RULE 1: monsters must have a drop rate no lesser than 10%. 0,1% is almost impossible to achieve and not useful.
RULE 2: allow the "automatic looting" option, that allows to automatically loot items dropped by monsters after 3 seconds from their pop up. Very useful to speed up mining too.
Mage, spells
Red Mana flow. Does huge damage to a single target.
(cost 8, damage: 10+4*Mana)
A bit less than 2 green mana flows casting, costing almost twice, but growing more useful along the game, against single foes.
Blue Mana flow. Does average damage to any foe in range without being divided by the number of enemies in range.
(cost 7, Damage = 40+2.2*Mana).
Almost works like one and half single green mana flow divided among 2 enemies being more costly, but definitively more useful when dealing with multiple enemies.
Restoration: (cost 5) = removes the effects of poison, paralysis or slow effect on each party member.
Slow, new: decreases enemy movement speed and attack speed by 50%, repeating the spell causes it to last more but effects on enemies are not cumulative.
Haste: increase party members speed by 5 and doubles attack speed. Not cumulative.
Dexterity/Strength: works exactly like Armor spell but respectively boost dodge & hit ability and damage.
Invisibility: makes the mage invisible as long as he doesn't cast a new spell. Monsters ignore him as long as he invisible, looking for another target.
Mass invisibility: works like the spell above, but it does make the party invisible for 20 seconds OR unless single characters attack or cast spells. Both spells are useful to escape deadly situations.
Mage, defense
This is needed in the RPG more only, because one of the most frustrating thins in the game (especially due to the very imprecise controls) is to have own mage being slain by enemy ranged creatures (like mages or archers) because of his very bad dexterity. But still, investing in that value is not productive because it would drain so much from mana skill to make the mage unproductive.
So, here is some tool to increase his defese and make worthy to invest some skill in dexterity.
Bracelets of deflection, (use the space for gloves)
Minor ...
Mana: +1
Dexterity: +5
Mana regeneration, faster by +0%
Life regeneration, faster by +0%
Minimum level: none
Lesser
Mana: +2
Dexterity: +10
Mana regeneration, faster by +1%
Life regeneration, faster by +1%
Minimum level: 10
Weaker
Mana: +5
Dexterity: +20
Mana regeneration, faster by +2%
Life regeneration, faster by +2%
Minimum level: 20
Standard
Mana: +10
Dexterity: +30
Mana regeneration, faster by +3%
Life regeneration, faster by +3%
Minimum level: 30
Greater
Mana: +15
Dexterity: +40
Mana regeneration, faster by +4%
Life regeneration, faster by +4%
Minimum level: 40
Superior
Mana: +20
Dexterity: +50
Mana regeneration, faster by +5%
Life regeneration, faster by +5%
Minimum level: 50
heroic
Mana: +25
Dexterity: +60
Mana regeneration, faster by +6%
Life regeneration, faster by +6%
Minimum level: 60
legendary
Mana: +30
Dexterity: +70
Mana regeneration, faster by +7%
Life regeneration, faster by +7%
Minimum level: 70
Epic
Mana: +40
Dexterity: +90
Mana regeneration, faster by +10%
Life regeneration, faster by +10%
Minimum level: 80
divine
Mana: +50
Dexterity: +150
Mana regeneration, faster by +15%
Life regeneration, faster by +15%
Minimum level: 100
Melee/Ranged classes
Copper bracelets
Damage: +1
Dexterity: +1
Life regeneration, faster by +5%
Minimum level: 5
Silver bracelets
Damage: +10
Dexterity: +10
Life regeneration, faster by +15%
Minimum level: 40
Golden bracelets
Damage: +15
Dexterity: +15
Life regeneration, faster by +20%
Minimum level: 60
(they all match with the already-existing bronze bracelets)
Ice gloves: +2 Dexterity
Earth gloves: +2 Armor
Elemental gloves: (obtained by crafting, using these and the Fire gloves all together): +3 to Damage, Armor, Dexterity.
Winter gloves: +2 to Dexterity, users' successful attacks cast slow on each enemy.
Amulet of the berserker
Damage: +15
Armor: -5
Unique Item
Minimum level: -
Amulet of the snipper
Damage: +5
Dexterity: +5
Attack speed: +2
Unique Item
Minimum level: -
Ogre amulet, Dwarven Amulet
See the suggested quest to enhance own henchmen
Unique Item
Amulet of the snipper
Damage: +5
Dexterity: +5
Attack speed: +2
Unique Item
Minimum level: -
Eagle Boots: +5 to each stats, +1 movement, +2 to attack speed, life/mana regeneration +5% faster.
New classification for weapons/armors
fire, minor (standard items already in the game)
fire, standard (level 60): +65 damage, -2 dexterity (except the bow)
Fire, major (level 90): +90 damage, -3 dexterity (except the bow)
ice, minor (standard items already in the game)
ice, standard (level 40): +40 damage, +2 dexterity (like ice armor already in the game)
ice, major (level 80): +80 damage, +3 dexterity
earth, minor (standard SWAMP items already in the game)
earth, standard (level 55): +55 damage, +5 armor
Earth, major (level 80): +90 damage, +10 armor
NOTE: please, rename the "swamp bow" as "holy ebony bow", just to make it cooler

List of "power" for other metals/materials, to recycle old equipment icons and quickly fill the "holes" in equipment progression in the RPG:
leather
wood
bronze
iron, ordinary
steel
cold iron
mithril
blessed gold
diamond
If other variables may be included in the game, like critical hits, poison, stunning, freezing, bleeding, in-combat regeneration, life-draining, blinding, elemental damage and stuff, more cool items may be created.
What do you think? Do you like?