#HELPFILEDATA colourcode ` security 7 END #HELPENTRIES keyword RACIAL-WEIGHT RACIAL-HEIGHT~ level 1 category undefined~ text `#`YRace `CHeight `RWeight`^ `#`YName `cMIN `W| `CMAX `rMIN `W| `RMAX`^ `#`W--------------------+--------------+-----`^ `#`YAlaghi `c72" `W| `C84" `r300 `W| `R400`^ `#`YAvian `c42" `W| `C53" `r50 `W| `R80`^ `#`YDraconian `c72" `W| `C84" `r250 `W| `R350`^ `#`YDrow `c60" `W| `C72" `r80 `W| `R120`^ `#`YDuergar `c36" `W| `C48" `r150 `W| `R230`^ `#`YDwarf `c36" `W| `C48" `r150 `W| `R230`^ `#`YElf `c60" `W| `C72" `r80 `W| `R120`^ `#`YGnoll `c72" `W| `C84" `r220 `W| `R320`^ `#`YGnome `c30" `W| `C46" `r80 `W| `R150`^ `#`YGoblin `c42" `W| `C60" `r70 `W| `R200`^ `#`YHalf-Elf `c54" `W| `C74" `r80 `W| `R225`^ `#`YHalf-Orc `c68" `W| `C80" `r160 `W| `R310`^ `#`YHalfling `c24" `W| `C48" `r40 `W| `R100`^ `#`YHuman `c54" `W| `C80" `r80 `W| `R300`^ `#`YKobold `c24" `W| `C36" `r40 `W| `R90`^ `#`YLizardman `c72" `W| `C84" `r200 `W| `R250`^ `#`YMinotaur `c84" `W| `C92" `r300 `W| `R400`^ `#`YMrem `c56" `W| `C74" `r80 `W| `R170`^ `#`YOrc `c72" `W| `C84" `r200 `W| `R320`^ `#`YVoadkyn `c108" `W|`C120" `r650 `W| `R750`^ When setting player's height and weight values, please refer to this table as a guideline. In the case of a scrawny kobold one could drop the weight by 10 to 30. Unless it's an exceptional history and reason, try and remain close to these values. No 10'2" goblins please. `#`R**`^ `#`BReminder:`^ IMM's reserve the right to change any and all heights and weights they deem not acceptable; so, stay within the above limits. ~ END keyword AUTOBALANCE~ level 1 helpflags builder~ category undefined~ see_also AUTOBALANCE2 AUTOBALANCE3 AUTOBALANCE4~ text .. Stat Mage Spell Thief Druid Cleric Paladin Ranger Warrior Barbarian filcher ST, CO +3 +4 +5 +4 +4 +5 +5 +6 +7 QU, AG +3 +6 +7 +3 +5 +5 +6 +5 +4 ME, RE +7 +6 +5 +6 +6 +5 +5 +4 +3 IN, EM +4 +3 +3 +6 +7 +7 +5 +4 +4 SD, PR +4 +4 +3 +7 +6 +7 +6 +5 +4 AC -10 -15 -20 -10 -15 -20 -20 -25 -30 Saves -12 -8 -6 -10 -8 -6 -6 -5 -4 Hitroll +2 +4 +6 +2 +4 +6 +6 +10 +6 Damage +2 +4 +4 +2 +6 +6 +6 +8 +10 Hp +4 +6 +6 +4 +8 +10 +10 +12 +14 Mana +200 +120 +40 +160 +160 +100 +100 +40 +0 Table 1: Max modifier allowed for each class Table B7: Weapon Flags ------------------------------------------------------------------------ Flag Description ---- ----------- A flaming Weapon is flaming B frost Weapon is a frost weapon C vampiric Weapon drains energy D sharp Moderate chance of doing extra damage each hit E vorpal Small chance of doing VERY much more damage each hit F two-handed Weapon requires two hands G shocking Weapon is an electrical weapon H poisoned Weapon is poisoned I holy Weapon is holy ------------------------------------------------------------------------ ------------------------------------------------------------------------ Table B15: Race size restrictions ------------------------------------------------------------------------ human 45-60 elf 40-60 dwarf 35-50 half-elf 45-60 gnome 30-50 halfling 30-50 half-orc 50-65 orc 50-70 draconian 50-70 drow 45-55 avian 45-55 gnoll 50-70 duergar mrem lizardman Table A4: Recommended Hit Point, Armor Classes, and Damage Rolls ------------------------------------------------------------------------ level hit pts ac damage level hit pts ac damage ------------------------------------------------------------------------ 1 1d4+1 90 1d4+0 51 5d9+280 -210 5d8+20 2 1d4+2 80 1d5+0 52 5d9+285 -220 6d7+20 3 1d5+3 70 1d6+0 53 5d9+290 -230 6d7+21 4 2d4+1 60 1d5+1 54 5d9+295 -240 7d6+22 5 2d5+1 50 1d6+1 55 5d9+300 -250 10d4+23 6 2d5+4 40 1d7+1 56 6d9+300 -260 10d4+24 7 2d5+5 40 1d8+1 57 6d9+305 -270 6d8+24 8 2d5+8 30 1d7+2 58 6d9+310 -280 5d10+25 9 2d5+12 20 1d8+2 59 6d9+315 -290 8d6+26 10 2d5+18 10 2d4+2 60 6d9+320 -300 8d6+27 11 2d5+22 10 1d10+2 61 6d10+320 -310 8d6+28 12 2d5+45 0 1d10+3 62 6d10+325 -320 8d7+28 13 2d5+50 -10 2d5+3 63 6d10+330 -330 8d7+29 14 2d5+55 -10 1d12+3 64 6d10+335 -340 8d7+30 15 3d5+60 -20 2d6+3 65 6d10+340 -350 7d8+32 16 3d5+67 -20 2d6+4 66 7d10+340 -360 7d8+32 17 3d5+72 -30 3d4+4 67 7d10+345 -370 7d8+33 18 3d5+79 -30 2d7+4 68 7d10+350 -380 7d8+34 19 3d5+82 -40 2d7+5 69 7d10+355 -390 8d8+33 20 3d5+88 -40 2d8+5 70 7d10+360 -400 8d8+34 21 4d5+90 -50 4d4+5 71 7d11+360 -410 8d8+35 22 4d5+95 -50 4d4+6 72 7d11+365 -420 8d8+36 23 4d5+100 -60 3d6+6 73 7d11+370 -430 8d9+36 24 4d5+105 -60 2d10+6 74 7d11+375 -440 8d9+37 25 4d5+110 -70 2d10+7 75 7d11+380 -450 8d9+38 26 4d5+115 -70 3d7+7 76 8d11+380 -460 8d9+39 27 4d5+120 -80 5d4+7 77 8d11+385 -470 9d9+38 28 5d5+125 -80 2d12+8 78 8d11+390 -480 9d9+39 29 5d5+130 -90 2d12+8 79 8d11+395 -490 9d9+40 30 5d5+140 -90 4d6+8 80 8d11+400 -500 9d9+41 31 5d6+150 -100 4d6+9 81 8d12+400 -510 9d10+40 32 5d6+160 -100 6d4+9 82 8d12+405 -520 9d10+41 33 5d6+195 -110 6d4+10 83 8d12+410 -530 9d10+42 34 5d6+205 -110 4d7+10 84 8d12+415 -540 9d10+43 35 5d6+210 -110 4d7+11 85 8d12+420 -550 10d10+42 36 5d6+215 -120 3d10+11 86 9d12+420 -560 10d10+43 37 5d6+220 -120 3d10+12 87 9d12+425 -570 10d10+44 38 5d6+225 -130 5d6+12 88 9d12+430 -580 10d10+45 39 5d6+230 -130 5d6+13 89 9d12+435 -590 10d11+44 40 5d6+235 -130 4d8+13 90 9d12+440 -600 10d11+45 41 5d7+240 -140 4d8+14 91 9d13+440 -610 10d11+46 42 5d7+242 -140 3d12+14 92 9d13+445 -620 10d11+47 43 5d7+245 -150 3d12+15 93 9d13+450 -630 10d12+48 44 5d7+247 -150 8d4+15 94 9d13+455 -640 10d12+49 45 5d7+250 -150 8d4+16 95 9d13+460 -650 10d12+50 46 5d8+255 -160 6d6+16 96 10d13+460 -660 10d12+51 47 5d8+260 -170 6d6+17 97 10d13+465 -670 10d13+52 48 5d8+265 -180 6d6+18 98 10d13+470 -680 10d13+53 49 5d8+270 -190 4d10+18 99 10d13+475 -690 10d13+54 50 5d9+275 -200 5d8+19 100 10d14+480 -700 10d13+55 Thief mobiles should read their hp, ac, and damage at one level lower. Mage mobiles read hp and ac at one level lower, and damage three levels lower. Cleric mobiles read damage at two levels lower. Warrior mobiles read hit points one level higher. Armor class vs. magical attacks should be 80-90% of the other AC's. ~ END keyword AUTOBALANCE2~ level 1 helpflags builder~ category undefined~ see_also AUTOBALANCE AUTOBALANCE3 AUTOBALANCE4~ text ======================================================================== Appendix B OBJECT VALUE TABLES ======================================================================== Table B1: Materials Table B6: Weapon damage ------------------------------------------------------------------------ Here is a chart to be used for tabulating weapon damages -8 1d4 -7 1d4 -6 1d4 -5 1d4 -4 1d4 -3 1d4 -2 1d5 -1 1d5 0 1d5 1 1d6 2 1d7 2d3 3 1d8 4 1d9 2d4 5 1d10 6 1d11 2d5 3d3 7 1d12 8 1d13 2d6 9 1d14 3d4 10-11 1d15 2d7 4d3 12-13 2d8 3d5 14 2d9 4d4 5d3 15 3d6 16-17 2d10 18 2d11 3d7 4d5 6d3 19 5d4 20 2d12 21 3d8 22-23 2d13 4d6 7d3 24-25 2d14 3d9 5d5 6d4 26 2d15 4d7 8d3 27 3d10 28 2d16 29 5d6 7d4 30-31 2d17 3d11 4d8 6d5 9d3 32 2d18 33 3d12 34-35 2d19 4d9 5d7 8d4 10d3 36-37 2d20 3d13 6d6 7d5 38 2d21 4d10 11d3 39 3d14 5d8 9d4 40-41 2d22 42 2d23 3d15 4d11 6d7 8d5 12d3 43 7d6 44 2d24 5d9 10d4 45 3d16 46-47 2d25 4d12 13d3 48 2d26 3d17 6d8 9d5 49 5d10 11d4 50 2d27 4d13 7d7 8d6 14d3 51 3d18 52-53 2d28 54-55 2d29 3d19 4d14 5d11 6d9 10d5 12d4 15d3 56 2d30 57 3d20 7d8 9d6 58 4d15 8d7 16d3 59 5d12 13d4 60-61 3d21 6d10 11d5 62 4d16 17d3 63 3d22 64-65 5d13 7d9 10d6 14d4 66-67 3d23 4d17 6d11 8d8 9d7 12d5 18d3 68-69 3d24 5d14 15d4 70 4d18 19d3 71 7d10 11d6 72-73 3d25 6d12 13d5 74 4d19 5d15 8d9 10d7 16d4 20d3 75-76 3d26 9d8 77-78 3d27 4d20 6d13 7d11 12d6 14d5 21d3 79-80 5d16 17d4 81 3d28 82-83 4d21 8d10 11d7 22d3 84 3d29 5d17 6d14 9d9 10d8 15d5 18d4 85 7d12 13d6 86 4d22 23d3 87-88 3d30 89 5d18 19d4 90-91 3d31 4d23 6d15 8d11 12d7 16d5 24d3 92 7d13 14d6 93 3d32 9d10 11d8 94-95 4d24 5d19 10d9 20d4 25d3 96-97 3d33 6d16 17d5 98 4d25 8d12 13d7 26d3 99 3d34 5d20 7d14 15d6 21d4 With the following modifications: Weapon or Affect Read Damage at =========================================== dagger -8 whip -3 flail -2 sword or mace +0 axe or 2 handed spear(staff) +3 two handed maces or swords +6 polearms +8 2 handed axes +9 -20 mana +1 +10 mana -1 -4 hp +1 +2 hp -1 -2 hit or dam +1 +2 hit or dam -1 +1 attribute -1 -2 attribute +1 sharp -4 vorpal -4 vampiric -3 flaming -3 freezing -3 empowered -3 poisoned -3 holy -3 Note: Exotic weapons which are usable by mages are restricted to read damage at -5. Please also note that weapons do NOT have the allowable extra modifiers for other items. The "free" modifiers for items like armour, do not apply for weapons. Weapons do not have "free" modifiers. To make a weapon sharp, its damage level must be reduced by 4. There are exceptions to this rule and an appendix exists. But unless cleared by realm to apply exceptions to this rule, builders are strongly recommended to follow the above guidelines. Mob Wealth: The MAXIMUM limit is to be 20 x mob level. Eg. A lvl 50 mob should not have more than 1000 set at its wealth. Unless there is special reason, like only one of such a mob exists in the area or its an exceptionally rich rob. Even then, this should be carefully controlled to maintain economic balance in the game. Typical mobs should not even be near 20 x lvl. Mob Mana: An average of 100 + 10xlevel for the mana value of mobs. This is highly susceptive to change in accordance to the type of mob. Mage mobs to have the above recommended values. Warrior types to have 50%. Barbarian types (hatred to magic type mobs) to have as low as even 10%. Use your discretion for anything inbetween. ~ END keyword AUTOBALANCE3~ level 1 helpflags builder~ category undefined~ see_also AUTOBALANCE AUTOBALANCE2 AUTOBALANCE4~ text Armor Type Ac Pierce Ac Bash Ac Slash Ac Magic ---------- --------- ------- -------- -------- Finger level/10 level/10 level/10 level/15 Neck level/6 level/6 level/6 level/8 Torso level/3 level/3 level/3 level/4 Head level/4 level/4 level/4 level/5 Legs level/4 level/4 level/4 level/5 Feet level/5 level/5 level/5 level/6 Hands level/5 level/5 level/5 level/6 Arm level/4 level/4 level/4 level/5 About Body level/4 level/4 level/4 level/5 About Waist level/5 level/5 level/5 level/7 Wrist level/7 level/7 level/7 level/9 Shield level/3 level/3 level/3 level/4 Floating ItemUse Type Jewelry, Treasure, etc. (no AC) ~ END keyword AUTOBALANCE4~ level 1 helpflags builder~ category undefined~ see_also AUTOBALANCE AUTOBALANCE2 AUTOBALANCE3~ text Equip Normal 1 Alliance 2 Alliance level flag or flag and magic flag magic flag 0-10 0 0 1 11-20 1 1 2 21-30 2 3 4 31-40 3 4 5 41-50 4 5 6 51-60 5 6 7 61-70 6 7 8 71-80 7 8 9 81-90 8 9 10 91 9 10 11 Table 2: Max modifier based on items lev and alliance restrictions One Modifier Equals +1 attribute +2 hitpoints +20 mana +2 hitroll +2 damage -2 save -5 AC +40 movement bless flag Items for the face, ear, or ankle should have half the modifiers ordinarily given for that level eg. a normal level 42 earring should have no more than 2 modifiers. Items which have an affect should only have up to half the modifiers given for that level, in addition to the affect eg. a normal level 85 item which has the affect of detect_good should have no more than 4 additional modifiers. ~ END EOF~ #$