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==Custom Item Creation==
==Item Customization==


Custom-created items are available for purchase, left up to the imagination (and bank account) of the player.  These purchases are liable to be extremely expensive, depending on powerful an item is desired to be.  Any items created in this way must be placed, for purchase, in a Shop owned by that player (which means that a player must already own a Shop in order to create custom items in this way).




Costs will be based on the following criteria:
Custom items and equipment are available for those who have purchased a Shop Vendor for their player house. While the idea of creating personalized equipment is exciting, bear in mind that created items are not able to be tailored to be as powerful as equipment that exists out there in the world, keeping exploration and discovery a prime requisite for establishing the 'best' equipment for anyone out there.




All customized objects, regardless of how weak or powerful they are, will require a fee of 1000g and 1 Restring Token. This is separate from the purchase price to buy it from a player's shop (see below). Additional fees may be required if customization aspects are requested and granted outside the boundaries that have been listed on this page.


-Item Type (armor, weapon, wand, jewelry, etc.)


-Statistics put upon it


-Extra 'flags' (magical, glowing, humming, etc.)


-Item's effects and power when used (if applicable)


-Level (sometimes, not always; see full list of 'starting prices' below)


==How It Works==




In addition, the cost to purchase copies of the item '''from the shop it is placed in''' will be calculated first by comparing it to an existing item that is the closest possible similarity, then adding (or subtracting, as may be the case) based on how much better (or worse) it is than the item it is being compared to.  This final purchasing cost will be at Lilly's discretion, but rest assured that it will be fairly analyzed and appraised.
Equipment customization works on a 'point'-based system. More 'points' are allowed for higher-level equipment, and each 'point' can be applied to a piece of equipment to customize it in numerous ways.




The spells/effects of a 'useable' item (scrolls, wands, potions, etc.) will be negotiated with Lilly on a case-by-case basis; there are far too many spells and effects in the Cleft of Dimensions to make a database entailing specific costs for each one, so discuss with her exactly what you want an item to do, and she will quote you a price.
Each level range of equipment has two different types of 'points': '''''FIXED POINTS''''' and '''''TRADEOFF POINTS.'''''




'''Fixed Points''' are simply points that you can exchange for a variety of statistics and affects to be applied to your equipment, within the restrictions given for each level range (see listings below).




Statistical additions can be applied as follows (1 point exchanged for one 'boost' of one of the following):




- 1 point of STR, DEX, CON, WIS, INT, or DAMROLL


==WEAPONS==
- 2 HITROLL


Custom weapons will be given a base 'average damage' relative of its level compared to other weapons of its type at the same level.  Information on custom weapon creation is as follows:
- 50 of either HP or MANA


- 75 MOV


- Minus 3 AC rating


'''Starting Cost:'''


-800g




Affect additions can be applied as follows (in varying point-exchange amounts):


'''Starting Weight:'''


-Short Slash/Short Bash = 12 lbs
-Resistance '''[Requires 3 points each]''' (fire, cold, electricity, acid, poison, holy, energy, mental, water, light, sound, wood, silver, iron, wind, earth, dark)


-Melee/Short Pierce = 7 lbs


-Long Bash/Long Slash/Long Pierce = 15 lbs
-Weapon '''[Requires 1 point each]''' (fire/frost/vampiric/shocking/poison/holy/unholy/acidic/disrupting/earthy/soulblade damage, measuring/loud/mystery unique effects)


-Projectile/Exotic = 10 lbs


-Extra '''[Requires 1 point each]''' (nodestroy [drink containers don't poof when used up], adhesive, nochk [items don't require an artifice check to be used successfully], noexplode [wands/charged items don't poof when used up])




'''Damage Increase:'''
-Extra2 '''[Do not require points]''' (glow, hum, magic, anticlass, antigender, antirace)


-Level 1-33:


-->Increase Avg Damage by 2 points: 1000g
-Appliables '''[Requires 3 points each]''' (Swimming, thorn/ice/crystal shield)


-->Increase Avg Damage by 4 points: 2500g


-->Increase Avg Damage by 6 points: 4500g


-->Increase Avg Damage by 8 points: 6800g
'''Tradeoff Points''' work the same way, but for each tradeoff point you exchange, a negative statistic of equal caliber needs to also be applied. For example, if you used a tradeoff point to apply +1 STR to a sword, you would need to add a minus to something elsewhere, as well (-1 CON/DEX/WIS/INT, -50 HP/MANA, -75 MOV [Adding +'s to AC is not allowed as a tradeoff in this instance]).






-Level 34-70:


-->Increase Avg Damage by 2 points: 1500g


-->Increase Avg Damage by 4 points: 3000g


-->Increase Avg Damage by 6 points: 6500g
==Restrictions & Allowances==


-->Increase Avg Damage by 8 points: 9000g


The following level ranges each have their own maximum-allowed points and restrictions otherwise (note that note all tradeoff points HAVE to be used; they are there for those who want them), as well as the 'purchase price' that will be given to the item once it is placed in a player shop (Waist-slot items are an exception; see bottom of level range list for waist item specifications):




-Level 71-100:


-->Increase Avg Damage by 2 points: 2000g
'''Level 10 to 20 (COST 500g):'''


-->Increase Avg Damage by 4 points: 3750g


-->Increase Avg Damage by 6 points: 7500g
-1 Fixed Point, 2 Tradeoff Points


-->Increase Avg Damage by 8 points: 12000g
-STR/DEX/CON/WIS/INT/DAMROLL may not go higher than +1


-HP/MANA may not go higher than +50


-MOV may not go higher than +75


-AC may not go lower than -6


'''Weight Reduction''':


-->Decrease Weight by 1 point: 300g


-->Decrease Weight by 2 points: 900g
'''Level 21 to 30 (COST 1000g):'''


-->Decrease Weight by 3 points: 1750g


-->Decrease Weight by 4 points: 2800g
-1 Fixed Point, 2 Tradeoff Points


-->Decrease Weight by 5 points: 4000g
-STR/DEX/CON/WIS/INT/DAMROLL may not go higher than +2


-->Decrease Weight by 6 points: 5500g
-HP/MANA may not go higher than +50


-MOV may not go higher than +75


-AC may not go lower than -6




'''Weight Increase''':


-->50g/point, up to a '''maximum''' of 50 lbs total
'''Level 31 to 40 (COST 1750g):'''




-2 Fixed Points, 2 Tradeoff Points


-STR/DEX/CON/WIS/INT may not go higher than +1


-DAMROLL may not go higher than +2


==ARMOR==
-HP/MANA may not go higher than +50


Custom armor will be given a base AC in accordance with a typical piece of that armor's type for its level.  Each inclusion of additional armor class affects all four parameters (slash, bash, pierce, and exotic).  Please note that Finger-Slot, Neck-Slot, Back-Slot and Waist-Slot items cannot be from this category; see 'Jewelry & Nonspecifics' below. Information on custom armor is as follows:
-MOV may not go higher than +75


-AC may not go lower than -6




'''Starting Cost:'''


-800g
'''Level 41 to 50 (COST 2800g):'''




-2 Fixed Points, 3 Tradeoff Points


'''Starting Weight:'''
-STR/DEX/CON/WIS/INT/DAMROLL may not go higher than +2


-Torso: 15 lbs
-HP/MANA may not go higher than +50


-Legs: 12 lbs
-MOV may not go higher than +150


-All Other: 10 lbs
-AC may not go lower than -6






'''Level 51 to 60 (COST 4000g):'''


'''Defense Increase:'''


-->Increase (lower) AC by 2 points: 500g
-2 Fixed Points, 3 Tradeoff Points


-->Increase (lower) AC by 4 points: 1250g
-STR/DEX/CON/WIS/INT may not go higher than +2


-->Increase (lower) AC by 6 points: 2500g
-DAMROLL may not go higher than +3


-->Increase (lower) AC by 8 points: 4000g
-HP/MANA may not go higher than +100


-->Increase (lower) AC by 10 points: 6500g
-MOV may not go higher than +150


-->Increase (lower) AC by 15 points: 13000g
-AC may not go lower than -6






'''Level 61-70 (COST 5000g):'''


'''Weight Reduction:'''


-->Decrease Weight by 1 point: 250g
-2 Fixed Points, 4 Tradeoff Points


-->Decrease Weight by 2 points: 600g
-STR/DEX/CON/WIS/INT may not go higher than +2


-->Decrease Weight by 3 points: 1400g
-DAMROLL may not go higher than +3


-->Decrease Weight by 4 points: 2200g
-HP/MANA may not go higher than +100


-->Decrease Weight by 5 points: 3450g
-MOV may not go higher than +150


-->Decrease Weight by 6 points: 4800g
-AC may not go lower than -9






'''Level 71-80 (COST 6200g):'''


==LIGHTS==


-3 Fixed Points, 3 Tradeoff Points


'''Starting Cost:'''
-STR/DEX/CON/WIS/INT may not go higher than +2


-Level 1-25 (50 hours): 100g
-DAMROLL may not go higher than +3


-Level 26-50 (100 hours): 250g
-HP/MANA may not go higher than +100


-Level 51-75 (150 hours): 500g
-MOV may not go higher than +150


-Level 76-100 (200 hours): 1000g
-AC may not go lower than -9






'''Additional Hours of Light:'''
'''Level 81-99 (COST 8500g):'''


-->25 Extra Hours: 800g


-->50 Extra Hours: 1750g
-3 Fixed Points, 4 Tradeoff Points


-->75 Extra Hours: 3000g
-STR/DEX/CON/WIS/INT may not go higher than +2


-->100 Extra Hours: 4500g
-DAMROLL may not go higher than +4


-HP/MANA may not go higher than +100


-MOV may not go higher than +150


-AC may not go lower than -12


==WANDS==




'''Starting Cost:'''
'''Level 100 (COST 10000g):'''


-Level 1-33 (3 Charges): 500g


-Level 34-70 (6 Charges): 1000g
-4 Fixed Points, 3 Tradeoff Points


-Level 71-100 (10 Charges): 1750g
-STR/DEX/CON/WIS/INT may not go higher than +3


-DAMROLL may not go higher than +5


-HP/MANA may not go higher than +150


-MOV may not go higher than +225


'''Additional Charges:'''
-AC may not go lower than -12


-->Add 2 Extra Charges: 450g


-->Add 4 Extra Charges: 1000g


-->Add 6 Extra Charges: 1750g


-->Add 8 Extra Charges: 2800g
'''Waist-Slot Items - Level 80-100 (COST 7500g):'''


-->Add 10 Extra Charges: 4250g


-1 Fixed Point, 2 Tradeoff Points


-STR/DEX/CON/WIS/INT may not go higher than +2


-DAMROLL may not go higher than +3


==STAVES==
-HP/MANA may not go higher than +100


-MOV may not go higher than +150


'''Starting Cost:'''
-AC may not go lower than -9


-Level 1-33 (3 Charges): 1000g


-Level 34-70 (6 Charges): 1750g


-Level 71-100 (10 Charges): 3000g


'''Wands - Level 30-100 (COST: Varies):'''




'''Additional Charges:'''
-15 Charges


-->Add 1 Extra Charge: 400g
-Level of spell is same as level of item


-->Add 2 Extra Charges: 800g
-Desired spell determines cost of wand


-->Add 3 Extra Charges: 1500g


-->Add 4 Extra Charges: 2500g


-->Add 5 Extra Charges: 3750g


'''Staves - Level 30-100 (COST: Varies)'''




-10 Charges


==RODS==
-Level of spell is same as level of item


-Desired spell determines cost of staff


'''Starting Cost:'''


-Level 1-50 (30 Minute Cooldown): 1000g


-Level 51-100 (20 Minute Cooldown): 2500g


'''Lights - Level 30-100 (COST: 300g)'''




'''Cooldown Reduction:'''
-1 Tradeoff Point


-->Reduce Cooldown Time by 2 minutes: 400g
-75 Hours of Light


-->Reduce Cooldown Time by 4 minutes: 1000g


-->Reduce Cooldown Time by 6 minutes: 1750g


-->Reduce Cooldown Time by 8 minutes: 2800g


-->Reduce Cooldown Time by 10 minutes: 4000g
All other objects (food, scrolls, potions, etc.) need to be discussed with Lilly, since they are too numerous to be listed here.




For an idea of how average Armor Class values stack up on the different armor pieces along level progression, check out [http://images.wikia.com/cleftd/images/4/4a/AC_Level_Chart.png this] chart.




==POTIONS & SCROLLS==
For an idea of how average Weapon Damage stacks up along level progression, check out [http://images.wikia.com/cleftd/images/1/1a/Weapon_Level_Chart.PNG this] chart.




'''Starting Cost:'''


-100g


==Alternate Customization Method==




'''Starting Spell Slots:'''
Separately, a player may provide a currently existing, non-quest-reward (some other restrictions may apply) item for customization, and tweak it to their preference based on what already exists (a wand that casts a different spell, food that gives a different effect, etc.). This situation will be a case-by-case basis, so talking to and discussing with Lilly about your desires in this case is the best idea.


-Level 1-25: 1 slot


-Level 26-50: 2 slots


-Level 51-75: 3 slots


-Level 76-100: 4 slots


==Final Note==




 
If there is something that you want that isn't listed here, please discuss it with Lilly. It is likely that there may've been something that was intended to be included but was overlooked, though it may not always be the case. Some additions may be made if Lilly feels they don't upset the Cleft balance, but the idea is to allow the normal acquisition of loot through exploration and discovery to remain the best way to acquire the best equipment, and this method only as a small extension of the restringing process of one's own devices. If it seems like the customization process is limited in scope, it's likely because it is meant to be this way; it isn't meant as a go-to do-all for every piece of equipment one can obtain for every level.
==FURNITURE==
 
Furniture defaults to a restorate rate of 150%.
 
 
 
'''Starting Cost:'''
 
-400g
 
 
 
'''Improve Restoration Rate:'''
 
-->Increase Restoration Rate by 20%: 1000g
 
-->Increase Restoration Rate by 40%: 2000g
 
-->Increase Restoration Rate by 60%: 3000g
 
-->Increase Restoration Rate by 80%: 4000g
 
-->Increase Restoration Rate by 100%: 5000g
 
-->Increase Restoration Rate by 150%: 10000g
 
 
 
 
==BAG CONTAINERS==
 
Default bag containers have a weight capacity of 80 lbs, no weight reduction, and can hold 20 items.
 
 
 
'''Starting Cost:'''
 
-800g
 
 
 
'''Improve Weight Capacity:'''
 
-->Increase Weight Limit by 20 lbs: 400g
 
-->Increase Weight Limit by 40 lbs: 1000g
 
-->Increase Weight Limit by 60 lbs: 1750g
 
-->Increase Weight Limit by 80 lbs: 2500g
 
-->Increase Weight Limit by 100 lbs: 3750g
 
-->Increase Weight Limit by 150 lbs: 6000g
 
-->Increase Weight Limit by 220 lbs: 10000g
 
 
 
'''Increase Item Capacity:'''
 
-->Allow Capacity for 10 more items: 400g
 
-->Allow Capacity for 20 more items: 1000g
 
-->Allow Capacity for 30 more items: 1750g
 
-->Allow Capacity for 40 more items: 2750g
 
-->Allow Capacity for 50 more items: 4000g
 
-->Allow Capacity for 80 more items: 8500g
 
 
 
'''Reduce Weight:'''
 
-->Container Weight reduced by 10%: 1000g
 
-->Container Weight reduced by 20%: 2200g
 
-->Container Weight reduced by 30%: 3800g
 
-->Container Weight reduced by 40%: 5500g
 
-->Container Weight reduced by 50%: 8200g
 
 
 
 
==DRINK CONTAINERS==
 
Default drink containers have a liquid capacity of 30 units.
 
 
 
'''Starting Cost:'''
 
-200g
 
 
 
'''Increased Liquid Capacity:'''
 
-->Allow for 20 more units of liquid: 500g
 
-->Allow for 40 more units of liquid: 1200g
 
-->Allow for 60 more units of liquid: 2000g
 
-->Allow for 80 more units of liquid: 3250g
 
-->Allow for 100 more units of liquid: 4750g
 
 
 
 
==FOOD==
 
By default, all custom food completely fills satiation and hunger levels to maximum.
 
 
 
'''Starting Cost:'''
 
-50g
 
 
 
 
'''Add Beneficial Spell/Effect:'''
 
-500g
 
 
 
 
==JEWELRY==
 
These are custom 'empty' items that can be equipped in any slot (except for waist, back, and wearfloat; see below), which are bolstered by separately purchased affects and statistic additions (see further below).
 
 
 
'''Starting Cost:'''
 
-200g
 
 
 
 
==NONSPECIFICS==
 
These are alternate custom 'empty' items that aren't as prominent as those in the jewelry category, and as such are not able to be as laden with statistics and/or affects. They include objects specifically designed for the waist, back, and wearfloat slots.
 
 
 
 
'''Starting Cost:'''
 
-1000g
 
 
 
 
 
 
 
 
==Statistics, Affects & Flags==
 
Custom equipment can be given additional bonuses that are applied when equipped.  The following is a list of purchaseable additions and their restrictions:
 
 
 
'''Statistic Bonuses:'''
 
 
Weapon, Armor, and Jewelry are allowed bonus statistics based on their level:
 
-Level 1-25: Up to 2 Stat Types Allowed
 
-Level 26-50: Up to 3 Stat Types Allowed
 
-Level 51-75: Up to 4 Stat Types Allowed
 
-Level 76-100: Up to 5 Stat Types Allowed
 
 
 
Nonspecifics are allowed bonus statistics based on their level:
 
-Level 1-33: 1 Stat Type Allowed
 
-Level 34-70: 2 Stat Types Allowed
 
-Level 71-100: 3 Stat Types Allowed
 
 
 
All other objects that are allowed the following based on their level:
 
-Level 1-50: 1 Stat Type OR Affect (see below) Allowed
 
-Level 51-100: Up to 2 Stat Types OR Affects (see below) Allowed
 
 
 
-Str/Dex/Con/Int/Wis:
 
-->Increased by 1 point: 500g
 
-->Increased by 2 points: 1750g
 
-->Increased by 3 points: 3000g
 
-->Increased by 4 points: 5000g
 
 
-Damroll:
 
-->Increased by 1 point: 500g
 
-->Increased by 2 points: 1250g
 
-->Increased by 3 points: 2500g
 
-->Increased by 4 points: 4000g
 
-->Increased by 5 points: 7500g
 
 
-Hitroll:
 
-->Increased by 1 point: 250g
 
-->Increased by 2 points: 800g
 
-->Increased by 3 points: 1800g
 
-->Increased by 4 points: 3000g
 
-->Increased by 5 points: 5750g
 
 
-Saves:
 
-->Increased by 1 point: 200g
 
-->Increased by 2 points: 500g
 
-->Increased by 3 points: 1000g
 
-->Increased by 4 points: 2000g
 
-->Increased by 5 points: 3800g
 
 
-Armor Class:
 
-->Lowered by 2 points: 500g
 
-->Lowered by 4 points: 1250g
 
-->Lowered by 6 points: 2500g
 
-->Lowered by 8 points: 4000g
 
-->Lowered by 10 points: 6500g
 
 
-Hit Points/Mana:
 
-->Increased by 1-50 points: 50g/point
 
-->Increased by 51-100 points: 100g/point*
 
*After initial 50 points at 50g/point!
 
 
-Moves:
 
-->Increased by 1-100 points: 40g/point
 
-->Increased by 101-200 points: 75g/point*
 
*After initial 100 points at 40g/point!
 
 
 
 
'''Affects:'''
 
 
Weapon, Armor, Jewelry, and Nonspecifics are allowed bonus affects based on their level:
 
-Level 1-50: 1 Affect Allowed
 
-Level 51-100: 2 Affects Allowed
 
 
All other objects that are allowed the following based on their level:
 
-Level 1-50: 1 Affect OR Stat Type (see above) Allowed
 
-Level 51-100: Up to 2 Affects OR Stat Types (see above) Allowed
 
 
 
-Resistance:
 
-->Apply any Elemental Resist: 4000g
 
-->Apply Poison Resist: 5000g
 
 
-Offensive:
 
-->Apply any Elemental Damage Bonus to Weapon: 2000g
 
]-->Apply any Second Elemental Damage Bonus to Weapon: 5750g
 
-->Apply Moon or Leaf Saber Affect: 5000g
 
-->Apply Poison Effect to Weapon: 4000g
 
-->Add Unique Effect to Weapon (does not count towards maximum allowed Affects):
 
]-->Add 'Mystery' (Damage appears as ???) Effect: 1000g
 
]-->Add 'Measuring' (Damage appears in inches and feet) Effect: 500g
 
 
 
-Detection:
 
-->Apply Invis Detection: 6000g
 
-->Apply Hidden Detection: 5500g
 
 
-Other Affects:
 
-->Apply Dark Vision: 4000g
 
-->Apply Float Ability: 7000g
 
-->Apply Swim Ability: 4000g
 
 
 
'''Extra Flags:'''
 
These are flags added to items that affect their appearance or useability in some way.
 
 
 
-Appearance:
 
-->Apply 'Glow' Flag (allows item to be seen in dark areas): 300g
 
-->Apply 'Hum' Flag (adds "(Humming)" notice in front of item): 100g
 
-->Apply 'Magic' Flag (adds "(Blue Aura)" notice in front of item: 100g
 
 
-Useability:
 
-->Add 'Noexplode' Flag (prevents items with multiple charges from disappearing when the last charge is used up): 750g
 
-->Add 'Nocheck' Flag (useable items will never fail when activated): 1000g
 
-->Add 'Adhesive' Flag (item stays with the player after death): 1000g
 
 
 
 
 
 
 
==Give and Take==
 
Adding positive aspects to an object is not the only way to create something new!  By adding detrimental aspects to an item, you are able to give yourself 'allowance' on an item to use as credit towards other traits.  Here's an example: Someone adds +1 Str to an item, which costs 500g.  Instead of paying 500g, they also add -1 Int to the item, which sets them back to an even balance of no cost. By choosing where to place positive aspects and where to place negative aspects that may not hurt you too terribly, you can offset the cost of your finished product!  Detrimental effects work the same way backward as they do forward, which means that adding a -4 to Wis, for example, will allow you to add +4 to Con at no additional cost!
 
 
 
==Final Notes==
 
If there are ANY questions about this process (think of it like a workshop!), please don't hesitate to contact Lilly via note or tell, if available online at the time.  Though very detailed in its premise, I'm sure there are things I did not think of to include here that could likely be thought up by players, and I usually enjoy hearing about new ideas or insights.  Additionally, haggling is an option!  If there is something that you really, REALLY want, but is not listed as an available choice (within the confines of minimum and maximum allowances), ask Lilly about it.  Chances are it's going to cost more to have it your way, but if its reasonable, there's a very good chance it can be created to your liking.
 
 
 
 
 
[[Category:Areas|_]]

Revision as of 16:51, 30 October 2013

Item Customization

Custom items and equipment are available for those who have purchased a Shop Vendor for their player house. While the idea of creating personalized equipment is exciting, bear in mind that created items are not able to be tailored to be as powerful as equipment that exists out there in the world, keeping exploration and discovery a prime requisite for establishing the 'best' equipment for anyone out there.


All customized objects, regardless of how weak or powerful they are, will require a fee of 1000g and 1 Restring Token. This is separate from the purchase price to buy it from a player's shop (see below). Additional fees may be required if customization aspects are requested and granted outside the boundaries that have been listed on this page.




How It Works

Equipment customization works on a 'point'-based system. More 'points' are allowed for higher-level equipment, and each 'point' can be applied to a piece of equipment to customize it in numerous ways.


Each level range of equipment has two different types of 'points': FIXED POINTS and TRADEOFF POINTS.


Fixed Points are simply points that you can exchange for a variety of statistics and affects to be applied to your equipment, within the restrictions given for each level range (see listings below).


Statistical additions can be applied as follows (1 point exchanged for one 'boost' of one of the following):


- 1 point of STR, DEX, CON, WIS, INT, or DAMROLL

- 2 HITROLL

- 50 of either HP or MANA

- 75 MOV

- Minus 3 AC rating



Affect additions can be applied as follows (in varying point-exchange amounts):


-Resistance [Requires 3 points each] (fire, cold, electricity, acid, poison, holy, energy, mental, water, light, sound, wood, silver, iron, wind, earth, dark)


-Weapon [Requires 1 point each] (fire/frost/vampiric/shocking/poison/holy/unholy/acidic/disrupting/earthy/soulblade damage, measuring/loud/mystery unique effects)


-Extra [Requires 1 point each] (nodestroy [drink containers don't poof when used up], adhesive, nochk [items don't require an artifice check to be used successfully], noexplode [wands/charged items don't poof when used up])


-Extra2 [Do not require points] (glow, hum, magic, anticlass, antigender, antirace)


-Appliables [Requires 3 points each] (Swimming, thorn/ice/crystal shield)


Tradeoff Points work the same way, but for each tradeoff point you exchange, a negative statistic of equal caliber needs to also be applied. For example, if you used a tradeoff point to apply +1 STR to a sword, you would need to add a minus to something elsewhere, as well (-1 CON/DEX/WIS/INT, -50 HP/MANA, -75 MOV [Adding +'s to AC is not allowed as a tradeoff in this instance]).




Restrictions & Allowances

The following level ranges each have their own maximum-allowed points and restrictions otherwise (note that note all tradeoff points HAVE to be used; they are there for those who want them), as well as the 'purchase price' that will be given to the item once it is placed in a player shop (Waist-slot items are an exception; see bottom of level range list for waist item specifications):


Level 10 to 20 (COST 500g):


-1 Fixed Point, 2 Tradeoff Points

-STR/DEX/CON/WIS/INT/DAMROLL may not go higher than +1

-HP/MANA may not go higher than +50

-MOV may not go higher than +75

-AC may not go lower than -6


Level 21 to 30 (COST 1000g):


-1 Fixed Point, 2 Tradeoff Points

-STR/DEX/CON/WIS/INT/DAMROLL may not go higher than +2

-HP/MANA may not go higher than +50

-MOV may not go higher than +75

-AC may not go lower than -6


Level 31 to 40 (COST 1750g):


-2 Fixed Points, 2 Tradeoff Points

-STR/DEX/CON/WIS/INT may not go higher than +1

-DAMROLL may not go higher than +2

-HP/MANA may not go higher than +50

-MOV may not go higher than +75

-AC may not go lower than -6


Level 41 to 50 (COST 2800g):


-2 Fixed Points, 3 Tradeoff Points

-STR/DEX/CON/WIS/INT/DAMROLL may not go higher than +2

-HP/MANA may not go higher than +50

-MOV may not go higher than +150

-AC may not go lower than -6


Level 51 to 60 (COST 4000g):


-2 Fixed Points, 3 Tradeoff Points

-STR/DEX/CON/WIS/INT may not go higher than +2

-DAMROLL may not go higher than +3

-HP/MANA may not go higher than +100

-MOV may not go higher than +150

-AC may not go lower than -6


Level 61-70 (COST 5000g):


-2 Fixed Points, 4 Tradeoff Points

-STR/DEX/CON/WIS/INT may not go higher than +2

-DAMROLL may not go higher than +3

-HP/MANA may not go higher than +100

-MOV may not go higher than +150

-AC may not go lower than -9


Level 71-80 (COST 6200g):


-3 Fixed Points, 3 Tradeoff Points

-STR/DEX/CON/WIS/INT may not go higher than +2

-DAMROLL may not go higher than +3

-HP/MANA may not go higher than +100

-MOV may not go higher than +150

-AC may not go lower than -9


Level 81-99 (COST 8500g):


-3 Fixed Points, 4 Tradeoff Points

-STR/DEX/CON/WIS/INT may not go higher than +2

-DAMROLL may not go higher than +4

-HP/MANA may not go higher than +100

-MOV may not go higher than +150

-AC may not go lower than -12


Level 100 (COST 10000g):


-4 Fixed Points, 3 Tradeoff Points

-STR/DEX/CON/WIS/INT may not go higher than +3

-DAMROLL may not go higher than +5

-HP/MANA may not go higher than +150

-MOV may not go higher than +225

-AC may not go lower than -12



Waist-Slot Items - Level 80-100 (COST 7500g):


-1 Fixed Point, 2 Tradeoff Points

-STR/DEX/CON/WIS/INT may not go higher than +2

-DAMROLL may not go higher than +3

-HP/MANA may not go higher than +100

-MOV may not go higher than +150

-AC may not go lower than -9



Wands - Level 30-100 (COST: Varies):


-15 Charges

-Level of spell is same as level of item

-Desired spell determines cost of wand



Staves - Level 30-100 (COST: Varies)


-10 Charges

-Level of spell is same as level of item

-Desired spell determines cost of staff



Lights - Level 30-100 (COST: 300g)


-1 Tradeoff Point

-75 Hours of Light



All other objects (food, scrolls, potions, etc.) need to be discussed with Lilly, since they are too numerous to be listed here.


For an idea of how average Armor Class values stack up on the different armor pieces along level progression, check out this chart.


For an idea of how average Weapon Damage stacks up along level progression, check out this chart.



Alternate Customization Method

Separately, a player may provide a currently existing, non-quest-reward (some other restrictions may apply) item for customization, and tweak it to their preference based on what already exists (a wand that casts a different spell, food that gives a different effect, etc.). This situation will be a case-by-case basis, so talking to and discussing with Lilly about your desires in this case is the best idea.



Final Note

If there is something that you want that isn't listed here, please discuss it with Lilly. It is likely that there may've been something that was intended to be included but was overlooked, though it may not always be the case. Some additions may be made if Lilly feels they don't upset the Cleft balance, but the idea is to allow the normal acquisition of loot through exploration and discovery to remain the best way to acquire the best equipment, and this method only as a small extension of the restringing process of one's own devices. If it seems like the customization process is limited in scope, it's likely because it is meant to be this way; it isn't meant as a go-to do-all for every piece of equipment one can obtain for every level.