User:Average/In-game objects
Objects of interest can have a "stat sheet" like any NPC. If the object has no sentience, then it has no ability stats. STUB
- Alignment allows in-game interactions like oppositely-aligned characters being attracted to it.
- Level tell you how sophisticated it is. It takes about 10 rounds to make an item of a class`s specialty equal to their level.
- HP stats tell you when it breaks and is unusable for it's original purpose.
- With enough mana (from other players admiration, for example), an object may glow.
- AC protects it from damage
So a castle may have a LVL40 door and 200 hit points. It's defenses are physical, so you must use the STR attribute. You might be a LVL40 warrior, if you hit it enough to reduce it by 200 points, the door is broken.
A lock might be a LVL10, with a HP=100.
Same thing with spellbooks or scrolls. A LVL20 mage can read another LVL20 mage's spellbook if they are equal or greater INT. If they've obfuscated it with a cipher, for example, treat it like additional AC in the physical realm (so an AC 10 knocks 10 INT points off of comprehension, but every round gets more). The formula is something like the difference in levels, plus overlaying the difference in INT. If the value is 0 or above, the comprehension is total. (Wizard's get a +2 bonus for reading comprehension, not writing). See arcana.
- Bag of Holding: As described in the standards manuals, but this item will turn into an ordinary bag if you try to turn it inside out. (Probably should be worth 500pp.)
- Magical Staffs: The standard manuals say that staff have only a limited number of charges: but this is just the residue of the original maker. If you fashion a staff yourself, it has unlimited number because you are attuned exactly to it. (Of course the type of magic must be compatible with the material used, but what kind of staff set with a crystal couldn't emanate a light for a good wizard?)
- Wands: same as above, but the user must incant the special spell words to get unlimited magic out of them. They generally don't have any zaps left unless held by a powerful wizard.