The Nitpicker's Expansion to Object Creation

MAGICAL ITEMS:

In JediMud it is possible to create all kinds of Magical items - but to avoid chaos (having 1st levels kill 20 level dragons) these rules for Magic must be obeyed. It is possible to create almost any item. Items can (example) change the <STR>, <DEX>, <WIS>, <INT>, <CON>, <HP>, Age, Weight, Height, etc. None of these changes are directly permanent in effect, but may be so indirectly - example:

Iggy found a helmet of Increase Wisdom/Intelligence (some + modifier). When Iggy wear this helmet - these abilities improve, when he removes the helmet they return to their original state. Thus no direct change has happened. BUT if Iggy practices spells (upon which INT and WIS determines the rate & success) he will learn them much faster than normal. This was an example of an indirect change.

General Guidelines to Follow When Writing Magical Items:


CHARACTER & MONSTER ARMOUR:

IMPORTANT NOTICE:

Rare items should only exist in minimal quantities! The occurence of magical protection should be limited since it is easy to carry.


Weapons, Strength and Carrying Capacity

The weight of a weapon determines the strength needed to wield the weapon, these values should be used:

 Strength

Maximum Weapon Weight
 Carrying Capacity

 0

0

0

1

1

3

2

2

3

3

3

10

 4

4

25

5

5

55

6

6

80

7

7

90

8

8

100

9

9

100

10

10

115

11

11

115

12

12

140

13

13

140

14

14

170

15

15

170

16

16

195

17

18

220

18

20

255

18/01-50

22

280
18/51-75

24

305

18/76-90

26

330

18/91-99

28

380

18/100

30

480

Notes on creating weapons:

Some common weapons that can be bought from shops

 Name

Damage

Type

Cost

Weight

Rent Value
 Dagger

1d4

P

10

1

Cost/3
Small Sword

1d6

P

60

3

Cost/3
Long Sword

1d8

S

600

8

Cost/3
Club

1d3

B

12

3

Cost/3
Warhammer

1d5

B

50

6

Cost/3

Questions? Send mail to the build team: areas@jedi.america.net