Object Rules |
Containers
Potions & Pills, Wands & Staves | Weapons | Armor |
Containers | Normal | Normal |
By Equipment Slot | Exceptional | Exceptional |
Lights | Quest | Quest |
Spellstaffs | ||
Fountains | ||
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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.