I'll start off by saying I've played Mo1 off/on since 2013. So i have some grounds to review the previous game based on player experience, to hope development of Mo2 goes in a slightly different (although hopefully better) direction. ( I'm by no means saying I'm the best, or entitled to be heard, or any negatives this is just my 2 cents) Let's Begin: Cost of Magic Vs Profit. In Mo1 Magic was very confusing to understand. First you needed the ingredients to cast spells. But not all ingredients could simply be purchased from a vendor. Obtaining Cuprum for example required multiple other skills to complete various other task. And to do those things required certain books to be read, or having enough money to buy Cuprum and all ingredients from players. So now you have your ingredients to cast spells. Now go kill something... You soon find you used many resources and your profit back was lower then a sword fighter for example. It's for this reason Magic was often referred to by many as the "Rich mans only Skill" Let's imagine a classic noob money grind example. 100 scoundrel kills in Tindrem Sewers with a foot fighter using Cuprum Sword. Let's say Cuprum Sword was 10g on Auction house and those 100 kills got the foot fighter 50g back. That's a 40g profit. Now let's look at the Magic user. Let's say the mage bought 10g worth of spell cast for Fireball or Thunderlash and killed 100 scoundrels. Let's say each spell cast costed 10 silver that means 10 spells= 1gold and perhaps the average scoundrel tanks 3 spells before he dies. A lot of things change the cost such as player economy for cost of spell ingredients as well as magic level to inflict damage. However You can quickly see how this example hinders the progress of the magic user. Here's some ideas that could help. 1.) Conjure Magic Weapons: Ingredients to cast? None. Just takes mana. Deals magic damage based on Magic Level instead of Strength and Sword/ weapon level. This way Mages can gain gold and skill level ups when they have no spell ingredients or money to get spell ingredients. 2.) Or ingredients can be used for stronger more powerful spells rather then all. 3.) Reagent/Ingredient crafting? This skill would allow magic users to create the ingredients needed for spell cast. (If you ever played Runescape then you are familiar with the Runecrafting skill) 4.) SpellBlade Class skill? Perhaps this can be tied into number 1.) Above with a little something extra. 5.) New Skill Slot Machine. Monsters slain have a 1 in 4 chance to convert monster remains into double the gold value. Every 4th monster killed with magic drops 3x items converted to gold. 6.) New Skill: Spell Reagent Gambler. Spells have a 50% chance to deal double damage to monsters and 50% chance to return reagents used for spells. (Similar to how archers can pick up their arrows).