Knight’s Cure Wounds6 healing for 5 AP is terribly, terribly weak. Its main advantage is that it is a Warrior-based skill and so doesn’t require a point into Water Specialist, but that doesn’t seem worth it. Maybe the HP it heals scales up really well, but that doesn't seem worthwhile.
I’d have to play around more and see, though - I only played a Knight for about two minutes, which was only to see what Skill category Cure Wounds fell under.
Because I haven't played a Knight long, this suggestion is only preliminary and I may change my mind, but what if Cure Wounds cured 30-45 HP instantly, but that's all, and had a long cooldown of six to nine turns? It's a different mechanic than the water-based spells which heal a little bit over several turns - instead you get a good dose of emergency healing, but after that you can't use it for some time.
First Fight is over too fast to be a good combat tutorialIs the first fight is basically a “Training dummy” fight where you learn the very basics of combat - moving and attacking? Because some classes can take out some or all enemies immediately. That's fine, but maybe right afterwards, there should be a “second wave” of enemies so the fight lasts longer and can teach you a bit more.
Staff of the MagusTwo points I want to discuss here:
1. Battlemage gets Staff of the Magus, even though a Battlemage tends to use melee weapons, and yet Shadowblade and Wayfarer do not. It should be consistent. Either they all get Staff of the Magus, or it should be removed from Battlemage.
Personally, I'd vote for adding rather than removing. I'd also like that skillbook teaching that sold by some merchants, in case you want to cross-class from a non-mage character.
2. Staff of the Magus’ AP cost is too high, and unlike other spells, it is not reduced by points in Intelligence. The stated goal of that spell was to give mages something do to on turns so they didn’t have to skip them to save AP.
The problem is that it costs 4 AP to use, which is more than half of your 6 Recovery AP until you get 9 Speed (at which point it becomes exactly half. You need 11 Speed before 4 AP is less than half your Recovery AP).
With an AP cost that high, and damage that unimpressive, I’m better off skipping those turns to save AP anyway. Suggestion: If points in INT won’t reduce the AP cost, then simply reducing the AP cost to 3 will make that spell worthwhile.
No bonus damage talents for other weapons?Anaconda increases damage of crushing weapons by 10%. Do Crushing damage weapons typically have noticeably lower damage than different-damage weapons of the same type? If so, a special Talent granting bonus damage is fine, but if not, then where are the Talents for different weapon types?
Witchcraft SellerMadora had no comment when we spared the Witchcraft seller who admitted to inclinations towards Sourcery. Being overzealous about magic which even has a whiff of sourcery is kinda her big thing, so I think she might have something to say about that.
Take a load off in the tutorial dungeonMaybe there should be a bench to sit on in the tutorial dungeon between the fire trap and the fire surface on the floor, to let players rest to heal. You can do that easily AFTER the tutorial, so why not?
Party Members stop moving when you switch main charactersIf I split my party and click to send Rod somewhere, and then switch to Scarlett, Rod stops moving. That’s very annoying and must be fixed. Rod should continue on to his destination. It makes splitting your party in single player take up to twice as long, because you have to sit there doing nothing but watch Rod walk to his destination until he reaches it before you can do anything with Scarlett. If I want to split them up to loot the opposite halves of the docks separately, I can’t really.