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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 15K Acid 10 15K
Disease 10 15K Drowning 10 15K
Negative 10 15K
Fire 30 30K Cold 30 30K
Lightning 30 30K Energy 30 30K
Mental 30 30K Light 30 30K
Holy 30 50K
Pierce 50 80K Slash 50 80K
Bash 50 80K
Weapon 50 250K

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 15K Flying 10 15K
Protection Good 30 30K Protection Evil 30 30K
Detect Invisible 50 100K Detect Hidden 50 100K
Regeneration 50 100K
Invisible 50 150K Hidden 50 150K
Absorb 50 150K Haste 50 150K
Sanctuary 80 300K
Truesight 90 500K
Offenses min. Mob Level Price
Bash 10 15K
Kick 10 15K
Dirt Kick 10 15K
Trip 10 15K
Dodge 25 30K
Parry 25 30K
Fast 35 60K
Disarm 50 150K
Area Attack 80 350K
Nature Affect of Nature Price
Strong STR, CON 50K
Agile DEX, INT 50K
Sly WIS, INT 50K
Robust CON, STR 50K
Sturdy HP 80K
Magical Mana, AC Exotic 80K
Viscious Damage 100K
Armoured AC 100K
Monsterous STR, CON, DEX, HP,… 150K

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 5K
31 - 50 20K
51 - 80 80K
81 - 100 140K
101 - 110 200K
111 - 120 250K

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) 30K
Add Shop Type 30K

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
Chtonic 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

Per Level of all included non-offensive spells 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 spell 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

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 500K
1st level gadget A handle, lever, whatever that triggers a secret door – the gadget must be mentioned in room desc 100K
2nd level gadget A handle, lever, whatever that triggers a secret door – the gadget must be mentioned in an extra desc 400K
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. 1M
Stopper A Clanguard inhibits movement of everyone who does not belong to the clan. 200K / direction
Distributor Instead of leaving clan items repop in a room they can be distributed by a mob, when shown a clan token 800K
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. 500K
Clan Scryer A mob may watch a room from another room and react upon it. 750K, 100 fame
Note Poster A mob may post a note in reaction to an event. 500K, 100 fame
Customized Script A customized scripts for a situation. minimum 1M
Modifying an Existing Custom Script Modifying a script already in place or defined. 500K
Custom Gadget A non door opening gadget. minimum 500K, fame depending on the effect