I. Value guidelines for specific object types. A. Scrolls/Potions/Pills i. The object level should be no less than the minimum level required to cast the spell normally. (i.e. a heal pill must be at least level 21 because that is the level at which clerics can cast it) ii. The maximum level of the spell should not exceed the level of the object by more than 10 or 40%, whichever is GREATER. iii. The value of the item should reflect the power of the spell. The value should be NO LESS than twice the cost to create a homemade scroll or potion. (i.e. A heal potion should cost no less than 10000 gold and sanc no less than 15000 coins.) This value guide applies only if you are putting these items for sale, in a shop. B. Wands/Staves i. The same level restrictions as Scrolls/Potions/Pills for both object level and spell level. ii. The number of charges should be inversely proportional to the power of the spell. This also should be modified by the relationship of the level of the spell to the level of the object. (i.e. an level 40 object will have more charges of a level 35 spell than it would of a level 40 spell.) iii. Here are some guidelines for some of the more powerful and popular spells. Spell Max Charges Minimum item level. Mass Heal 1 38 Mass Sanc 1 45 Heal 2 21 Sanc 3 20 Acid Blast 2 37 Chain Lightning 3 33 C. Weapons i. For New format weapons, damage is calculated as a roll of dice (like 4d6) If you set a damage of XdY, you can calculate the following: Minimum damage= X Maximum damage= X * Y Average damage= ((X * Y) + X)/2 NOT (X*Y)/2, be careful! ii. Average damage is not to exceed (0.5*weapon level) + 4. eg.- Average damage on weapons : Maximum should be 5 to start plus 5 for every 10 levels. So, for example, a level 30 weapon maximum average damage would be 5 plus 15 (5 per each 10 levels) for a total of 20. D. Armor i. Values for each AC type should not exceed 1/3 of the item level. eg, a level 40 bracer should not have an AC of more than: -13 -13 -13 -13 -13.... some of the values should be only 1/4 of level. That level 40 bracer AC ideally should be: -13 -12 -10 -11 -13 for example. II. AFFECT_flag guidelines for all object types. i. The average 'score' of all 'usable objects' in your area should not exceed 0.60. ii. A 'usable object' is any object intended to be worn/wielded/held. Do not count staves or wands in the average unless they have AFFECT_flags. iii. The 'score' for an object is calculated as: (actual 'points')/(maximum allowed 'points') iv. One 'point' is equal to any of the following: +1 Str OR +1 Int OR +1 Wis OR +1 Dex OR +1 Con OR (+1 Hit AND +1 Dam) OR +10 hitpoints OR +10 mana OR -2 Save_spell OR -2 save_breath etc. v. The maximum allowable points are (by level of object): Level range Points 1-5 1 6-15 2 16-25 3 26-40 4 41-55 5 56-70 6 71-91 7 Example: You area contains the following EQ. 1. Weapon, level 55, 6d10 (ave 33), +1 dex, +1hit, +1dam (2 pts, score 0.5) 2. Armor, level 65, AC 16/16/16/5, +1wis, +1int, +20hp, +20mana (6pts, score 1.0) 3. Treasure, level 43, +1 hitroll, +5 hp, +5mana (1.5pts, score 0.3) Average score for all objects = 0.6. Note: Objects are not allowed to have scores over 1.0, obviously. Note: For mana and hp bonuses on objects, do not allow more than one point per level. EG a level 25 object could have +25 hp OR +25 mana OR +12 hp AND +13 mana, maximum. Mobiles Mobiles should be balanced: a fairly hard fight should harvest a player around 50 exp. A VERY tough fight might give the player from 80 to 120 exp. The experience that a player will get from a mobile is determined by the level of the player vs the level of the mob, and the mobiles alignment. the amount of hitpoints the mob has, for example). A level 20 player will get around 50 exp for a level 20 mobile, and around 120 experience for a level 25 mobile, and higher if the mobile is oppositely aligned. The toughness of the fight, is determined by the hitpoints, damage, hitroll, other flags, spec_functions, and the weapon the mob may or may not be carrying (which affects the mobs damage). When determing the hitpoint and damroll to put on your mobile, keep in mind how many IMMUNITIES and RESISTANCES you are also adding, and what ACT_FLAGS you are adding, as well as any spec_functions you might be giving that mobile. The more IMMUNITIES and RESISTANCES a mobile has, the tougher it is. If the mobile has a special combat function it is also tougher. If so, you might give it a hitpoint setting at the lower end of its level range. On the other hand, if the mobile has few IMMUNITES and RESISTANCES and no special function for combat, plus lots of VULNERABILITIES, you might give it hitpoints at the higher end of the hitpoint range. I. Hitpoints Hitpoints are determined as a roll of the dice: eg 2d10+100 would give that mobile a hitpoint range, on reset, of 100 to 120 hitpoints. - Guide for mobiles: (hp=hitpoints) Level 1-10 10-15 hp per level Level 41-60 20-55 hp per level Level 11-20 15-20 hp per level Level 61-70 35-70 hp per level Level 21-30 15-30 hp per level Level 71+ 50-100 hp per level Level 31-40 20-35 hp per level II. Mana Mana is also determined as a roll of the dice, but is not actually implemented on MadROM at present. However, treat the mobile as if it can use mana, and give it the amount of mana a cleric or warrior player (depending on the mobile) at that mobiles level, might have. Ask players on the mud for their mana stats. If you don't want to bother with this, just put in 1d1+99 for all mobiles, in the mana section. III. Hitroll Affects how often the mobile will hit you, basically. It doesn't need to be very high, as its an added bonus for the mobile. For a level 50 mobile, a hitroll of 8 is more than fine, and for a level 90 mobile a hitroll of 15 would be great. IV. Damage Affects how HARD the mobile will hit you. This value will be augmented by the average damage of the weapon the mobile is carrying if you use the E (equip command) in the resets section to give the mobile a weapon. An easy guide to setting the damage for your mobile is to set the damage the same way you set average damage for a weapon: 5 + 10 for each level eg a level 50 mobile would have an average damage of 30 or eg 1d1+30 or a range such as 2d5+25. Keep in mind that giving your mobile a weapon will give it more damage than what you put in in this value in the #MOBILES section. V. Armor Class This value is also affected by an armor you give your mobile to wear, using the E (equip) command to give eq to your mobile in the RESETS section. A quick way to decide what value to give your mobile for its armor class is 2/3 of the mobiles level. eg a level 90 mobile would have armor class values around 60. You have 5 values to put in here, each explained in ozy.doc. Don't make all values the same. Eg for a level 90 mobile you might have: -60 -59 -58 -59 -35 The last value, resistance to magic, is usually a bit lower than the resistances to the weapon attacks. NB. the values are multiplied by 10 by the mud. So a mobile with -60 AC in your area file will have around -600 AC. This is taken into account when I am suggesting the values for you to put in. VI. ACT_FLAGS, IMMUNITIES, RESISTANCES and VULNERABILITIES. Don't load your mobile up with immunities and resistances OR make it wussy with too many vulnerabilities. Choose a few that reflect the nature of the creature. Choose MORE the higher level the mobile. Keep in mind that the more immunities and resistances the mobile has, the tougher it is, and the weaker you might want it in hitpoints and damage. Any mobile over level 45 should have Sanctuary, OR be Aggressive, or have bash, berserk or frenzy. All at this level or higher should have trip and/or dodge and parry. VII. Special functions Special functions for your mobile. Keep in mind that giving your mobile special functions may make it anywhere from a little to a LOT tougher. Of the combat special functions, the least nasty are the spec_breath ones. Harder yet is the special_cast_cleric function. Mobiles with special_cast_mage and spec_cast_undead are very tough!, and because of the possibility of players being edrained, should be given these special functions only if they are a prize to fight..eg they hold the key to a treasure, or guard the gateway to an area, or wear powerful equipment. Ozy.doc has a list of special functions available, and what spells they contain. VII. Gold Don't load your mobile up with gold. 1000 gold for a level 90 mobiles is MORE than enough, 70 gold for a level 60 mobile is rich, and mobiles under level 50 should not have more than 30 gold. Those under level 30 should have a maximum of 20 gold.