Hi everyone.
Nice work, I especially like the staves and the battle axe. Blade of the axe could use some lightening on the edges to make it look more metallic and maybe a bit worn. My main concern about the staves would be the polygon count. With smoothing on, staves look pretty good with low polygon counts too. I\'d say 5 to 8 ring vertices, depending on the thickness of the staff. With 10 you could already do a pillar. Also check what part of the model takes most polygons, and decide whether it really needs that much detail. Remember that some details can be added with the texture (small bumps, chips, carvings...).
Hmm, I\'ve not done much high polygon experimentation, but here\'s what I got with Blender & displacement mapping:

(left side objects use only normal mapping, while right side shows the same objects with both normal and displacement mapping.)

To use the displacement, click the \'Disp\' button in \'Map To\'- tab (Note that this button has three options: off, on, and inverse [yellow]).
As Nightrogue mentioned, the displacement mapping needs great deal of polygons to look good and you can\'t use it in PlaneShift in-game models. Might be good for other renderings though.
*edit*
To rosmerelmer: Aye, the green blob is uv-sphere with originally 32 rings&segments. I did one subdivide to it and rendered with level 1 subdivision surface and smoothing on. Note that I didn\'t use raytracing here. Also note that the displacement is not shown in the editor 3d window, but only in the final rendering.