1. Reorganization of the elemental concepts of Earth and Ice. Earth will depend heavily on magic and skill, while Ice will depend only on magic.
"Specialized" elements for hero classes:
- Knight, Paladin, Ranger, Druid = Lightning / Ice (no skill, average 20-30% magic)
- Inquisitor, Avenger, Reaper, Cultist, Necromancer = Ice (no skill, 40% magic)
- Alchemist, Sovereign, Veteran = Fire (has skill, 10% magic)
- Warlock = Earth (has skill, 40% magic)
- Mystic, Archmage, Destroyer, Fiend, Berserker, Priest, Assassin, Witch = Fire / Earth (has skill, 20-30% magic)
And in general, for factions:
Humans, Elves: Ice / Lightning
Undead: Ice
Magic, Dwarves, Demons: Fire / Earth
Dark Elves: Earth / Fire
2. I've been thinking for a long time about the concept of buffs/debuffs and have come to the conclusion that it is necessary to have the ability to convert magic directly into physical parameters (attack and defense). Because even a short duration doesn't really reflect the increase in spell effectiveness from magic. And the duration of spells should be tied to skill, but not to magic.
Examples:
Evasion (1 mana) = 75% protection from ranged attacks, 2/3/4/5 rounds
Blessing (2 mana) = maximum damage, 2/3/4/5 rounds
Stone Skin (3 mana) = increased defense by (5 + Magic), 1/1.5/2/2.5 rounds
Righteous Might (5 mana) = increased attack by (5 + Magic), 1/1.5/2/2.5 rounds
Haste (5 mana) = 200% initiative, 1/1.5/2/2.5 rounds
Curse (1 mana) = minimum damage, 1/1.5/2/2.5 rounds
Distraction (2 mana) = cannot shoot/attack, 1/1.5/2/2.5 rounds
Weakness (3 mana) = reduced attack by (5 + Magic), 2/3/4/5 rounds
Disrupting Ray (4 mana) = reduced defense by (0/1/2/3 + Magic)
Slow (5 mana) = 40% initiative, 2/3/4/5 rounds