Object Values for Dimension area builders - Thanks to Etaine of MadRom for permission to use their docs as a major springboard. - Updated 03.26.97 by Theoden ***Follow these docs or your area will be returned for editing*** Few opening words of advice: * Always write your objects in an interesting and creative fashion. Use the extended description line to give your object personalitly. When deciding what mobiles will carry your equipment and what rooms objects will reset in, remember the theme of your area. Mobilies should only carry things that make sensse for the type of monster thy are. Do not make a lot of boring object just to fill up your area. Players would prefer 10 beautifuly written, coherent objects than 50: a big sword lies here, a bigger sword lies here, the biggest damn sword you have ever seen lies here ect ect. HOWEVER, useless objects does not equal boring!! Objects with no purpose but to be there, when written well, add a LOT of personality to your area. This is addressed by Lok in our main building guide, so read that section for the details :) * When reseting objects on mobiles, make sure the level of the object is not more than the mobile, and no lower than 4 levels below the mobile's level. * Guildlines in this document are for MAXIMUM values! If they are above the maximum value, it will either be edited by me or sent back for editing (the former is bound to happen more often). Do not make an area with everything set at the maximum. Most objects should be medium in power, with a few items at maximum power liberaly sprinkled in. * My view on area writing: The only reason to build is because you enjoy it, not because you like seeing your name on the area list or because you want everyone to wear your eq and level off your mobs (read: EGO!). Good areas will become popular on their own, without the help of powerful eq. If your writing needs unbalanced objects to bring players to the area and make it popular, there is something wrong with the area writing wise. Build because you enjoy writing and your area will be a success no matter who visits it, because it is something you can be proud of. !WEAPONS! -average damage chart: level average possible dam dice values 1 - 5 9 6d2 4d3 3d5 2d7 5 - 10 13 8d2 6d3 5d5 4d5 2d12 11 - 15 17 11d2 8d3 4d7 2d16 16 - 20 21 14d2 10d3 8d4 7d5 6d6 5d7 4d9 21 - 25 25 16d2 12d3 10d4 8d5 6d7 5d9 4d11 3d15 2d24 26 - 30 29 19d2 14d3 8d6 7d7 4d13 2d28 31 - 35 33 22d2 16d3 13d4 11d5 7d8 6d10 5d12 3d21 2d31 36 - 40 37 24d2 18d3 14d4 12d5 9d7 8d8 6d11 41 - 45 41 27d2 20d3 16d4 13d5 10d7 8d9 6d12 4d19 46 - 50 45 30d2 22d3 18d4 15d5 11d7 10d8 9d9 8d10 6d14 3d29 51 51 34d2 25d3 20d4 17d5 11d8 10d9 7d13 6d16 4d24 3d33 * NEW! Read whips, maces, daggers, and flails at one level BELOW where they would usually fit in. IE: a level 22 dagger's damdice should be read from the 16-20 line, NOT the 21-25 line. * These are the max values allowable. If you add any helpful flags to the weapon, reduce the damage dice accordingly (the second number). So a level 23 sword with the flaming flag and +1 str should get the dice 6d4. * For the possible values column, values with a high first number and low second number should be used for strong weapons. Value with almost equal values should be used for average weapons, and values with a low first number and high second number should be used on weaker weapons. * Do not exceed these values, even if a weapon is given harmful flags. !ARMOR! -no bonuses chart: * Use this chart if your armor has no attribute bonuses or perm affects. * NEW! Use this secondary chart to see where to read an armor's AC value: hold -4 head -1 finger -3 feet -1 neck -3 about -1 hands -2 wrist -1 waist -2 torso, legs, arms, and shield should be read AT level. Example: if you want a level 23 ring, you would get the AC values from level 20 (subtract 3). This applies to both armor charts. level ac values level ac values 1 1 1 1 0 27 10 10 10 5 2 1 1 1 0 28 10 10 10 5 3 2 2 2 0 29 10 10 10 5 4 2 2 2 0 30 11 11 11 6 5 2 2 2 1 31 11 11 11 6 6 3 3 3 1 32 11 11 11 6 7 3 3 3 1 33 12 12 12 6 8 3 3 3 1 34 12 12 12 6 9 4 4 4 1 35 12 12 12 7 10 4 4 4 2 36 13 13 13 7 11 4 4 4 2 37 13 13 13 7 12 5 5 5 2 38 13 13 13 7 13 5 5 5 2 39 14 14 14 7 14 5 5 5 2 40 14 14 14 8 15 6 6 6 3 41 14 14 14 8 16 6 6 6 3 42 15 15 15 8 17 6 6 6 3 43 15 15 15 8 18 7 7 7 3 44 15 15 15 8 19 7 7 7 3 45 16 16 16 9 20 7 7 7 4 46 16 16 16 9 21 8 8 8 4 47 16 16 16 9 22 8 8 8 4 48 17 17 17 9 23 8 8 8 4 49 17 17 17 9 24 9 9 9 4 50 17 17 17 10 25 9 9 9 5 51 18 18 18 11 26 9 9 9 5 -bonuses chart: * Use this chart if your armor has attribute bonuses and/or perm affects. level ac values level ac values 1 1 1 1 0 27 7 7 7 3 2 1 1 1 0 28 8 8 8 4 3 1 1 1 0 29 8 8 8 4 4 2 2 2 0 30 8 8 8 4 5 2 2 2 0 31 8 8 8 4 6 2 2 2 0 32 9 9 9 4 7 2 2 2 1 33 9 9 9 4 8 3 3 3 1 34 9 9 9 4 9 3 3 3 1 35 9 9 9 5 10 3 3 3 1 36 10 10 10 5 11 3 3 3 1 37 10 10 10 5 12 4 4 4 1 38 10 10 10 5 13 4 4 4 1 39 10 10 10 5 14 4 4 4 2 40 11 11 11 5 15 4 4 4 2 41 11 11 11 5 16 5 5 5 2 42 11 11 11 6 17 5 5 5 2 43 11 11 11 6 18 5 5 5 2 44 12 12 12 6 19 5 5 5 2 45 12 12 12 6 20 6 6 6 2 46 12 12 12 6 21 6 6 6 3 47 12 12 12 6 22 6 6 6 3 48 13 13 13 6 23 6 6 6 3 49 13 13 13 7 24 7 7 7 3 50 13 13 13 7 25 7 7 7 3 51 14 14 14 8 26 7 7 7 3 * If you make several powerful items of armor, make some with the same level and wear location. This will prevent players from making a super powerful outfit of equipment from your area. For instance, make both a +hp set of armplates and a +mana set of armplates. !LIGHTS, CONTAINERS, and DRINK CONTAINERS! -chart for lights level duration 1 - 10 99 hrs 11 - 15 200 hrs 16 - 25 500 hrs 26 - 51 999 hrs -chart for containers level capacity 1 - 10 100 lbs 11 - 15 150 lbs 16 - 25 200 lbs 26 - 40 350 lbs 41 - 51 500 lbs * Drink containers that hold an endless amount should be level 45 and up. * The maximum amount of liquid a container that is not bottomless and level 15+ should hold is 150. Adjust lower level drink containers accordingly. !SCROLLS, POTIONS, and PILLS! * The level should be no less than the minimum level required to cast the spell normally. * The spell level of the item should not be more than 10 levels above, or 40% of the item level, whichever is less. * The value of the item should reflect the power of the spell. If the spell level of the object is over 40, the value should be no less than 1.25 times the cost to create a homemade scroll or potion. The value guide only applies if you are putting the object in a shop, however. !WANDS and STAVES! level # of charges 1 - 10 1 11 - 20 2 21 - 30 3 31 - 40 4 41 - 50 5 51 6 * These apply to the mid-range spells (acid blast, cure medium, ect). More powerful spells should have less charges, less powerful spells can have more. * Use the same guide as above for level restrictions. !BONUSES for ALL ITEMS! -hp and mana chart level hp+mana total 1 - 10 0 11 - 25 15 26 - 40 20 41 - 50 35 51 40 * The number on the right is the total number of hp AND mana an item can have. A level 30 chainmail can have (5 mana and 15 hp), (10 mana and 10 hp), (-10 mana and 30 hp), or any combination, within reason. * Objects set at maximum bonus can NOT have any attribute bonus. For every +2 attribute bonus added, 5 hp/mana should be subtracted. -hit and dam chart level hit+dam total 1 - 10 0 11 - 20 1 21 - 30 2 31 - 40 3 41 - 50 4 51 5 * The number on the right is the total number of hit AND dam an item can have. A level 30 chainmail can have (1 hit and 1 dam), (2 dam and no hit), (-2 hit and 4 dam), or any combination, within reason. * If you add a hit or dam bonus, add either the GLOW or HUM flag, and both for armor with the maximum allowed value. * Objects set at maximum bonus can NOT have any attribute bonus. For every +2 attribute bonus added, 1 hit or dam should be subtracted. -attribute chart level total 1 - 10 1 11 - 25 3 26 - 50 5 51 6 * Attribute bonuses consist of str, int, wis, dex, and con. You can mix and match your bonus within these 5 areas, and it is advised to do so. * The number on the right is the total number of attributes an item can have. A level 30 chainmail can have (1 str and 3 con), (2 str, 1 int and 1 dex), (-1 str, 3 con, 1 int, and 2 dex), or any combination, within reason. * This system is different for high level items. Items with negative con, wis, or int will not make up for lots of dex or str. This applies to items 45 and up. So, level 49 gauntlets with -3 con and 9 dex has a total of 9 attribute points. The negative con will not be subtracted from the overall amount. -save vs. magic chart level total 1 - 10 0 11 - 25 -5 26 - 40 -6 41 - 50 -8 51 -9 * Should be rare, and on magical items only. * Same rules apply as above. -7 rod and +2 poison are valid for a level 25 item, as long as the total is not more that the number on the right. * Add the MAGIC flag to any item with save vs. magic bonus. !COST OF ITEMS! As a general rule, objects should be worth 100*level silver. Powerful items can be worth more, and less powerful objects worth less. This does not apply to objects that have a specific worth defined in their section of this guide. * NEW! For every + attribute you put on the object, add 200 silver to the cost. For every negative attribute, subtract 200 silver. * NEW! For every +5 hp aor mana, add 200 silver to the value. Subtract 200 silver for ever -5 hp or mp. * NEW! For every weapon flag (flaming, 2 handed), add 500 silver to the object's value. * NEW! For every perm spell, add 200-1000 silver, depending on the spell. * NEW! When setting value for armor, use the level you read the AC at (a ring is -3 levels, so a level 23 ring would be worth 2000 silver assuming no other flags or attributes were added). * NEW! When setting value for weapons, use the following as a guide: dagger -5 whip -4 flail -3 mace -2 Example: A level 25 dagger would have a value of 2000, assuming no other flags or attributed were added. * If none of this value setting makes sense, don't fret too much about it. Let me know and I can set the values for you :)