Building guidelines
From dodWiki
These are the building guidelines for the ibs. These are not set in stone, but if too many areas deviate from this norm, we will experience a kind of inflation. The next area that gets built will be compared with one before it. The temptation for the builder will be to top the other areas that have come before. And players will complain that items are useless if they don't match what is already available.
Contents |
Armor statistics
| Level | Armor class | Modifier |
|---|---|---|
| 1-4 | 1 | +1 |
| 5-9 | 3 | +1 |
| 10-14 | 5 | +1 |
| 15-19 | 6 | +1 |
| 20-24 | 7 | +2 |
| 25-29 | 8 | +2 |
| 30-34 | 9 | +2 |
| 35-39 | 10 | +2 |
| 40-44 | 11 | +3 |
| 45-49 | 12 | +3 |
| 50-59 | 13 | +3 |
| 60-65 | 14 | +3 |
| 66-69 | 14 | +4 |
| 70-79 | 15 | +4 |
| 80-89 | 16 | +4 |
| 90-95 | 17 | +4 |
| 96-100 | 17 | +5 |
- Strength, Dexterity, and Constitution should be the primary bonuses. In rare cases, other ability scores can be modified.
Mob statistics
| Level | Hit points | Armor class | Damage |
|---|---|---|---|
| 1 | 2d6+10 | 9 | 1d4+0 |
| 2 | 2d7+21 | 8 | 1d5+0 |
| 3 | 2d6+35 | 7 | 1d6+0 |
| 4 | 2d7+46 | 6 | 1d5+1 |
| 5 | 2d6+60 | 5 | 1d6+1 |
| 6 | 2d7+71 | 4 | 1d7+1 |
| 7 | 2d6+85 | 4 | 1d8+1 |
| 8 | 2d7+96 | 3 | 1d7+2 |
| 9 | 2d6+110 | 2 | 1d8+2 |
| 10 | 2d7+121 | 1 | 2d4+1 |
| 11 | 2d8+134 | 1 | 1d10+2 |
| 12 | 2d10+150 | 0 | 1d10+3 |
| 13 | 2d10+170 | -1 | 2d5+3 |
| 14 | 2d10+190 | -1 | 1d12+3 |
| 15 | 3d9+208 | -2 | 2d6+3 |
| 16 | 3d9+233 | -2 | 2d6+4 |
| 17 | 3d9+258 | -3 | 3d4+4 |
| 18 | 3d9+283 | -3 | 2d7+4 |
| 19 | 3d9+308 | -4 | 2d7+5 |
| 20 | 3d9+333 | -4 | 2d8+5 |
| 21 | 4d10+360 | -5 | 4d4+5 |
| 22 | 5d10+400 | -5 | 4d4+6 |
| 23 | 5d10+450 | -6 | 3d6+6 |
| 24 | 5d10+500 | -6 | 2d10+6 |
| 25 | 5d10+550 | -7 | 2d10+7 |
| 26 | 5d10+600 | -7 | 3d7+7 |
| 27 | 5d10+650 | -8 | 5d4+7 |
| 28 | 6d10+703 | -8 | 2d12+8 |
| 29 | 6d10+778 | -9 | 2d12+8 |
| 30 | 6d10+853 | -9 | 4d6+8 |
| 31 | 6d10+928 | -10 | 4d6+9 |
| 32 | 10d10+1000 | -10 | 6d4+9 |
| 33 | 10d10+1100 | -11 | 6d4+10 |
| 34 | 10d10+1200 | -11 | 4d7+10 |
| 35 | 10d10+1300 | -11 | 4d7+11 |
| 36 | 10d10+1400 | -12 | 3d10+11 |
| 37 | 10d10+1500 | -12 | 3d10+12 |
| 38 | 10d10+1600 | -13 | 5d6+12 |
| 39 | 15d10+1700 | -13 | 5d6+13 |
| 40 | 15d10+1850 | -13 | 4d8+13 |
| 41 | 25d10+2000 | -14 | 4d8+14 |
| 42 | 25d10+2250 | -14 | 3d12+14 |
| 43 | 25d10+2500 | -15 | 3d12+15 |
| 44 | 25d10+2750 | -15 | 8d4+15 |
| 45 | 25d10+3000 | -15 | 8d4+16 |
| 46 | 25d10+3250 | -16 | 6d6+16 |
| 47 | 25d10+3500 | -17 | 6d6+17 |
| 48 | 25d10+4000 | -18 | 6d6+18 |
| 49 | 50d10+4500 | -19 | 4d10+19 |
| 50 | 50d10+5000 | -20 | 5d8+20 |
| 51 | 50d10+5500 | -21 | 5d8+20 |
| 52 | 50d10+6000 | -22 | 6d7+21 |
| 53 | 50d10+6500 | -23 | 6d7+22 |
| 54 | 50d10+7000 | -24 | 7d6+23 |
| 55 | 50d10+7500 | -25 | 10d4+24 |
| 56 | 50d10+8000 | -26 | 10d4+25 |
| 57 | 50d10+8500 | -27 | 6d8+26 |
| 58 | 50d10+9000 | -28 | 5d10+28 |
| 59 | 50d10+9500 | -29 | 8d6+30 |
| 60 | 50d10+10000 | -30 | 8d6+32 |
| 61 | 50d10+10500 | -31 | 8d6+34 |
| 62 | 50d10+11000 | -32 | 8d6+36 |
| 63 | 50d10+11500 | -33 | 8d6+38 |
| 64 | 50d10+12000 | -34 | 8d6+40 |
| 65 | 50d10+12500 | -35 | 8d6+42 |
| 66 | 50d10+13000 | -36 | 8d6+44 |
| 67 | 50d10+13500 | -37 | 8d6+46 |
| 68 | 50d10+14000 | -38 | 8d6+48 |
| 69 | 50d10+14500 | -39 | 8d6+50 |
| 70 | 50d10+15000 | -40 | 8d6+52 |
| 71 | 50d10+15500 | -41 | 8d6+54 |
| 72 | 50d10+16000 | -42 | 8d6+56 |
| 73 | 50d10+16500 | -43 | 8d6+58 |
| 74 | 50d10+17000 | -44 | 8d6+60 |
| 75 | 50d10+17500 | -45 | 8d6+62 |
| 76 | 50d10+18000 | -46 | 8d6+64 |
| 77 | 50d10+18500 | -47 | 8d6+66 |
| 78 | 50d10+19000 | -48 | 8d6+68 |
| 79 | 50d10+19500 | -49 | 8d6+70 |
| 80 | 50d10+20000 | -50 | 8d6+72 |
| 81 | 50d10+20500 | -51 | 8d6+74 |
| 82 | 50d10+21000 | -52 | 8d6+76 |
| 83 | 50d10+21500 | -53 | 8d6+78 |
| 84 | 50d10+22000 | -54 | 8d6+80 |
| 85 | 50d10+22500 | -55 | 8d6+82 |
| 86 | 50d10+23000 | -56 | 8d6+84 |
| 87 | 50d10+23500 | -57 | 8d6+86 |
| 88 | 50d10+24000 | -58 | 8d6+88 |
| 89 | 50d10+24500 | -59 | 8d6+90 |
| 90 | 50d10+25000 | -60 | 8d6+92 |
| 91 | 50d10+25500 | -61 | 8d6+94 |
| 92 | 50d10+26000 | -62 | 8d6+96 |
| 93 | 50d10+26500 | -63 | 8d6+98 |
| 94 | 50d10+27000 | -64 | 8d6+100 |
| 95 | 50d10+27500 | -65 | 8d6+102 |
| 96 | 50d10+28000 | -66 | 8d6+104 |
| 97 | 50d10+28500 | -67 | 8d6+106 |
| 98 | 50d10+29000 | -68 | 8d6+108 |
| 99 | 50d10+29500 | -69 | 8d6+110 |
| 100 | 50d10+30000 | -70 | 8d6+112 |
Weapons and damage
The equation for weapon damage is:
Number of dice (X) * Sides on dice (Y) = Weapon damage (Z)
Restrictions are as follows:
- Z <= Minimum level invoked for this weapon
- X <= Y
Use your judgement on this. A level 20 final mob (meaning the highest level mob in the area) might have a weapon using the formula 4*5=20, while a level 20 starting mob (lowest level mob in the area) might have a weapon using the formula 1*20=20.
Non-standard weapons (such as a tree branch made into a bludgeon or a glass stir rod made into a short blade) should be set at half Z.
Weapon Hit, Damage, and Affect modifiers
| Level | Hitroll | Damroll | Affect Points |
|---|---|---|---|
| 1 | N/A | N/A | 1 |
| 2 | N/A | N/A | 2 |
| 3 | N/A | N/A | 3 |
| 4 | 1 | N/A | N/A |
| 5 | 1 | N/A | 1 |
| 6 | 1 | N/A | 2 |
| 7 | N/A | 1 | N/A |
| 8 | N/A | 1 | 1 |
| 9 | N/A | 1 | 2 |
| 10 | N/A | 1 | 3 |
| 11 | 1 | 1 | N/A |
| 12 | 1 | 1 | 1 |
| 13 | 1 | 1 | 2 |
| 14 | 1 | 1 | 3 |
| 15 | 2 | 1 | N/A |
| 16 | 2 | 1 | 1 |
| 17 | 2 | 1 | 2 |
| 18 | 1 | 1 | N/A |
| 19 | 1 | 2 | 1 |
| 20 | 1 | 2 | 2 |
| 21 | 1 | 2 | 3 |
| 22 | 2 | 2 | N/A |
| 23 | 2 | 2 | 1 |
| 24 | 2 | 2 | 2 |
| 25 | 2 | 2 | 3 |
| 26 | 3 | 2 | N/A |
| 27 | 3 | 2 | 1 |
| 28 | 3 | 2 | 2 |
| 29 | 2 | 3 | N/A |
| 30 | 2 | 3 | 1 |
| 31 | 2 | 3 | 2 |
| 32 | 2 | 3 | 3 |
| 33 | 3 | 3 | N/A |
| 34 | 3 | 3 | 1 |
| 35 | 3 | 3 | 2 |
| 36 | 3 | 3 | 3 |
| 37 | 4 | 3 | N/A |
| 38 | 4 | 3 | 1 |
| 39 | 4 | 3 | 2 |
| 40 | 3 | 4 | N/A |
| 41 | 3 | 4 | 1 |
| 42 | 3 | 4 | 2 |
| 43 | 3 | 4 | 3 |
| 44 | 4 | 4 | N/A |
| 45 | 4 | 4 | 1 |
| 46 | 4 | 4 | 2 |
| 47 | 4 | 4 | 3 |
| 48 | 5 | 4 | N/A |
| 49 | 5 | 4 | 1 |
| 50 | 5 | 4 | 2 |
| 51 | 4 | 5 | N/A |
| 52 | 4 | 5 | 1 |
| 53 | 4 | 5 | 2 |
| 54 | 4 | 5 | 3 |
| 55 | 5 | 5 | N/A |
| 56 | 5 | 5 | 1 |
| 57 | 5 | 5 | 2 |
| 58 | 5 | 5 | 3 |
| 59 | 6 | 5 | N/A |
| 60 | 6 | 5 | 1 |
| 61 | 6 | 5 | 2 |
| 62 | 5 | 6 | N/A |
| 63 | 5 | 6 | 1 |
| 64 | 5 | 6 | 2 |
| 65 | 5 | 6 | 3 |
| 66 | 6 | 6 | N/A |
| 67 | 6 | 6 | 1 |
| 68 | 6 | 6 | 2 |
| 69 | 6 | 6 | 3 |
| 70 | 7 | 6 | N/A |
| 71 | 7 | 6 | 1 |
| 72 | 7 | 6 | 2 |
| 73 | 6 | 7 | N/A |
| 74 | 6 | 7 | 1 |
| 75 | 6 | 7 | 2 |
| 76 | 6 | 7 | 3 |
| 77 | 7 | 7 | N/A |
| 78 | 7 | 7 | 1 |
| 79 | 7 | 7 | 2 |
| 80 | 7 | 7 | 3 |
| 81 | 8 | 7 | N/A |
| 82 | 8 | 7 | 1 |
| 83 | 8 | 7 | 2 |
| 84 | 7 | 8 | N/A |
| 85 | 7 | 8 | 1 |
| 86 | 7 | 8 | 2 |
| 87 | 7 | 8 | 3 |
| 88 | 8 | 8 | N/A |
| 89 | 8 | 8 | 1 |
| 90 | 8 | 8 | 2 |
| 91 | 8 | 8 | 3 |
| 92 | 9 | 8 | N/A |
| 93 | 9 | 8 | 1 |
| 94 | 9 | 8 | 1 |
| 95 | 8 | 9 | N/A |
| 96 | 8 | 9 | 1 |
| 97 | 8 | 9 | 2 |
| 98 | 8 | 9 | 3 |
| 99 | 9 | 9 | N/A |
| 100 | 9 | 9 | 1 |
Affect points can be spent to add special affects to the weapon, such as weapon spell or hit points.
Affect prices
| Affect | Cost |
|---|---|
| Hitroll | 4 |
| Damroll | 7 |
| Strength | 10 |
| Intelligence | 10 |
| Constitution | 10 |
| Dexterity | 10 |
| Wisdom | 10 |
| Charisma | 5 |
| Luck | 5 |
| Hit points | 1/5 |
| Mana | 1/5 |
| Movement | 1 |
| Armor class | 3 |
| Saving throws | 5 |
| Resistances | 10 |
Note: Minimum spell level cannot exceed the item's minimum level invoked.
- Spells 6
- Class specific 12
Affect Modifiers
- .25 per alignment restriction
- .25 if equipped on a hard mob (sanctuary, spellcaster, etc.)
- .25 if located in a hard area (many aggressive mobs)
- .25 if object, mob, or both are invisible or hidden
- .5 per class restriction (warrior counts as three classes, mage counts as two, and thief counts as two)
- .25 if organic
- -.25 if metal
- -.25 if bless
- -.5 if no magic flag
We add the affect modifiers and round up to the nearest point. This affects the weapon's affect points by this amount. Hitroll and damroll can be 'cashed in' for their values to be spent in other ways.
Examples
Let's make a "steel mace of tank"
It is limited to good clerics only, carried by a level 20 cleric who is invisible and the final mob, and has the magic flag.
Now, we'll figure out the weapon's damage.
4 dice with 5 sides each for a max of 20 damage.
Next, give it some affects:
According to our chart, it is +1 to hit, +2 damage, and has 2 affect points. Let's cash in the hitroll and damroll. 1*4 for the hit and 2*7 for the damage. This gives us 20 points. (You'll notice that these points are equal to the weapon's level.)
It is restricted from 7 classes, so 7*.25. It is restricted to good only, so 2*.25. Hard mob = .25, invisible mob = .25, is metal -.25.
1.75 + .5 + .25 + .25 - .25 = 2.5 points
This is rounded up to 3.
We have 23 actual points to spend on our mace.
Let's give it a +1 hitroll, +1 damroll, 6 hit points, and 6 mana.
It's that easy.
Document originally created by Tank (waverill@hotmail.com) 08/25/1998
Cost Equations
Mobs
Average money given by mob = mob's level
E.g., a level 5 mob gives 5 cp
You can deviate from this rule, but don't overdo it, e.g., a camel will more than likely yield no money, while a level 75 king may have 100 cp.
Items
- Variables
- A = original AC
- B = total pluses for affects * # of affects
- C = 50 if body armor; 25 if head, about body, or leg armor; 10 all others
- D = flags
- Cost = A + B + C + D
- Variables: A = container capacity (v0)
- Cost: A / 25
- Variables: A = Full modifier (v0)
- Cost: A / 8
- Variables: A = Hours available
- Cost: A / 10 (20 cp maximum)
- Variables:
- A = Food value (calculate as food)
- B = Spell level
- C = Sum of minimum cast levels (v1 + v2 + v3)
- Cost = A + B + C + # of spells
- Variables
- A = v0
- B = Sum of minimum cast levels (v1 + v2 + v3)
- Cost = A + B
- Shortbow = same as weapon
- Shovel
- Spike
- Staff = same as wand
- Tinder
- Treasure = At your discretion
- Wand
- Variables:
- A = Level
- B = Charges
- C = Minimum cast level (v3)
- Cost = A + (2*B) + C
- Variables:
- A = Average damage
- B = Total plusses for affects * # of affects
- C = Flags
- Cost = A + B + C
Note: All fractions are rounded up!
Zero Cost Items:
- blood, bloodstain, button, corpse, corpse_pc, dial, disease, fire, fountain, furniture, key, lever, portal, pullchain, scraps, switch, trap, trash
Minimum cast levels
Examples:
Minimum Cast Level for Armor and Bless (shown via slookup)
- Armor
- Mage 5, Cleric 1, Thief 101, Warrior 101, Vampire 101, Druid 1, Ranger 20, Augurer 2, Paladin 1, Assassin 6, Demon 6, Angel 1, Psionicist 101
- Minimum cast level is 1
- Bless
- Mage 101, Cleric 5, Thief 101, Warrior 101, Vampire 101, Druid 5, Ranger 18, Augurer 16, Paladin 5, Assassin 101, Demon 101, Angel 5, Psionicist 101
- Minimum cast level is 5
- Thus, the sum of the minimum cast levels: 1 + 5 = 6
Affect cost
| Affect | Cost |
|---|---|
| Armor class | equal to AC bonus |
| Charisma | 25 |
| Hitroll | 25 |
| Luck | 25 |
| Hit points | 2.5 |
| Mana | 2.5 |
| Movement | 0.5 |
| All others | 50 |
Flag cost
| Flags | Cost |
|---|---|
| Beneficial | 5 |
| Detrimental | -5 |
Note: Ignore the magic flag, for this flag corresponds to the items affects.
Document originally created by Minex and Tank (waverill@hotmail.com)
