MadROM muds at: telnet madrom.net 1536

June 17/96 : please note this file is being updated...use it as a guide only.

This is MadROM's guide to setting the flags and hitpoint and other values for MOBILES when building areas for the mud.

Mobiles should be balanced: a fairly hard fight should harvest a player around 50 exp. A VERY tough fight might give the player from 80 to 120 exp. The experience that a player will get from a mobile is determined by the level of the player vs the level of the mob, and the mobiles alignment. the amount of hitpoints the mob has, for example). A level 20 player will get around 50 exp for a level 20 mobile, and around 120 experience for a level 25 mobile, and higher if the mobile is oppositely aligned. The toughness of the fight, is determined by the hitpoints, damage, hitroll, other flags, spec_functions, and the weapon the mob may or may not be carrying (which affects the mobs damage). When determing the hitpoint and damroll to put on your mobile, keep in mind how many IMMUNITIES and RESISTANCES you are also adding, and what ACT_FLAGS you are adding, as well as any spec_functions you might be giving that mobile. The more IMMUNITIES and RESISTANCES a mobile has, the tougher it is. If the mobile has a special combat function it is also tougher. If so, you might give it a hitpoint setting at the lower end of its level range. On the other hand, if the mobile has few IMMUNITES and RESISTANCES and no special function for combat, plus lots of VULNERABILITIES, you might give it hitpoints at the higher end of the hitpoint range.

I. Hitpoints

Hitpoints are determined as a roll of the dice: eg 2d10+100 would give that mobile a hitpoint range, on reset, of 100 to 120 hitpoints. - Guide for mobiles: (hp=hitpoints) Level 1-10 10-15 hp per level Level 41-60 20-55 hp per level Level 11-20 15-20 hp per level Level 61-70 35-70 hp per level Level 21-30 15-30 hp per level Level 71+ 50-100 hp per level Level 31-40 20-35 hp per level

II. Mana

Mana is also determined as a roll of the dice, but is not actually implemented on MadROM at present. However, treat the mobile as if it can use mana, and give it the amount of mana a cleric or warrior player (depending on the mobile) at that mobiles level, might have. Ask players on the mud for their mana stats. If you don't want to bother with this, just put in 1d1+99 for all mobiles, in the mana section.

III. Hitroll

Affects how often the mobile will hit you, basically. It doesn't need to be very high, as its an added bonus for the mobile. For a level 50 mobile, a hitroll of 8 is more than fine, and for a level 90 mobile a hitroll of 15 would be great.

IV. Damage

Affects how HARD the mobile will hit you. This value will be augmented by the average damage of the weapon the mobile is carrying if you use the E (equip command) in the resets section to give the mobile a weapon.

An easy guide to setting the damage for your mobile is to set the damage the same way you set average damage for a weapon: 5 + 10 for each level

eg a level 50 mobile would have an average damage of 30 or eg 1d1+30 or a range such as 2d5+25. Keep in mind that giving your mobile a weapon will give it more damage than what you put in in this value in the

MOBILES section.

V. Armor Class

This value is also affected by an armor you give your mobile to wear, using the E (equip) command to give eq to your mobile in the RESETS section. A quick way to decide what value to give your mobile for its armor class is 2/3 of the mobiles level. eg a level 90 mobile would have armor class values around 60. You have 4 values to put in here, each explained in ozy.doc. Don't make all values the same. Eg for a level 90 mobile you might have:

-60 -59 -58 -35

The last value, resistance to magic, is usually a bit lower than the resistances to the weapon attacks. NB. the values are multiplied by 10 by the mud. So a mobile with -60 AC in your area file will have around -600 AC. This is taken into account when I am suggesting the values for you to put in.

VI. ACT_FLAGS, IMMUNITIES, RESISTANCES and VULNERABILITIES.

Don't load your mobile up with immunities and resistances OR make it wussy with too many vulnerabilities. Choose a few that reflect the nature of the creature. Choose MORE the higher level the mobile. Keep in mind that the more immunities and resistances the mobile has, the tougher it is, and the weaker you might want it in hitpoints and damage. Any mobile over level 45 should have Sanctuary, OR be Aggressive, or have bash, berserk or frenzy. All at this level or higher should have trip and/or dodge and parry.

VII. Special functions

Special functions for your mobile. Keep in mind that giving your mobile special functions may make it anywhere from a little to a LOT tougher.

Of the combat special functions, the least nasty are the spec_breath ones. Harder yet is the special_cast_cleric function. Mobiles with special_cast_mage and spec_cast_undead are very tough!, and because of the possibility of players being edrained, should be given these special functions only if they are a prize to fight..eg they hold the key to a treasure, or guard the gateway to an area, or wear powerful equipment. Ozy.doc has a list of special functions available, and what spells they contain.

VII. Gold

Don't load your mobile up with gold. 10 000 gold for a level 90 mobiles is MORE than enough, 7000 gold for a level 60 mobile is rich, and mobiles under level 50 should not have more than 300 gold. Those under level 30 should have a maximum of 2000 gold.

Some Examples of Mobiles on MadROM.

Level 60 HP 2000-3700 Armor Class (Value 39, actual, 388) Hit 5 Damage 4d8+27 Flags: Agressive, Assist, Disarm Dodge Trip Kick Bash Detect Invis. Immune to Pierce, Acid Blast and Disease. No resistances. Vulnerable to Holy.

Level 81 HP 5900-6400 Armor Class (Value 52, actual, 520) Hit 7 Damage 6d6+38 Flags: Sanctuary, Disarm, Dodge, Trip, Assist vnum, Bash. Immune to Lighting, Acid blast and Disease. Resists magic. Vulnerable to Holy, and Poison.

Good mobiles to check are the ones in Strange World. Keep in mind that the armor class you see if you check them is the armor class on the mud..eg a mobile that on the mud has an armor class of -600 -500 -300 -100 0

will have values for AC of -59 -50 -29 -10 0 or so, in the #MOBILES section of your area.