Just general feedback and suggestions
Frost armour has 10x the physical armour of thorn armour which means that thorn armour isnt great defensively with its very low values and worse uptime while frost armour will give up to 50% damage reduction at max level and around 30% at 8 points invested with constant uptime
thorn armour description should mention that it poisons nearby enemies while active
hunting traps and dash don't show charges or cooldown and traps share charges across all 3 types (re-tested this a few hours later and the charges started working so honestly idk man). Also poison trap doesn't poison which isn't necessary since it technically doesn't state it does but I found it weird
Spread of Arrow Storm makes it hard to use against anything other than a very spread out horde and even then any other spell would work better because of its low scaling. Generally its just hard to use effectively in almost all situations
The hunger mob doesn't give xp or show a health bar (not really important just a small bug)
DoT values are scaled weirdly so that they seem to get a point or two of damage per level based on the DoT and can be stacked making them the best way to deal damage thus far since they aren't heavily limited by energy like many other attacks. Maybe make poison and burn damage scale off of spell power or something so that they are more inline with other skills and making burn less of a gamble by making it possible to be applied through another skill instead of only the 20% chance from fireball.
hunting spells change the attacks of bows instead of being direct attack spells causing them to not only cost mana per use but also cost a third of your energy like normal bow attacks making their use very limited.
inspiration being a 5 minute cooldown makes it not worth getting especially compared to something like the astral totem which has a strong mana over time effect with a 30 second cooldown. This is also seen to a lesser extent with hunters potion but not as egregious.
hunter dash is inconsistent maybe moving 6 blocks sometimes or more often than not, barely moving one
the hunt skill doesn't mention that it gives you a 30 second speed 2 buff alongside its nightvision and having the hunt and the nightvision skill seems a little redundant especially since nightvision barely affects combat
having cast time on hunter arrow spells slows down hunter combat even more on top of the energy problem essentially just making it a waiting game
Frost breathing is just water breathing my guy, like the effect is called water breathing too and water breathing fits the ocean theme but honestly that's just semantics
Seeing further information about spells like what changes if you level it up would be nice and on another note spells having more changes than just radius and increased mana cost would be nice and give you a reason to put more than one point into a lot of spells.
just my observation based on stats and you may completely disregard this but wish currently just seems like healing aura but worse since they have the same healing scaling but wish has higher cost and doesn't heal three times. maybe I'm wrong and maybe its use as a panic heal is viable but that's just my personal thought on it
this is the final part and just personal thoughts but the content after level ten is a bit hard to enter. since the Bumblezone is essentially a side zone I'm assuming the next place would be the nether but that is just courting death. This makes levelling past 10 pretty difficult since finding things within your level range that wont give you 20 experience (less than 1%) is fairly hard let alone being able to efficiently kill them. This is disregarding the whole favor system and mob spawning problems but you're probably already getting that figured out and tweaked.
anyways that was longer than I meant it to be but at least its been said, good luck Mahj and remember to take everything with a grain of salt since I can be a dumbass sometimes and could possibly overlook things here.