Okay, I just finished my first session (Stopped because I need to sleep)
However, I have some feedback right away: the main takeaway is that the GUI needs some work.
I'm going to lay out a handful of suggestions here:
1. Displaying what the skills do when hovered in the level-up menu would be massive. Atm it seems impossible to view skills you can't take, which is a pretty big issue considering skills are locked behind skills. Making the skill info display when hovering rather than when clicked (which you can only do once you can train the skill) is what I recommend.
2. I highly recommend we return to the old skill/combat GUI over the current one. I realize the current one is closer to WoW, but I believe the old one is more functional for the turn-based combat system.
3. Skill info should be displayed when hovering over skills in combat. We may already know what they do, but redundancy helps here. You could also use this chance to display a skills chance to miss and crit, which would go a long way to mini-gating the randomness issue some players are having. (Edit, after my second session, I realize this is a thing, it's just very buggy and didn't work for my at first.)
4. Allowing the player to reorganize items in their inventory would be nice. Personally, the randomness of my inventory annoys me a bit.
5. In the player menu, hovering over stats should display more detailed info on what they do. For example, hovering defense should display how much damage reduction is applied (Like actual WoW), or hovering stamina should display what it actually does (I'm not sure what it does atm)
I think doing all of this would massively improve the user experience.
P.s. there was one typo I found, in specific when the chief is dying. Instead of save it says say (I think, I forgot the exact wording)