Items and Item Types

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Flailer
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Items and Item Types

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Items and Item Levels

Items in Aetheria range in power from worthless tools crafted by stunted goblins to items that seem to have been fashioned by the gods themselves. Due to the magical nature of items of power, they can only be wielded by those sufficiently powerful to do so. If a mere commoner were to attempt to equip the sword of planar being, the results would be both spectacular and horrible.

Item Types

There are five basic types of items in Neversummer 5:
  • Dropped Loot: These items are used and equipped by the various creatures around Aetheria. Their levels vary directly with the level of the creature, and will drop randomly when the creature is killed.
  • Crafted Items: Created by the skills of a character, these can also vary widely in usefulness. Generally, they are on par with Dropped Loot, however they are much easier and less expensive to create compared to purchasing them from a merchant.
  • Gold, Gems, and Art: Ranging from a tiny worthless children's toy to the most magnificent, polished diamond - these items' only value lies in their aesthetic (and monetary) appeal. Keep them as souvenirs or sell them to merchants - it's up to you.
  • Unique Items and Artifacts: Crafted or used only by one or two powerful creatures, these items are almost always significantly more valueable than any normally dropped item. They sometimes drop on the unlikeliest of creatures - even a lowly Hobbit, after all, could stumble upon a precious ring in the dark mountain caverns.
  • Enhancement Kits: Found throughout the realm are kits which can be used on items to give them special properties. These kits may impart short lived temporary effects on the items they are used on or may infuse their essense with the item in order to give it great power permanently.
Item Levels

Items found in Aetheria are equippable by players if the player is powerful enough to use the item. The system we've employed to establish this is a point system. Each item property is associated with a certain number of points. Likewise, each item slot has a certain amount of points that can be used by a player of a certain level. As you increase in levels, the number of points you're able to use for each item slot increases.

Therefore, whenever you attempt to equip an item, the number of points that item is worth is added up and compared to how many points you're able to use for that item slot. If the number of points of the item exceeds your current equipment slot alotement, the item is said to be too powerful for you to wield at the moment.

This system allows a much more fluid item level restriction system than has been used in the past - especially when combined with the item enhancement kit system. Players can create items that fit their stengths or cover their weaknesses without being confined to just the items that drop in the world.

While the line now blurs between specific lines of equipment and the level at which they can be used, below is a rough list of item lines of gear and the rough level at which they can be used:
  • Plainly named items: Levels 1 - 5
  • Masterwork Items: Levels 5 - 10
  • Enhanced Items: Levels 10-15
  • Enchanted Cloth: Levels 15-20
  • Imbued Items: Level 20-25
  • Infused Items: Level 25-30
  • Planar Items: Level 30-35
  • Divine Items: Level 35-40
Flailer
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Flailer
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Re: Items and Item Types

Post by Flailer »

While with the Item Points system being employed in NS5, different items can have different properties and be usable at different levels, the list below indicates some of the general property power levels found on items at various levels and the typical location for those enhancements.

Care has been taken in the following list to ensure that one set of gear doesn't emerge as the dominant load-out and that when choosing gear, it's a constant trade-off in properties.

General gear and their potential bonuses:
  • Gloves: STR, AC Bonus vs. Race & Alignment (Armor AC)
  • Belt: CON OR Regeneration, Saves vs. Death
  • Helm: INT or WIS, Saves vs. Fear & Mind Effecting, Light
  • Boots: DEX or Dodge AC
  • Cloak: CHA or Deflection AC
  • Rings: Skills OR General or Specific Saves
  • Amulets: Spells Slots, Bonus Feats, Immunities OR Natural AC, Spell Resistance
  • Armor: AC, Damage Immunity, Damage Resistance, Universal Saves, Cast Spell/day, AC Bonus vs. Damage Type
  • Weapons: Bonus Damage, Attack Bonus, Enhancement Bonus, Deflection AC Bonus vs. Damage Type
General Gear Properties:
  • Level 1-5: +1 Abilities, +1 Skill, +1 Saves vs. X, L1&2 Spell Bonus
  • Level 6-10: +2 Abilities, +2 Skill, +1 Saves vs. X, +1 Spec. Saves, L2&3 Spell Bonus, +1 AC, Dim Light
  • Level 11-15: +3 Abilities, +3 Skill, +2 Saves vs. X, +1 Spec. Saves, L3&4 Spell Bonus, +1 AC, +1 Regen, Low Light
  • Level 16-20: +4 Abilities, +4 Skill, +3 Saves vs. X, +2 Spec. Saves, L5&6 Spell Bonus, +2 AC, +1 Regen, Normal Light, +1 Univ. Saves
  • Level 21-25: +5 Abilities, +5 Skill, +3 Saves vs. X, +2 Spec. Saves, L7&8 Spell Bonus, +2 AC, +2 Regen, Bright Light, +1 Univ. Saves
  • Level 26-30: +6 Abilities, +6 Skill, +4 Saves vs. X, +3 Spec. Saves, L8&9 Spell Bonus, +3 AC, +2 Regen, +1 Univ. Saves
  • Level 31-35: +7 Abilities, +7 Skill, +5 Saves vs. X, +3 Spec. Saves, L7&8&9 Spell Bonus, +3 AC, +3 Regen, +2 Univ. Saves
  • Level 36-40: +8 Abilities, +8 Skill, +5 Saves vs. X, +4 Spec. Saves, L8&8&9 Spell Bonus, +4 AC, +3 Regen, +2 Univ. Saves
One Handed Weapons
  • Level 1-5: +1d4 Damage Bonus,
  • Level 6-10: +1d6 Damage Bonus, +1d4 Massive Critical
  • Level 11-15: +1d8 Damage Bonus, +1d6 Massive Critical
  • Level 16-20: +2d4 Damage Bonus, +1d8 Massive Critical, +1 Enhancement Bonus
  • Level 21-25: +1d10 Damage Bonus, +2d4 Massive Critical, +2 Enhancement Bonus
  • Level 26-30: +1d12 Damage Bonus, +1d10 Massive Critical, +3 Enhancement Bonus
  • Level 31-35: +2d6 Damage Bonus, +1d12 Massive Critical, +4 Enhancement Bonus
  • Level 36-40: +2d8 Damage Bonus, +2d6 Massive Critical, +5 Enhancement Bonus
Two Handed Weapons
  • Level 1-5: +1d4 Damage Bonus, +1d4 Massive Critical
  • Level 6-10: +1d6 Damage Bonus, +1d6 Massive Critical
  • Level 11-15: +2d4 Damage Bonus, +1d8 Massive Critical, +1 Enhancement Bonus
  • Level 16-20: +1d10 Damage Bonus, +2d4 Massive Critical, +2 Enhancement Bonus
  • Level 21-25: +1d12 Damage Bonus, +1d10 Massive Critical, +3 Enhancement Bonus
  • Level 26-30: +2d6 Damage Bonus, +1d12 Massive Critical, +4 Enhancement Bonus
  • Level 31-35: +2d8 Damage Bonus, +2d6 Massive Critical, +5 Enhancement Bonus
  • Level 36-40: +2d10 Damage Bonus, +2d8 Massive Critical, +6 Enhancement Bonus
Robes
  • Level 1-5: +5% Magic/Elemental Immunity
  • Level 6-10: +1 AC, +5% Magic/Elemental Immunity
  • Level 11-15: +1 AC, 5% Melee Immunity , +10% Magic/Elemental Immunity
  • Level 16-20: +2 AC, 5% Melee Immunity , +10% Magic/Elemental Immunity
  • Level 21-25: +2 AC, 5% Melee Immunity , +15% Magic/Elemental Immunity, 5/- Melee Resistance
  • Level 26-30: +3 AC, 10% Melee Immunity , +20% Magic/Elemental Immunity, 5/- Melee Resistance
  • Level 31-35: +3 AC, 10% Melee Immunity , +20% Magic/Elemental Immunity, 10/- Melee Resistance, 5/- Elemental Resistance
  • Level 36-40: +4 AC, 15% Melee Immunity , +25% Magic/Elemental Immunity, 10/- Melee Resistance, 5/- Elemental Resistance
Light & Medium Armor
  • Level 1-5: 5% Melee Immunity
  • Level 6-10: +1 AC, 5% Melee Immunity
  • Level 11-15: +2 AC, 10% Melee Immunity, 5/- Melee Resistance
  • Level 16-20: +2 AC, 10% Melee Immunity, +5% Magic/Elemental Immunity, 5/- Melee Resistance
  • Level 21-25: +3 AC, 15% Melee Immunity, +5% Magic/Elemental Immunity, 5/- Melee Resistance
  • Level 26-30: +4 AC, 15% Melee Immunity, +10% Magic/Elemental Immunity, 10/- Melee Resistance
  • Level 31-35: +4 AC, 20% Melee Immunity, +10% Magic/Elemental Immunity, 10/- Melee Resistance
  • Level 36-40: +5 AC, 20% Melee Immunity, +15% Magic/Elemental Immunity, 15/- Melee Resistance, 5/- Elemental Resistance
Heavy Armor
  • Level 1-5: +1 AC, 5% Melee Immunity
  • Level 6-10: +2 AC, 10% Melee Immunity, 5/- Melee Resistance
  • Level 11-15: +3 AC, 10% Melee Immunity, 5/- Melee Resistance
  • Level 16-20: +3 AC, 15% Melee Immunity, +5% Magic/Elemental Immunity, 5/- Melee Resistance
  • Level 21-25: +4 AC, 15% Melee Immunity, +5% Magic/Elemental Immunity, 10/- Melee Resistance
  • Level 26-30: +5 AC, 20% Melee Immunity, +10% Magic/Elemental Immunity, 10/- Melee Resistance
  • Level 31-35: +5 AC, 25% Melee Immunity, +10% Magic/Elemental Immunity, 10/- Melee Resistance
  • Level 36-40: +6 AC, 25% Melee Immunity, +10% Magic/Elemental Immunity, 15/- Melee Resistance
Flailer
NS Developer

None of us is as dumb as all of us.

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