Atrinik Server  4.0
liv::exp Uses
Type(s) Description
Amulet, Ring, Bracers, Brestplate Armour, Cloak, Girdle, Gloves, Helmet, Shield, Weapon Divide by ten to get the player's speed bonus from wearing this item.
Boots

Boots with <speed bonus> will increase the player's walking speed while worn. This kind of bonus is quite desirable for players of low and medium level. High level players usually have fastest possible walking speed and thus don't need <speed bonus> anymore.

Still, this bonus is good for nice artifacts - not everything has to be for highest level.

Button Being activated, the button will reset after "reset time" ticks. After reset, the button is ready to be activated once again. If -1, the button will never reset and won't be possible to trigger again.
Disease When the player manages to cure this disease (with a curing spell), he is awarded with <exp. for curing> experience.
Handle Being activated, the handle will reset after "reset time" ticks. After reset, the handle is ready to be activated once again. If -1, the handle will never reset and won't be possible to trigger again.
Damager

If set to a value greater than zero, all creatures moving over this spot will be slower than normal.

This is the amount of ticks that they will be frozen for.

Monster & NPC, Spawn Point Monster When a player kills this monster, he will get this amount of <experience>, with various adjustments, like what level the monster was. The experience will flow into the skill category the player used for the kill.
Pedestal Being activated, the pedestal will reset after "reset time" ticks. After reset, the pedestal is ready to be activated once again.
Shop Floor

The <quality level> will be used for the quality of the generated goods. If zero/unset, map difficulty's level is used. Usually this value doesn't need to be set, unless you want extraordinarily good/bad quality. If you want to make a shop with very high quality, maybe charge an entrance fee, or make the shop hard-to-come-by.

Note that <quality level> mainly affects chance of magic bonus and appearance of artifacts.

Treasure

The <quality level> will be used for the quality of the generated treasure instead of the map difficulty (as was done with shops).

If zero/unset, the map difficulty will instead be used.