More suggestions because I have nothing better to do.
Shield Types: Paladin
Annular (Round) Shields -> Shields with relatively high mobility and agility, but provide much less defense than the other shields.
Plane Shield -> Shield with average stats. No particular bonus or debuffs.
Tower/Centurion Shield -> Shield with extremely high defense and projectile blocking, but reduces mobility and agility considerably, especially while blocking.
Enchantment Recall (Lvl 1-4) Shift right-clicking with a weapon with this enchant will throw it, and depending on the level it will return shortly after back to your hand. Like loyalty, but works for any weapon (Not ranged though. I mean, what's the point?)
Runesmithing - A new concept of item improvement. Runesmithing would be a separate skill for mages alone or maybe a profession not tied to your class. Upon selecting an item, the runesmith could attempt to 'carve' a rune onto it. Depending on the rune, the skill of the runesmith, and the carvability of the item, the success and failure rate of the application would vary. Failure wouldn't destroy the item, but it would 'warp' it, reducing damage/debuffing the weapon. It would also be highly inefficient, consuming a percentage of extra mana for abilities. Success would apply the rune on the item, providing the buffs of that rune onto the weapon. For example, say, if a smith successfully applied an Arcane (Say, tier 4) tier Gargaroth rune, it would increase the damage of the item by (Base rune strength x tier of the rune) and also provide a bloodlust ability, of the tier of the rune. Each rune would have tiers - Simple, Advanced, Complex, Arcane, Enigmatic, and Paradoxical. Higher tiers would have reduced success rates but highly increased buffs. Of course, not all runes would immediately be available to the runesmith. Runes would be unlocked either by finding rare scrolls, unlocking them by deciphering runes on runesmithed items (Where the deciphering uses up the rune applied on the item), or by learning them from a teacher. (Another player could impart knowledge to them by meeting them physically. To make this not as easy as clicking a button, perhaps make both student an teacher would have to repeatedly click an experience bottle in a row of items, like whack-a-mole. Each click would impart a percent of the knowledge of a rune and when it reaches 100%, it stops and the knowledge is imparted. If the process is interrupted in between, the player has 'Incomplete Knowledge' of the rune. If they attempt to carve it, nine out of ten times it would cause the item to warp uncontrollably and do weird stuff. The tenth time it would just blow up). And perhaps runesmithing would require the player to use a special table/runic anvil, and applying a rune would consume a ' (tier) Font-Infused Stylus', depending on the tier of the rune. Perhaps certain quests would unlock runes. Perhaps studying the remains of magical beasts under a special lens would do so (For example, the Gargaroth rune mentioned earlier might be unlocked either from the weapon or the remains of a being called Gargaroth). As for the increasing tiers, perhaps when a smith has carved a rune enough times, he would unlock the next tier of that rune.
Sorry for the block of text, but when I'm on a roll, I'm on a roll XD
Shield Types: Paladin
Annular (Round) Shields -> Shields with relatively high mobility and agility, but provide much less defense than the other shields.
Plane Shield -> Shield with average stats. No particular bonus or debuffs.
Tower/Centurion Shield -> Shield with extremely high defense and projectile blocking, but reduces mobility and agility considerably, especially while blocking.
Enchantment Recall (Lvl 1-4) Shift right-clicking with a weapon with this enchant will throw it, and depending on the level it will return shortly after back to your hand. Like loyalty, but works for any weapon (Not ranged though. I mean, what's the point?)
Runesmithing - A new concept of item improvement. Runesmithing would be a separate skill for mages alone or maybe a profession not tied to your class. Upon selecting an item, the runesmith could attempt to 'carve' a rune onto it. Depending on the rune, the skill of the runesmith, and the carvability of the item, the success and failure rate of the application would vary. Failure wouldn't destroy the item, but it would 'warp' it, reducing damage/debuffing the weapon. It would also be highly inefficient, consuming a percentage of extra mana for abilities. Success would apply the rune on the item, providing the buffs of that rune onto the weapon. For example, say, if a smith successfully applied an Arcane (Say, tier 4) tier Gargaroth rune, it would increase the damage of the item by (Base rune strength x tier of the rune) and also provide a bloodlust ability, of the tier of the rune. Each rune would have tiers - Simple, Advanced, Complex, Arcane, Enigmatic, and Paradoxical. Higher tiers would have reduced success rates but highly increased buffs. Of course, not all runes would immediately be available to the runesmith. Runes would be unlocked either by finding rare scrolls, unlocking them by deciphering runes on runesmithed items (Where the deciphering uses up the rune applied on the item), or by learning them from a teacher. (Another player could impart knowledge to them by meeting them physically. To make this not as easy as clicking a button, perhaps make both student an teacher would have to repeatedly click an experience bottle in a row of items, like whack-a-mole. Each click would impart a percent of the knowledge of a rune and when it reaches 100%, it stops and the knowledge is imparted. If the process is interrupted in between, the player has 'Incomplete Knowledge' of the rune. If they attempt to carve it, nine out of ten times it would cause the item to warp uncontrollably and do weird stuff. The tenth time it would just blow up). And perhaps runesmithing would require the player to use a special table/runic anvil, and applying a rune would consume a ' (tier) Font-Infused Stylus', depending on the tier of the rune. Perhaps certain quests would unlock runes. Perhaps studying the remains of magical beasts under a special lens would do so (For example, the Gargaroth rune mentioned earlier might be unlocked either from the weapon or the remains of a being called Gargaroth). As for the increasing tiers, perhaps when a smith has carved a rune enough times, he would unlock the next tier of that rune.
Sorry for the block of text, but when I'm on a roll, I'm on a roll XD