Post by Arizhel on May 24, 2010 8:21:10 GMT -5
Here are the proposed changes to the post-perfect remort guidelines for building mobs, items, and rooms. Comments and constructive criticism are encouraged.
Theme:
The zone is medieval fantasy, but being the primary destination
for retired remorts, many cultures have come together here. As
such, item origins may vary from this theme. Approval will be
at the discretion of the current world coordinator.
Rooms:
You may begin construction of a keep or villa. Each remort
earns 5 generic rooms with descriptions. Successive remorts
can also choose from the following list, up to a limit of 5
points total per remort:
* A closeable door (1 point)
* A lockable door (2 points)
* A standard fountain (1 point)
* A custom fountain (3 points)
* An ATM machine (1 point)
* A custom ATM machine (3 points)
So you could get one locked door, an ATM, a fountain, and a
closeable door, or two locked doors and a closeable door. Keep
in mind that a locked door will need a key to open it. The cost
of the key is figured into the cost for the door. Using locked
rooms to stash items in order to annoy other players (such as
deliberately blocking loads) will be met with the loss of said
items at the very least.
The custom fountain and custom ATM options are items of your
own creation rather than the generic versions. They are still
required to be immovable, but have a custom description. The
fountain can be filled with any liquid currently available.
You may construct a shop. The first remort will gain you the
shop room, the shopkeeper mob, and the first item. The second
remort will gain you four more basic items. A basic item is
defined as a food item, a drink item, a newbie weapon, a newbie
armor, a bag. Other items not on this list are subject to
approval and may vary in remort cost. A shop may sell a maximum
of 5 items. Each player is currently limited to owning 1 shop.
Mobs:
You may add a mob to the remort town. This mob may wander about
the town or may reside in your keep or villa. This mob cannot be
a shopkeeper, as that is handled under the shop guide. The first
remort buys a generic level 20 mob with no special procs. The
second remort (and beyond) raises this mob's level to any level
up to 30, or adds one special proc. There is currently a maximum
of two special procs. The particular special procs are subject to
the approval of the current world coordinator.
Flags such as 'guildmaster' and 'receptionist' count as procs for
the purposes of this system.
After you have created a mob, you may also choose to add items
to your mob. The base cost of each item is 1 remort. There is a
limit of 2 items loading per mob. Each item is subject to approval
by the current world coordinator.
Items:
Items from this choice *must* be loaded on a mob. Shop items
are listed under the shop section. Mobs are limited to loading
a total of 2 of the following items. The item will come with one
modifier from the first list only.
Weapon - Mid level weapon similar to:
enchanted blowgun, enlibrite sword, or squirtgun
If holdable, similar to:
enchanted rock, enchanted quenched sword
Limited to 1 per mob.
Armor - Mid level armor similar to:
slimey breast plate or pants, a shirt made of fiend hide
Limited to 2 per mob.
Misc item - food, container or drink item similar to:
waybread, cheese, krrf, firebreather, bag
Limited to 1 per mob.
Successive remorts may add the following to the item:
* 1 stat modifier (+1 to one of the six stats)
* 1 hit modifier (1 hit_regen or 5 hit points)
* 1 mana modifier (1 mana_regen or 5 mana points)
* 1 move modifier (1 mv_regen or 5 mv points)
* 1 align modifier (+ or -)
* 1 armor modifier (5 ac)
Stat bonuses cannot go above 3 total points (i.e. 3 str, or 2 str
and 1dex). Hit/mana/mv/ac bonuses cannot go above 20 total points.
Regen bonuses cannot go above 15 total points, 10 of which can be
devoted to any one type (you could have 10manaregen 5hpregen, but
not 15 manaregen). Align is restricted to 1 point. Stats on items
built this way cannot overpower objects already loading in-game.
The world coordinator is the penultimate authority on whether or
not a proposed item meets this criteria. XP, damroll, and hitroll
are not eligible to be used in this system.
There is a maximum of 2 such bonuses per item, but additional
remorts can continue to improve on the selected bonuses up to
their maximum level. Example: if you already have an object that
is 1str 5hp, you could make it 2str 5hp or 1str 10hp with the
next remort, but 1str 1dex 5hp would not be acceptable.
For a cost of 2 remorts you may instead add a permanent effect
chosen from the following list:
* aid
* armor
* bless
* blur
* detect alignment
* detect invisible
* detect magic
* infravision
* invisible
* magical vestment
* regenerate
* stone skin
* waterwalk
There is a maximum of one of the above. A perma effect added
to an item takes the place of one bonus from the first list:
an item can be +3 int and perma detect invis, but not +2int
+1wis perma detect invis. Items may also be subject to various
limitations such as min/max level and class and/or alignment
restrictions. Making the item extremely useful will result in
a load rate comparable to similar items already in the game.
Mob difficulty will be taken into account when deciding on a
load rate. The final decisions on rests, perm effects, and
loads will be determined by the current world coordinator.
For a cost of 3 remorts you may have the following:
* Recall device to your keep
This recall device cannot have any stats, and one must have
a keep for it to lead to. It cannot lead to anywhere else.
If you have run to perfect and wish to create a remort item, mob, or
rooms, you must notify one of the admin via email or mudmail before
remorting, detailing which option you are choosing.
You need not notify the admin prior to remorting if you prefer to receive
a regen bonus, since those can be selected at the menu.
Theme:
The zone is medieval fantasy, but being the primary destination
for retired remorts, many cultures have come together here. As
such, item origins may vary from this theme. Approval will be
at the discretion of the current world coordinator.
Rooms:
You may begin construction of a keep or villa. Each remort
earns 5 generic rooms with descriptions. Successive remorts
can also choose from the following list, up to a limit of 5
points total per remort:
* A closeable door (1 point)
* A lockable door (2 points)
* A standard fountain (1 point)
* A custom fountain (3 points)
* An ATM machine (1 point)
* A custom ATM machine (3 points)
So you could get one locked door, an ATM, a fountain, and a
closeable door, or two locked doors and a closeable door. Keep
in mind that a locked door will need a key to open it. The cost
of the key is figured into the cost for the door. Using locked
rooms to stash items in order to annoy other players (such as
deliberately blocking loads) will be met with the loss of said
items at the very least.
The custom fountain and custom ATM options are items of your
own creation rather than the generic versions. They are still
required to be immovable, but have a custom description. The
fountain can be filled with any liquid currently available.
You may construct a shop. The first remort will gain you the
shop room, the shopkeeper mob, and the first item. The second
remort will gain you four more basic items. A basic item is
defined as a food item, a drink item, a newbie weapon, a newbie
armor, a bag. Other items not on this list are subject to
approval and may vary in remort cost. A shop may sell a maximum
of 5 items. Each player is currently limited to owning 1 shop.
Mobs:
You may add a mob to the remort town. This mob may wander about
the town or may reside in your keep or villa. This mob cannot be
a shopkeeper, as that is handled under the shop guide. The first
remort buys a generic level 20 mob with no special procs. The
second remort (and beyond) raises this mob's level to any level
up to 30, or adds one special proc. There is currently a maximum
of two special procs. The particular special procs are subject to
the approval of the current world coordinator.
Flags such as 'guildmaster' and 'receptionist' count as procs for
the purposes of this system.
After you have created a mob, you may also choose to add items
to your mob. The base cost of each item is 1 remort. There is a
limit of 2 items loading per mob. Each item is subject to approval
by the current world coordinator.
Items:
Items from this choice *must* be loaded on a mob. Shop items
are listed under the shop section. Mobs are limited to loading
a total of 2 of the following items. The item will come with one
modifier from the first list only.
Weapon - Mid level weapon similar to:
enchanted blowgun, enlibrite sword, or squirtgun
If holdable, similar to:
enchanted rock, enchanted quenched sword
Limited to 1 per mob.
Armor - Mid level armor similar to:
slimey breast plate or pants, a shirt made of fiend hide
Limited to 2 per mob.
Misc item - food, container or drink item similar to:
waybread, cheese, krrf, firebreather, bag
Limited to 1 per mob.
Successive remorts may add the following to the item:
* 1 stat modifier (+1 to one of the six stats)
* 1 hit modifier (1 hit_regen or 5 hit points)
* 1 mana modifier (1 mana_regen or 5 mana points)
* 1 move modifier (1 mv_regen or 5 mv points)
* 1 align modifier (+ or -)
* 1 armor modifier (5 ac)
Stat bonuses cannot go above 3 total points (i.e. 3 str, or 2 str
and 1dex). Hit/mana/mv/ac bonuses cannot go above 20 total points.
Regen bonuses cannot go above 15 total points, 10 of which can be
devoted to any one type (you could have 10manaregen 5hpregen, but
not 15 manaregen). Align is restricted to 1 point. Stats on items
built this way cannot overpower objects already loading in-game.
The world coordinator is the penultimate authority on whether or
not a proposed item meets this criteria. XP, damroll, and hitroll
are not eligible to be used in this system.
There is a maximum of 2 such bonuses per item, but additional
remorts can continue to improve on the selected bonuses up to
their maximum level. Example: if you already have an object that
is 1str 5hp, you could make it 2str 5hp or 1str 10hp with the
next remort, but 1str 1dex 5hp would not be acceptable.
For a cost of 2 remorts you may instead add a permanent effect
chosen from the following list:
* aid
* armor
* bless
* blur
* detect alignment
* detect invisible
* detect magic
* infravision
* invisible
* magical vestment
* regenerate
* stone skin
* waterwalk
There is a maximum of one of the above. A perma effect added
to an item takes the place of one bonus from the first list:
an item can be +3 int and perma detect invis, but not +2int
+1wis perma detect invis. Items may also be subject to various
limitations such as min/max level and class and/or alignment
restrictions. Making the item extremely useful will result in
a load rate comparable to similar items already in the game.
Mob difficulty will be taken into account when deciding on a
load rate. The final decisions on rests, perm effects, and
loads will be determined by the current world coordinator.
For a cost of 3 remorts you may have the following:
* Recall device to your keep
This recall device cannot have any stats, and one must have
a keep for it to lead to. It cannot lead to anywhere else.
If you have run to perfect and wish to create a remort item, mob, or
rooms, you must notify one of the admin via email or mudmail before
remorting, detailing which option you are choosing.
You need not notify the admin prior to remorting if you prefer to receive
a regen bonus, since those can be selected at the menu.