Home » Societies »

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