I would like to give you some ideas that wouldn't ever appear at the game, I guess, but I am a dreamer. I don't think that will change the game too much in terms of game mechanics, and these changes doesn't seem too time-consuming to my unexperienced mind, but it may make the game much more fun.
The attribute system we have in DOS is actually poor. Its pretty straight-forward and routine, but as I saw in your last post, you want to make player feel that every point he puts in some attribute makes difference. Keep in mind, that all changes I suggest match up pretty well with the game you have at the moment.
Strength +physical dmg +magical dmg +vitality +transported weight
Finesse +range +initiative +ph.dodging +movespeed
Intelligence +aoes +crit chance +% to set status +% to avoid mg.status
Consitution +ab.durations +amount of APs +resistances +% to avoid ph.status
Memory grows with lvl, talents and books
Wits as a civil skill for thieves and rangers.
Warfare adds physical damage and physical armor
Ranger reduces AP cost and allows dodging magic
Assasin adds poison damage and reduces cds
Necromancer adds vampirism and poison resistance
Fire gives fire damage and resistance
Water gives water damage and resistance
Earth gives earth damage and resistance
Air gives air damage and resistance
Learning abilities requires stats, even if they are magical. So if you want to summon earth golem, you need, lets say 40 constitution and his qualities will change with your stats.
Elements have specialisations which are damage dealing, buffing, debuffing and healing(fortifying), which leads to the amount of spells. Fire has 40% damage dealing spells, 30% buffs, 20% debuffs and 10% of healing (lava shield, for instance). Air 30-40-20-10, Earth 10-20-40-30, Water 20-10-30-40, Necromancy 20-20-20-0 and 40 for summoning.
I'll just leave it all here
Last edited by Hewman; 06/01/17 08:36 AM.