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Article - 'Armoury – Prefixes & Suffixes' by Angroth

An item about Game Design posted on Jan 14, 2004

Blurb

Additional names for enhanted items and magical properties they could possess. (80 prefixes & 80 suffixes)

Body

Just when you thought that it was over Angroth manages to spawn yet another extension of his armoury article series. So what am I bringing to you this time? This time I am bringing you gold, frankensence and merrrrr… heh heh, actually I’m bringing a nice list of 80 prefixes (before item) and 80 suffixes (after item) which when combined will help you create your own enchanted or magical items. I am also giving examples of what these could do to the weapon or armour. For creating magic items you could do something whereby you pay money to enchant an item and it randomly generates a number between 0-80 (0 being nothing).
Whether you use this for your own custom engine for smithing weapons and armour or just extra special versions (rare ones) of your average gear which you can pickup when going through your game (if you’re lucky).

Prefixes
Name & an example of what they could do:
Carbuncle X2 sell price
Dragon X2 damage against dragons
Angelic X2 damage against evil/undead
Hex X2 damage against good/living
Daemon X2 damage against daemons
Grandmaster’s X2 damage
Volcanic Adds fire element to attack
Avalanche Adds water/ice element to attack
Tornado Adds wind element to attack
Earthquake Adds earth element to attack
Spark Adds thunder element to attack
Sharp Increases original strength bonus by 25%
Deadly Increases original strength bonus by 50%
Massive Increases original strength bonus by 75%
Titanic Increases original strength bonus by 100%
Slithering Increases original speed bonus by 25%
Quick Increases original speed bonus by 50%
Ultra Increases original speed bonus by 75%
Tireless Increases original speed bonus by 100%
Apprentice Increases original mind bonus by 25%
Witch Increases original mind bonus by 50%
Mage Increases original mind bonus by 75%
Grand Magi Increases original mind bonus by 100%
Soldier’s Increases original defence bonus by 25%
Knight’s Increases original defence bonus by 50%
Lord’s Increases original defence bonus by 75%
King’s Increases original defence bonus by 100%
Tiger’s Increases original hp bonus by 25%
Lion’s Increases original hp bonus by 50%
Bear’s Increases original hp bonus by 75%
Mammoth’s Increases original hp bonus by 100%
Rational Increases original mp bonus by 25%
Mindful Increases original mp bonus by 50%
Logic Increases original mp bonus by 75%
Sorceror’s Increases original mp bonus by 100%
Seething Critical Hit = 25%
Vicious Critical Hit = 50%
Malicious Critical Hit = 75%
Cruel Critical Hit = 100%
Malevolent Attacks twice
Gargantuan Attacks all enemies
Insubstantial Increases dodge rate
Ethereal Increases dodge rate + 5 speed
Solid Ignore monster evasion
Gaea Ignores terrain damage
Safety Prevents Critical Hit
Prepared Allows preemptive attack
Poisonous + Poison 50%
Pestilant + Poison 99%
Quiet + Silence 50%
Silent + Silence 99%
Confused + Confusion 50%
Bewildered + Confusion 99%
Dark + Blind 50%
Sightless + Blind 99%
Curse + Death 50%
Hades’ + Death 99%
Shock + Paralysis 50%
Freezing + Paralysis 99%
Heavy 1 hand = 2 handed
Feather 2 hand = 1 handed
Straining Attack Costs +2 MP
Draining Attack Costs +5 MP
Releaving Attack Costs –2 MP
Fulfilling Attack Costs –5 MP
Hawk Hit Chance = 100%
Willing Everyone can use it
Stubborn Nobody can use it
Vaccinated Prevents Poison 50%
Cured Prevents Poison 99%
Screaming Prevents Silence 50%
Wailing Prevents Silence 99%
Clear Prevents Confusion 50%
Understanding Prevents Confusion 99%
Bright Prevents Blind 50%
Shimmering Prevents Blind 99%
Mortal Prevents Death 50%
Immortal Prevents Death 99%
Dancing Prevents Paralysis 50%
Energetic Prevents Paralysis 99%




Suffixes
Name & an example of what they could do:
of Gold X2 sell price
of the Bahamut X2 damage against dragons
of Angels X2 damage against evil/undead
of Hexing X2 damage against good/living
of Hell X2 damage against daemons
of Brilliance X2 damage
of Flames Adds fire element to attack
of Icicles Adds water/ice element to attack
of Squalls Adds wind element to attack
of Tremors Adds earth element to attack
of Lightning Adds thunder element to attack
of Slicing Increases original strength bonus by 25%
of Hacking Increases original strength bonus by 50%
of Slaying Increases original strength bonus by 75%
of Destruction Increases original strength bonus by 100%
of Speed Increases original speed bonus by 25%
of Quickness Increases original speed bonus by 50%
of Haste Increases original speed bonus by 75%
of Teleportation Increases original speed bonus by 100%
of the Mind Increases original mind bonus by 25%
of Truth Increases original mind bonus by 50%
of Souls Increases original mind bonus by 75%
of Spirits Increases original mind bonus by 100%
of Blocking Increases original defence bonus by 25%
of Defiance Increases original defence bonus by 50%
of Dodging Increases original defence bonus by 75%
of Invulnerability Increases original defence bonus by 100%
of the Body Increases original hp bonus by 25%
of Force Increases original hp bonus by 50%
of Life Increases original hp bonus by 75%
of Immortality Increases original hp bonus by 100%
of Power Increases original mp bonus by 25%
of Enhancement Increases original mp bonus by 50%
of Mana Increases original mp bonus by 75%
of the Magi Increases original mp bonus by 100%
of the Seether Critical Hit = 25%
of Viciousness Critical Hit = 50%
of Maliciousness Critical Hit = 75%
of Cruelty Critical Hit = 100%
of Reprisal Attacks twice
of the Boomerang Attacks all enemies
of Dodging Increases dodge rate
of Invisiblity Increases dodge rate + 5 speed
of Mass Ignore monster evasion
of the Earth Ignores terrain damage
of Security Prevents Critical Hit
of Readiness Allows preemptive attack
of Plagues + Poison 50%
of Bile + Poison 99%
of Quietness + Silence 50%
of Silence + Silence 99%
of Grief + Confusion 50%
of Dullness + Confusion 99%
of Haze + Blind 50%
of Mist + Blind 99%
of Disease + Death 50%
of Death + Death 99%
of Stillness + Paralysis 50%
of Numbness + Paralysis 99%
of Weight 1 hand = 2 handed
of Easiness 2 hand = 1 handed
of Irritance Attack Costs +2 MP
of Sucking Attack Costs +5 MP
of the Mages Attack Costs –2 MP
of the Wizards Attack Costs –5 MP
of Sure Seeing Hit Chance = 100%
of Planets Everyone can use it
of Runes Nobody can use it
of Medicine Prevents Poison 50%
of Purity Prevents Poison 99%
of Loudness Prevents Silence 50%
of Noise Prevents Silence 99%
of Clarity Prevents Confusion 50%
of Understanding Prevents Confusion 99%
of Watching Prevents Blind 50%
of Sight Prevents Blind 99%
of Ressurection Prevents Death 50%
of Miracles Prevents Death 99%
of Cures Prevents Paralysis 50%
of Movement Prevents Paralysis 99%

Are you searching for more of this?
Access the armoury 3 here:
Armoury 3
And access the armoury – materials here:
Armoury - Materials