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.
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Example of the effect |
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Naked monster. |
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Well armored monster. The equivalent of plate mail. |
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Nearly invulnerable monster. Magical armor and protections. |
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Armor |
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None. |
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Cloth. |
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Soft leather. |
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Studded leather. |
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Scale mail. |
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Chain mail. |
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Bronze plate mail. |
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Plate mail. |
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Field plate mail. |
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Heavy plate mail. |
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Magical plate mail. |
IMPORTANT NOTICE:
Rare items should only exist in minimal quantities! The occurence of magical protection should be limited since it is easy to carry.
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:
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| Dagger |
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| Small Sword |
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| Long Sword |
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| Club |
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| Warhammer |
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