![[Image: xsSJoG1.png]](https://i.imgur.com/xsSJoG1.png)
Here it is!
Consider this your one stop for making suggestions of things to be added during and after the timeskip. Lets avoid lore and races here; spells, mechanics, crafting, etc!
My wishlist:
- Tailoring crafting tree. Please, let us make clothes. (T1 having custom sprite ability?)
- Some changes to NPC Merchants: make regular merchants offer reagents/ores for more expensive prices (say, two/three times their sell price) to add a coin sink for merchants and a way for unlucky crafters to actually acquire materials.
- Separating Runewriting and Blacksmithing back into two trees instead of just Artificing
- Big one: 'Specialisations' that serve as smaller crafting trees with a bigger buy in; ie: once you hit T1 Blacksmith you can buy for 10 rpp 'Armourer', which is a smaller tree with more armour/ring crafting/add 'pristine' like bonuses or with bunch of materials increase quality tier (from common to uncommon, for example) or 'Weaponsmith' that allows attackgem crafting, small bonuses to weapons stats. For Alchemy, 'Potioneer' (Mixtures to make potions a little reagent cheaper, new recipes, longer duration, etc) and 'Transmuter' (Recipes to turn copper into iron, iron into adamantine, adamantine into orichalcum, etc). They're all mutually exclusive.
- Barns -finally.
- Ability to make tillable land for those poor people without homes with tilled land
- The implementation of some form of the Strategic Map idea.
- The addition of a Wiki maintenance team or more effort put into keeping wiki up to date.
- More drugs than Sylvanum, with differing pros and cons.