AUTOBALANCE2
Keywords:
AUTOBALANCE2
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Appendix B
OBJECT VALUE TABLES
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Table B1: Materials
Table B6: Weapon damage
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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
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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.