defs.doc
1 /* ************************************************************************ 2 * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * 3 ************************************************************************* */ 4 5 DIKUMUD DEFINITIONS AND STANDARDS TO OBEY 6 "defs.doc" 7 8 9 PC's ~ Players 10 NPC's ~ Non Players (Monsters) 11 <name> is used for short names 12 [x..y] is used to indicate min and max 13 14 15 PC's level [0..20], level [21..24] is special, not useable in gameplay. 16 NPC's level [0..30] 17 18 All PC's and NPC's have following abilities <ABIL>: 19 20 Strength <STR> 21 <PC> [3..18/100] 22 <NPC> [0..25] 23 24 Dexterity <DEX> 25 <PC> [3..18] 26 <NPC> [0..25] 27 28 Intelligence <INT> 29 <PC> [3..18] 30 <NPC> [0..25] 31 32 Wisdom <WIS> 33 <PC> [3..18] 34 <NPC> [0..25] 35 36 Constitution <CON> 37 <PC> [3..18] 38 <NPC> [0..25] 39 40 41 42 All PC's must select one of four classes : 43 44 Magic User <MU> 45 Cleric <CL> 46 Thief <TH> 47 Warrior <WA> 48 49 50 Every PC class have a Primary ability (requisite) <PR> : 51 52 <MU> <INT> 53 <CL> <WIS> 54 <TH> <DEX> 55 <WA> <STR> 56 57 58 When creating a new <PC>, the <PC>'s <ABIL> are calculated as: 59 60 NOTE: This is when being raised from level 0 to level 1! 61 62 The size of the <ABIL> dice, is determined by rolling 4 1d6 dice, 63 and adding the sum of the three largest dice. 64 The <ABIL> is sorted and assigned a <PC> in descending order, 65 depending on the class. 66 67 <MU> == <INT> <WIS> <DEX> <STR> <CON> 68 <CL> == <WIS> <INT> <STR> <DEX> <CON> 69 <TH> == <DEX> <STR> <CON> <INT> <WIS> 70 <WA> == <STR> <DEX> <CON> <WIS> <INT> 71 72 73 <HP> base is set as 10 74 <MANA> is allways set to 100 75 Set level as 1 76 Set exp as 1 77 Set theives abilities as basic. 78 79 Call the "Advance Level" routines! 80 81 82 Hitpoints: 83 <HP> ~ Hitpoints 84 85 <PC>'s gain in the following range when advancing a level. 86 <WA> [10..15] Average (12.5) 87 <TH> [7..13] Average (10.0) 88 <CL> [5..10] Average (7.5) 89 <MA> [3..8] Average (5.5) 90 91 92 Advancing a level (<PC>'s only): 93 <HP> is gained as above 94 "Spells to learn" is increased by 95 MIN(1, WIS_APPLY) for <WA> & <TH> 96 else 97 MIN(2, WIS_APPLY) for <MU> & <CL> 98 99 <NPC> <ABIL> follow <PC>'s <ABIL> up to level 20, with the 100 exception that NPC may have 0 in abilities. Only unusual 101 <NPC>'s are assigned abilities. 102 103 <PR> may be in 18/00..100 for Warriors ONLY! 104 105 106 ============================= MONSTER LOOKUP ============================== 107 108 This is general guidelines for creating monsters. This is when creating 109 "S"impel monsters. Detailed monsters require a great deal of care when 110 designing, and it is not really worth it. 111 112 The idea is that a X level fighter is equal to about a X level monster! 113 This implies that the <THAC0> ought to decrease by one every level 114 (starting at '20' on level 1 - minimum is '1' from level 20+). The damage 115 given by a monster is also important - average weapon damage is at the 116 moment 1d8. 117 118 119 Level AVERAGE AVERAGE SUGGESTED SUGGESTED SUGGESTED 120 <HP> <EXP> <THAC0> <AC> <DAM> 121 122 0 [001..010] [25] 20 10 1d4+0 (2.5) 123 124 1 [011..022] [100] 20 9 1d5+0 (3.0) 125 126 2 [023..035] [200] 19 8 1d6+0 (3.5) 127 128 3 [036..047] [350] 18 7 1d7+0 (4.0) 129 130 4 [048..060] [600] 17 6 1d8+0 (4.5) 131 132 5 [061..072] [900] 16 5 2d4+0 (5.0) 133 134 6 [073..085] [1500] 15 4 1d8+1 (5.5) 135 136 7 [086..097] [2250] 14 4 2d4+1 (6.0) 137 138 8 [098..110] [3750] 13 3 2d5+1 (7.0) 139 140 9 [111..122] [6000] 12 3 2d5+1 (7.0) 141 142 10 [123..135] [9000] 11 2 2d6+1 (8.0) 143 144 11 [136..147] [11000] 10 2 2d6+1 (8.0) 145 146 12 [148..160] [13000] 9 2 2d7+1 (9.0) 147 148 13 [161..172] [16000] 8 2 2d7+1 (9.0) 149 150 14 [173..185] [18000] 7 1 2d8+1 (10.0) 151 152 15 [186..197] [21000] 6 1 2d8+2 (11.0) 153 154 16 [198..210] [24000] 5 1 2d8+2 (11.0) 155 156 17 [211..222] [28000] 4 1 3d6+2 (12.5) 157 158 18 [223..235] [30000] 3 0 3d6+2 (12.5) 159 160 19 [236..247] [35000] 2 0 3d6+3 (13.5) 161 162 20 [248..260] [40000] 1 0 3d6+4 (14.5) /* Minor Demons */ 163 164 165 Above level 20 is for NPC's only 166 167 168 21 [261..350] [50000] 0 -1 3d7+4 (16.0) 169 170 22 [351..400] [60000] 0 -1 3d8+4 (17.5) 171 172 23 [401..450] [80000] 0 -2 3d8+4 (17.5) /* Shopkeepers, Important Guards */ 173 174 24 [451..500] [100000] 0 -3 3d8+4 (17.5) /* Guildmasters */ 175 176 25 [501..550] [130000] 0 -4 4d6+4 (18.0) 177 178 26 [551..600] [155000] 0 -6 4d6+4 (18.0) /* Major Demons/ Devils */ 179 180 27 [601..650] [200000] 0 -7 4d6+4 (18.0) /* Demi Gods */ 181 182 28 [651..700] [310000] 0 -8 4d6+5 (19.0) /* Lesser Gods */ 183 184 29 [701..900] [450000] 0 -9 4d7+5 (21.0) /* Demon Lords/Arch Devils */ 185 186 30 [901..1000] [600000] 0 -10 4d8+5 (23.0)/* Greater Gods */ 187 188 189 190 ------------------------------ GUIDELINES --------------------------------- 191 192 MAGICAL ITEMS: 193 -------------- 194 195 In DikuMud it is possible to create all kinds of Magic items - but to avoid 196 chaos (having 1st levels kill 20 level dragons) these rules for Magic must 197 be obeyed. 198 199 It is possible to create almost any item. Items can (example) change the 200 <STR>, <DEX>, <WIS>, <INT>, <CON>, <HP>, Age, Weight, Height, XP, 201 etc. None of these changes are directly permanent in effetct, but may be 202 so indirectly - example: 203 204 Iggy found a helmet of Increase Wisdom/Intelligence (some + modifier). 205 When Iggy wears this helmet - these abilities improve, when he removes 206 the helmet they return to their original state. Thus no direct change 207 has happened. BUT if Iggy practices spells (upon which INT and WIS 208 determines the rate & success) he will learn them much faster than 209 normal. This was an example of an indirect change. 210 211 212 Good ideas when making Magic Items: 213 214 NEVER use large modifiers, exceptional items should modify at most by +3. 215 This includes, swords, armours, ability changes. 216 217 Impose a penalty on the Item - for example make a helmet of wisdom may 218 at the same time reduce the constitution. Or maybe a ring of masochism - 219 when you wear it your MAX-HITPOINT increase by +200, when you remove it 220 they disappear again. The ring likes to remove itself from the finger. 221 222 223 ============================================================================ 224 225 MONSTER CLASSIFICATIONS: 226 ------------------------ 227 228 Major Demon == Balrog/etc. 229 Demon Lords == Orcus/etc. 230 Demi Gods == ?? 231 Lesser Gods == Heimdal/Sif/etc. 232 Greater Gods == Thor/Odin/etc. 233 Arch Devil == Asmodeus/etc. 234 235 When creating monsters pay attention to the table above. 236 237 Example of Monsters: 238 -------------------- 239 240 ============================================================================ 241 242 243 -------------------------------------------- 244 CHARACTER & MONSTER ARMOR: 245 246 <AC> range from [10..-10] this is what it means : 247 248 AC 10 = Naked person 249 AC 0 = Very heavily armoured person (Full plate mail at *all* body parts) 250 AC -10 = Armored Tank (Hopefully impossible for players) 251 252 -------------------------------------------- 253 Percentwise Coverage of Armour 254 and allowed AC range 255 256 Location Protects Range 257 -------- -------- ----- 258 259 Body 30% [1..10] 260 Head 20% [1..10] 261 Legs 20% [1..10] 262 Feet 10% [1..10] 263 Arms 10% [1..10] 264 Hands 10% [1..10] 265 266 Shield 10% [1..10] 267 Magic 10% [1..10] 268 269 -------------------------------------------- 270 PRICE GUIDELINES 271 272 AC BODY LEGS HEAD ARMS FEET ARMOUR 273 ---- ---- ---- ---- ---- ---- ------ 274 +1 100 50 50 25 25 Cloth (Heavy) 275 +2 200 100 100 50 50 Soft Leather 276 +3 500 150 150 75 75 Studded Leather 277 +4 1,000 500 500 250 250 Scale Mail 278 +5 2,500 1,250 1,250 625 625 Chain Mail 279 +6 7,000 3,500 3,500 1,750 1,750 Bronze Plate Mail 280 +7 18,000 9,000 9,000 4,500 4,500 Plate Mail 281 +8 35,000 17,500 17,500 8,750 8,750 Field Plate Mail 282 +9 50,000 25,000 25,000 12,500 12,500 Full Plate 283 +10 75,000 37,500 37,500 18,750 18,750 Anti Bomb ShieldPlate 284 285 *Hands and shields should be regarded as arms. 286 -------------------------------------------- 287 IMPORTANT NOTICE 288 289 Rare items may only exist in minimal quantities! 290 Especially you should limit the occurence of 291 magical protection, since it is easy to carry. 292 293 ============================================================================ 294 295 Weapons & Carrying capacity 296 --------------------------- 297 298 The weight of a weapon determines the strength needed to wield the weapon, 299 these values should be used: 300 301 STR Max. Weapon Weight Carrying capacity 302 --- ------------------ ----------------- 303 0 0 0 304 1 1 3 305 2 2 3 306 3 3 10 307 4 4 25 308 5 5 55 309 6 6 80 310 7 7 90 311 8 8 100 312 9 9 100 313 10 10 115 314 11 11 115 315 12 12 140 316 13 13 140 317 14 14 170 318 15 15 170 319 16 16 195 320 17 18 220 321 18 20 255 322 18/01..50 22 280 323 18/51..75 24 305 324 18/76..90 26 330 325 18/91..99 28 380 326 18/100 30 480 327 328 Strength above 18/100 is only used by NPC's - not used by players. 329 No weapon may ever exceed 30 pounds in weight. 330 331 There are three kind of weapons : 332 (P)iercing 333 (S)lashing (Not useable by Clerics) 334 (B)ludgeoning 335 336 Backstabbing is only possible with piercing weapons. 337 338 No weapon may ever exceed 4d6 damage (as total of magic bouns too)! 339 (4d6 is 14 damage as average since 4*((1+6)/2)==14) 340 No weapon may ever exceed 30 pounds in weight. 341 342 No shop-produced weapon may exceed 2d8 in total damage or weigh more 343 than 20 pounds. 344 345 Read notes regarding Magic before making a monster-slayer +50 +70 346 with +800 to strength 347 348 349 PRIMARY BUYABLE WEAPONS <PBW>: 350 351 Name Damage Type Cost Weight Cost_pr_day 352 --------------- ----- ---- ---- ------ ----------- 353 Dagger 1d4 P 10 1 Cost/3 354 Small sword 1d6 P 60 3 Cost/3 355 Long sword 1d8 S 600 8 Cost/3 356 Wooden Club 1d3 B 12 3 Cost/3 357 War hammer 1d5 B 50 6 Cost/3 358 359 360 361 =========================================================================== 362 Notes: 363 364 <THAC0> this is the number needed to roll on a 20-sided dice to hit 365 opponent <AC> equivalent of zero. A 20 is always considered 366 a hit, a 1 is always a miss. Example: 367 368 Your <THAC0> is 14 (ei. level 7 fighter). You are fighting 369 an opponent with <AC> '3'. Thus to hit <AC> 0 you must 370 roll a 14 or greater. To hit <AC> 3 you must then roll 371 11 (14-3) or greater. If you had to hit <AC> '-3' you 372 would have to roll 17 (14-(-3)) or greater on a 20 sided 373 dice.