1) Agree. But take into consideration this test: https://4gameforum.com/threads/573910/ Probably, mage weapons are more difficult to enchant. 2) Agree. About the duration, then it is a bug and should be fixed. 3) Agree. +12 WIT increases ~+80% casting speed. +12 Dex gives only ~+11% attack speed. INT increases ~+60% m.attack, STR increases ~+50% p.attack. This togheter with the fact that in order to achieve the highest damage dealing, fighters suffer a lot more by decreasing CON than Mages by decreasing MEN in terms of sustaining damage and survivability. -MEN decreases resistance to debuffs, but since all classes have very low resistance (debuff landrate ~90%), they do not suffer the consequences, because debuff-resistance is already low. M.def decreases too, but that only affects survivability against other mages. CON affects survivability against both mages and fighters. Should be +5 max to not create so much disbalance. Or WIT should be nerfed, and both DEX and MEN effects should be improved. 4) Well, range is already an advantage. 5) Need to be tested. In theory, Mental shield should increase Hold/Sleep/Mental Attack Resistance. If it doesn't, then it is bugged and should be fixed too. 6) Well, it has always been that way. 7) Don't know why Classic allowed range attackers to take advantage of their huge-ranged damage-dealing in form of hp recovery. GanjaRockzZz, take into consideration that in this chronicle no one has access to dances or songs for resistance against any element (except dark). Dark Resist lvl 3 + Song of Invocation = -7% dmg Necromancers have Curse Gloom and Mass curse Gloom (-23% m.def). Gladiators have Triple slash (-23%p.def), and it doesn't stack with Hex or Excruciating strike.