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==Custom Item Creation==
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==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 how 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).
 
   
   
  +
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.
   
'''Items can be created in one of two ways:'''
 
   
  +
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.
1.) From scratch (completely original)
 
   
2.) Based on an item that already exists, with limitations*
 
   
-*No items over level 80, no quest-rewarded items, no promotional (event) items, and no copies of items that could potentially endanger the MUD's game integrity (Lilly has final say on this)*-
 
   
   
   
All items have a flat 'creation fee' that must be paid at the time of creation; any other costs will be put into the purchase price of the item from the vendor it is placed in. The fee varies with the item type:
 
   
  +
==How It Works==
-Weapon (all types): 2000g + Restring Token
 
   
-Armor (includes torso, legs, feet, hands, head): 2000g + Restring Token
 
   
  +
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.
-Jewelry (includes finger, wrist, neck, face): 1500g + Restring Token
 
   
-Nonspecific (includes waist, body, wearfloat): 3000g + Restring Token
 
   
  +
Each level range of equipment has two different types of 'points': '''''FIXED POINTS''''' and '''''TRADEOFF POINTS.'''''
-Light: 300g + Restring Token
 
   
-Wand: 1000g + Restring Token
 
   
  +
'''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).
-Staff: 2000g + Restring Token
 
   
-Rod: 2500g + Restring Token
 
   
  +
Statistical additions can be applied as follows (1 point exchanged for one 'boost' of one of the following):
-Potions, Pills & Scrolls: 250g + Restring Token
 
   
-Furniture: 750g + Restring Token
 
   
  +
- 1 point of STR, DEX, CON, WIS, INT, or DAMROLL
-Containers: 1000g + Restring Token
 
   
  +
- 2 HITROLL
-Drink Containers: 500g + Restring Token
 
   
  +
- 50 of either HP or MANA
-Food: 250g + Restring Token
 
   
  +
- 75 MOV
-Vehicle: 1750g + Restring Token
 
   
  +
- Minus 3 AC rating
   
   
   
   
  +
Affect additions can be applied as follows (in varying point-exchange amounts):
==Addition of Statistics and Affects==
 
   
The bottom line is this: the more powerful you want your item to be, the more it's going to cost to purchase from the vendor once it is instated. '''Finalized made-from-scratch items''' will have their price calculated based on the closest similar item to its type and caliber, and then adjusted based on how much better or worse it is to the corresponding similar-item's price. '''Finalized based-on-one-that-exists items''' will have their purchase price calculated similarly, except that Lilly and the player already know where their starting price point is.
 
   
 
-Resistance '''[Requires 3 points each]''' (fire, cold, electricity, acid, poison, holy, energy, mental, water, light, sound, wood, silver, iron, wind, earth, dark)
Every item is inclined to be different, and as such, the prices for custom items will vary wildly. A lengthy discussion with Lilly on what you want out of your item will be almost mandatory, but here are some guidelines to go on when calculating what you want (and the limitations involved):
 
   
-Level 1-20 weapons, armor & jewelry have a limit of 2 statistics
 
   
  +
-Weapon '''[Requires 1 point each]''' (fire/frost/vampiric/shocking/poison/holy/unholy/acidic/disrupting/earthy/soulblade damage, measuring/loud/mystery unique effects)
-Level 21-40 weapons, armor & jewelry have a limit of 2 statistics and 1 affect
 
   
-Level 41-60 weapons, armor & jewelry have a limit of 3 statistics and 1 affect
 
   
  +
-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])
-Level 61-80 weapons, armor & jewelry have a limit of 3 statistics and 2 affects
 
   
-Level 81-99 weapons, armor & jewelry have a limit of 4 statistics and 2 affects
 
   
  +
-Extra2 '''[Do not require points]''' (glow, hum, magic, anticlass, antigender, antirace)
-Level 100 weapons, armor & jewelry have a limit of 5 statistics and 2 affects
 
   
   
  +
-Appliables '''[Requires 3 points each]''' (Swimming, thorn/ice/crystal shield)
-Level 1-33 nonspecifics have a limit of 1 statistic
 
   
-Level 34-70 nonspecifics have a limit of 2 statistics
 
   
-Level 71-100 nonspecifics have a limit of 2 statistics and 1 affect
 
   
  +
'''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]).
   
-All other item types may be created to be equipable, but are only allowed 1 statistic from level 1-75, and 2 statistics from 76-100; no affects may be placed on these 'extra' equips
 
   
   
   
-('''STATISTICS''')-
 
   
Lowering a statistic (see third example piece, below, for reasoning behind lowered stats on an item) does not count toward the total allowed statistics on an item:
 
   
  +
==Restrictions & Allowances==
   
-Base stats (Str, Dex, Con, Int, Wis) may not go higher than 4 each, nor may they go lower than -4 each
 
   
  +
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):
-Damroll stat may not go higher than 5, nor may it go lower than -5
 
   
-Hitroll & Saves may not go higher than 8, nor may they go lower than -8 (and vice-versa in the case of Saves)
 
   
-Hit Points & Mana may not go higher than 100 points, each, nor may they go below -100 points, each
 
   
  +
'''Level 10 to 20 (COST 500g):'''
-Movement points may not go higher than 200 points, nor may they go below -200 points
 
   
-Armor class bonus may not go below -10, nor may it go above 10
 
   
  +
-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
-('''AFFECTS''')-
 
   
  +
-MOV may not go higher than +75
-Elemental resistances include fire, cold, electricity, acid, poison, evil, holy, energy, mental, water, light, sound, wood, silver, iron, wind, earth & dark
 
   
  +
-AC may not go lower than -6
-Weapon offenses include '''flaming''', '''frost''', '''vampiric''' (drains HP), '''vorpal''' (causes bleeding), '''twohanded''' (increases base average damage by 15), '''shocking''', '''poison''', '''leaf''' (drains mana), '''holy''', '''unholy''', '''featherweight''' (lowers weapon weight), '''nervewrack''' (mental damage, sometimes confuses), '''acidic''', '''disrupting''' (extra damage vs undead), '''earthy''' & '''soulblade''' (does extra damage, but damages wielder on hit)
 
   
-Special weapon offenses that don't count toward the affect limit include '''measuring''' (damage is labeled in feet and inches), '''loud''' (attacking text is in all caps) & '''mystery''' (damage is not shown, instead is given in ???'s); weapons may also be given your choice of '''attack type''' (in a huge range of styles) other than the standard slash, bash & pierce, but the availability is too immense to list here; if you want a more customized attack type, please ask Lilly and voice your interests, and she can narrow down apropriate types that you may be interested in
 
   
-Item affects include '''detect invis''', '''detect hidden''', '''faerie fire''' (gives pink aura, prevents user from using invis or hide/sneak), '''infrared vision''', '''night vision''', '''float''', '''swim''' & '''regeneration'''
 
   
  +
'''Level 21 to 30 (COST 1000g):'''
   
   
  +
-1 Fixed Point, 2 Tradeoff Points
   
  +
-STR/DEX/CON/WIS/INT/DAMROLL may not go higher than +2
-('''Special Flags''')-
 
   
  +
-HP/MANA may not go higher than +50
These flags don't count as statistics or affects, and may be applied to any item (for a cost, of course):
 
   
  +
-MOV may not go higher than +75
-Special flags include '''glow''' (allows item to be seen in the dark), '''humming''' (aesthetic, no real purpose), '''magic''' (adds blue aura, no real purpose), '''adhesive''' (item stays with holder, even after death), '''no check''' (using an item is always successful with no chance to fail) & '''indestructible''' (items with charges will not disappear after last charge is exhausted)
 
   
  +
-AC may not go lower than -6
-In addition, special 'anti' flags exist that prohibit specific races, classes, and even genders from wearing, wielding, or using an item. These aren't exceedingly practical, but if you want them, they are available; just ask!
 
   
   
   
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'''Level 31 to 40 (COST 1750g):'''
   
   
  +
-2 Fixed Points, 2 Tradeoff Points
   
  +
-STR/DEX/CON/WIS/INT may not go higher than +1
==Weapons & Armor Notes==
 
   
  +
-DAMROLL may not go higher than +2
All weapons and armor that are '''made from scratch''' will be given a starting base damage and armor class based on their level (there is a chart available for this process), and these values may be tweaked higher or lower for an increased or lowered end-result price. In general, these guidelines apply:
 
   
  +
-HP/MANA may not go higher than +50
   
  +
-MOV may not go higher than +75
-Armor may not go higher than 10 points above starting base armor class, regardless of level; this does not include additional AC statistic bonuses (see 'statistics' above)
 
   
  +
-AC may not go lower than -6
   
-Level 1-33 weapons may not go higher than 5 points above starting base average damage
 
   
-Level 34-79 weapons may not go higher than 10 points above starting base average damage
 
   
  +
'''Level 41 to 50 (COST 2800g):'''
-Level 80-100 weapons may not go higher than 15 points above starting base average damage
 
   
   
  +
-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
==Magical Item Notes==
 
   
  +
-AC may not go lower than -6
Useable items such as wands, staves, potions, and scrolls can be customized to one's liking in terms of allowed charges, spells that are cast, cooldown rate, and so forth. All spells that are cast from an item are based on the level of the item itself, and in the case of potions and scrolls that have up to four spell slots available, each slot that is given a spell/effect will be counted toward the final purchase price. The combinations that players are entitled to, as a result, are far too numerous to list any adamant price, so finding and discussing with Lilly what you are looking to create is ideal.
 
   
   
   
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'''Level 51 to 60 (COST 4000g):'''
   
   
  +
-2 Fixed Points, 3 Tradeoff Points
==An Example or Two==
 
   
  +
-STR/DEX/CON/WIS/INT may not go higher than +2
   
  +
-DAMROLL may not go higher than +3
'''Example #1'''
 
   
  +
-HP/MANA may not go higher than +100
(Chest Armor)
 
   
  +
-MOV may not go higher than +150
Level 100
 
   
  +
-AC may not go lower than -6
Armor Class: 75 bash, 75 slash, 75 pierce, 75 magic
 
   
Increases Damroll by 5
 
   
Affects AC by -10
 
   
  +
'''Level 61-70 (COST 5000g):'''
Increases Str by 4
 
   
Increases Con by 4
 
   
  +
-2 Fixed Points, 4 Tradeoff Points
Increases Dex by 4
 
   
  +
-STR/DEX/CON/WIS/INT may not go higher than +2
Adds 'Float' Effect
 
   
  +
-DAMROLL may not go higher than +3
Adds 'Swim' Effect
 
   
  +
-HP/MANA may not go higher than +100
   
  +
-MOV may not go higher than +150
The above example is top-of-the-line, but falls within the allowed parameters; 5 statistics and 2 affects for a Level 100 item. An item like this is going to be, for obvious reasons, one of the most expensive pieces of equipment available for purchase, and after the initial 2000g + Restring Token creation fee, a player can expect to have a price tag of around 50000g for this item to be placed in their shop. The types of Affects vary the price, as do the intensity of statistical bonuses; you can expect to pay slightly more for something that has Str +4 than something that has Str +2 and Wis +2. Weapons, armor, and other equipables are likely to be the most expensive to create and purchase.
 
   
  +
-AC may not go lower than -9
   
   
   
'''Example #2'''
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'''Level 71-80 (COST 6200g):'''
   
(Potion)
 
   
  +
-3 Fixed Points, 3 Tradeoff Points
Level 45
 
   
  +
-STR/DEX/CON/WIS/INT may not go higher than +2
Spell Slot 1: Esuna
 
   
  +
-DAMROLL may not go higher than +3
Spell Slot 2: Cure 3
 
   
  +
-HP/MANA may not go higher than +100
Spell Slot 3: Cure 3
 
   
  +
-MOV may not go higher than +150
Spell Slot 4: None
 
   
  +
-AC may not go lower than -9
   
The above example shows a typical healing-style potion with the added benefit of a level 45 esuna to cure non-injury ills that may be plaguing a player. After the initial 250g + Restring Token creation fee, a player could expect to pay somewhere in the neighborhood of 50 gold per purchase of this item. It was created using the original Red Health Potion as a baseline item, which starts at 35g per purchase, and using this as a starting point, we throw in the fact that it also has Esuna added to it, which boosts the price a little. However, the normal red potion has spell effects of level 51, and these are only level 45. So the price is lowered slightly, in accordance. The final price would likely stand at 50g apiece.
 
   
   
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'''Level 81-99 (COST 8500g):'''
   
   
  +
-3 Fixed Points, 4 Tradeoff Points
'''Example #3'''
 
   
  +
-STR/DEX/CON/WIS/INT may not go higher than +2
(Leg Armor)
 
   
  +
-DAMROLL may not go higher than +4
Level 60
 
   
  +
-HP/MANA may not go higher than +100
Armor Class: 38 bash, 38 slash, 38 pierce, 38 magic
 
   
  +
-MOV may not go higher than +150
Increases Damroll by 5
 
   
  +
-AC may not go lower than -12
Increases Str by 4
 
   
Increases Con by 4
 
   
Decreases Int by 4
 
   
  +
'''Level 100 (COST 10000g):'''
Affected by Dark Resist
 
   
   
  +
-4 Fixed Points, 3 Tradeoff Points
The above example is unique; it retains its allowed parameters (3 statistics and 1 affect), but notice the decrease in Int. Decreasing a statistic does not affect the allowed number of statistics on an item, and in fact, will offset the price of the final total of the item. Essentially, that detriment of -4 to Int will negate the cost of one of the +4's to the other stats, balancing them out. After factoring that in, the final price would be totaled by finding an item of the closest possible similarity that exists, first by armor factor and then added stats and affects; by cancelling out the Int/Str crossover, we would apply a price based on the Con +4 and the Dark Resist, as well as the price of it based on a similar armor of its make and level. Roughly, the price for something like this would still be in the range of approximately 8500g; those stats on a single piece of armor are pretty good comparable to most armor of its level, and even those of many levels higher, and custom gear is not meant to be cheap. The cost for the added affect is lowered slightly by the fact that Dark Resist is not as commonly a sought-after effect, compared to the traditional elemental resistances of fire, water/ice, and etc.
 
   
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-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
==Final Notes on Item Creation==
 
   
Not everything has been meticulously covered on this page, and I realize that. The combinations that players could come up with when designing their own equipment and items is nigh limitless; I could spend an eternity listing off prices and ranges, effects and drawbacks, and all things in-between and never cover it all. So the bottom line is this:
 
   
Ask Lilly. If you want something, ask Lilly. Use this page as a guideline, but understand that it is ONLY a guideline. There may be things YOU can think of that nobody else could, and if its something you want, the only way to find out if it is feasible or not is to ask. I will be straight up with you and tell you right out if it is a possibility or not, and in most cases, it is. When you have an interest in mind, tell me exactly what you want, and every detail you have; I can fashion together an example with your details and information, and quote you a price. Then, if you can gather the needed funding for the creation fee, I will put the item in your player shop even if you don't yet have the money for it; from that point, it will be up to you to earn the money to be able to purchase it from your own shop.
 
   
Negotiations are always welcome; just because you don't see something on this page doesn't mean I left it out intentionally, either. Come to me with your ideas, and I will try hard to make them a reality.
 
   
  +
'''Waist-Slot Items - Level 80-100 (COST 7500g):'''
If I missed anything glaringly obvious and you think I should put it here, please send me (Lilly) a tell or a note in-game.
 
  +
  +
  +
-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 3-100 (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 [http://images.wikia.com/cleftd/images/4/4a/AC_Level_Chart.png this] chart.
  +
  +
  +
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.
  +
  +
  +
  +
  +
==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.
 
[[Category:Areas|_]]
 
[[Category:Areas|_]]

Latest revision as of 19:11, 10 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 3-100 (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.