There's a glitch when you pair the staff that gives you unlimited movement range together with the plate mail armor. I'm thinking that the staff should be the one overriding the movement reduction of the armor rather than it being the other way around right?
Cause it makes more sense that the mage uses magic to move around thus the weight of the things that he is carrying doesn't matter right?
When poisoned at least let the character act first before letting the poison damage sink in on his next turn. The way it is now, it seems that there is no difference between an attack that deals 2 damage as compared to a poisoned attack that deals 1 damage and 1 more right before the said character's next turn. Lol at the ending though, "the ultimate achievement"