Difference between revisions of "Furniture"

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Revision as of 22:18, 31 July 2014

A News image for Furniture.
Icon used for Furnishing section of arsenal.

A Furniture is an item that can be placed in a Guild Hall. These are purely aesthetic items, with only a few exceptions (such as the Energy Well). Furniture items were introduced with this update, along with a major Guild Hall redesign. Furniture items show up in the "Furnishing" tab of your arsenal. This tab does not show up if you do not have any furniture. Furniture can be obtained and arranged in a variety of ways, see individual pages for availability and other details.

List of Available Furniture Items

Using this list: images are links too - click on them to navigate.

  • If a furniture item has its own recipe or special interaction, then the image link will lead to a specific page for that item, while the text link will take you to a page with a list of items (a "group") that the item belongs to. Example: click the "energy well image" and the "energy well text" - you'll go to different but informative places. "Trophy (Boss)" and "Special" classified items will usually have this linking behavior.
  • If a furniture item does not have any properties like the above, both the image and text links will direct you to the same place - a page containing a detailed list with that item as well as like-colored items or items in the same group.

Birdsong Emporium

Template:FurniturelistMain/Start Template:FurniturelistMain1/Row Template:FurniturelistMain1/Row Template:FurniturelistMain4/Row Template:FurniturelistMain4/Row Template:FurniturelistMain3/Row Template:FurniturelistMain3/Row Template:FurniturelistMain4/Row Template:FurniturelistMain4/Row Template:FurniturelistMain4/Row Template:FurniturelistMain1/Row Template:FurniturelistMain4/Row Template:FurniturelistMain1/Row Template:FurniturelistMain4/Row Template:FurniturelistMain1/Row Template:FurniturelistMain1/Row

Homecoming

Template:FurniturelistMain4/Row

Snipes

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Boss Trophies

Template:FurniturelistMain3/Row Template:FurniturelistMain3/Row Template:FurniturelistMain3/Row Template:FurniturelistMain3/Row

Winterfest

Template:FurniturelistMain3/Row Template:FurniturelistMain3/Row Template:FurniturelistMain1/Row Template:FurniturelistMain3/Row Template:FurniturelistMain1/Row

Moorcroft

Template:FurniturelistMain1/Row Template:FurniturelistMain2/Row Template:FurniturelistMain2/Row Template:FurniturelistMain2/Row Template:FurniturelistMain2/Row Template:FurniturelistPlaced1/Row Template:FurniturelistMain4/Row Template:FurniturelistMain4/Row Template:FurniturelistMain2/Row Template:FurniturelistMain3/Row Template:FurniturelistPlaced1/Row

Apocrean

Template:FurniturelistMain4/Row

Almire

Template:FurniturelistMain2/Row Template:FurniturelistMain2/Row Template:FurniturelistMain2/Row Template:FurniturelistMain2/Row Template:FurniturelistMain2/Row Template:FurniturelistMainAlmireSprites/Row

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Notes

  • "Pile" classified furniture items are named "clutter" in the game files. This term is arbitrarily and unofficially used for understanding of item groups.
  • "Doodad" is a general term used in many games to describe a miscellaneous, non-interactive, perhaps animated, scenic entity. This term is arbitrarily and unofficially used for understanding of item groups.
  • Most "Creature" type furniture can be walked through (intangible) - but a knight will cause a wandering entity to change its travel path.
  • Rotation Information:
    • Most "Light" classified furniture items cannot be rotated.
    • Most "Pile" classified furniture items can be rotated in all directions (North, Northwest, West, Southwest, South, Southeast, East, Northeast).
    • Most "Seat" classified furniture items can be rotated in all directions.
    • Most "Shelf" classified furniture items can be rotated: South, West, and East.
    • Most "Table" classified furniture items can be rotated: North, South, West, and East.
      • The Winterfest Table and Antique Table furniture items can be rotated in any direction.

And so on.

Other classification types and individual items within types are highly variable.

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