From The Mana World
< User:Crush
Revision as of 22:07, 15 April 2008 by Crush (talk | contribs) (protocol notes)

Just some notes.


  • Every equipment piece is unique.
  • Weapons affect attack mechanics.
  • Armors affect received damage.
  • All items can optionally affect every basic and computed attribute positive or negative, percentual or absolute.


Properties by formula:

  • Weapon family and thus the skill used
  • Attack Zone
  • Attack speed
  • Penetration
  • Ratio between strength and dexterity required

Properties by material:

  • Damage
  • Durability
  • Attribute requirements
  • Weight

Armors (Including headgear, pants, gloves and shoes)

Armors require level because they are the status symbols #1 in MMORPGs.

Properties by formula:

  • Sprite used

Properties by material:

  • Default coloration of sprite
  • Physical defence
  • Magical defence
  • Elemental modifier
  • Level requirement
  • Weight


Properties by formula:

  • Equipment slot used

Properties by material:

  • Attribute boni


Properties by formula:

  • Weight

Properties by material:

  • Effect


Crafting an item requires, depending on the item, a fixed number of batches of normal materials of a certain type (like wood or metal) which can be filled with materials of different quality and optionally allows to add a limited number of special materials.

Normal materials
  • Rating: Multiplier to craft challenge rating and attribute requirements
  • Stability: Durability
  • Power: Damage/Defence
  • Mysticality: Enhances special properties of other materials in the same item, magical defence, magical attack.
Elemental modifier in armor, Elemental damage in weapons, Element-specific magic skill bonus in rods.
Attribute bonus
Broken weapon essence
Weapon skill bonus (crafters can extract the "memories" of a weapon which has done its duty)

Material naming

Using materials which exist in the real world would be boring. Making up fantasy names would give a much better flair.

Wacky idea to come up with names: What works for elements of the periodic table should also work for us. So how about naming materials after people who played an important role in the development of TMW? When we disguise it well enough noone would notice.

  • This is exactly the theme I was about to suggest to you, to increase our fictional material names.. The first one that came to mind was "Rotonium".. and though I totally agree that we need to bulk out our material list with fictional names, I would like to keep some a bit of the familiarity, by keeping a good handful of the real names. So long as there is a steady blend of fictional and non-fictional material names, I think it's acceptable to reference the real world a little bit. Using only real names might be boring, but using only fictional names might at times be a tad confusing. -Dabe


  1. The client sends PGMSG_ITEM_COMBINE W item1, W item2 ... W itemN
  2. The gameserver checks if the client possesses these items
  3. if yes the gameserver forwards the crafting request to the script engine
  4. The script engine checks if the combination is valid
  5. if yes the script engine processes the crafting action and does things like
    • skill check (if necessary)
    • removes items which are not kept after the crafting process
    • gives the character the new item(s)
    • gives the character the skill exp (if applicable)
  6. The gameserver informs the client about these actions using the already implemented mechanics