StendhalRefactoringItems
Note: The content on this page is only of historic interest.
List
We can have two types of items lists:
- Tibia like list
- AD&D like list
Tibia is more random, and has more items than AD&D, and you are encourage to upgrade your items, while AD&D abuses a bit of +1,+2. I think that we could try a mix approach perhaps, but i do see ridiculous to see pure AD&D approach like in shield+15 ( that is the difference between a wooden shield and a copper shield )
We have the next items structure:
- !!Now Alphabetized!!
Basic Attributes
Quality
- Cracked
- Fine
- Polished
- Ragged
- Rusty
- Sturdy
- Sharp
- Superior
Materials
This is a list of materials for most every item. These materials could theoretically be mixed depending on the item. Not every item could logically be created from everything, but I guess it could be...
- Adamantite (extremely hard, very rare and hard to process)
- Bone/Flesh (grotesque, but then again, there's no accounting for taste, is there?)
- Bronze
- Ceramic
- Copper
- Cotton/Silk
- Crystal/Glass (acid and fireproof, risk of shattering)
- Diamond (one of the hardest materials that exists)
- Dragon Scales
- Feathers
- Fur (chance of catching fire)
- Gem/Precious Stone (widely varried properties depending on stone(s))
- Gold (heavy, soft, very rare/expensive)
- Gossamer (spider thread)
- Iron
- Leather
- Studded Leather
- Oilskin Leather (high risk of catching fire)
- Mithril (extremely light, fantastically rare/expensive)
- Platinum (very heavy, extremely rare/expensive)
- Silver (rare/expensive, good for channelling magical powers)
- Polished Silver
- Steel
- Damascus Steel
- Stone
- Wood (chance of catching fire)
Origin
- Dwarf (more durable, heavier)
- Elven (high quality, generally possessing some form of enchantment)
- Drowish (high quality, generally bearing war-minded enchantment)
- Faerie (usually impractically small, highly enchanted, extremely light)
- Goblin (miserable quality, cheap, not socially acceptable)
- Human (plain)
- Orcish (poor quality, inexpensive, not socially acceptable)
- Trollish (decent quality, limited scope, very large, extremely heavy)
Divine Enchantment
- None - neutral item, no special abilities (common)
- Cursed - penalty to or opposite ability, cannot be removed (rare)
- Blessed - bonus to abilities (extremely rare)
Shields
Shape
- Archer's Shield (round shield attaches to the forearm)
- Buckler
- Crusader's Shield
- Madu
- Phalanx Shield
- Round Shield (small and large)
- Spiked/Viking Shield
- Tower Shield
Swords
List of possible names for swords
Slashing
Knife
All knives are one-handed.
- Balisong
- Crysknife
- Dan Dao (large knife)
- Kris
- Kukri (butterfly knife)
- Pocketknife (impractical in combat)
- Scapel
- Sheepsfoot
- Switchblade
- Tanto
- Ken (rare, used in Buddhist rituals)
Slashing Blades
- Bastard-Sword (hand-and-a-half sword)
- Broadsword
- Ninja-to
- Butterfly Sword (eight chop sword) - used almost exclusively in pairs
- Cutlass
- Machete
- Falchion
- Gladius
- Spatha (longer and straighter)
- Jian (One AND Two Handed versions)
- Katana
- Khopesh (sickle-sword)
- Kindjal
- Kodachi
- Odachi (longer version)
- Long Sword
- Mortuary Sword
- Pata (includes a gauntlet, so restricts wrist motion, double-bladed)
- Rapier
- Espada Ropera (sword of the robe)
- Reversed Blade
- Runesword
- Sabre
- Dao (sometimes classified as a broadsword)
- Sax (bowie knife scramasax)
- Scimitar
- Short Sword
- Wakizashi
- Sword (doesn't this seem too vague?)
- Two-handed swords
- Claymore (also a shorter, one-handed broadsword w/extensive hand guard)
- Huge sword
- Nodachi (field sword 6' long, slightly wider than a katana)
- Odachi (very long sword)
- Tsurugi
- Two-handed broadsword
- Zweihänder (Bidenhänder) – massive, depends on brute force and shock effect
- Xiphos
Thrusting
Dagger
All daggers are one-handed.
- Athame
- Bank
- Bich'wa
- Dirk
- Haladie
- Jambiya
- Katar (punch dagger)
- Kukri
- Rondel
Thrusting Blades
- Epée
- Estoc (Tuck) - armour piercing
- Foil
- Misericorde
- Stiletto
- Worm Tooth
Parrying/Secondary Blades
- Main gauche
- Manople (parrying and disarming)
- Poinard
- Swordbreaker (toothed edge to catch and apply leverage to break enemy swords)
Misc. Blades
- Bokken (bokutö) - wooden sword
- Suburito (thicker and heavier)
- Shinai (bamboo slats held together by leather straps)
- Flamberge
- Spadone (two-handed, sometimes used as a spear, large crushing pommel on the hilt)
- Sword cane
- Terbutje (Not really a sword, but has rows of shark teeth)
Axes
One Handed
- Adze
- Axe (seems awfully vague)
- Broadaxe
- Bullova
- Hatchet
- Small Axe
- Taper Axe
- Zaghnal
Two Handed
- Battle-Axe
- Double-Bladed Axe
- Double-Bladed Broadaxe
- Dwarvish Axe
- Goose Wing Broad Axe
- Great Axe
- Mattock
- Pick-Axe
- Two-Handed Axe
Throwing
- Francisca
- Tomahawk
Polearms and Spears
Polearms
- Ankus (elephant goad)
- Bardiche
- Bec de Corbin
- Billhook
- Brandestock
- Chauves Souris
- Demi-lune (halfmoon)
- Fauchard
- Guisarme
- Bill-Guisarme
- Halbard
- Hoko
- Naginata
- Nagamaki (long wrapping) longer, lighter, straighter blade
- Glaive
- Partisan
- Poleaxe
- Rake
- Ranseur
- Scythe
- Sickle
- Spetum
- Voulge
Spears
- Assegai
- Javelin
- Lance
- Oxtongue
- Pike
- Pilum
- Spontoon
- Trident
Bludgeons, Hammers and Flails
Bludgeons
- Aklys
- Axe Handle
- Baton (truncheon)
- Blackjack (sap, slapper)
- Club
- Maquahuitl - has obsidian "blades" on the sides
- Crowbar
- Cudgel
- Kegel (bowling pin) dates back before 5,200 B.C.
- Loaded Kegel (solid metal core)
- Knobkerrie (knobkerry)
- Mace
- Maul
- Metal Tubing
- Mitre
- Shillelagh
- Shovel
- Staff
- Quarterstaff
- Tonfa (side-handle baton)
Hammers
- Battle Hammer
- Piton Hammer
- Tradesman's Hammer
- Two-handed hammer
- War Hammer
Flails
- Grappling Hook
- Heavy Flail
- Lashknife
- Light Flair
- Morningstar (goedendag)
- Nunchaku
Range weapons
Bow
Shortbow
- Heavy Shortbow
- Light Shortbow
- Ultra-light Shortbow
Longbow
- Extra-Heavy Longbow
- Tower Longbow
Crossbow
- Arbalest
- Cranquin
- Crossbow
- Light Crossbow
- Assassin's Crossbow (mounted on wrist)
- Dokyu
- Prodd
Misc.
- Atl-Atl (spear thrower)
- Blowpipe
- Bola
- War Bola
- Boomerang
- Boulder (Impractical, but if you're dealing with a giant...)
- Bullwhip
- Chakram
- Dart
- Eggs
- Cockatrice Eggs
- Filipino Yo-Yo (studded/spiked/bladed)
- Fishing Spear
- Shurikin
- Sling
- Staff Sling
- Spear (now mentioned above)
- Throwing knifes
- African Throwing Knife
Projectile Ammunition
Structure/Composition
- Feathered Arrow/Bolt
- Huge Arrow/Bolt
- Metal Arrow/Bolt (Copper, Bronze, Silver, Gold, Steel, Mithril, etc.)
- Orcish Arrow/Bolt
- Sling Stone
- Wooden Arrow/Bolt
Treatments
- Enchanted Arrow/Bolt
- Flaming Arrow/Bolt
- Poison Arrow/Bolt
Misc. Weapons
- Bagh Nakh (tiger claws)
- Caltrops
Armours
Body
- Chain Mail
- Dress
- Barrel
- Leather Jacket
- Rags
- Robe
- Monkrobe
- Lamellar
- Leather armor
- Studded Leather Armour
- Mummy Wrappings
- Plate Mail
- Quilted Cotton/Silk
- Ring Mail
- Scale Mail
- Dragon Scales/Scale Mail
- Splint Mail
Cloak
- Cloak of Invisibility
- Cloak of Protection
- Oilskin (potential to catch fire, sheds water)
- Plain Cloak
Boots
- Jackboots
- Leather boots
- Leather Foot Wraps
- Metal Shoes
- Sandals
- Shoes
- Warboots
Helmet
Type
- Chain Mail Helmet
- Crown (no real protection, just bougoise)
- Tiara
- Dented Pot
- Facemask
- Full Helm
- Gloria/Halo (from killing angels of course)
- Horns (animal or demon)
- Leather Helmet
- Legion Helmet
- Skullcap
- Studded Leather Helmet
- Viking Helmet (potentially offensive in combat?)
Leg Armour
- Leather Leg Armour
- Studded Leather Leg Armour
- Metal Mail Leg Armour (see list of metals above)
Door
- Bone/Flesh
- Glass
- Magical
- Metal Reinforced
- Solid Metal
- Stone
- Wooden (various kinds - soft pine to ironwood)
Items
- Amulet
- Bag
- Book
- Spellbook
- Bottle
- Corpse
- Feather (different sources bestow abilities)
- Flowers
- Furniture
- Key
- Light Sources
- Candle
- Lantern/Lamp
- Torch
- Money (wood, tin, bronze, copper, silver, gold, platinum, mithril?) or one currency?
- Religious Symbols/Icons
- Ring
- Scroll
- Tool
- Wand
Gems, Jewels and Precious Stones
- Agate
- Amethyst
- Aquamarine
- Diamond
- Emerald
- Garnet
- Glass (various colours, can be mistaken for a gem)
- Jade
- Jasper
- Obsidian
- Onyx
- Opal
- Black Opal
- Pearl
- Black Pearl
- Ruby
- Sapphire
- Topaz
- Turquoise
Poisons and Potions
Venom/Poisons
- Aconite - Aconitum napellus/Monk's Hood/Lycotonum/Wolfs-Bane
- Amanita Mushrooms
- Amanita phalloides - Death Cap
- Amanita virosa - Destroying Angel
- Alpha-amanitin
- Arsenic
- Realger
- Orpiment
- Atropine
- Belladonna - Atropa belladonna/Deadly Nightshade/Dwale
- Botulusm - Clostridium botulinum
- Cinnabar - Mercury
- Conch Shell Venom
- Conus geographus - "Cigarette Snail"
- Curare
- Cyanide - Prussic Acid
- Heavy Metals (Selenium, lead, etc.)
- Hellebore - Helleborus niger/Melampode
- Hemlock - Conium maculatum
- Henbane - Hyoscamus niger
- Mandrake
- Muscarine
- Opiates - from poppies (Papaver somniferum): Morphine
- Ricin
- Scorpion Venom
- Solanum - Solanum dulcamara/Bittersweet/Garden Nightshade/Solanum nigrum
- Spider Venom
- Tares - Lolium temulentum
- Thujone - Artemisia absinthium (wormwood)
Poisonous Plants
- Azaleas
- Castor Bean
- Cherry Foliage
- Daphne Berries
- Green Red Sage Berries - Lantana camara
- Jasmine Berries
- Jimson Weed - Thorn Apple
- Laurels
- Mistletoe Berries
- Rhododendrons
- Rhubarb Leaf
- Rosary Pea
- Yew Berries and Foliage
Potions
- Healing potion
Food
Food Should heal a small number of hit points. However, not all animals should produce meat, like in Tibia, as it just means everyone slaughters all the animals in the game. Maybe we should have a certain animal, like Deer which when killed produces meat, and can be found in forests etc, so you have to go hunt it. What if there's a chance of everything leaving meat/corpse, but that some types could potentially make the eater ill or even poisoned? And the player would have to cure the meat (requiring materials and time) or else take their chances raw or heated over a fire.
- Bread
- Cheese
- Fruit
have one class with all the same properties but can make a number of different graphics so it seems like there are lots of types- Apple
- Apricot
- Banana
- Blackberry
- Blueberry
- Cantaloupe
- Cherry
- Date
- Fig
- Grape
- Grapefruit
- Kiwi
- Kumquat
- Lime
- Lychee
- Mango
- Orange
- Papaya
- Peach
- Pear
- Pineapple
- Plum
- Raspberry
- Rhubarb
- Strawberry
- Tangelo
- Tangerine
- Watermelon
- Meat
- Corpse
- Hunted for
- Purchased
- Sheep food
- Vegetables (only included because poisons are derived from these)
- Castor Bean
- Potato
- Tomatoes
- Mushrooms (see attachments of [1] for graphics)
- Button mushroom
- Toadstool (toxic)
- Many others, so it is harder to learn which ones are toxic
Properties
We have several common attributes for all the items. Mainly:
- Type (i.e. armour, weapon, etc.)
- Class (i.e. plate, sword, etc.)
- Subclass (i.e. full platemail, slashing, etc.)
And some attributes that only some objects have: What is the base standard for points? Higher numbers look more impressive, but lower numbers are easier to manage.
- Attack
- Defense
- Quantity
Additionally items should explain:
- What slots they can be equipped on
- Head (helmet, crown/tiara, gloria/halo)
- Face (fright/protective masks)
- Amulet/Pendant
- Weapon Hand
- Shield Hand (unavaliable in case of a two-handed weapon)
- Boots
- Gloves
- Greaves (leg armour)
- Rings (2)
- Cloak
- Keyring [2] (which can then be put into the bag)
- How much they weight in kilograms.
- Tiled id
(Idea suggested by Zuse)
If the item is enchanted it could be time limited so that it runs out of power after some time.
Art
The visual style of all items should have some consistency. Perhaps one person should be responsible for all item design and drawing.
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