Is the game good? Aka not a low lethaily gear farming/cooldown managing chore? Is wizardry in tgis game good?
Good is a very subjective term. The other guy here, who has played it more than I, hated the game while I'm sort of loving it so far. And I'm a dumb orc with dumb orc tastes, while he is some sort of a refined gentleman. Also, another dude on that other, less prestigious rpg forum went absolutely nanners, hate crusade crazy after trying out this game for only 20 minutes. True story. It literally happened.
At least there is no item farming, and zero cooldowns.
The itemization is definitely campy, it's unlike anything I've seen before, but it actually started to feel less weird once I realized that the inns don't actually *sell* items, they rather *lend* them. You take an item out, you pay a safety deposit fee. When you return the item, you get this fee back in full, but if you can't return an item, because of mercenary death or betrayal, then you lose both your item and your fee. You basically get to own *all* gear you ever come across. There are also items designated "trash" which are just turned into cash and removed from the game.
Now, the total amount of gear available in the whole world is limited, and because of this, it makes certain sense that there are lots of base line items. They are fodder. You wont mind losing them much. But the special weapons that are slightly more powerful? They are very rare. So far, at least. Losing those will smart. I am even tempted by the idea of saving them for tougher battles.
Not sure if this is intentional, but it nonetheless *does* work and it *is* fun. Savescumming would definitely take the edge off the mechanic though, so scummers will never be able to appreciate this.
Oh, and there are no consumable items whatsoever, which is a bummer. Your spells recharge after every battle, and you're expected to heal at pools that are always nearby. During worldmap travel you may have to sleep at an inn, which is somewhat costly.
Lethality is a little all over the place. Potentially almost every fight is dangerous (unless its just frogs, spiders, or other such critters, those fights are snoozes.) Even in trashmobs goblin warriors and archers have a very high accuracy and kill anybody low in constitution in just couple hits. But keeping the key players in check with spells has been easy-peasy, and turn many fights into clean-up detail regardless.
Then again, wander too far out of the safe zone in the world map (which seems to be fully open world right after the Sewer of Trials, btw!) and the random encounters might show you what's what.
Mind you though, that the battles are all very simple. Cramped and level playing fields with mundane enemies and not many options in what you can do.
So far wizardry has been a little lackluster, but absolutely necessary. Bear's Constitution (iirc?) to buff buddies, Fear and Blindness to keep the enemies off their game. Low tier harming spells generally do less damage than physical attacks, but always hit the target. I generally use them to wipe out enemies that are already near death, so that the hitters can move on to their next targets a turn earlier. Higher tier harming spells are a trade-off between doing one decent attack, or making a long lasting buff or debuff, because they share charges. I always go with the (de)buffs. I'm only at level 5 currently though, and have seen only three tiers of spells, so who knows.
All wizards have the exact same spells. They are learned at level ups. I haven't had a cleric in the party, yet, but they have healing and harming spells I can't comment on, and it has been hinted that rangers may also acquire spells at some point.
Enemy casters so far have been utter jokes.
But, I'm not very far into the game yet, as free time is rather scarce, so take everything said so far with a grain of salt. I'll keep coming back as I learn more.