Here are some suggestions:
Instead of making all the consumables increase fixed amount of vitality or health, it would be better if it was percentage wise...like healing potion is
40%hp - 45%hp and healing elixir is 60%hp - 65%hp. So this way even food items become useful! Maybe they heal 5% - 6% health....or vitality. Or have a minimum heal amount and percentage adder like 60hp+ 50%hp. So every consumable becomes useful throughout the game.
And for scrolls and wand maybe they can add a level modifier.
Like if 'D' is the damage and L is the level modifier,
D x (L).
So in lv1 modifier should be 1
lv 2 it should 1.05 or something...i don't know the math, but i know it would make the all-time ignored scrolls and wands useful.
It would be nice if we could purchase our recently sold stuff infinite number of times. Just like the quartermaster in Avernum 3.
Thanks for still supporting Jeff