Mages Generalists and Specialists
I am new to this form but the idea of this game has caught my attention and I want to try and through a few ideas in the pot.
I am a D&D player, and in D&D there are Generalist mages and Specialists. Both have their upsides and downsides to their play style.
Generalists have access to everything but aren't exactly spectacular in any one field. However they are great for making known and new magic items, and creating new spells.
Specialists on the other hand are sacrifice the certain things to gain greater power in their own field of magic. Now whether this means only they can create certain items or cast certain spells I don't know but I figured I'd throw my idea into the pot.
(And if you all could correct me if I am wrong, but is this game heading in a similar creative format like D&D and the anime Overlord?)
You can learn any spell so you are not limited by that but spells in schools are usually tied to same attribute and depending on how you distribute your attributes you can will be strong in certain schools and weaker in other. You can distribute them evenly but then you won't be strong in any of the schools.
You can also increase your attributes by enchantments on your equipment or by talents. Each race has different cap for each attribute.
I hope this explanation helps. If you have any more questions just ask
Currently as GorTavaro stated.
Other then stats
Equipment, talent tree can all be changed~ anyone can play anything basically.
but we might still see people building in diffrent ways and being more specialist for things with the talent tree~ hopfully it can be expanded later on.
IE nodes for magic damage, nodes for Fire damage, nodes for poison damage~ and so on.
@GorTavaro Okay, thank you for answering my question
@maze Thank you for the additional input