@Scrotie
At the end of the game, my 2-handed warrior did more damage on average than my mages, per turn. But my mages could summon elementals to boost damage, heal the team, put shields on anyone, cc the enemy, or just focus on damage and do about the same overall damage as the warrior - more, if the enemy had elemental weaknesses.
That level of versatility should make you a jack of all trades, master of none. But in fact, Mages have the best healing, best cc, best team buffs, best enemy debuffs, and best aoe damage in the game. All that leaves for man at arms, scoundrel, and ranger to fight over is 'best single target damage'. Mages are jack of all trades, master of all but one.

@Fellgnome
I would say that mages easily have the highest survivability in the game. All of the shield/heal/escape/fortify spells that they have allow them to become unkillable.

Other suggestions
-you should be able to break armor down into scraps
-Scale armor feels kind of pointless. It seems like it's just plate armor, but with no movement penalty. Problem is you can remove the movement penalty on plate for free, if you are a blacksmith. I'd change it so that blacksmithing to improve plate armor only increases its armor, doesn't affect its movement penalty.

Last edited by dirigible; 28/07/14 05:28 PM.