Potions & Pills, Wands & Staves Weapons Armor
Containers Normal Normal
By Equipment Slot Exceptional Exceptional
Lights Quest Quest
Spellstaffs
Fountains
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Cost of item:
Each bonus point (hitroll/damroll/save) 2500
Each stat point bonus (str/dex/con/wis/int) 1000
Each move/mana point bonus 100
Each hitpoint bonus 250
Each item level 100
Each weapon V4 flag (exclude twohands/throw) 10000
Each weapon extra flag 5000
Each addapply affect (spell etc) 20000
Non-Weapon/Armor rules per type:
Potions & Pills, Wands & Staves:
Max level of spell 30 (cancellation at 60)
Level to use = Level at mage/cleric spell*
1 affect/spell per item (two allowed if approved by IMPs)
Attack spells at obj level. (Still level 30 v0)
IE. Object with Giant Strength - Level 26 spell
so the minimum object level 26 (6 to use).
Fountains:
Fountains in building must make sense. If it's a small crack leaking
water into the cavern.. make it have 2-3 drinks max, and 2-3 drinks
left. Then each turn it will fill up with that much. If it's a large
well, make it hold a lot, a river, make it endless. (one note on rivers:
it's best to simply make the room have a fishpool that's a river, as
it functions not only as a fountain, but you can fish as well).
Fountain stats:
Size V0 (total) V1 (left) Example:
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Tiny - 250 0 A small crack
Small - 500 0 A puddle
Medium - 1000 0 Water barrel
Large - 2500 250 Well
Huge - 5000 1250 Town Central Fountains/clans
Giant - 10000 5000 Friggin huge.
Just make them make sense.
Spellstaffs:
Normal Exceptional/Clan Quest
3 charges/level 5 charges/level 8 charges/level
IE: Level 35 clan spellstaff would have 35x5 charges, 175 points to use.
Table for reference:
Lvl Normal Excep/Clan Quest
----------------------------------------
10 30 50 80
25 75 125 200
50 150 250 400
75 225 375 600
100 300 500 800
Cost to purchase:
5 gold per charge. So a level 100 with 500 charges, 2500 gold cost.
Containers: Weight Mult Capacity Key
Normal: 100-70% 1-200 Either (Keys do NOT save on players)
Exceptional: 100-55% 1-350 Either (Keys do NOT save on players)
Quest: 100-15% 1-500 No
Note: Clan EQ. Containers max 65% weight (v4).
Container Examples:
Bags:
small bag, medium bag, large bag, rucksack, bag of holding
Boxes, Crates and Chests:
Normal: tiny box, medium box, crate, large crate, massive crate
Locking: jewelry box, coffer, small chest, large chest, massive chest
Pouches:
coin purse, small pouch, belt purse, small backpack, large backpack
Furniture type Containers:
desk, cabinet, cubby hole
Misc:
vial, jar,
small basket, medium basket, large basket
pit
By Equipment Slot.
Floating Eq: See Armor.
Head Eq: See Armor.
Face Eq: See Armor, or may lose all bonus/ac etc for 1 addapply affect.
See Rings below, and Addapply affects.
Ear Eq: Jewelry only. (see rings)
Neck Eq: See Armor.
Torso Eq: See Armor.
Body Eq: See Armor.
Back Eq: See Armor, See Container (if desired)
Shoulder Eq: Exceptional/Quest only. See Armor.
Arm Eq: See Armor.
Wrist Eq: See Armor.
Hand Eq: See Armor.
Rings: Jewelry. May have addapply affect, with loss of all other bonuses.
IE. Addapply affects 0 none invisibility.
IE. Addapply affects 0 none water_breathe.
IE. Addapply saves 3 fire
(no flameshield sanc etc)
ALL addapply affects MUST be IMP approved.
Waist Eq: See Armor, See Container (if desired)
Leg Eq: See Armor.
Feet Eq: See Armor 2X on movement.
Light Eq: See Armor.
Rank: Light time
-=-=-=-=-=-=-=-=-=-=-=-=-=-
Normal: 20/level
Exceptional: 50/level
Quest: Infinite
-=-=-=-=-=-=-=-=-=-=-=-=-=-
Weapon Classes & Corresponding Examples.
Dagger - Dagger, Dirk, Stilletto, Dragonstooth
Knife, Razor.
Sword - Shortsword, Rapier, Scimitar, Sword
Katana, Longsword, Falchion,
Two-Handed Sword, Bastard Sword, Greatsword.
Spear - Spear, Lance, Javelin.
Mace - Mace, Hammer, Bludgeon, Sap, Morningstar
Warhammer, Club.
Axe - Throwing Axe, Battleaxe, Greataxe, Cleaver
Pick, Pickaxe.
Flail - Flail, Dire Flail, Nunchaku, Chains
Whip - Whip, Vine, Rope.
Polearm - Polearm, Guisarme, Ranseur, Glaive, Trident
Exotic - Damn near anything else that doesnt fit ;p
Melee Weapons.
D4 Daggers, Light Hammer, Sap, Light Pick.
D6 Shortsword, Rapier, Scimitar, Light Mace,
Quarterstaff, Heavy Pick, Sickle,
Handaxe, Light Lance, Javelin.
D8 Sword, Katana, Scythe, Longsword,
Heavy Mace, Morningstar, Heavy Lance,
Battle Axe, Light Flail, Warhammer, Trident,
Falchion, Guisarme, Longspear, Ranseur.
D10 Two-Handed Sword, Heavy Spear, Heavy Flail
Glaive, Greatclub, Halberd, Bastard Sword,
Waraxe.
D12 Greataxe, Greatsword.
Ranged Weapons.
D4 Dart, Sling (bullet), Hand Crossbow,
Shuriken, Whip.
D6 Javelin, Shortbow.
D8 Light Crossbow, Longbow.
D10 Heavy Crossbow.
D12 Great Crossbow.
D20 Ballista. (I'M KIDDING :P)
Die 4 Weapon Average Damage Chart: (Parenthesis is Average)
1d4 ( 2) 2d4 ( 5) 3d4 ( 7) 4d4 (10) 5d4 (12) 6d4 (15)
7d4 (17) 8d4 (20) 9d4 (22) 10d4 (25) 11d4 (27) 12d4 (30)
13d4 (32) 14d4 (35) 15d4 (37) 16d4 (40) 17d4 (42) 18d4 (45)
19d4 (47) 20d4 (50) 21d4 (52) 22d4 (55)
Die 6 Weapon Average Damage Chart: (Parenthesis is Average)
1d6 ( 3) 2d6 ( 7) 3d6 (10) 4d6 (14) 5d6 (17) 6d6 (21)
7d6 (24) 8d6 (28) 9d6 (31) 10d6 (35) 11d6 (38) 12d6 (42)
13d6 (45) 14d6 (49) 15d6 (52) 16d6 (56) 17d6 (59) 18d6 (63)
19d6 (66)
Die 8 Weapon Average Damage Chart: (Parenthesis is Average)
1d8 ( 4) 2d8 ( 9) 3d8 (13) 4d8 (18) 5d8 (22) 6d8 (27)
7d8 (31) 8d8 (36) 9d8 (40) 10d8 (45) 11d8 (49) 12d8 (54)
13d8 (58) 14d8 (63) 15d8 (67)
Die 10 Weapon Average Damage Chart: (Parenthesis is Average)
1d10 ( 5) 2d10 (11) 3d10 (16) 4d10 (22) 5d10 (27) 6d10 (33)
7d10 (38) 8d10 (44) 9d10 (49) 10d10 (55) 11d10 (60) 12d10 (66)
Die 12 Weapon Average Damage Chart: (Parenthesis is Average)
1d12 ( 6) 2d12 (13) 3d12 (19) 4d12 (26) 5d12 (32) 6d12 (39)
7d12 (45) 8d12 (52) 9d12 (58) 10d12 (65)
Rules for Normal Class Weapon Building
This is a set of guidelines to follow when building normal
classed weapons and 'leveling eq' on Ansalon.
Weapon Formulas

Normal Weapons:
Average damage is 1/2 level from 21+.
Items under level 21 items raise to 21.
Exceptional Class Weapons:
LEVEL AVEDAM
-----------------------------------------------
21 15 1/2 level + 5
25 17 1/2 level + 5
30 20 1/2 level + 5
35 22 1/2 level + 5
40 25 1/2 level + 5
45 27 1/2 level + 5
50 30 1/2 level + 5
From 55 + it's 1/2 level + 10th level + 1/20th.
-----------------------------------------------
55 35 1/2 level + 1/10 level + 1/20 level
60 39 1/2 level + 1/10 level + 1/20 level
65 42 1/2 level + 1/10 level + 1/20 level
70 45 1/2 level + 1/10 level + 1/20 level
75 48 1/2 level + 1/10 level + 1/20 level
80 52 1/2 level + 1/10 level + 1/20 level
85 55 1/2 level + 1/10 level + 1/20 level
90 58 1/2 level + 1/10 level + 1/20 level
95 62 1/2 level + 1/10 level + 1/20 level
100 65 1/2 level + 1/10 level + 1/20 level
105 68 1/2 level + 1/10 level + 1/20 level
110 72 1/2 level + 1/10 level + 1/20 level
115 75 1/2 level + 1/10 level + 1/20 level
120 78 1/2 level + 1/10 level + 1/20 level
Quest & Two Handed Weapons (EACH add this to Average Damage)
+5 below level 55, +10 above level 55.
Please note: The OLC will SHOW you what's acceptable.
Weapon Flags (V4 type): Only two handed and throwable allowed.
Two Handed Weapons: Add 5 to average damage above. (Level/2 + 5)
* Allowable stats: STR, INT, WIS, DEX, CON
HP, Mana, Move Bonuses
Hit Point Bonus: NOT ALLOWED
Mana Bonus: NOT ALLOWED
Move Bonus: NOT ALLOWED
Rules for Exceptional Class Weapon Building
This is a set of guidelines to follow when building exceptional
classed weapons on Ansalon.
NOTE: Please limit exceptional class weapons to a maximum of a few per area.
These MUST be on mobs or in locked containers (ie WG). Exceptional (or better)
Equipment found in shops will be nerfed after the builder is beaten severely.
Level Hitroll Damroll
of Item Bonus Bonus
1-10 + 1 + 1
11-20 + 2 + 2
21-30 + 3 + 3
31-40 + 4 + 4
41-50 + 5 + 5
51-60 + 6 + 6
61-70 + 7 + 7
71-80 + 8 + 8
81-90 + 9 + 9
91-100 +10 +10
101-110 +11 +11
111-121 +12 +12
Average Damage: See above chart.
Weapon Flags (V4 type): Trade 4 hit or damage (or combination) per flag.
Limit of one flag per item. Exceptions:
Two handed & Throwable.
HP, Mana, Move Bonuses
Hit Point Bonus: Maximum 10 hp /10 Levels
Mana Bonus: Maximum 10 mana /10 Levels
Move Bonus: Maximum 15 mv /10 Levels
Exceptions:
One RARE repop item can exceed these stats in one area by one degree.
These must be approved by the IMP staff.
Rules for Quest Weapon Building
This is a set of guidelines to follow when building
Quest reward weapons on Ansalon.
Level Hitroll Damroll
of Item Bonus Bonus
1-10 + 2 + 2
11-20 + 3 + 3
21-30 + 4 + 4
31-40 + 5 + 5
41-50 + 6 + 6
51-60 + 7 + 7
61-70 + 8 + 8
71-80 + 9 + 9
81-90 +10 +10
91-100 +11 +11
101-110 +12 +12
111-121 +13 +13
Weapon Flags (V4 type): Trade 2 hit or damage (or combination) per flag.
Limit of two flags per item. Exceptions:
Two handed & Throwable.
Average Damage: See above chart.
HP, Mana, Move Bonuses
Hit Point Bonus: Maximum 5 hp /10 Levels
Mana Bonus: Maximum 5 mana /10 Levels
Move Bonus: Maximum 5 mv /10 Levels
Rules for Normal Class Armor Building
This is a set of guidelines to follow when building normal classed or
leveling armor on Ansalon.
Level Hitroll Damroll Armor Stats
of Item Bonus Bonus Class* (imp approved)
1-121 + 0 + 0 1/3 Levels +3 Combined total
* V3 - Ac exotic to be 1/2 of this.
HP, Mana, Move Bonuses
Hit Point Bonus: NOT ALLOWED
Mana Bonus: NOT ALLOWED
Move Bonus: Maximum 15 mv /10 Levels
Rules for Exceptional Class Armor Building
This is a set of guidelines to follow when building exceptional
classed weapons on Ansalon.
NOTE: Please limit exceptional class armor to a maximum of a few per
area. These MUST be on mobs or in locked containers (ie WG). Exceptional
(or better) Equipment found in shops will be nerfed after the builder is
beaten severely.
Level Hitroll Damroll Armor Stats
of Item Bonus Bonus Class* (imp approved)
1-10 + 1 + 1 1/3 Levels +2
11-20 + 2 + 1 1/3 Levels +2
21-30 + 3 + 1 1/3 Levels +2
31-40 + 4 + 2 1/3 Levels +3
41-50 + 5 + 2 1/3 Levels +3
51-60 + 6 + 3 1/3 Levels +3
61-70 + 7 + 3 1/3 Levels +4
71-80 + 8 + 4 1/3 Levels +4
81-90 + 9 + 4 1/3 Levels +4
91-100 +10 + 5 1/3 Levels +5
101-110 +11 + 5 1/3 Levels +5
111-121 +12 + 6 1/3 Levels +6
* V3 - Ac exotic to be 1/2 of this.
HP, Mana, Move Bonuses
Hit Point Bonus: Maximum 10 hp /10 Levels
Mana Bonus: Maximum 10 mana /10 Levels
Move Bonus: Maximum 15 mv /10 Levels
Exceptions:
One RARE repop item can exceed these stats in one area by one degree.
These must be approved by the IMP staff.
Rules for Quest Armor Building
This is a set of guidelines to follow when building
Quest reward armor on Ansalon.
Level Hitroll Damroll Armor Stats &
of Item Bonus Bonus Class* (imp approved)
1-10 + 2 + 2 1/3 Levels + 10 +4
11-20 + 3 + 2 1/3 Levels + 10 +4
21-30 + 4 + 2 1/3 Levels + 10 +4
31-40 + 5 + 3 1/3 Levels + 10 +5
41-50 + 6 + 3 1/3 Levels + 10 +5
51-60 + 7 + 4 1/3 Levels + 10 +5
61-70 + 8 + 4 1/3 Levels + 10 +6
71-80 + 9 + 5 1/3 Levels + 10 +6
81-90 +10 + 5 1/3 Levels + 10 +6
91-100 +11 + 6 1/3 Levels + 10 +7
101-110 +12 + 6 1/3 Levels + 10 +7
111-121 +13 + 7 1/3 Levels + 10 +8
* V3 - Ac exotic to be 1/2 of this.
HP, Mana, Move Bonuses
Hit Point Bonus: Maximum 15 hp /10 Levels
Mana Bonus: Maximum 15 mana /10 Levels
Move Bonus: Maximum 20 mv /10 Levels
Note on addapply affects such as invisibility flying etc:
A MAXIMUM of 1 such object per area, IMP approved only.
The extra affects can be any EXCLUDING the following:
Giant Strength Haste Flameshield
Sanctuary Armor Cancellation
Word of Recall Stone Skin Find Familiar
Shield Feast True Sight
* Additional exclusions may be added per IMP decision.
These items must also be either rare or difficult to get.
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