Just to keep everyone in the picture with latest developments – I have now employed a professional typesetter to complete the paperback and hardback versions of the book. This was a decision that was made after I reviewed the final PDF provided by Megara, and found that there were some significant issues with the layout. DestinyQuest is a complex book to layout due to many of its design components, and I feel Megara did the best that they could, but ultimately I felt that the book was falling short of the standards set by previous editions.
The rogue has always been a bit of a fan favourite. With high speed and a scary damage output, it has often been the go-to choice for new players and those wanting to slash their way through the content at ridiculous levels of hyper speed. Despite having the lowest health of all the paths, the rogue has always shone through and, more often than not, has left its warrior and mage counterparts in the dust.
The mage has always been something of an odd ball in past DestinyQuest books, a sort of inbetweener, combining some of the high damage output of a rogue with the durability of a warrior. Their access to a myriad of spells means that they’ve always been interesting and fun to play, but perhaps lacked a true identity of their own.
When planning DestinyQuest Book Four, I had the opportunity to strip down the three different paths (warrior, rogue and mage) and really analyse how I could make each of these paths more unique. Whilst that has always been my goal with the previous books, I never felt I really nailed it. With Book Four I set myself the task of focusing on the core abilities that define each path – and how these might synergise with other abilities and combos to provide unique builds.
Book Four of the DestinyQuest series introduces a new hidden quest type, the Dungeon Delve. These are especially tough challenges that follow their own special combat rules.