Upgrades Prices
Costs and requirements to upgrade your clan
Calculating Prices
Keep in mind that the prices for upgrades listed below are in GOLD. After choosing your upgrades, you must also take the price and multiply it by the current calculation factor X to determine your final cost. X is defined as the average member count in a clan.
Currently X = 2
Clan Startup Kit
500K = 3 rooms, 1 door (closed, robust) either with lock and repoping key or a level 15 clanguard.
Extra Clan Room Prices
Upgrade |
Cost |
Upgrade |
Cost |
|
Modify extra description | 10K |
Add / Remove Dark Flag | 10K |
|
Change Heal/Mana rate by 1% | 10K |
Echo | 10K |
|
Customize Fountain | 30K |
Water (or other liquid) Fountain | 30K |
|
Accoustics | 50K |
Holy/Evil Ground | 50K |
|
Mare | 50K |
Silence, Darkness, No-Breath, Drain, Enclose, Fatigue, Destructive, Noise Flags | 50K |
|
Safe | 100K |
DreamSafe | 100K, 150 Fame |
|
New Room | 100K |
High/Wild/Low Magic | 100K |
|
Anti Magic by 1% | 2K |
No Drag | 100K |
|
Change Recall Location | 200K |
|||
No Magic |
250K |
|||
Add/Remove Recall Flag | 300K |
|||
Modify Respawn Location | 600K |
Modify Morgue Location | 600K |
Door Modification Prices
Upgrade |
Cost |
Closed | 15K |
Lock | 80K |
Pickproof | 100K |
Hidden | 150K |
Nopass | 800K |
Robust | 150K |
Armoured | 500K |
Wall | 800K |
Clan Mobs
There are a number of mob types a clan can have, each with a particular cost. The price of a base mob (not a guard, shopkeeper, healer, or teacher - just a guy) is 10K. This mob is defaulted to level 1 and cannot be raised higher. The tables listed below apply to any mob.
Resistance |
min.
Mob Level |
Price |
Resistance |
min.
Mob Level |
Price |
|
Poison | 10 |
15 K |
Acid | 10 |
15 K |
|
Disease | 10 |
15 K |
Drowning | 10 |
15 K |
|
Negative | 10 |
15 K |
||||
Fire | 30 |
30 K |
Cold | 30 |
30 K |
|
Lightning | 30 |
30 K |
Energy | 30 |
30 K |
|
Mental | 30 |
30 K |
Light | 30 |
30 K |
|
Holy | 30 |
50 K |
||||
Pierce | 50 |
80 K |
Slash | 50 |
80 K |
|
Bash | 50 |
80 K |
||||
Weapon | 50 |
250 K |
Immunities are not allowed on clan mobs, nor any spells which simulate this effect.
Affects | min. Mob Level | Price | Affects | min. Mob Level | Price | |
Berserk | 10 | 15 K | Flying | 10 | 15 K | |
Protection Good | 30 | 30 K | Protection Evil | 30 | 30 K | |
Detect Invisible | 50 | 100 K | Detect Hidden | 50 | 100 K | |
Regeneration | 50 | 100 K | ||||
Invisible | 50 | 150 K | Hidden | 50 | 150 K | |
Absorb | 50 | 150 K | Haste | 50 | 150 K | |
Sanctuary | 80 | 300 K | ||||
Truesight | 90 | 500 K |
Offenses | min. Mob Level | Price |
Bash | 10 | 15 K |
Kick | 10 | 15 K |
Dirt Kick | 10 | 15 K |
Trip | 10 | 15 K |
Dodge | 25 | 30 K |
Parry | 25 | 30 K |
Fast | 35 | 60 K |
Disarm | 50 | 150 K |
Area Attack | 80 | 350 K |
Nature | Affect of Nature | Price |
Strong | STR, CON | 50 K |
Agile | DEX, INT | 50 K |
Sly | WIS, INT | 50 K |
Robust | CON, STR | 50 K |
Sturdy | HP | 80 K |
Magical | Mana, AC Exotic | 80 K |
Viscious | Damage | 100 K |
Armoured | AC | 100 K |
Monsterous | STR, CON, DEX, HP,... | 150 K |
Clan Guard
Prices for guards are a little hard for people to read sometimes. Here's how it works: the prices listed are NOT the price at that level. They are the prices for each level within the indicated range. For example: a level 2 guard is calcualted in this way:
The cost for level ranges 1 to 30 is 5 K. Therefore, in paying for each level raised, level 1 costs 5K, as does level 2, for a sum total of 10 K for both levels. A level 30 mob is, 30 levels time 5 K for each level or 150 K.
Level Range | Price |
1 - 30 | 5 K |
31 - 50 | 20 K |
51 - 80 | 80 K |
81 - 100 | 140 K |
101 - 110 | 200 K |
111- 120 | 250 K |
Above level 120, every additional level costs 300K and the extra costs for mob abilities are doubled.
Clan Shopkeeper
10K for each Level of the mob
Add Clan Item to Shop (Price=100*Level) | 30 K |
Add Shop Type | 30 K |
Clan Healer
10K for each Level (Level effects casting ability)
Clan Teacher
100K for each 1% of the teaching skill
Human Language | 50 + 1K / Level |
Cthonic Language | 500 + 10K / Level |
Newbie Class Skill | 250 + 5K / Level |
Professional Class Skill | 1000 + 20K / Level |
Master Class Skill | 5000 + 50K / Level |
Newbie class skills are skills that can be learned in a profession accessible at first level. Professional Classes are classes accessible at level 15 (just out of newbie), and Master Classes are those accessible at level 30. The lowest class level in which the skill appears is the level of the skill.
Mob Professions
Giving a mob the 'mob monster' or 'dreamlands warrior' profession doubles the mob's level cost.
Clan Objects
There are also a varity of clan objects that may be bought. These include lockers, idols, pills, potions, scrolls, wands, staves, lights, trash, prides, furniture, weapons, armor, food and drink containers. Like mobs, each particular type may have specific rules and prices that apply to it.
The point system applies to all objects for the most part (exceptions noted per item type).
Every Point spent costs 20K.
Level Range |
Maximum allowed Points |
Level Range |
Maximum allowed Points |
|
1 - 5 | 1 | 41 - 45 | 11 | |
6 - 10 | 2 | 46 - 50 | 13 | |
11 - 15 | 3 | 51 - 55 | 15 | |
16 - 20 | 4 | 56 - 60 | 19 | |
21 - 25 | 5 | 61 - 70 | 24 | |
26 - 30 | 6 | 71 - 80 | 30 | |
31 - 35 | 7 | 81 - 90 | 35 | |
36 - 40 | 9 | 91 - 100 | 40 |
Above 100, there is 1 point for 10 levels.
Where not otherwise noted as for the type of item, levels are essentally free and are reflected by the cost of points spent and minimal level for those number of points.
Attribute | Points |
1 STR or INT or DEX or WIS or CON | 2 |
+ 1 HIT and + 1 DAM | 1 |
10 HP or 10 Mana or 15 Move | 1 |
-2 Saving Roll | 1 |
-1 AC | 1 |
3 points of a human language or 1 point of a newbie skill | 1 |
Affect | Points | Affect | Points | |
Detect Align | 1 |
Sneak | 7 |
|
Berserk | 1 |
Detect Invis | 7 |
|
Detect Magic | 2 |
Invisible | 8 |
|
Protect Align | 2 |
Flying | 8 |
|
Dark Vision | 3 |
Regeneration | 9 |
|
Infrared | 4 |
Haste | 12 |
|
Swim | 4 |
Absorb Magic | 13 |
|
Detect Hidden | 5 |
Pass Door | 15 |
|
Hide | 6 |
Sanctuary | 19 |
Extra | Price |
Glow | 3K |
Hum | 3K |
Bless | 3K |
Evil | 3K |
Invis | 6K |
NoDrop | 12K |
NoRemove | 12K |
BurnProof | 12K |
Anti-Good | 12K |
Anti-Neutral | 12K |
Anti-Evil | 12K |
Clan Locker
100K per location of access. Lockers are not portable.
Clan Idol
500K for any diety. Idols are not portable. There is of course no guarantee that your diety will want to talk to you! ;)
Pills / Potions
Item Level = Combined Spell Levels / 3
Cost/Level = 15k + Level * 2k
Cost per spell level is Learning Difficulty * Levels * 2k in the spell.
Thus having a level 100 heal spell, which has a learning difficulty of 150%, would have a base cost of 2k * 100 * 150% = 300k.
Scrolls
Base Cost | 15K |
Per Level of all included non-offensive pells | 2K |
Per Level of all included offensive Spells | 4K |
Per Extra Spell Effect Level | 3K |
Wands / Staves
Base Cost (4 Charges) | 70K |
Per Level of non-offensive pell | 1K |
Per Level of offensive Spell | 2K |
Per extra charge | 15K |
Light
Base Cost | 30K |
Per Hour of Light | 200 |
Infinite Light | 80K |
Trash / Pride
Base Cost | 80K |
Per Level | 1K |
Furniture
Base Cost | 30K |
1% Heal | 3K |
1% Mana Regen | 3K |
Weapons
Base Cost (Weight = Level / 10) | 100K |
Per Level | 3K |
Per Weight point lowered | 15K |
Brand | min Weapon Level | Price |
Sharp | 20 |
100K |
Flaming | 25 |
100K |
Lightning | 25 |
100K |
Frost | 25 |
100K |
Vampiric | 35 |
100K |
Vorpal | 35 |
200K |
Weapon Damtypes Shocking bite, Freezing bite, Flaming bite, Acidic bite are NOT allowed.
Weapon Damypes Magic, Wrath, Shot, Divine multiply the object price with 25%
Armor
Base Cost (Weight = Level / 6) | 100K |
Per Level | 3K |
Per Weight point lowered | 7K |
Food
Base Cost (lasting 10 hrs) | 12K |
Per extra hour | 1K |
There is a limit on maximum value for food - if the value is too high it can crash the mud.
Drink Container
Base Cost (4 portions) | 12K |
Per extra Portion | 2K |
No portable fountians. There is no infinite drink container.
Component
Base Cost | 30K |
Cost for Spell Involved | |
Newbie Level | 10K |
Professional Level | 20K |
Master Level | 30K |
Clan Scripts and Mob Programs
These are standardized Mobprogs, which are easy to reproduce by every builder. It doesn't mean you can't ask for other progs, but there is no way to give a list of all useful progs one could build for clan purposes.
Name | Description | Price |
Doorbell | Gives a signal through the whole Clan area - Mobs can react on that signal | 500 K |
1st level gadget | A handle, lever, whatever that triggers a secret door - the gadget must be mentioned in room desc | 100 K |
2nd level gadget | A handle, lever, whatever that triggers a secret door - the gadget must be mentioned in an extra desc | 400 K |
Selective Trap | A Trap that is activated by any non-member. Flying players are always immune to traps. DAM= d10*n | 20*n K |
Selective Trapdoor | A Trapdoor that reacts on non-members. Flying players are always immune to trapdoors. | 1 M |
Stopper | A Clanguard inhibits movement of everyone who does not belong to the clan. | 200 K /direction |
Distributor | Instead of heaving clan items repop in a room they can be distributed by a mob, when shown a clan token | 800 K |
Power Word Passdoor | A password cast with a powerword allows access to the door. | 1M, 300 fame |
Power Word Distributer | As the regular distributer with a power word trigger. | 1M, 300 fame |
Change PowerWord | Changing the phrase for any Power Word script. | 500 K |
Clan Scryer | A mob may watch a room from another room and react upon it. | 750 K, 100 fame |
Note Poster | A mob may post a note in reaction to an event. | 500 K, 100 fame |
Customized Script | A customized scripts for a situation. | minimum 1 M |
Modyfying an Existing Custom Script | Modfying a script already in place or defined. | 500 K |
Custom Gadget | A non door opening gadget. | minimum 500 K, fame depending on the effect |