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  1. As far as I read in the Magic (link bellow)thread the consensus seems to be the idea of having to research for spells and magic techniques, but I haven't read any pro and con of each system (research and innate knowledge). If magic is still on the table, what is the consensus from the developers about how we get it? Is it too soon to ask this? From my point of view, I see that the Innate knowledge is better than the research one, mainly because I feel that it is usually used to extend gameplay where is not needed. It is like wanting to research metallurgy before you start working with metals in TFC1. It makes that the progression stagnate and the actual usefulness of magic is diminished. For an example in the offensive side of magic, Thaumcraft, if my memory serves me right, you can start using "magic" as soon as you reach iron, but you can start to shoot fire after you reach and "beat" the Nether... where everything is immune to fire... where Ice magic would be an asset in dealing with the Nether (and you get Ice magic after you get fire, so). It feels like magic in Thaumcraft is a reward from defeating X objective instead of a tool to defeat X. Don't get me wrong, I like Thaumcraft, it is an amazing mod, but not a useful mod. Not after a lot of time and research (golems, for example). In this regard, and with the island progression theme in TFC2, I would rather have magic from Island 1 that would help me in defeating Island 2 than as a reward that would hadbeen useful to defeat Island 1 but kind of pointless in Island 2. Therefore, I think that Innate magic knowledge would be better for TFC2, or at most, a fast research system to encourage** the research of magic before dealing with the next Island/problem. What do you think? ** A system that encourage the use of it: As an example of a system that does not encourage the use of it would be World of Warcraft professions. At the moment, WoW has a professions system where you are encourage to train after you reach max level, ratherthan while you are leveling up. This is due the fact that in WoW, leveling is too fast for the profession to be useful at every level. In the similar fashion, thaumcraft magic system seems more like WoW profession, in which the progress is too fast for the research to be on par with it. As an example of encouragement, if thaumcraft had ice/water bases magic before reaching the Nether, it would encourage the research of Ice magic because, well, it would be useful.