I had even less time than the week before, but still managed to add two important things. Tagging and rating. Idea behind tags is very simple and doesn't require much explanation. They can be used to describe any object (any library object at the moment). Each tag is accompanied with a number - relevance. This means that for some objects it might be more important that they are (for example) evil than for the others. If AI sees something that is evil, scary and a ghost, and is scared by it (because it killed its ally), it will learn to be affraid of something that is evil, scary and a ghost. So when it sees something similar, it will run away instead of approaching. How such reasoning can be done? With ratings component. It is used to interpret tags and to rate individual characters. During game it may modify and learn what is scary, what is good and what is evil.
It may sound as an overkill for such a game as Dragontorc, but as with other elements, I'd rather create something more extensible which I could use in future for other projects and which other people could use to modify and extend Dragontorc or to create something completely different. And it still should help working on Dragontorc's content.