1)
I'm going to add the detailed spell descriptions to the item descriptions
yes that would be good.
2)
Do you mean the skills displayed in the character screen ?
I mean the active abilities.
lv1 shaman Hex: decreases enemy ac by 5.
my shaman Hex: decreases enemy ac by 10.
So how come my shaman hex got more powerful?
3) Mana on hit item affix affects spells.
+1 moh = 25% mana cost discount.
At first dungeon, with +1 moh, i could kill ~10 enemies before oom.
After 100 mana these costs become negligible.
4) Warriors / monks vs ranged enemies. They have no gap closer.
At the bridge, there is a boss 7 tiles away, blasting you for 140% of your max hp until you reach him.
add another 4-6 turns to kill him, thats 250% max hp.
Potion gives +25% max hp per potion (because the boss keeps attacking you while you drink the potion).
That makes an effective bill of 10 potions needed. Assuming you used no deity powers.
Using hand of azanath as a deity god for the teleport, will make you able to kill the boss without a single healing potion.
And if its a boss with confusion, add an extra 5 turns lost moving to chase it.
This is fine, from a balance point of view, no reason to buff these classes or nerf the bosses.
You were supposed to use a ranged weapon for these.
5) However, here comes the question?
Why play warrior, when an str wizard can do the same thing, in terms of damage.
While having a) Polymorph: 25 turns b) Invisibility c) Teleport d) Time Stop: 6 turns stun.
All these tools are free gap closers and potion chugs opportunities and time stop is 600% damage steroid.
While having no weaknesses? no specific mob in the game that counters them ? And the ability to switch to spellcaster mode without mana costs when desired?, while warrior has to carry ammo = -1 item slot.
Cultist Zealot was the only enemy that was immune to my fire bolt. I switched to my melee, it died in 3 melee attacks.
Current Stat: 73 hp, 116 mp, 83 ac, 6 str, 3 con, 4 int, 1d8+13 melee, 1d6+12 spell.
6) Intellect / Wisdom / Charisma. Do exactly the same thing +1 spell damage. Why have 3 seperate stats instead 1?
Casting from a spellbook of another class is already disabled. It requires the corresponding Known Language.
7) Why limit spellcasting to the base class picked?
Mages have 1 Known Languages.
Warriors have 0 Known Languages. This means warriors are handicapped to never learn spells.
Counterargument: If the spellbook restrictions were waived. People would be able to learn all spells = op.
a) they would spread theirselfs thin by having to level up more than 1 skills.
b) have spellbooks require corresponding attribute, that way a mage would not be able to learn both divine and arcane spells.
c) The min-max munchkin meta wont change, a mage neglecting str and con will end up squishy.