QC guidelines:
These relate to items which are baseobs weapons, with only the descriptions
changed
+1 enchant.
Doesn't need special approval but must be hard to get.
I.e. the NPC with it must take a real effort to kill.
+2 enchant.
Must be hard to get AND hard to find, Some elements of a quest
involved. Players stand some risk of dying. (usually)
Needs approval.
+3 enchant.
Must be a major quest item. Something you wouldn't do alone unless
you had a death wish. Alternatively it can be obtained after a
long time or require a lot of thinking.
Will require serious QC to check the quest is worth the reward.
+4 enchant.
One of a kind. You'd have to be utterly insane to try.
> 50% death rate attempting it etc.
Would require major convincing before it got approved.
+5 enchant.
Kill Baldrick, take it from his corpse.
Armour. As above except the range of enchant is 10 greater.
0-9 No probs really
10-19 As for weapon +2
20-29 As for weapon +3
etc
Resistances etc conferred by weapons/armour
Up to +10 is no problem
+11-+30 must be a corresponding weakness elsewhere.
i.e. +20 "fire" -20 "cold"
Above 30% will NOT pass QC.
There are other effects that can be added to weapons/armours.
"man properties"
In general, these WILL need specific approval.
NOTE:
The above relate to baseobs weapons.
If "clever" code is used, the weapon / armour will be judged on
the basis of the nearest comparable baseobs item.
In other words, iif it does too much damage it doesn't
pass QC.