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Armoury - Prefixes & Suffixes - Printable Version

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Armoury - Prefixes & Suffixes - Angroth - 03-14-2009

'Armoury - Prefixes & Suffixes'
by Angroth



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


Armoury - Prefixes & Suffixes - Alpha-Mad - 11-01-2009

This will come in handy! Thanks for adding these DerVVulfman!
A lot of the time, in my games, I spend time naming and deciding what those names will mean. There is no need to reinvent the wheel when someone has already done it!


Armoury - Prefixes & Suffixes - computerwizoo7 - 11-02-2009

i might be too greedy and/or too lazy here but why don't you put it in a rmxp/vx project file and post it for us?
that would be super good.


Armoury - Prefixes & Suffixes - Alpha-Mad - 11-02-2009

computerwizoo7 Wrote:i might be too greedy and/or too lazy here but why don't you put it in a rmxp/vx project file and post it for us?
that would be super good.
That's like, hours upon hours of databasing. Plus, if everyone had the same names and prefixes, it might get rather old and cliche. That's like using the default database in xp or vx. This does work as a base that people can pick and choose from though.