Please keep in mind: all information presented below is a “work in progress,” that means that any information can at any time and without prior notice be changed during the development process, be it weapon category or other items. We also cannot give a guarantee for completeness.

 

As items can be crafted, it’s presumably very interesting to know what basic materials they can be composed of. So far, we have received the following information that we can divide into three categories.

I. Materials

designation characteristics
1. wood especially effective against spirits
2. iron no particular properties; spirits and drift beings hardly react to iron
3. silver good against Chasmvampires, spider and other drift beings
4. moon silver extraordinarily hard; similar to silver, but better
5. meteorite striking effect against armoring of all kinds, useful to adapt and reinforce characteristics with the help of crafting
6. gold essential for magical items as it does not react itself but encloses and shields the magical effect. To touch a fire crystal without gold encasing means to go up in flames.
7. obsidian especially for armor and items, very sharp but fragile, works against drift beings like a knife cuts butter, but breaks easily
8. cloth for armor, helps against poison, can be impregnated with magical and anti-magical potions
9. leather for armor, offers protection against fire and works, to a certain degree, against poison, too

 

II. Take arms, brothers! Every nerd-y item needs a name with recognition value:

The weapons are named according to a set formula:

There is a prename (PN), prefix (PF), main name (MN) and last name (LN). Furthermore there are certain element properties (E), bonusses (B) and quality values ((Q1 – 4) meaning: cheap, neutral, good, epic)
Elements (E) also find their way in here. See example.

A few examples for quality levels:

cheap: Cheap (Q1) flame (E: fire) sword (E: physical)
neutral: Sword (Q2, E: physical) of the Gambler (E: magical)
good: Malicious (E: poison) steel (Q3, E: physical)
Flaming (E: fire) cutter (Q3, E: physical) of the magician (E: magical)
epic: Melting (E: fire) diamond (Q4) sword (E: physical) of the forest spirits (E: magical)

With this little excursion into the world of name giving, the doors are opened for your creative ideas.

 

III. Item groups

Weapons can be classified into two groups: The following items are classified as armor:
close combat weapons:
– sword
– dagger
– rapier
– saber
– ax
– shield
– whip
– bladed weapon
– chain weapon
– club
– hammer
– spear
– staff
long-range weapons:
– bow
– crossbow
– helmet
– shield
– arm guards
– shin guards
– belt
– shoulder protection
– gloves
Additional items are:
– bridle
– backpack

 

result_keule

Screenshot Itemgenerator

What do you think the different values could mean? Do you think that there could be more values involved in the final outcome of items? And if so, which ones?

 

Have fun racking your brains and discussing your ideas!
Your community team