====== Avatar Reward Rules ====== ===== General Reward Guidelines ===== - %%All items should inherit from a base file in /d/common/obj/armour or /d/common/obj/weapon%% - %%Rewards should be slightly better in terms of crunch (mechanics) than what players can get in the world. What’s the point of them putting the time into the plot if they could just go grab something better?%% - %%Reward crunch should be based on the level of effort the PC put into their roleplay with the plot. Someone who sat on the sidelines and did nothing does not get as good of a reward as the PC who risked everything.%% - %%Rewards should be tailored for the PC’s level.%% - %%Rewards may have an unlimited amount of shine (eye candy).%% - %%No reward may break the max item bonuses listed below. Period, no exceptions.%% - %%An item can have a maximum of **5** bonuses, including:%% - %%Static bonuses (str/saves/everything in the list below), max 3%% - %%Special functions that active on hit (weapon or armor), max 3%% - %%Temporary feat, max 1%% - %%Spells, max 2 (should have a decent cool down/daily or charges)%% - %%No hidden/stacking bonuses. Everything must use the set item bonus function that can (temporary feats has to use a different function).%% - %%Consider making your item below max to allow for future upgrades.%% - %%Note the PC in question and include the path where the file can be found.%% ===== Rules for Updating Old Avatar Gear ===== - %%Use your best judgement.%% - %%Nothing that deviates from the above rules.%% - %%When in doubt, ask for a second or third opinion.%% - %%Upgrades to outdated avatar gear requested by the player should be kept within the limit of what a player can currently craft. Upgrades made as a plot reward can be beefier (see Kismet Tokens below).%% - %%Note the PC in question and include the path where the file can be found.%% ===== Kismet Tokens Guidelines ===== %%For small plots or story arcs, avatars may hand out Kismet Tokens. Players can use these for minor upgrades to their gear or other unique RP tools.%% %%One token grants you one of the following upgrades:%% - %%Change the base damage type of the weapon to either silver or cold iron.%% - %%Base Enchantment Bonus: +1 (Max 10 for weapons, max 7 for armor)%% - %%Saves: +1%% - %%Stats or skills: +1%% - %%Attack or Damage Bonus: +1%% - %%Empowered or similar bonuses: +1%% - %%Altering the descriptions (including echoes) of an item that normally cannot be altered.%% - %%Other bonuses are considered on a case-by-case basis, as limited by the lists on this page.%% - %%Note that any upgrades granted by this token prevents you from upgrading the item with the craft enchant menu.%% - %%Note that if you have already used the enchantress on Tonerra and/or applied an oil to a weapon you want upgraded, these will be reapplied free of charge.%% ===== Max Item Bonuses ===== ==== Stat Bonuses: ==== * // Strength: // * Example: +6 (Gauntlets of Ogre Power from Klauth) * Function: set_item_bonus(“strength”, #); * // Dexterity: // * Example: +6 (Woodsman’s Boots from Klauth) * Function: set_item_bonus(“dexterity”, #); * // Constitution: // * Example: +6 (Woodsman’s Boots from Klauth) * Function: set_item_bonus(“constitution”, #); * // Intelligence: // * Example: +6 (Raven’s Sickle from Klauth) * Function: set_item_bonus(“intelligence”, #); * // Wisdom: // * Example: +6 (Nature’s Cloak from Klauth) * Function: set_item_bonus(“wisdom”, #); * // Charisma: // * Example: +6 (Fire Sash from Klauth) * Function: set_item_bonus(“charisma”, #); ==== Saving Throws: ==== * // All: // * Example: +4 from player crafted items * Function: set_item_bonus(“save”, #); * //Special Cases:// * Akra’Mushal gives 6 Will, probably because it’s an intelligent item that forces you to kill females. * Quicksilver from Klauth gives 6 Fortitude ==== Skills: ==== * // All: // * Example: +6 (various klauth items) * Function: set_item_bonus(“skill”, #); * //Special Cases: // * Example: Tree Torc from Teq gives +30 survival (and nothing else) * Function: set_item_bonus(“skill”, #); ==== Resistances: ==== * // Damage Resistance: // * Example: 10 (Major Cape of Displacement) * Function: set_item_bonus(“damage resistance”, #); * //Typed Melee Damage Resistance (Slashing/Piercing/Bludgeoning/Untyped/Silver/Cold Iron): // * Example: 10 (Playermade Gear) * Function: set_item_bonus(“x damage resistance”, #); * //Elemental Resistance (Fire/Cold/Electricity/Acid/Sonic/Mental/Divine/Positive Energy/Negative Energy/Force): // * Example: 30 (Amulet on Deku) There is an item with higher, but it also has a significant drawback. I’m also tempted to cap this at 25. * Function: set_item_bonus(“element resistance”, #); * //Magic Resistance: // * Example: 4 (Major Cape of Displacement) * Function: set_item_bonus(“magic resistance”, #); * // Resistant Percent: // * Example: Does not appear to work on items. * //Spell Damage Resistance: // * Example: 35 (Shield From Klauth) * Function: set_item_bonus(“spell damage resistance”, #); ==== Miscellaneous: ==== * // Armor Bonus: // * Example: 4 (Cruiser’s Axe) * Function: set_item_bonus(“armor bonus”, #); * // Attack Bonus: // * Example: 7 (Godslayer from Klauth) * Function: set_item_bonus(“attack bonus”, #); * // Bonus Spell Slots: // * Example: 3 (Batlin’s Robe) * Function: set_item_bonus(“bonus_spell_slots”, #); * // Bonus Spell Slots (Specific Level): // * Example: 4 (player crafted items) * Function: set_item_bonus(“bonus_spell_slots_#”, #); * //Caster Level Bonus/Empowered: // * Example: 3 (Raven’s Sickle from Klauth, Various Bracers from Klauth, Sun Torc from Teq) * Function: set_item_bonus(“caster level”, #); * // Damage Bonus: // * Example: 7 (Godslayer from Klauth) * Function: set_item_bonus(“damage bonus”, #); * // Fast Healing (NO):// * Example: No items have this at present, and they probably shouldn’t. * Function: set_item_bonus(“fast healing”, #); * //Shieldmiss (Note this overrides the base shieldMiss, it doesn’t stack with it): // * Example: 40 (Haunted House on Deku) * Function: set_item_bonus(“shieldMiss”, #); * // Sight Bonus: // * 5 (Mephistar Good Equivalent) * Function: set_item_bonus(“sight bonus”, #); * // Spell Penetration: // * 4 (Various Klauth Items) * Function: set_item_bonus(“spell penetration”, #);