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.