Some more ( Just to keep Steward busy

)
- Luck attribute ( Much like intelligence / wisdom / strength ). This attribute would affect everything in the world in a small way. Think of the amount of gold you get from a chest. The higher your luck, the more gold / better items you could 'randomly get'. It could affect the chance of getting jumped on while sleeping, bartering with people. chance to land critical hits etc. Make no mistake this is a HUGE change , and almost all algorithms will have to be reviewed ( so I don't see this happening if it's not already in the pipeline ). But ye, would be nice to see the 'luck factor' in the game.
- Charisma attribute ( Also like intelligence / wisdom / strenght etc ). This attribute would affect your charismatic and diplomatic abilities. Prices in shops will be affected by this stat. Also outcomes of discussions with interactable mobs would be affected by this. Grazz for instance ( the only friendly goblin in the game - apart from the vault keeper ) would only talk to you if you had charisma 15 , otherwise he would just sit there , or perhaps you can talk to him but can only select "I will kill you now" option, which basically is the same. This would make the game more dynamic.
- Character traits ( Evil / Chaotic / Good ). If you choose to be the good samaritan ( you chose the "Lillith is my friend !" option ) you will attune towards 'Good'. Some people will give you quests only if you are the same trait. For instance, you will only get the quest from the priest if you have done 2 'positive' quests beforehand. On the other side, you won't be able to get the quest from the thief in the inn, because he only deals with noticeably evil people, people he can 'trust' to do the job. This would be a nice feature ( but again, a big one to implement )
- More intelligent monsters ( but this has been discussed before ). Better pathing algo's , smarter moves ( waiting behind a pillar if you're a caster , and stopping to shoot ( and moving in melee range ) if you are "air bubbled". I would also love to see more 'tactics' from a goblin warlord for instance, steering his troops so that the fight gets a bit more challenging than the usual 'run and sleep until mana is replenished then kill'-tactic
- Pets ( I'm not a huge fan of pets but they can be nice in some scenario's )
- Archery needs a major revamp. Who carries around 2.000 arrows just to complete 1 dungeon ?... They need unlimited arrows. Or perhaps an unlimited 'basic' arrow, and limited 'magic arrows' or whatever. But I always think "man.. there goes another gold" whenever I shoot at a mob. I don't think "wow... that was a great shot" but "how am I going to afford my next instance" and "I hope I won't run out of arrows just before the last boss again". Maybe let the archer create his own arrows ( fletchery ) while 'sleeping' ( like a mana user needs to sleep to get mana back, maybe the hunter can spend the same amount on making arrows at his campfire ? ( everyone knows that hunters never sleep

)
- Boobie-trap skill : allows placement of boobie-traps. Now you can only walk into them. Successfully disarming a boobietrap will also allow you to use the boobietrap for next time.
- Diseases : Please , please let the diseases wear off like they do in normal life also.
- Different diseases and poisons ( the higher the mob, the worse the disease / poison ). I didn't notice any difference between a poison in Citadel or in the starting area.
- Mob levels. ( determined partly by 'Luck' attribute ). The higher the mob , the lower armor rating ( better armor quality ) / higher hit rating it has and magical resistances, more hp and mana etc. Bosses will be much more fun this way, and even easier to program. ( just take a normal goblin and promote him 5 levels

).
- Rain. anyone noticed that it never rains in Eschalon , but it does rain in the intro movie ?...

I'd love to see some rain, weather effects, storm , lightning etc.
- Multilayer dungeons ( I think this has been said before ) with more than 1 floor. Basically it's already there but it hasn't been utilized fully.
- Nights should be more dangerous than days, this will add to the atmosphere. Bats / ghosts / vampires / liches etc should only come out at night or in tombs / caves. In daylight the mobs would be easier and more common ( you certainly don't expect to see a bat during the day for instance... )
- Weapon enchants should be permanent ( +1 damage / +2 damage etc.. ) you can keep upgrading your enchants but every time you upgrade the chance of failure increases. Let's say you got a nice Axe of 9 base damage. You enchant with +1 damage, with 95% success. Then you can enchant it for +2 with 80% success ( all ofcourse depending on your enchanting skill ) , and if that is successful you can put +3 on it with 40% success. you can then enchant it again with 5% success rate ( you get the idea ). If the enchant fails at any time, the weapon can never be enchanted anymore and will keep it's previous enchant. Ofcourse, the materials needed to enchant a weapon are VERY expensive ( nearly as expensive as the weapon itself ). Some sort of cheat protection ( save game reroll ) needs to be in place for this though. I find it too easy to save and reload a few times.
- Different types of weapon enchants ( +2 fire damage / +2 cold damage / +2 electricity damage etc. )
- Forging weapons could be implemented. The weaponsmith skill could be learned. Also armorsmith ( for armor ) etc could be implemented. Basically I'd love to see 'basic' professions in the game ( nothing like WoW which takes forever, just some simple professions ).
- Gear quality indicator ( Sword is at 90% ). It will break at 0% so you have to repair it in time. Same with armor etc. It also becomes less efficient if it's not maintained.
- Swimming should be a learnable skill and useable to cross water area's
- More different types of weapons : Mage Staff / Crossbow / Flail / two-handed weapons / double-edged axes etc )
- visible weapon effects ( depending on the enchant ) like fiery blade or a lightning blade or cold blue smoking blade
- Class specific unique skills list. ( If you choose a rogue you can use fireball , and if you're a mage you cannot dual wield or backstab, only warriors ( fighters ) can wield plate armor etc ).
- Map Markers ( sometimes I come accross something on the map and I want to note down the location just in case ). for instance when I saw the oubliette I wanted to put on the map where the oubliette was so I could find it again.
- Summoner mobs ( mobs that can summon other mobs , like a sorceror goblin that summons spiders ). They could be used in boss fights and you can program them so they are squeamish and try and run from you. This would make fights very interesting : You cannot ignore them because you will be overrun by summoned spiders, but you cannot spend too much time chasing them either because other mobs will be taking advantage of that.
- More evil , like Liches / Vampires / werewolves / spirits / zombies / ghouls etc... I haven't seen a lot of diversity in mobs unfortunately, I'd love to see a lot more different mobs. Even with 1 'model' you can still get a few different 'mobs' for instance big spiders, small spiders, red spiders, white tipped spiders etc.. now they are much the same.
That's all I can think of right now, I'll probably come up with more though
