I will get another thread in the bugs about what currently doesn't work, and I'll end up mentioning some of these here. Whenever I do I'll link it here. So anyway, a long list of suggestions for the xml, obviously they wouldn't all be implemented, (though if so that'd be awesome) but they'd add a lot to possibilities both in official updates and unofficial mods. Any tilde is the start of a section and an equal sign the start of a subsection for easy skipping ~Spells =General A flag to ignore magic resist (or blocking for attack skills) The ability to set stat offsets for the skill (for example 20 haywire would increase that spells chance to haywire significantly without affecting any other skills); You can probably do this now with buffs and triggers but if so it'd be really really messy and prone to errors In the requirements, allow a health cost (I could see a few places where this would be potentially useful, mostly for modding it'll allow a nice visual way to see the cost rather than damage afterwards) =Targeting Add missiletarget type for things like Narcosomatic Induction where it makes no sense to fire it at the ground (obviously this would be quite low importance but it makes it harder to misclick) Reuse consumeItem for targetcorpse so that you can set it to 0 and have the corpse remain Add some targeting scheme that can target either living or dead enemies, unless consumeItem was 1 then it wouldn't consume the corpse =Effects Damage and Drain: They need a pure/typeless damage type that cannot be reduced by armor in any way. This would still have scaling. Mainly this could be used for costs, but the hp cost suggestion does that; it'd be useful with or without that though. Spellpoints and Drainmana: These could be merged, allowing negative values and a percent attribute as a flag. Heal: Allow healing of targets (this would be helpful for summons) as well as creating negative side effects of spells. For instance a spell that healed everyone nearby could be made, with enemy healing as an offset to the player's. Knockback: The effect knock should remain as it is random, and the knockback type (which you've used, but currently it does not work) should knockback a constant distance, and allow both amount, and amountF. When it is scaled the amount would be rounded rather than random. Knockback: allow negative values to pull instead of push, this would work for knock and knockback (assuming above implementation). Knockback: on knock or knockback, if self = 0, and a template was used, it should knockback from the cast location of that template instead of the player themselves Dot: Mainly if not implementing the buffs suggestion below, allow a bad attribute to specify whether it is a curse. Trigger and Dot: add an attribute to have a percent chance of activating Implemented =Buffs Given the requirebuff attribute seems to be broken for triggers and dots, I'd suggest allowing the ability to add triggers and dots to the inside of the buff tag to make it a bit more readable. Any triggers or dots inside the buff would not work if it was removed, any outside would still activate. If this happened uncurse could simply be made to remove bad buffs, so long as this was followed for all the dots, which would help it not remove heals over time as it does now Allow monsters to receive buffs which have invisibility in them, whether it makes them invisible or not (this is rather unimportant, but I came across this while making a blinding smoke cloud that gave temporary stealth, which was quite awesome but the debuff and invisibility had to be in the same buff) --------------------------------------------------------------------------------------------------- That's a large bulk but this does take actually take some time and thought so I will continue this later. Additionally I don't want to accidentally close my browser or something and lose everything. That was the bulk of the ideas though so if I do update it I'll probably just make a bump.