I think the mage itemization really need an overhaul.. or more likely an appearence
Currently we can only craft/buy items with defense... While defense is "usefull" for a mage squad, it isnt a must have thing. I would prefer to switch from a defensive itemization to an offensive one. Basicly some costum items could have +energy, +manareg,+spell dmg,+ stat(wisdom) on em. I would like to wear orbs instead of heavy shields... It would be really cool if the new mage armor would have zero armor. Instead of the armor stat they could have a factor/coefficent for meditation.
From the current skill set these r the "magey-ones":
-tailor
-herboristery
-meditation
and maybe these but.. oh well.. :
-medic???
-cook???
The next release notes mention a new herb, incense which will be a powerup for meditation. This makes herboristery a more usefull skill for mages.. or maybe a must have one? So u r going in the right way with this change.
We will also have alchemy, making potions and bombs... those potions really have to worth it, cuz the current energy foods r well.. not too usefull for a mage squad. We will see.
Literacy sounds like a really magey thing, but i have to see it in practise.
Currently tailor is the armor crafter for "pure mages" whom refuse to wear light-heavy armor ..
I think in the future there should be an encahnter or something like that where we could enchant the tailor crafted items. So for example changing a tailor crafted peasent cap by adding a rune material(bought from merchants maybe?) to a runed cap. That cap is going to loose all their base defense, and it would give the meditation coeff stat what i was talking about earlier. After that adding more runes, and maybe some elemental essences?souls?boss trophies? next to the runed cap, would make a runedcap with an extra stat like energy etc.
The base game have an orb which has a permanent light spell...that item made me very lazy.. i would like to see it in TLC too
In general, I think the mages' dmg is fine(if we do ignore the earth mage entirely, but i guess that element type/design is more of a support thing for fighters, and not exactly intended for the 4th spot in a mage squad
.. and do understand that the ice mage is for cc and not for dmg. The question is the sustainability, so the items should mainly focus on mana/manareg.
Later on i could also imagin entire levels with mana fluctuation. Like a level where we have increased/decreased mana regen. With the same idea.. in hills, we would reach exhaustion earlier etc
EDIT:
We could also have a jewelcrafter who could make orbs, necklaces, bracers. Currently we can equip skulls as offhands, a runed skull sounds good too.
To answer a couple questions:
Yea, I think the cooked food should be sellable too.
moneyconversion: So what i was trying to say is that if i have 11 silvers in my inventory, i can right click it, and it will be converted to 1 gold and 1 silver. However if I have only 10 silvers, and im trying to right click it, nothing happens.(It wont convert it to 1 gold) This is true for copper-silver conversion too.
"Iron Ore fall when the Iron junk is "dead""
I had multiple playthrough with usually adept in mining, and so far i never got even a single iron ore from a mine, only chunks.