This is a scene that’s really dependent on the texturing thus far, and in that, it needs quite a bit of work. I think for the stone, it really needs to be UV mapped, and if not displacement, definitely needs some normal mapping. The water in the bucket looks fantastic, and the bucket itself isn’t bad. The sword reflections are still unrealistic, even if scale overall is a bit overblown. Don’t be afraid to mess with different colored lights either, you’re looking at an area that would be lit with a soft blue from the windows, night or morning, and yellow/orange cast from flame sconces on the walls. Visible or not. As far as the reflections on the swords, they’d really benefit well from the new glossy reflections. The brush is my biggest point of content, it’s an eyesore comparitively and definitely needs texture work at the least, if not some modelling help. Great concept, and the improvement of the concept could really teach you some things about the program. Spilled water could be done easily enough with some metaball work. Or even just a subsurfed plane with a bevel modifier.