**********************
* Important Concepts *
**********************

- No levels
- No classes
- No numbers (textual/graphical description)
- No attributes
- just skills, no max value
- character starts out with nothing (no skills)

- crafting:  interface for making weapons & armor, also fletching, alchemy (mortar & pestle)
- healing:  can only get healed in town by an empath/healer or can heal oneself with herbs/salves



*********
* Items *
*********

select item type options:
1: Armor, Weapon, Accessory, Use, Quest
2: Cloth Armor, Leather Armor, Mail Armor, Plate Armor, Blade Weapon, Blunt Weapon, ...

location options:
1: Head, Torso, Arms, Hands, Legs, Feet, Held (for armor)
2: Head, Torso, Hands, Legs, Feet
3: Head, Neck, Eyes, Chest, Abdomen, Back, Shoulders, Arms, Hands, Waist, Legs, Feet

armor protection levels:
1: none  poor   very little   a little  some, low, fair, decent, moderate, good, great, high, awesome
   0     1-10   11-20         21-30
2: none, poor, low, fair, moderate, good, high, great, impressive, tremendous, incredible, god-like

weapon damage levels:
1: 
2: none, poor, low, fair, moderate, heavy, great, severe, bone-crushing, devastating, god-like

Armor - type?, location (hidden), maneuvering hindrance?, protection, construction/condition
Weapons - type?, damage, attack speed?

[NOTE
[ D2 -> Daggers, Crossbows, Axes, Swords, Throwing, Polearms, Spears, Staves, Maces, Bows
[ DragonRealms -> Light Edged, Medium Edged, Heavy Edged, Twohanded Edged, Light Blunt, Medium Blunt, Heavy Blunt,
[                 Twohanded Blunt, Slings, Staff Sling, Short Bow, Long Bow, Composite Bow, Light Crossbow,
[                 Heavy Crossbow, Quarter Staff, Pikes, Halberds, Light Thrown, Heavy Thrown, Brawling, Offhand Weapon
[ Morrowind -> Hand-to-hand, Axe, Blunt Weapon, Long Blade, Short Blade, Spear
[ Oblivion -> Blade, Blunt, Hand to Hand



**********
* Skills *
**********

Offensive Skills:

Hand to hand
1H Swords
1H Blunt
2H Swords
2H Blunt
Piercing
Punch
Kick
Dual Wielding
Double Attack
Bash/Shield Bash

Defensive Skills:

Using shields / block
Maneuvering in leather armor
Maneuvering in mail armor
Maneuvering in plate armor
Engaging multiple enemies
Evasion
Parrying Ability
Riposte

Crafting Skills:

Alchemy
Baking
Brewing
Fishing
Fletching
Jewelcraft/Jewelry
Pottery
Smithing
Tailoring

Misc Skills:

Foraging (scrounge up branches/twigs for fletching, medicinal plants, etc.)
Mercantile/Trading
Stealing
Climbing
Swimming
Skinning
Hiding
Stalking
Lockpicking
Trap Disarming
First Aid (bandaging)



**********
* Battle *
**********

* Random battles.  Using this system, the battle menu might need to be a bit complex.

Attack
Defend
Change Equipment (when we list the weapons/armor, show skill level in those particular piece as well as stats of the item... damage, damage absorption/protection, weight, etc.)
Item
Flee

* Should we have a universal health attribute, or have damage done to body part locations
* We need to think of the combat process... what will be compared with what.  This will need to be added to the Creature Editor.
equipment that creatures have on will always be dropped
damage will also be ranked without numbers.
* How about we have weapon types (daggers/small blades, blades, blunt weapons, crossbows, bows, etc.) and use them to
determine how fast the attack process is, and if they can attack depending on range
* OR we have a system of just textual display for combat (similar to MUDs and Dragon Warrior) and each person takes turns
attacking (less realistic but easier to implement)

Parrying complex process factors:

* defender's weapon skill
* offender's weapon skill
* defender's parry ability skill
* defender's weapon weight
* offender's weapon weight
* size of offender's weapon
* size of defender's weapon
* defender's strength, dexterity, footing, discipline/focus
* offender's strength, dexterity, footing, discipline/focus

Recovery complex process factors:

* weight of the weapon vs. user's strength
* user's skill in the weapon
* user's dexterity and agility



*********
* Towns *
*********

- shops could actually have the items displayed on screen, user presses a button and the shopkeeper
  interacts with the user, saying how much it is.  you can steal it if you like... if you get caught
  he yells for help and then there needs to be some kind of penalty system setup... guards in town
  or something
- Merchants will offer a certain price for items you're trying to sell (provided they're interested),
  and there should be an option to barter as well (for buying and selling)



*************
* World Map *
*************

- Menu will need to have the ability to do things like forage, search, etc.



Attributes:

Strength
Constitution
Dexterity (encompasses hand-eye coordination)
Agility
Discipline/Concentration
Acumen/Intuition/Intelligence
Wisdom/Sagacity
Charisma