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This file describes guidelines for the stat modifications on items, each
different apply type fits into categories based on the wear location.  This
takes into account several factors and you should carefully consider these
values before adding affects to items.  The idea is to balance what players
can obtain and wear against the difficulty of the mobiles they will be
fighting for experience.

The maximum values here are absolute although we can be flexible these will
often be enforced strictly.  We would appreciate it if only one is modified
to the maximum except maybe in the case of hitroll/damroll which seem to be a
pair.

Keep in mind that sometimes a large modifier can be balanced by a negative
modifier on somthing else, but this doesn't give you a right to have a few
stats raised.  Generally speaking negative modifiers don't count for as much
as the value would suggest.

All the values are for level 100 so you should scale them to the correct
level and round to your discretion.  Also keep in mind that higher level
player may require higher modifiers so by level 200 these modifiers may be
increased to around 2.5 to 3 times those given. These numbers are fairly
generous, I by no means intend for someone to be able to get gear with all
the mods possible.

Negative modifiers may be used to offset good modifiers, although this
cannot justify multiple high bonuses.  Note also that negative
modifiers do not need to follow these guidelines in all cases, however
they should generally follow them.

Don't forget that the bonuses of the item may be offset by other than
penalties.  The item may be hard to get, an unusual size of armour,
anti-good/neutral/evil or cursed in some way, no-cast and no-id flags
might make it interesting and so might fragile.  There are a number of
possibilities that make an item both more interesting and in theme as
well as making it desirable.


General Principle
This table shows the general importance of the locations of the body,
represented as a percentage.  These figures reflect the total amount of
modifications you can place on the item.  This is more a rough guide as to
how important a location some place is.

-Where------Importance----------------------------------------------------
head	|	90
ear	|	35
nose	|	40
face	|	50
neck	|	65
float	|	60
shoulder|	85
arms	|	75
wrist	|	65
hands	|	72
finger	|	70
shield	|	80
wield	|	88
double	|	91
hold	|	68
body	|	100
waist	|	85
legs	|	77
ankle	|	35
feet	|	65
horns	|	30
wings	|	30
-Where------Importance----------------------------------------------------


Strength, Intelligence, Wisdom, Dexterity, Constitution
These apply to _all_ levels, don't apply scaling, although an
additional +1 may possibly be added after level 100.  Try not to have
too many stats mods on the one item, once again only higher level
items should have this.

-Where-------Suggested-------Maximum----------------------------------------
head	|	1		2
ear	|	1		1
nose	|	1		1
face	|	1		1
neck	|	1		2
float	|	1		2
shoulder|	1		2
arms	|	1		2
wrist	|	1		2
hands	|	1		2
finger	|	1		2
shield	|	1		2
wield	|	1		2
double	|	1		2
hold	|	1		2
body	|	1		2
waist	|	1		2
legs	|	1		2
ankle	|	1		1
feet	|	1		2
horns	|	1		1
wings	|	1		1
-Where-------Suggested-------Maximum----------------------------------------


Mana, Hitpoints (hp), Moves
Mana modifiers may exist in all 5 spheres of magic, this can mean that
a single sphere modifier could be higher, I would suggest only 3 times
higher though.
Note: movement tends to be flexible, although you should follow these
guidelines, movement is one place where they can be stretched a little.

-Where-------Suggested-------Maximum----------------------------------------
head	|	125		200
ear	|	50		100
nose	|	50		100
face	|	60		120
neck	|	80		150
float	|	80		150
shoulder|	120		200
arms	|	100		200
wrist	|	100		150
hands	|	100		180
finger	|	100		160
shield	|	120		200
wield	|	100		200
double	|	120		200
hold	|	100		175
body	|	150		250
waist	|	100		200
legs	|	100		200
ankle	|	50		100
feet	|	80		175
horns	|	40		80
wings	|	40		80
-Where-------Suggested-------Maximum----------------------------------------


Armour Class (ac)

-Where-------Suggested-------Maximum----------------------------------------
head	|	-50		-90
ear	|	-10		-20
nose	|	-10		-20
face	|	-15		-25
neck	|	-20		-50
float	|	-10		-30
shoulder|	-40		-75
arms	|	-35		-75
wrist	|	-25		-40
hands	|	-30		-60
finger	|	-20		-30
shield	|	-70		-90
wield	|	-10		-20
double	|	-10		-20
hold	|	-10		-25
body	|	-60		-100
waist	|	-40		-75
legs	|	-35		-75
ankle	|	-20		-30
feet	|	-25		-45
horns	|	-10		-20
wings	|	-10		-20
-Where-------Suggested-------Maximum----------------------------------------

Attack Roll (hitroll), Damage Roll (damroll)

-Where-------Suggested-------Maximum----------------------------------------
head	|	10		15
ear	|	5		10
nose	|	6		12
face	|	6		12
neck	|	8		14
float	|	3		8
shoulder|	8		14
arms	|	8		14
wrist	|	6		12
hands	|	8		15
finger	|	5		11
shield	|	3		11
wield	|	20		30
double	|	25		40
hold	|	3		9
body	|	12		20
waist	|	6		12
legs	|	6		12
ankle	|	3		9
feet	|	10		15
horns	|	10		20
wings	|	3		8
-Where-------Suggested-------Maximum----------------------------------------


Magic Resistance
Note that these follow a slightly tapering graph where they increase less as
levels increase, thus these values are close to the maximum for levels above
100, don't increase these much further

-Where-------Suggested--------Maximum---------------------------------------
head	|	10		30
ear	|	5		12
nose	|	5		12
face	|	8		15
neck	|	10		20
float	|	20		30
shoulder|	12		25
arms	|	12		25
wrist	|	12		25
hands	|	12		25
finger	|	15		30
shield	|	30		40
wield	|	8		20
double	|	10		20
hold	|	20		50
body	|	25		50
waist	|	15		30
legs	|	12		25
ankle	|	8		15
feet	|	15		30
horns	|	5		15
wings	|	5		15
-Where-------Suggested--------Maximum---------------------------------------


Resilience
Like saving throws resilience shouldn't raise too far above the maximums
here.  In this case the maximums shown are absolute maximums, don't go
much further above the maximums even at level 250.

-Where-------Suggested-------Maximum----------------------------------------
head	|	-10		-20
ear	|	-2		-5
nose	|	-2		-5
face	|	-5		-8
neck	|	-3		-10
float	|	-2		-2
shoulder|	-5		-12
arms	|	-3		-10
wrist	|	-3		-10
hands	|	-5		-15
finger	|	-3		-10
shield	|	-12		-20
wield	|	0		-5
double	|	0		-5
hold	|	-5		-12
body	|	-15		-30
waist	|	-5		-15
legs	|	-5		-12
ankle	|	-2		-5
feet	|	-5		-12
horns	|	-2		-5
wings	|	-2		-5
-Where-------Suggested-------Maximum----------------------------------------


Body-Temperature

No table for this one, suggested values are between +/- 10, +/- 25 is
acceptable but anything above that is getting fairly extreme, although
if you can justify it, then...


Initiative

-Where-------Suggested-------Maximum----------------------------------------
head	|	2		5
ear	|	0		2
nose	|	0		2
face	|	1		2
neck	|	1		2
float	|	0		2
shoulder|	1		3
arms	|	2		4
wrist	|	2		4
hands	|	3		5
finger	|	3		5
shield	|	0		2
wield	|	5		9
double	|	7		12
hold	|	3		6
body	|	4		8
waist	|	2		5
legs	|	3		6
ankle	|	0		2
feet	|	2		6
horns	|	0		1
wings	|	2		4
-Where-------Suggested-------Maximum----------------------------------------


Size
These shouldn't scale too much, although you shouldn't allow for large
changes in the early levels, be moderate.  This is a very tricky
modification to adjust, so try not to make any massive changes.

-Where-------Suggested-------Maximum----------------------------------------
head	|	10		20
ear	|	10		10
nose	|	10		10
face	|	10		10
neck	|	10		20
float	|	10		20
shoulder|	10		20
arms	|	10		20
wrist	|	10		20
hands	|	10		20
finger	|	10		20
shield	|	10		20
wield	|	0		0
double	|	0		0
hold	|	0		20
body	|	10		30
waist	|	10		20
legs	|	10		20
ankle	|	10		10
feet	|	10		20
horns	|	10		10
wings	|	10		10
-Where-------Suggested-------Maximum----------------------------------------


Note: I have tried to consider all angles on each of these, thus there are
values which are a little strange in parts.  I may not have considered a
particular piece of gear and if you think that something needs to be changed,
please tell me.
			--Symposium

Example items with reasonable sets of modifiers, these are all fairly
difficult to find items, they are not my any means easily found.

Level 83 Ring:
Affect: modifies magic resistance by -5 in permanence.
Affect: modifies damage roll by 6 in permanence.

The magic resistance offsets the large damage bonus somewhat.

Level 81 Weapon:
Affect: modifies attack roll by 10 in permanence.
Affect: modifies damage roll by 15 in permanence.

The two bonuses are reasonably small, but together they are
significant.

Level 79 Waist:
Affect: modifies fire mana by 250 in permanence.
Affect: modifies intelligence by 1 in permanence.
Affect: modifies body temperature by 50 in permanence.
Affect: modifies damage roll by 4 in permanence.

The fire mana bonus is quite large, but this is justified by being the
only modifier.  The other modifiers are small except the exceptionally
large body temperature increase, which is justified by the name of the
item: fiery girth.  All of the modifiers except intelligence are in
theme with the item and the intelligence is not unreasonable.

Level 88 Body:
Affect: modifies speed by 5 in permanence.
Affect: modifies attack roll by 10 in permanence.
Affect: modifies armour class by 50 in permanence.

The speed and attack roll are large, but not disproportionately so and
with a penalty to armour class, the item is well enough balanced.