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 Post subject: Requirement Scales for EQ, Mobiles, etc
PostPosted: Sat Oct 02, 2004 6:05 pm 
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Joined: Tue Sep 21, 2004 1:30 am
Posts: 71
Location: Calgary, Alberta Canada
This was partially mentioned last night, but it would be nice to have a definite place to reference in regards to minimum and maximum effects for both equipment and mobiles, if there is any.

It will help us all from making tremendously-strong items for certain level ranges. If there isn't one, maybe we can all come up with one together? I have one that I can contribute, if possible, for equipment but it's based off of base SMAUG.


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 Post subject: fear not
PostPosted: Sat Oct 02, 2004 8:30 pm 
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Joined: Wed Sep 15, 2004 2:06 am
Posts: 1377
Location: Ontario, Canada
i will show you some template mobs, from ingame mobs so that you have an idea of how things are.

As for equipment goes, do not place special effects (focus effects) on any item.

Do not place 'affected by' effects on any item unless it is designed to be like a quest reward type idea. (if the item is sitting on a mob, and you just need to kill it, no effects)

I want racial / class skills to be unique, i do not want items useable by mages that give bash and stun, or disarm or dual wield.

give an item +1 or +2 to a stat, maybe some minor armor bonus, that should be the limit.

use your best judgement in all cases.


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