As someone said earlier - this game is truely a hidden gem! I'm really suprised, since I last checked out what's new on the internet you've managed to actually make 2 patches already ha ha! I wanted to suggest adding blood element, but it seems you've already implemented it into the game!
Despite sinking long long hours into the game, I do not feel competent enough to make suggestions in terms of mechanics, I've managed to beat the first final boss only 2 times so far and I haven't checked the current version yet. I'm simply probably not most efficient in build-making, I was playing around with different things and making some more serious optimalization for my favourite classes and the game itself is quite rng in its enemy encounters (which is a fun factor, in my opinion the randomness and the mystery of what's to come is a great replayablity factor, but also makes beating it harder :P).
From what I've experienced so far, there seem to be 4 gameplay archetypes in the game:
-barbarian gameplay, where you focus on melee attacks and str, using skills to either increase those or provide some form of regeneration/healing, working preferably with strong weapons and martial skill tree / on hit effects - if you manage to drop this head item, giving you healing for encumbrance level and stacking multiple layers of armor, you are nearly indestructible until you hit strong bosses
-mage gameplay, where you have a big range of abilities to choose from scaling with willpower, hopefully some kind of range 6 staff to proc said effects, maybe Haddad religion for more effects
-summoner gameplay, where you can stand in once place summoning huge numbers of minions doing the main work for you - I somehow feel like the game is subtely directing player to do so, as there are many skills allowing you to summon minions / to buff those, there are races perfect for this type of gameplay - namely nomad Stran and plant people Arba, classes like Druid or Amir and multiple religions like Mehtar or Eresh - in my case, this gameplay lost a lot of its power at the lategame, also, if you bump into the beast monster healing himself and gaining stats for each killed enemy, you are in trouble :P
-rogue gameplay - honestly something only Mubarizun class is currently doing, allowing you to stack enough dexterity to hit with great power by steping near the enemy, using the fact you have x number of your own turns, in time of one enemy turn - in my opinion this gameplay is the most fascinating one, because it's less hm... automatical in what it does and requires this hypnotizing rhytmic movement from the player - play it is a real blast - at least a few patches ago, there weren't many synergies you can use here with skills, electric Skera skill giving you even more speed and bonus damage on slashing you do as a class ability was probably the most resonable one, though you could in theory do some combinations with martial skills or shamsar, 2 patches ago I've felt the power only from Skera - the build was also dependant on rng, if you are able to get items doing some sort of damage on slash damage from your class ability - this build is really fun, though to be honest it's really squishy and you need to get close, therefore ranged bosses or monsters giving you damage over time seem to counter it easily. I would like to emphasize once more, that at least for myself, this gameplay is a pure joy!
You've mentioned yesterday, that you would like to work more on some mixed attribute building. On 2 patch old version, I've also tried to do some atribute mixing builds, like for example str+dex warrior, acting like a barbarian archetype but with extra turns while lacking armor, or mage+summoner builds as Ascetic class, where you would bid your time to stack power while your minions are fighting. I've also checked out some dex+wil combinations, trying to do some on-move damage with different types of dropping gloves. Dex+wil seemed lacking in comparison to mono-attribute, because you can't really get skills procing damage from the skill tree and you were really looking for those glove drops, mage-summoner wasn't personally to interesting in gameplay for me, while I think different combinations of warriors with str+dex, though tricky were the most fun to play as, as you retained some of this sweet rhytmic control of rogue archetype, while doing some serious damage by hitting the enemy.
In my opinion, from what I've seen, the problem with mixed builds is that almost all abilities are based on wil or alternatively they do give flat bonuses based only on level of this particular ability. I'm aware that the base stat as wil is used as a way to balance things out, to avoid str/dex getting out of hand with their basic gameplay + even more additional buffs you can get from the skill tree. I would consider adding/changing some skills in the skill tree to have either str or dex as a base for the formula (possibly in a limited way or with far less efficient formula than if the player were to simply use wil, but still adding the possiblity), because currently only summoners and mages have variety in what to pick after gaining more glory to spend on said skills, while warriors and rogues do not have a real way to engage with those (there is a martial tree perfect for that, but not much besides that).
Personally, I like summoner playstyle the least - not because it's not fun to have hordes of minions fighting for you, but because in practice you often hide your character to let the minions do the fighting, and you simply lack field of vision to see those fights. :P If you do it that way, you simply skip turns waiting for the fight you do not see to resolve. If there was a way to actually see those big fights easier, I believe the playstyle would be far more appealing, at least for myself.
I do love your game man, in my eyes it's the game of the year, because it's really innovative, replayble and fun. I really can't wait to see the game on steam, because it really deserves more recognition! I plan to buy steam copy myself and I'll force all my friends to do the same - if they are not interested, I'll shove it down their throats as a gift ha ha :P (honestly, some people just refuse to play games with more simplistic graphical side, I on the other hand love those). Thanks for your work - I hope my rambling here is somehow useful as a feedback!
PS. I was focused on commenting the gameplay itself, so I totally forgot to say a few words about the atmosphere of the game! I love it to my guts - the music is amazing and I sometimes listen to it when I'm busy with some work without even playing the game. The music together with religions to pick from, and this general desolate atmosphere of the game give you those proto-civilization vibes, like if you were playing something sumerian/neolithic/byblical with this mythical the big flood atmosphere / ancient postapocalypse. :P It also have those Conan vibes, however one would describe those (there is some similar essence in Achra to it, can't pinpoint exactly what the essence is). Very cool and refreshing, from the usual old chestnut fantasy or more or generic sci-fi.
PS2. I have no idea, how hard or time consuming adding a feature like that to the game would be, but I think having some kind of memory of your past adventurers would be great. Would you consider adding this sort of ladderboard/hall of glory for previously played characters depending on how far they have managed to go?