Standards Request
Standards Request
Can I get access to the latest release of standards for items please? I'm about to start making stores and I'd like to get them right from the start.

- Curmudgeon
- Gadfly
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I think this thread links to the latest for NWN2...
http://www.alandfaraway.org/phpbbforum/ ... hp?t=38256
http://www.alandfaraway.org/phpbbforum/ ... hp?t=38256
Can someone give me an example of how this actually works please?
Code: Select all
3: Weapon Enchantments Effective Plus Weapon Enchantment Cost Formula (in gp): x2*2000 (total Effective Plus squared, by two thousand) Table 3a: Basic Enhancement Effective Plus Equivalents Property Melee Weapon Ranged Weapon Gloves Enhancement +x x*1.0 x*1.0 - Attack Bonus +x - - x*1.0 Table 3b: Bonus Damage Effective Plus Equivalents Bonus Damage Physical & Elemental Negative Energy Pos., Div. & Magic Massive Criticals +1 +0.4 +0.5 +0.7 +0.1 +2 +0.8 +0.9 +1.1 +0.2 +1d4 +1.0 +1.1 +1.3 +0.3 +3 +1.2 +1.3 +1.5 +0.3 +1d6 +1.5 +1.7 +2.0 +0.4 +4 +1.6 +1.8 +2.1 +0.4 +5 +2.01 +2.21 +2.51 +0.6 +1d8 +2.21 +2.41 +2.71 +0.6 +2d4 +2.52 +2.72 +3.02 +0.7 +6 - - - +0.81 +1d10 - - - +0.81 +1d12 - - - +1.01 +2d6 - - - +1.11 1: minimum +2 base bonus 2: restricted to racial / alignment specific Table 3c: Miscellaneous Effective Plus Equivalents Property Effective Plus Equivalent Drow Craft +1.0 Feat: Disarm +0.5 Keen / Impact +1.0 Unlimited Ammunition +1.0 Vampiric Regeneration +x1 +x*0.5 1: maximum +2, evil aligned only Table 3d: On Hit Ability Effective Plus Equivalents Property 5% 10% Per DC +2 Blindness DC14 +0.7 +1.4 +0.2 Daze DC14 +0.8 +1.6 +0.2 Deafness DC14 +0.6 +1.2 +0.2 Doom DC14 +0.4 +0.8 +0.2 Silence DC14 +0.6 +1.2 +0.2 Sleep DC14 +0.9 +1.8 +0.2 Slow DC14 +0.9 +1.8 +0.2 Poison +1 per 1d2 DC14 +0.2 Wounding DC14 +1.5 +0.2 Slay Racial DC141 +2.0 +1 1: maximum DC18, no player races, elementals additional +1 effective plus equivalent

- JaydeMoon
- Fionn In Disguise
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OK, here we go:
Weapons (and Armor) have what we call an effective plus.
The effective plus is made up of enhancement bonuses, damage bonuses, miscellaneous properties, and on hit properties. (Gloves are different in that they substitute simple attack bonus for enhancement).
Armor just has the AC bonus and miscellaneous bonuses.
So, Enhancement bonuses are 1 for 1 on the total effective plus. Example: +1 Enhancement starts our weapon at +1 effective plus.
Then you determine what bonus damage you want to aplpy and add the effective plus listed for that. Example: +1d4 Negative Energy Damage, you find row for 1d4, and column for Negative Damage and find that the effective plus is +1.1.
Then we determine what miscellaneous properties we want to add. Example: Add Keen for another +1 to effective plus.
Finally any on-hit properties. Example: Daze 5% of the time with DC 14 is +0.8. I want to up the DC from 14 to 18. I note that each increment of 2 that I up the DC ups the effective plus by 0.2. So Daze 5% of the time with DC 18 adds a total of +1.2 to my effective plus.
Now I put it all together:
Enhancement +1 = Effective Plus +1
+1d4 Neg Damage = Effective Plus +1.1
Keen = Effective Plus +1
Daze (DC18) 5% = Effective Plus +1.2
We add all the effective pluses together and get a total effective plus of 4.3
So to figure out the price of the these enchantments, we take the Effective Plus, square it and multiply it by 2000.
4.3^2 = 18.49. Now multiply that by 2000.
36980. then, add the original cost of the weapon (let's call it a longsword) and the cost of the MW component:
36980+
330 (MW Longsword)
37310 is the total value of this weapon.
Weapons (and Armor) have what we call an effective plus.
The effective plus is made up of enhancement bonuses, damage bonuses, miscellaneous properties, and on hit properties. (Gloves are different in that they substitute simple attack bonus for enhancement).
Armor just has the AC bonus and miscellaneous bonuses.
So, Enhancement bonuses are 1 for 1 on the total effective plus. Example: +1 Enhancement starts our weapon at +1 effective plus.
Then you determine what bonus damage you want to aplpy and add the effective plus listed for that. Example: +1d4 Negative Energy Damage, you find row for 1d4, and column for Negative Damage and find that the effective plus is +1.1.
Then we determine what miscellaneous properties we want to add. Example: Add Keen for another +1 to effective plus.
Finally any on-hit properties. Example: Daze 5% of the time with DC 14 is +0.8. I want to up the DC from 14 to 18. I note that each increment of 2 that I up the DC ups the effective plus by 0.2. So Daze 5% of the time with DC 18 adds a total of +1.2 to my effective plus.
Now I put it all together:
Enhancement +1 = Effective Plus +1
+1d4 Neg Damage = Effective Plus +1.1
Keen = Effective Plus +1
Daze (DC18) 5% = Effective Plus +1.2
We add all the effective pluses together and get a total effective plus of 4.3
So to figure out the price of the these enchantments, we take the Effective Plus, square it and multiply it by 2000.
4.3^2 = 18.49. Now multiply that by 2000.
36980. then, add the original cost of the weapon (let's call it a longsword) and the cost of the MW component:
36980+
330 (MW Longsword)
37310 is the total value of this weapon.
- JaydeMoon
- Fionn In Disguise
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The next part of your question is about Adamantium (or any special material).
If the special material is listed in the standards, it is allowed.
Simple add the price listed to the total.
Adamantium, Longsword = 1430.
So instead of adding 330 (MW longsword) to the amount of 36980 (our +4.3 effectiveplus), you add 1430.
So our Adamantium +1 Enhancement +1d4 Neg Energy Damage Keen Dazing Longsword is valued at:
38410
Keep in mind that Adamantium lists as being automatically MW, so the 300 MW component is included in that 1400 (this is one point where I may be incorrect, but I don't think so, BB or Veilan can correct me on it).
So this means a material that isn't listed as automatically MW, like Arandur, needs to have the price of the Arandur Longsword (3000) and add the MW component (300), and THEN add the enchantment.
If the special material is listed in the standards, it is allowed.
Simple add the price listed to the total.
Adamantium, Longsword = 1430.
So instead of adding 330 (MW longsword) to the amount of 36980 (our +4.3 effectiveplus), you add 1430.
So our Adamantium +1 Enhancement +1d4 Neg Energy Damage Keen Dazing Longsword is valued at:
38410
Keep in mind that Adamantium lists as being automatically MW, so the 300 MW component is included in that 1400 (this is one point where I may be incorrect, but I don't think so, BB or Veilan can correct me on it).
So this means a material that isn't listed as automatically MW, like Arandur, needs to have the price of the Arandur Longsword (3000) and add the MW component (300), and THEN add the enchantment.
- JaydeMoon
- Fionn In Disguise
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FINALLY:
You are not limitted to the properties listed under weapons and schtuff.
For example, you can add an ability bonus or have it cast spells from a charge pool or at a per day rate. Perhaps it adds a skill bonus or save bonus.
These properties are determined OUTSIDE of the effective plus bonuses.
For example, skill bonuses are +#^2 * 100.
So +5 to parry on that longsword starts at +2500.
Keep in mind that secondary abilities (which for weapons and armor is anything not included in the effective plus) carry a +50% penalty.
So add 50% to that 2500 to bring us to 3750.
So now our Adamantium +1 Enhanced +1d4 Negative Energy Damage Keen Dazing Longsword with +5 Parry costs:
36980 (+4.3 Effective Plus)
+3750 (+5 Parry Skill)
+1430 (Adamantium Longsword)
=
42160 Total.
If you have any other questions, feel free to ask.
You are not limitted to the properties listed under weapons and schtuff.
For example, you can add an ability bonus or have it cast spells from a charge pool or at a per day rate. Perhaps it adds a skill bonus or save bonus.
These properties are determined OUTSIDE of the effective plus bonuses.
For example, skill bonuses are +#^2 * 100.
So +5 to parry on that longsword starts at +2500.
Keep in mind that secondary abilities (which for weapons and armor is anything not included in the effective plus) carry a +50% penalty.
So add 50% to that 2500 to bring us to 3750.
So now our Adamantium +1 Enhanced +1d4 Negative Energy Damage Keen Dazing Longsword with +5 Parry costs:
36980 (+4.3 Effective Plus)
+3750 (+5 Parry Skill)
+1430 (Adamantium Longsword)
=
42160 Total.
If you have any other questions, feel free to ask.
- JaydeMoon
- Fionn In Disguise
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NP. Until we have an NWN2 helpdesk, I suppose using the NWN1 helpdesk works, just specify that it's NWN2.indio wrote:![]()
Thanks Jayde, I appreciate the explanation.
Anyone want to make an Item Calculator?
Alternately, Indio, if you want to send me a list of items you envision in these stores, I'll be happy to price it all out for you.
- fluffmonster
- Haste Bear
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here is an excel price calculator...its at least two years old though, so I doubt its current. maybe somebody with uber excel skillz could update it:
http://webpages.charter.net/fluff69/Web ... ,%20v7.xls
http://webpages.charter.net/fluff69/Web ... ,%20v7.xls
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- AcadiusLost
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Hrm, I got über excel skills but an utter lack of time, I haven't even finished the NWN 2 pricing document yet.
By the way, Jayde is correct in that a "yes" in the auto MW column means the MW cost is already covered in the material price. This also means that no works of less than masterwork quality can be fashioned out of the material (your John Schmoe roughsmith will not be able to forge you an adamantine sword even if you supply him the materials). It also means you don't slash an extra set of MW properties onto the material - mithril -3 ACP is already including the MW boni, for instance.
Using the helpdesk is fine, it's not specifically NWN 1.
By the way, Jayde is correct in that a "yes" in the auto MW column means the MW cost is already covered in the material price. This also means that no works of less than masterwork quality can be fashioned out of the material (your John Schmoe roughsmith will not be able to forge you an adamantine sword even if you supply him the materials). It also means you don't slash an extra set of MW properties onto the material - mithril -3 ACP is already including the MW boni, for instance.
Using the helpdesk is fine, it's not specifically NWN 1.
The power of concealment lies in revelation.
Hm, all DMs should be able to see the helpdesk.AcadiusLost wrote:I can see no NWN1 Helpdesk, therefore it must not exist.
NWN2 Toolsetting Forum seems a reasonable place? Or is it post/view restricted?
Link is here:
http://www.alandfaraway.org/phpbbforum/ ... .php?f=135
If it's not working, I can just add you to the Stds team for viewing / posting purposes there, I guess.
The power of concealment lies in revelation.
- Brokenbone
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The Excel sheet thing, I do not know who originally authored it. Yes it had a couple of dead ends or errors, but nine times out of ten it'd work all right. I think the version still on the FTP is pretty good on v.9 pricing.
It's probably a little out of date compared to the mostly (?) complete v.10 though, since v.10 gets into a number of things that you'd never have seen in NWN1, like Special Materials.
I'd figure that link Veilan provided ought to be be available to anyone planning on doing toolsetting contribution, like "ABR" type volunteers, not just DMs. May not be how it's set up presently, but maybe it ought work that way. I think though that some of the data in that forum COULD currently identify plots, PCs, whatever, not that there's all that much chance of being able to abuse the info.
It's probably a little out of date compared to the mostly (?) complete v.10 though, since v.10 gets into a number of things that you'd never have seen in NWN1, like Special Materials.
I'd figure that link Veilan provided ought to be be available to anyone planning on doing toolsetting contribution, like "ABR" type volunteers, not just DMs. May not be how it's set up presently, but maybe it ought work that way. I think though that some of the data in that forum COULD currently identify plots, PCs, whatever, not that there's all that much chance of being able to abuse the info.
ALFA NWN2 PCs: Rhaggot of the Bruised-Eye, and Bamshogbo
ALFA NWN1 PC: Jacobim Foxmantle
ALFA NWN1 Dead PC: Jon Shieldjack
DMA Staff
ALFA NWN1 PC: Jacobim Foxmantle
ALFA NWN1 Dead PC: Jon Shieldjack
DMA Staff