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Game Mechanics Arcanist Ability that increases damage based on your maximum mana.

Discussion in 'General Suggestions' started by acuteakute, Jan 28, 2026 at 11:04 PM.

?

Would this be a welcome addition?

  1. Yes

  2. No

Results are only viewable after voting.
  1. acuteakute

    acuteakute Travelled Adventurer

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    Now, this probably needs balancing, but this is just a basic idea of what it could be. I propose that an ability is added somewhat far down the Arcanist ability tree that states that for every ten maximum mana you have above (the base of) one hundred, it gives you a two percent spell damage identification. For example, at two-hundred fifty maximum mana you would have a 30% spell damage ID, due to having one-hundred fifty mana above the base one hundred.

    I feel that this could really solidify that feeling of Arcanist wielding intense and chaotic arcane power, a sort of Archmage, if you will. Fortify it as the archetype that focuses on spellcasting and spellspam, and being a main damage dealer of the bunch with overflowing and potent magical energy.
    It better incentivizes gaining more maximum mana, which is very important for Arcanist.

    Some extra notes:

    This was originally an idea for a "Wisdom" rework, but I decided it fit better further down on the Arcanist tree.

    I tested on Wynnbuilder, and if skillpoints and the 100 maximum manually added skillpoints were not an issue (so this is impossible anyways) the theoretical maximum is +493 maximum mana, for a total of 593 including the base. I don't know the actual achievable maximum, as I am not as skilled with build crafting as some of you.

    Maybe instead of spell damage, it might be able to be just damage%? I feel like that might fit better, narratively, but might also be too powerful? I don't know, but I like the idea of damage% instead of spell damage%. That might also have to change it to 1% per ten mana, or like 2% or 1% per fifteen. I was also thinking of something like a health increase at first, but that doesn't really make much sense now, does it?

    I was thinking that maybe it could cost one AP? I don't know, just throwing that out there. This might be more of a two-er, but I feel like one fits more? No clue, this just sort of feels like an early ability, even if it isn't. Maybe that's the reason why.

    Sorry for rambling throughout this.