### Monsters

High | Done | Basic object avoidance. |
High | Easy | Code generic monster code for new monsters: Avar, Avar Chieftain, Avar Shaman, Shatterlings, Dragonfly, Cave Orc, Orc Warlord, Orc Wizard, Shadowbeast, Ghoul. |
High | Easy | Guard behavior (monster attacks anyone fitting a certain profile). |
Mid | Easy | Wimp behavior (monster will flee when down to X% health). |
Mid | Easy | Friend behavior (monster will defend any 'friend' PC or monster that is attacked). |
Mid | Mid | Code special monster abilities for Avar Shaman (spellcasting), Shatterling (breaking into biglings and littlelings), Orc Wizard (spellcasting). Shadowbeast (darkening), Ghoul (raise dead), Lupogg King (blind) and Dragonfly (breathing). |
Mid | Mid | Faux combat behavior (monsters pretend to attack each other, but in actuality are doing no damage). Add behavior to Fairies. |
Mid | Hard | Pet behavior (monster follows either a PC or a monster around without attacking him). |
Low | Hard | General pathwalker behavior (monster walks a predetermined path). |

### Weapons

High | Easy | New weapons (nerudite)? for Konima's Island |
High | Easy | Add penalty for 'mend' |
High | Mid | Finish off missile weapons: Game balance. Real damage numbers. Bow proficiency. New sounds. Add art and animation. |
High | Hard | Fuzz generated weapon special abilities. Add special abilities. Make more easy to add. |
Mid | Easy | Add poisoned weapons. Game balance issues. |
Low | Mid | Make weapons use XLATs depending on their special ability? |
Low | Easy | Add short term weapon enchantments. |
Low | Mid | Add weapon bonding. |
Low | Mid | Add weapon inscribing. |

### NPCs and Quest Engine

High | Easy | Change 'item' quests so the NPC has a reason for wanting said item, which he states aloud. Make additional reasons easy to add. |
High | Tedious | Add additional generic NPCs: Healer, Blacksmith, Innkeeper, Tavernkeeper, Tailor of Island, Tailor, Repairer and Vaultman to Jasper, Banker, Vaultman, Healer, and Repairer to Barloque, Tailor to Cor Noth, Healer to Marion. |
High | Tedious | Add new backstory elements and more recent features to 'random chatter' in speech library. Remove outdated and inane stuff. Add more triggers. |
High | Easy | Add Riija Monk. |
High | Easy | Add vaultman NPC type. |
High | Easy | Improve 'quest eggs'. Make a variety of item types (instead of signet rings) with additional types easy to add. Make them so they aren't newbie only. |
High | Mid | Revisit factions scenario. Even out playing field. Remove modifiers from 'player' and put them in 'system'. |
High | Mid | Add NPC gossip about PC history: Notable quest completion, guild shenanigans, princess/duke gossip, spell/skill school mastery, assassin game gossip, who killed the yeti, even unlikely couples. Make more easy to add. |
High | Mid | Add 'courier' quests, where an NPC gives you an item of type X, which you must take somewhere. Additional reasons and/or item types should be easy to add. |
High | Hard | Change message quests so that the players carry one of a variety of message types, all of which make sense somehow. Make additional message quest possibilities easy to add. |
High | Hard | Add quest stacking, where an NPC will give someone who completed one quest another as a reward. |
High | Hard | Add better maintenance and debug routines to the quest engine. |
Mid | Easy | Make at least some quests 'personal', so they aren't given to everyone in the game (so everyone gets some quests, and they don't give certain quests to others). |
Mid | Easy | Have NPCs put a bounty on the head of a PKer. |
Mid | Mid | Add wandering NPCs: Minstrel, Adventurer, Drunk, Missionary of Shal'ille, Wizard. |
Mid | Mid | Make prize value depend on quest difficulty. |
Mid | Mid | Have NPCs give quests based on you (i.e. newbie only quests, experienced people only quests, good karma quests, etc). |
MId | Mid | Convert completed quest list to a bitvector in player. |
Mid | Hard | Add 'Assembly Quests', where a player must get 2-7 pieces of an item and deliver the assembled whole to an NPC. Make additional assembly quests easy to add. |
Mid | Hard | Add 'Quest Webbing', where 2 quests are needed to be done (in any order) to get a third. |
Low | Easy | Allow players to ask around for work. |
Low | Easy | Turn one NPC into a random number generator, for guide-run lotteries. |
Low | Easy | Add auto-generated hints about monster resistances and susceptibilities. |
Low | Easy | Add blacksmith NPC type. |
Low | Easy | Add healer NPC type. |
Low | Mid | Fix design flaw which prevents buyers of EQ from being quest nodes. |
Low | Mid | Add time element to quests ('You must do this before the clock in Cor Noth strikes 6"). |
Low | Mid | Make Rook less stupid. |
Low | Hard | NPC personalities and mood changes (i.e. you can anger an NPC by spamming him). |
Low | Hard | Have NPCs put a bounty on the head of a certain supermonster or 'rogue' monster. |
Low | Hard | Have Quest Engine use alternative hints (i.e. "tos blacksmith" instead of "colhorr". |

### UI

High | Mid | Improve targetting UI for spells and missile weapons. |
High | Mid | New 'vaultman' UI, for weapon storage. |
High | Hard | Improve buy UI. Possibly combine with 'sell'. |
High | Hard | Improve stats/advancement UI, so more information is available. |
High | Hard | UI for activatable skills, such as 'cutpurse'. |
Mid | Easy | Add 'insignia' position on player look dialogue. |
Mid | Easy | Allow a person to have multiple titles. |
Mid | Mid | Add encumbrance gauge. |
Low | Easy | Seperate 'buy' from 'learn'. |
Low | Mid | UI for inscribing weaponry, wedding rings or for guides to put messages on pieces of paper and signposts. |
Low | Mid | Add Blacksmith Repair UI. |
Low | Hard | Room Rentals at inns, so players can go someplace and talk privately. |

### Armor, Clothing, Character poses

High | Mid | Add generic clothes (no special abilities): vest, robes, cape, dress, chain skirt, leather cap. |
High | Mid | Put all new clothing (and clothing options) available somewhere in game. |
Mid | Easy | Add new shield w/special ability: Bone Shield. |
Mid | Easy | Add new armor w/special ability: Hide Armor. |
Mid | Mid | Add new headgear w/ special ability: Ivy Circlet. |
Mid | Mid | Add new headgear w/special ability: Leather Mask. |
Mid | Mid | Fuzz generated armor special abilities. Make them use XLATs. |
Low | Easy | Build new character poses out of existing parts: dance, bow, curtsey. |
Low | Hard | New character pose: sit. |

### Room code

High | Easy | Add generic code for Island Jungle. |
High | Easy | Add generic code for Orc Warrens. |
High | Mid | Add generic code for Island City. |
High | Mid | Add generic code and two-man puzzle for Lupogg King room. |
High | Hard | Add code for Illusion Monastery of Riija. |
Mid | Mid | Add Hall of Heroes. |

### Reduce CS load

High | Easy | Put more backstory in game. |
High | Mid | Automate Blood Frenzy. |
High | Hard | Automate Orc Raids, so they don't overload the system. |
High | Hard | Add Justicar system, allowing players to vote for a sheriff who can vote someone a clean criminal record. |
Mid | Easy | Automate Day of Tranquility. |
Mid | Mid | Add inscribable signs. |
Mid | Hard | Automate Town curses, which groups of players must try to lift. |
Low | Easy | Add Feathered Totems. |
Low | Easy | Add Random Number generator to NPC. |
Low | Mid | Add inscribable paper. |
Low | Mid | Automate spider infestations. |

### Spells

High | Easy | Raise Dead. Teleports dead person from the underworld to his corpse. |
High | Mid | Silence: speech is impossible inside the room. |
High | Mid | Foresight. Returns a partial list of spells opponent has. |
High | Mid | Resist Poison. Makes it more difficult for target player to be poisoned. |
High | Mid | Apparition. Creates 1 HP version of common monster, which then chases down foe. |
High | Hard | Forget: causes target to forget a random spell he knows for X long. |
High | Hard | Detect Invisible, Detect Good, Detect Evil. |
High | Hard | Counterfeit: Creates a fake token that looks real in all respects, but a councilor will not accept. |
High | Hard | Truth: Dispels all illusions in room, and prevents more from being cast as long as spell is in effect. |
High | Hard | Fog. Makes it difficult to see in room. |
High | Hard | Polymorph: Player takes from of monster type, loses name, and gets some of that monster's special abilities. |
High | Hard | Dispel Illusion. Gets rid of all illusions in room. |
Mid | Easy | Blur. Use existing ROP. |
Mid | Easy | Flash: Brightens everyone viewpoint momentarily, and cancels trances. |
Mid | Easy | Haste- player can run without vigor loss. |
Mid | Mid | Sporeburst: Paralyzes everyone in the room, including caster. |
Mid | Mid | QorBane: Anyone who casts a Qor spell loses X health points. |
Mid | Mid | Deathlink. Caster gains some bonus, any time someone in the room dies. |
Mid | Hard | Paralyze. Trance spell, player is 'held' until player takes damage or caster loses trance. |
Mid | Hard | Animate. Turns corpse into a pet zombie. |
Mid | Hard | Personal Apparition - Creates a monster that only the target player can see. |
Mid | Hard | Illusionary Wounds and Poison. Player has X additional (or fewer) HP until enchantment goes away. |
Low | Easy | Martyr. Drastically increases the odds that target's death will create a revenant. |
Low | Easy | Spirit Hammer. Creates a shortlived pro-good mystic weapon. |
Low | Easy | Distract: causes monsters in room to chase target. |
Low | Easy | Fumble: forces target to unuse weapon. |
Low | Mid | Shal'illebane. Anyone who casts a shal'ille spell loses some serious vigor. |
Low | Mid | Warp Time. All Trance spells in room take considerably longer to go off. |
Low | Hard | Anonymous Spell: removes name from player's head. |
Low | Hard | Mirror Image. Makes monster version of caster who attacks anyone who comes close. |
Low | Hard | Wall of Flame, Wall of Thorns, Illusion Wall. |

### Existing spells and Spell Mechanics

High | Hard | Make all spells use an 'effectiveness' value from 1-100. This 'effectiveness' value can be later derived from a multitude of factors, but for now should be limited to a player's spell ability. |
High | Hard | Examine current spell advancement. Simplify, gentle the curve, and make more information available to the spellcaster. |
High | Hard | Adjust formula so that adding a new spell or skill doesn't disrupt the learning balance. |
Mid | Mid | Add trance to high-damage causing spells. |
Mid | Mid | Make room effect spells ignore newbies instead of being blocked altogether by them. |
Mid | Hard | Have advancement formula better deal with rarely cast spells. |
Mid | Hard | Toggle spell potencies, so more powerful spells are weakened and percieved worthless spells are strengthened. |
Low | Hard | Add 'degrees of failure', so there are lessor failures (spells not lasting as long, etc) or major failures (blows up in face). |

### Other

High | Easy | Add insignia for duke/princess. |
High | Mid | Add blood spurts, other sparks. |
High | Hard | Revisit logoff penalty. |
Mid | Easy | Remove repetitive text. |
Mid | Tedious | Make yell go to surrounding zones. |
Mid | Mid | Revisit karma |
Low | Easy | Make marriages official. |
Low | Mid | Add compass item. |