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Only thing to add is that Guardhouses make life much easier. They each spawn a city guard, and 3 are enough to keep things safe (or safe enough until your Wizard comes back from bounty hunting). Just don't upgrade the Guardhouses, as if they have arrows then monsters attack them.
A Market, an Inn, and 3-4 Guardhouses and you've all the money you need.
After several tries, I found that getting a Sorcerer's Abode for Change of Heart was essential. Also, Invisibility for whenever a yeti shows up. I tried different temple combos, but Krypta for Wither and Lunord for Winged Foot were the only ones I found to be useful (would have loved to use Rage of Krolm, but was always too broke). Towards the end, it just felt tedious to have to stave off yetis with Wizard's Towers while my wizard would teleport away and go into an inn before I could change his heart (and sometimes I would change it and he would immediately flee again!)
I think this is a really good mission design with a unique goal, but it just needs some balance fine tuning before it's great.
It was also nice the quest still allowed guilds and temples to be built. That helped a lot with the defenses when the wizard was staying inside an Inn.
Didn't have beta mode enabled. I am dumb
Sovereign spells are available from temples and guilds, but not as useful as you think, partly because resurrection is disallowed but mostly because gold is tight. I found I couldn't extend my economic base too far without the risk of Argoth, the Crotchety and Forgetful, master of the arcane, ambling off to buy speed potions while Yetis played percussion with the palace guard.
Ah, poor Argoth. Even when he vaporises a small army of wildlife for the good of the kingdom, forever alone. I have to wonder if chucking in *one or two* more hero visitors over time might not be such a bad addition, but it's an interesting exercise in stretching the game to it's limits. Check it out.