Weapons and Armor Stat Rules

Object Rules


Containers

Potions & Pills, Wands & Staves Weapons Armor
Containers Normal Normal
By Equipment Slot Exceptional Exceptional
Lights Quest Quest
Spellstaffs
Fountains
Back to Object Editor Main page.

Cost of item:

Each bonus point (hitroll/damroll/save) 2500 Each stat point bonus (str/dex/con/wis/int) 1000 Each move/mana point bonus 100 Each hitpoint bonus 250 Each item level 100 Each weapon V4 flag (exclude twohands/throw) 10000 Each weapon extra flag 5000 Each addapply affect (spell etc) 20000

Non-Weapon/Armor rules per type:

Potions & Pills, Wands & Staves:


    Max level of spell 30 (cancellation at 60)
    Level to use = Level at mage/cleric spell*
    1 affect/spell per item (two allowed if approved by IMPs)
    Attack spells at obj level. (Still level 30 v0)
    IE. Object with Giant Strength - Level 26 spell
        so the minimum object level 26 (6 to use).

Fountains:

Fountains in building must make sense. If it's a small crack leaking
water into the cavern.. make it have 2-3 drinks max, and 2-3 drinks
left. Then each turn it will fill up with that much. If it's a large
well, make it hold a lot, a river, make it endless. (one note on rivers:
it's best to simply make the room have a fishpool that's a river, as
it functions not only as a fountain, but you can fish as well).

Fountain stats:
Size     V0 (total)  V1 (left) Example:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Tiny   - 250         0         A small crack
Small  - 500         0         A puddle
Medium - 1000        0         Water barrel
Large  - 2500        250       Well
Huge   - 5000        1250      Town Central Fountains/clans
Giant  - 10000       5000      Friggin huge.

Just make them make sense.

Spellstaffs:

Normal               Exceptional/Clan           Quest
3 charges/level      5 charges/level            8 charges/level

IE: Level 35 clan spellstaff would have 35x5 charges, 175 points to use.
Table for reference:
Lvl    Normal    Excep/Clan        Quest
----------------------------------------
10     30           50             80
25     75           125            200
50     150          250            400
75     225          375            600
100    300          500            800

Cost to purchase: 
5 gold per charge. So a level 100 with 500 charges, 2500 gold cost.

Containers:  Weight Mult   Capacity  Key

Normal:        100-70%       1-200     Either (Keys do NOT save on players)
Exceptional:   100-55%       1-350     Either (Keys do NOT save on players)
Quest:         100-15%       1-500     No

Note: Clan EQ. Containers max 65% weight (v4).

Container Examples:
Bags:
  small bag, medium bag, large bag, rucksack, bag of holding
Boxes, Crates and Chests:
  Normal: tiny box, medium box, crate, large crate, massive crate
  Locking: jewelry box, coffer, small chest, large chest, massive chest
Pouches:
  coin purse, small pouch, belt purse, small backpack, large backpack
Furniture type Containers:
  desk, cabinet, cubby hole
Misc:
  vial, jar, 
  small basket, medium basket, large basket
  pit

By Equipment Slot.

Floating Eq:  See Armor.
Head Eq:      See Armor.
Face Eq:      See Armor, or may lose all bonus/ac etc for 1 addapply affect.
                         See Rings below, and Addapply affects.
Ear Eq:       Jewelry only. (see rings)
Neck Eq:      See Armor.
Torso Eq:     See Armor.
Body Eq:      See Armor.
Back Eq:      See Armor, See Container (if desired)
Shoulder Eq:  Exceptional/Quest only. See Armor.
Arm Eq:       See Armor.
Wrist Eq:     See Armor.
Hand Eq:      See Armor.
Rings:        Jewelry. May have addapply affect, with loss of all other bonuses.
                IE. Addapply affects 0 none invisibility.
                IE. Addapply affects 0 none water_breathe.
                IE. Addapply saves 3 fire
                    (no flameshield sanc etc)
                ALL addapply affects MUST be IMP approved.
Waist Eq:     See Armor, See Container (if desired)
Leg Eq:       See Armor.
Feet Eq:      See Armor 2X on movement.
Light Eq:     See Armor.
Light Types: ------------------------------------
organic      - varies (make sense)
candle       - 1-12 time, cost 1 (up to 100 for massive candles)
torch        - 50 time, cost 5
fueled torch - 125 time, cost 100
lamp         - 250 time, cost 200
lantern      - 500 time, cost 500
bullseye     - 500 time, cost 750
magical      - varies 

These are for 'generic' lights of these types. If the item is
high level, hard to get etc, it may have higher stats. Each unit
is a tick or irl minute.

Lamp Oil Containers:-----------------------------
small:       - 250 (cost 100)
large:       - 600 (cost 200)
very large:  - 2000 (cost 750)

Generally use 100 cost/2-300 volume. These are milliliters (ml).
So 1000 would be a 1 liter amount. 

Weapon Classes & Corresponding Examples.

Dagger  - Dagger, Dirk, Stilletto, Dragonstooth
          Knife, Razor.
Sword   - Shortsword, Rapier, Scimitar, Sword
          Katana, Longsword, Falchion,
          Two-Handed Sword, Bastard Sword, Greatsword.
Spear   - Spear, Lance, Javelin.
Mace    - Mace, Hammer, Bludgeon, Sap, Morningstar
          Warhammer, Club.
Axe     - Throwing Axe, Battleaxe, Greataxe, Cleaver
          Pick, Pickaxe.
Flail   - Flail, Dire Flail, Nunchaku, Chains
Whip    - Whip, Vine, Rope.
Polearm - Polearm, Guisarme, Ranseur, Glaive, Trident
Exotic  - Damn near anything else that doesnt fit ;p

* Note: Add V4 throwable to daggers if it makes sense.
* Note: On Greatswords/Axes and almost all polearms
        Add V4 twohands.

Melee Weapons.

D4   Daggers, Light Hammer, Sap, Light Pick.
D6   Shortsword, Rapier, Scimitar, Light Mace,
     Quarterstaff, Heavy Pick, Sickle,
     Handaxe, Light Lance, Javelin.
D8   Sword, Katana, Scythe, Longsword,
     Heavy Mace, Morningstar, Heavy Lance,
     Battle Axe, Light Flail, Warhammer, Trident,
     Falchion, Guisarme, Longspear, Ranseur.
D10  Two-Handed Sword, Heavy Spear, Heavy Flail
     Glaive, Greatclub, Halberd, Bastard Sword,
     Waraxe.
D12  Greataxe, Greatsword.

Ranged Weapons.

D4   Dart, Sling (bullet), Hand Crossbow,
     Shuriken, Whip.
D6   Javelin, Shortbow.
D8   Light Crossbow, Longbow.
D10  Heavy Crossbow.
D12  Great Crossbow.
D20  Ballista. (I'M KIDDING :P)

Die 4 Weapon Average Damage Chart: (Parenthesis is Average)

 1d4 ( 2)  2d4 ( 5)  3d4 ( 7)  4d4 (10)  5d4 (12)  6d4 (15) 
 7d4 (17)  8d4 (20)  9d4 (22) 10d4 (25) 11d4 (27) 12d4 (30)
13d4 (32) 14d4 (35) 15d4 (37) 16d4 (40) 17d4 (42) 18d4 (45)
19d4 (47) 20d4 (50) 21d4 (52) 22d4 (55) 

Die 6 Weapon Average Damage Chart: (Parenthesis is Average)

 1d6 ( 3)  2d6 ( 7)  3d6 (10)  4d6 (14)  5d6 (17)  6d6 (21)
 7d6 (24)  8d6 (28)  9d6 (31) 10d6 (35) 11d6 (38) 12d6 (42)
13d6 (45) 14d6 (49) 15d6 (52) 16d6 (56) 17d6 (59) 18d6 (63)
19d6 (66)

Die 8 Weapon Average Damage Chart: (Parenthesis is Average)

 1d8 ( 4)  2d8 ( 9)  3d8 (13)  4d8 (18)  5d8 (22)  6d8 (27)
 7d8 (31)  8d8 (36)  9d8 (40) 10d8 (45) 11d8 (49) 12d8 (54)
13d8 (58) 14d8 (63) 15d8 (67)

Die 10 Weapon Average Damage Chart: (Parenthesis is Average)

1d10 ( 5) 2d10 (11) 3d10 (16)  4d10 (22)  5d10 (27)  6d10 (33)
7d10 (38) 8d10 (44) 9d10 (49) 10d10 (55) 11d10 (60) 12d10 (66)

Die 12 Weapon Average Damage Chart: (Parenthesis is Average)

1d12 ( 6) 2d12 (13) 3d12 (19)  4d12 (26) 5d12 (32) 6d12 (39)
7d12 (45) 8d12 (52) 9d12 (58) 10d12 (65)

Rules for Normal Class Weapon Building



This is a set of guidelines to follow when building normal
classed weapons and 'leveling eq' on Ansalon.

Weapon Formulas

Normal Weapons:
Average damage is 1/2 level from 21+.
Items under level 21 items raise to 21.

Exceptional Class Weapons:
LEVEL   AVEDAM
-----------------------------------------------
21      15  1/2 level + 5
25      17  1/2 level + 5
30      20  1/2 level + 5
35      22  1/2 level + 5
40      25  1/2 level + 5
45      27  1/2 level + 5
50      30  1/2 level + 5

From 55 + it's 1/2 level + 10th level + 1/20th.
-----------------------------------------------
55      35  1/2 level + 1/10 level + 1/20 level
60      39  1/2 level + 1/10 level + 1/20 level
65      42  1/2 level + 1/10 level + 1/20 level
70      45  1/2 level + 1/10 level + 1/20 level
75      48  1/2 level + 1/10 level + 1/20 level
80      52  1/2 level + 1/10 level + 1/20 level
85      55  1/2 level + 1/10 level + 1/20 level
90      58  1/2 level + 1/10 level + 1/20 level
95      62  1/2 level + 1/10 level + 1/20 level
100     65  1/2 level + 1/10 level + 1/20 level
105     68  1/2 level + 1/10 level + 1/20 level
110     72  1/2 level + 1/10 level + 1/20 level
115     75  1/2 level + 1/10 level + 1/20 level
120     78  1/2 level + 1/10 level + 1/20 level

Quest & Two Handed Weapons (EACH add this to Average Damage)
+5 below level 55, +10 above level 55.

Please note: The OLC will SHOW you what's acceptable.

Weapon Flags (V4 type):  Only two handed and throwable allowed.
Two Handed Weapons: Add 5 to average damage above. (Level/2 + 5)
* Allowable stats: STR, INT, WIS, DEX, CON

Please note: You may use a -1 addaffect in order to have another
             affect added, or to use a point to another stat.
             Excluding hp/mana/move bonuses. (no hit/dam on these)
             For example. -1 Str +1 Int would balance.

HP, Mana, Move Bonuses

Hit Point Bonus:   NOT ALLOWED
Mana Bonus:        NOT ALLOWED
Move Bonus:        NOT ALLOWED

Rules for Exceptional Class Weapon Building



This is a set of guidelines to follow when building exceptional
classed weapons on Ansalon. 

NOTE: Please limit exceptional class weapons to a maximum of a few per area.
These MUST be on mobs or in locked containers (ie WG). Exceptional (or better)
Equipment found in shops will be nerfed after the builder is beaten severely.

 Level    Hitroll    Damroll   
 of Item   Bonus      Bonus   

   1-10     + 1        + 1
  11-20     + 2        + 2
  21-30     + 3        + 3
  31-40     + 4        + 4
  41-50     + 5        + 5
  51-60     + 6        + 6
  61-70     + 7        + 7
  71-80     + 8        + 8
  81-90     + 9        + 9
  91-100    +10        +10
 101-110    +11        +11
 111-121    +12        +12

Average Damage: See above chart.

Weapon Flags (V4 type):  Trade 4 hit or damage (or combination) per flag.
                         Limit of one flag per item. Exceptions:
                         Two handed & Throwable.

*Two Handed Weapons: Add 10 to average damage above.
Please note: You may use a -1 addaffect in order to have another
             affect added, or to use a point to another stat.
             Excluding hit/dam or hp/mana/move bonuses.
             For example. -1 Str +1 Int would balance.

HP, Mana, Move Bonuses

Hit Point Bonus:   Maximum 10 hp   /10 Levels
Mana Bonus:        Maximum 10 mana /10 Levels
Move Bonus:        Maximum 15 mv   /10 Levels

Exceptions:

One RARE repop item can exceed these stats in one area by one degree.
These must be approved by the IMP staff.

Clan and Personal equipment will be of Normal status, with Average damage on
weapons being as Exceptional (1/2 level + 5), no additional stats or flags,
nouns etc. The previous allowing of Exceptional +1 unbalanced the game to a
massive extent.

Rules for Quest Weapon Building


This is a set of guidelines to follow when building
Quest reward weapons on Ansalon.

Level    Hitroll    Damroll    
of Item   Bonus      Bonus     

  1-10     + 2        + 2
 11-20     + 3        + 3
 21-30     + 4        + 4
 31-40     + 5        + 5
 41-50     + 6        + 6
 51-60     + 7        + 7
 61-70     + 8        + 8
 71-80     + 9        + 9
 81-90     +10        +10
 91-100    +11        +11
101-110    +12        +12
111-121    +13        +13

Weapon Flags (V4 type):  Trade 2 hit or damage (or combination) per flag.
                         Limit of two flags per item. Exceptions:
                         Two handed & Throwable.

Average Damage: See above chart.

HP, Mana, Move Bonuses

Hit Point Bonus:   Maximum 5 hp   /10 Levels
Mana Bonus:        Maximum 5 mana /10 Levels
Move Bonus:        Maximum 5 mv   /10 Levels

Rules for Normal Class Armor Building



This is a set of guidelines to follow when building normal classed or
leveling armor on Ansalon.

Level    Hitroll    Damroll    Armor         Stats
of Item   Bonus      Bonus     Class*        (imp approved)

1-121      + 0        + 0      1/3 Levels     +3 Combined total

* V3 - Ac exotic to be 1/2 of this.

HP, Mana, Move Bonuses

Hit Point Bonus:   NOT ALLOWED
Mana Bonus:        NOT ALLOWED
Move Bonus:        Maximum 15 mv   /10 Levels

Rules for Exceptional Class Armor Building



This is a set of guidelines to follow when building exceptional
classed weapons on Ansalon. 

NOTE: Please limit exceptional class armor to a maximum of a few per
area. These MUST be on mobs or in locked containers (ie WG). Exceptional
(or better) Equipment found in shops will be nerfed after the builder is
beaten severely.

Level    Hitroll    Damroll    Armor         Stats
of Item   Bonus      Bonus     Class*        (imp approved)

  1-10     + 1        + 1      1/3 Levels     +2
 11-20     + 2        + 1      1/3 Levels     +2
 21-30     + 3        + 1      1/3 Levels     +2
 31-40     + 4        + 2      1/3 Levels     +3
 41-50     + 5        + 2      1/3 Levels     +3
 51-60     + 6        + 3      1/3 Levels     +3
 61-70     + 7        + 3      1/3 Levels     +4
 71-80     + 8        + 4      1/3 Levels     +4
 81-90     + 9        + 4      1/3 Levels     +4
 91-100    +10        + 5      1/3 Levels     +5
101-110    +11        + 5      1/3 Levels     +5
111-121    +12        + 6      1/3 Levels     +6

* V3 - Ac exotic to be 1/2 of this.

Please note: You may use a -1 addaffect in order to have another
             affect added, or to use a point to another stat.
             Excluding hit/dam or hp/mana/move bonuses.
             For example. -1 Str +1 Int would balance.

HP, Mana, Move Bonuses

Hit Point Bonus:   Maximum 10 hp   /10 Levels
Mana Bonus:        Maximum 10 mana /10 Levels
Move Bonus:        Maximum 15 mv   /10 Levels

Exceptions:

One RARE repop item can exceed these stats in one area by one degree.
These must be approved by the IMP staff.

Clan and Personal equipment will be of Normal status, with Average damage on
weapons being as Exceptional (see above chart), no additional stats or flags,
nouns etc.

Rules for Quest Armor Building



This is a set of guidelines to follow when building
Quest reward armor on Ansalon.

Level    Hitroll    Damroll    Armor             Stats &
of Item   Bonus      Bonus     Class*            (imp approved)

  1-10     + 2        + 2      1/3 Levels + 10     +4
 11-20     + 3        + 2      1/3 Levels + 10     +4
 21-30     + 4        + 2      1/3 Levels + 10     +4
 31-40     + 5        + 3      1/3 Levels + 10     +5
 41-50     + 6        + 3      1/3 Levels + 10     +5
 51-60     + 7        + 4      1/3 Levels + 10     +5
 61-70     + 8        + 4      1/3 Levels + 10     +6
 71-80     + 9        + 5      1/3 Levels + 10     +6
 81-90     +10        + 5      1/3 Levels + 10     +6
 91-100    +11        + 6      1/3 Levels + 10     +7
101-110    +12        + 6      1/3 Levels + 10     +7
111-121    +13        + 7      1/3 Levels + 10     +8

* V3 - Ac exotic to be 1/2 of this.

HP, Mana, Move Bonuses

Hit Point Bonus:   Maximum 15 hp   /10 Levels
Mana Bonus:        Maximum 15 mana /10 Levels
Move Bonus:        Maximum 20 mv   /10 Levels

Note on addapply affects such as invisibility flying etc:

A MAXIMUM of 1 such object per area, IMP approved only.

The extra affects can be any EXCLUDING the following:
  Giant Strength    Haste        Flameshield
  Sanctuary         Armor        Cancellation
  Word of Recall    Stone Skin   Find Familiar
  Shield            Feast        True Sight
  * Additional exclusions may be added per IMP decision.
    These items must also be either rare or difficult to get.