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Clan Equipment
EQUIPMENT
The rules for Clan Equipment are pretty strict, and MUST be followed by all Clans. This is to ensure that the balance of the game doesn't get destroyed by Clans "escalating" the stats on their equipment. Each Clan should have equal chances in the game, and the general idea of Clans is to promote a feeling of community and helpfulness among the Clan members, NOT to provide cheap, over-powered equipment for the members.
- Each Clan gets a total of three items as Clan Equipment: The Clan Leader has a free choice which wear_locs to use for those three items. The power of each item should correspond to the levels 30, 40 and 50. (Consult the Equipment Guidelines for setting the stats).
- The Clan Equipment MUST be identified with the name of the Clan, and should NOT be given away to anybody, who isn't a Clan member. The items should be flagged !donate and !sell. The Clan Equipment is allowed a TOTAL addaffect of 10 points of any of the stats hp, mana, move, hitroll and damroll. Which of the stats to be used is up to the Clan Leader to decide. SEE EQUIPMENT GUIDELINES!
- The points can be divided on the three items at the Clan-leader's choice when the HQ is built. Each item must however have at least 2 of the points, (for instance: Ring 2 point, Shield 3 points, Weapon 5 points). The Clan members should receive one item at initiation to the Clan, and the other two should be planted on mobs of adequate strength in the HQ. Clan equipment and weapons are NOT allowed to be sold in shops.
- NO permanent spells are allowed on Clan Equipment
- Clan weapons are NOT to exceed 5d10 damage and NO addaffects of ANY type.
- Each Clan also gets an item with the Clan unique wear_loc Crest. The item may have a total addaffect of 10 points. The initial cost for the Clan Crest is 1 gold token, after that the cost for each item loaded is 1 silver. It is up to the Clan Leader to decide at what level the members will get the Crest, whether the Clan or the members should pay for the items, and whether any sort of achievement is demanded from the members to get it.
PILLS, POTIONS, SCROLLS, WANDS AND STAFFS
The price on healing potions must follow the general rules set for the entire game. These might be altered at times. If you want cheaper - or better stuff - explore!
- Each Clan is allowed a total of 3 pills/potions/wands/staffs to be sold in the Clan HQ. A TOTAL of 3; not 3 pills, 3 potions, 3 wands, 3 staffs.
- Each such item will have weight set according to the spells it has
- Pills and Potions sold in clans are only allowed to have armor, bless, and strength at spell level 10
- The only spell besides the above that is allowed on wands or staves is remove curse
- Scrolls for recall and identify may also be sold in the HQ, apart from the above mentioned magic items
EXTRAS
- The Clans are allowed to make Clan specific food, containers, lights and drink containers, to be sold in the HQs. The items should be identified with the Clan name. The number of extra items is restricted to 20
- NO addaffects or permanent spells are allowed on these items. Containers may have a max. capacity of 10 times their weight. If it weighs 10 it can carry 100. The max allowed is 600.
- One of the items should be for Clan Recall. (an obj. script is required since clan-recall isn't implemented). If the script is set to teleport a non-member to a dangerous place, the item should be flagged melt-drop, to protect newbies from getting hurt
- Clan food sold in the HQs must have a cost of minimum 500 coins, drinks 250 minimum. Other Clan items like lights, bags and pills/potions/staves must have a minimum price of 1000 coins. You pay for the the convenience of having all handy in the Clan HQ. If you want cheaper stuff - buy it somewhere else!
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