the game, but that still puts him behind the Elf and Elf Ranger for missile attacks, because bows are better than guns in Warhammer Quest.

That's the bad. Now for the good. Firstly, the Imperial Noble's exclusive gear options are really pretty good, albeit expensive. If gold as an obstacle is taken into account, the Imperial Noble is more cumbersome than other options. It's harder to make him overpowered than the Dwarf or Elf, and he takes longer to get going than the Wardancer. But all it takes to get more gold is to grind more. And the Imperial Noble benefits from grinding anyway, because other than weapons and some armor, his item restrictions are minimal. Once he has the money to pay for his awesome gear and once he levels up and gets some of his best skills, the Imperial Noble begins eclipsing the competition thanks to his insane amount of attacks. He gets a high Attacks characteristic and his starting ability lets him get even more. With his rapier, he can chain attacks together indefinitely as long as he keeps landing them. The rapier itself is weak, but Warhammer Quest is full of treasures that can make weapons magical, give them bonuses to damage, give them bonuses to hit, and so on. Augmenting the Imperial Noble's rapier with any treasure at all yields huge returns.

Chaining attacks together is the main reason I rank the Imperial Noble so highly. A high level Barbarian might make 5 or 6 attacks per turn, maybe more if he has nice items to pull that off. A high level Wardancer might make 10 or 11, or perhaps more. There's no ceiling and a lot of options to gain extra attacks through various skills and items. But an Imperial Noble could easily be making 20 or 30 attacks in a turn, assuming his target doesn't just get killed outright before he's done, which it will. Considering that the other goodies unique to the Imperial Noble are also decent additions, I am compelled to rate him above almost all other melee attackers.


#5: Elf Ranger Despite the name, the Elf Ranger isn't the best ranged attacker in the game. The regular "Elf" is better at that. Instead, the Elf Ranger is only the second-best ranged attacker in the game, which still puts him way ahead of everyone else. Frustratingly, the Elf Ranger is actually two characters consolidated into one. You can choose to play as either an Elf Ranger Knight or an Elf Ranger Mage. The Elf Ranger Knight is kind of a crappy battlemage with weak magical skills and potent combat abilities. The Elf Ranger Mage is good at magic, but has no particular advantages otherwise. I say that it's frustrating because the player has limited control over how this develops over time. An Elf Ranger is going to gain both skills and spells as he levels up, although he might be lucky and only gain the ones on his intended path.

No matter which "path" you choose, you've got a kind of battlemage character. Sadly, this is unique in Warhammer Quest. The only other magic-using character is the Wizard, who never gets any skills. The Warrior Priest is the next closest comparison, and the Elf Ranger is basically just better in almost every way, with the exception of the Intervention blessing.

Playing an Elf Ranger calls for some careful planning and adjustment. He's hard to optimize. However, I'm ranking him this highly for a reason. Firstly, his starting item is great and either "path" is top-tier for low-level gameplay. Secondly, he can do almost everything the regular elf can do, on top of his own unique talents. If you want a dedicated pure archer, the base set Elf outscales this guy. If you want any utility on top of that, the Elf Ranger is superior. Even as an Elf Ranger Knight, his magic probably outscales the magic of any other magic-using Warrior (including the Warrior Priest). In particular, his Shockwave spell is amazing.

A big part of this ranking is that this character gives you have one of the only possible options for a healer. But it's part of a total package that is excellent. The Elf Ranger is amazing, maybe too good, even. Everything I'm ranking above him is utterly broken, mechanically. The game designers make some mistakes here.

#4: Dwarf Trollslayer
Uniquely among the character packs, the Dwarf Trollslayer gets his full rules published in the Warhammer Quest Roleplay book. I don't know if this means that more thought was put into the design on this one, but I suspect that is the case. He's cool and has just enough unique features to totally separate him from the base set Dwarf. Starting out, the Trollslayer's offensive power is loaded onto different aspects than that of the regular Dwarf. He can't wear armor, though, so his defense isn't as great at first. In the early levels, the consistent damage of the Great Axe Attack and the awesome item versatility of the Dwarf surpasses what his orange-haired berserker cousin can pull off. But that gap closes quickly as they level up.

The reason that the Dwarf Trollslayer is ranked so highly, even above the attack-chaining absurdity of the Imperial Noble, is twofold. Firstly, the Dwarf Trollslayer gets form of infinite scaling on his weapon, and not just the super-slow infinite scaling that sometimes turns up in the game. The Dwarf Trollslayer gets the same access to runes for his axe as the regular Dwarf, but his rules doesn't include the note that he is limited to two runes per battle level, which is specific to the Dwarf himself. This could be seen as an editorial mistake. But even if it is conservatively judged to be one, that only partially slows the Trollslayer down because he also gets his own exclusive runes independently of the ones available at the Dwarf Guildmasters. The runes provided in the Trollslayer shrine are entirely exclusive. While they usually fade away after adventures, there is a 1 in 6 chance for such a rune to become permanent, and they can be stacked infinitely. It doesn't take long for a Dwarf Trollslayer to build up a rune-axe that far surpasses the capabilities of any other weapon in the game (with one possible exception, which we'll come to).

Combining his top-tier melee skills with an obnoxiously overpowered axe and the Dwarf Trollslayer outscales the base set melee characters easily, and laughs while doing it. Now, that's pretty great, but I don't know that I'd rank it above the likes of the Imperial Noble's nigh-infinite attacks or the Elf Ranger's Swiss Army Knife of skills and spellcasting. But the Dwarf Trollslayer can also get a skill called Deathsong. This skill is superb on its own: he can drop to 1 Wound instead of 0, then he gets a 1 in 3 chance to keep doing so on subsequent hits when he's at 1 Wound. But there's more. The Dwarf Trollslayer has a unique ability to instantly consume stonebread whenever he wants to. The regular Dwarf has to spend a turn and not do anything else for stonebread to heal him. But the Dwarf Trollslayer can just eat it on the spot. This was written in as an afterthought to set him apart from other dwarves (he's so damn badass the he can just pop the whole thing into his mouth and chew it up). But the practical implication of his is that he can eat stonebread whenever he's at 1 Wound, then the next attack to hit him will drop him to 1 Wound. Stonebread is cheap. Stonebread is plentiful. As long as he has a supply of Stonebread, the Trollslayer cannot be killed through normal means. He is effectively the best tank in the game. Well, maybe not quite. But we'll come to that.

#3: Chaos Warrior
The Chaos Warrior is either the most intense infinitely-scaling option in the entire game, or the worst one, depending on how you look at it. I'm splitting the difference and ranking him third. It's kind of meaningless call, really. The Chaos Warrior is so different from all other options that he defies comparison. I mean, he is good at melee fighting and bad at almost everything else (he can gain some magic). And he gets no skills. And the worst item restrictions of all characters in the game. Pretty much all of his power is loaded onto Chaos Attributes and Chaos Artefacts.

The Chaos Warrior can't use magical treasure, but can accumulate Chaos Artefacts. Early on, this doesn't come close to outweighing the disadvantage. However, the Chaos Warrior has a unique feature that lets him get chances to combine Chaos Artefacts. It doesn't always work, but you can grind like any other character. Eventually, this will let you consolidate multiple weapons and pieces of armor into gear that outscales everyone else's best options.

Attributes can be either good or bad, or a mix of both. You don't control which ones you roll, but they average out in your favor and you get chances to lose unwanted attributes. This would be another form of infinite scaling, but it comes with a strange and poorly designed counterbalance in the rules for the Chaos Warrior, called "Joining the Ranks of the Damned." Once you have too many Chaos Attributes, there's a chance that you'll just up and quit. I thoroughly dislike this mechanic, but it was written in to stop Chaos Warriors from being abuse stacking attributes. It's an extreme measure and one that introduces problems. If you ignore it, a Chaos Warrior can repeatedly grind visits to Chaos Temples between adventures, spending all of his gold to infinitely stack attributes and artefacts. The attributes are good, but the artefacts are where the real power lies. If you apply the rule as written, because you might get attributes and not artefacts, you could be unluckly and end up getting stuck, never able to level up without risking the total permanent loss of your character. Your companions can't resurrect you: you're not dead.

I don't know how to rank the Chaos Warrior if the "Joining the Ranks of the Damned" rule is applied judiciously as written, nor if some less harsh limit is imposed instead, as that would depend on the details. You might be OK, or you might be even weaker than a Witch Hunter (not at first, you wouldn't). If no restrictions are made, though, the Chaos Warrior is at least third in these rankings. And with enough grinding for that infinite scaling, he could be higher.


#2: Pit Fighter
I mentioned that nine out of thirteen characters are melee specialists. One of those is the best, and it's not a close contest. Starting out, the Pit Fighter is a less flexible take on the Barbarian. It takes a lot to compete with the likes of the Chaos Warrior and the Dwarf Trollslayer. The Pit Fighter accomplishes this with training points. His level-up system allows him to do something that scales finitely, but with massive impact.

The Pit Fighter was an attempt at making a melee character with unprecedented customization. You could pour points into whichever characteristics you wanted to emphasize. Now, extra training points aren't hard to grind for and even a few per level make a huge difference. But even if you never got any extra points, spending them on damage dice means you can get a character that hits harder than anyone else. The Pit Fighter even gets special gear restrictions and starts out in debt to make up for how overpowered he is. By late game, the drawbacks are mitigated and it's all upside.

Trying to put this into perspective, I'll compare the base stats of a level 10 Barbarian with those of a level 10 Pit Fighter who maximized grinding for training points. So that's a very extreme case, but there's also not much to stop it from happening other than a ruling by the GM. If you don't know, higher is better on all of these numbers except Ballistic Skill and Pinning, where it's the other way around.

Barbarian
Wounds: 10D6+9
Move: 4
Weapon Skill: 6
Ballistic Skill: 2+
Strength: 4
Damage: 3D6
Toughness: 4
Initiative: 6
Attacks: 4
Luck: 3
Willpower: 4
Skills: 7
Pinning: 5+

Pit Fighter
Wounds: 10D6+17
Move: 4
Weapon Skill: 10
Ballistic Skill: 6+
Strength: 12
Damage: 10D6
Toughness: 12
Initiative: 12
Attacks: 12
Luck: 10
Willpower: 13
Skills: 9
Pinning: 0+

That sort of fully maximized Pit Fighter would take a very, very long time to build. But you can afford to skimp on a lot and still have godlike characteristics. In fact, let's compare those numbers to the most powerful monster in the roleplay book, the ultimate challenge, not meant to be fought except by a full party of high-level Warriors, and meant to challenge even them.

Bloodthirster

Wounds: 125
Move: 6
Weapon Skill: 10
Ballistic Skill: Automatic
Strength: 8
Damage: 8D6
Toughness: 7
Initiative: 8
Attacks: 10
Luck: N/A 
Willpower: N/A
Skills: N/A
Pinning: N/A

This is ignoring the numerous impressive abilities of the Bloodthirster and its powerful equipment. But don't worry, the Pit Fighter will have nine skills on top of his starting skill, and will by this point have top-tier equipment. In fact, he would slaughter the Bloodthirster before it could move.

#1: Wizard
The Wizard was my chosen character when I started playing Warhammer Quest. But do not mistake my ranking here for a bias of magic over other aspects of combat. Even accounting for the Pit Fighter's potential to gain higher characteristics than boss monsters, the Wizard is still the most powerful Warrior, and it's not close.

Where to start? I guess let's start with the small stuff. First off, his characteristics aren't that bad. You might think that as a primary spellcaster, he'd be a puny weakling. But this isn't D&D. The explanation Games Workshop gave is that this isn't an academic or battlefield mage, but a dungeon-delving wizard, hardier than most. Or something. Anyway, he gets no skills and his characteristics are mediocre, about on par with the Witch Hunter. Give him some good equipment and he's fine in melee combat, not that he needs to be. He can use the best magic swords in the game, so his offense is mostly just held back by his below-average Weapon Skill. On defense, he's notably deficient without magic, but could mitigate some of that with items, particularly a Wizard's Staff.

Of course, he's the best healer in the game. And of course, it's not close. If you just used a Wizard as a dedicated healer, he'd be great it and a valuable member of a party. He easily outscales the Warrior Priest and the Elf Ranger Mage in this category, and those are the only other healers. Well, an Elf can brew up healing potions, but that gets outscaled as well.

And then there's he unrivaled utility. The wizard has access to a spell for virtually any situation. As gameplay progresses, he can find ways to not only edit his spellbook, but to expand it. Given enough grinding for items, a Wizard will have whichever spells he wants. Except why settle for that when you can just keep grinding and get all of them? There's no limit. Opportunities to learn new spells without trading in old ones are uncommon, but they can be found. And a mid-level Wizard can easily just solo dungeons until he has what he wants. Seriously.

That's right, you can solo dungeons. My preferred method was to cast Spear of Light to kill stuff, then Invisibility to negate all attempts at retaliation. Sure, some monsters have magic resistance, but that's never perfect and you have all the time you want to reposition and wear them down. Getting equipment to reroll the Power Phase helps. Other Warriors can probably also solo dungeons once they reach a certain point, but none as safely and easily as the Wizard.

Oh, and you do get infinite scaling on Wounds. It's a possible outcome when you roll on the table for the Wizards' Guild Consultation in a settlement. You can get up to 3 additional Starting Wounds every time. It's in the same place where you get exclusive potions and recharge your staff, so why not? Speaking of exclusives, many potent treasures are specific to the Wizard. But the real power comes when you start stacking some of those rare magic-enhancing treasures like, Wand of Diabolum and Chalice of Sorcery, on a Wizard with an expanded spellbook. You can basically take over the game, casting tons of spells each turn and protecting yourself from all possible attacks.

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