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Old 11-10-2005, 01:18 PM   #11
Iron Greasel
Fzoul Chembryl
 

Join Date: July 13, 2004
Location: Finland
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Quote:
Originally posted by Zarr:
The only chain mail that enables you to cast spells in armour found in the Bridge District is the melodic chainmail. But this can only be used by bards as Karrde pointed out.
Are you sure? Because I can clearly remember using a chain bought from the bridge district with my fighter/mage/thief. I'll try to find out which mod it came with.


edit:
The mod is Song and Silence! The item is Caster's Chain, an unenchanted chain mail that allows spellcasting.

[ 11-10-2005, 03:03 PM: Message edited by: Iron Greasel ]
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Old 11-10-2005, 03:14 PM   #12
SixOfSpades
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Join Date: September 16, 2001
Location: Bellingham, WA, USA
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Quote:
Originally posted by Karrde:
I'd propose for any further item upgrade mod to be able to upgrade jester's chain (let's say AC 0 or 1 and some bardic improvements like extra spells/ level, additional bardic songs or such stuff).
One of my ideas is a rather sweeping Item Balancing mod: Makes the overpowered stuff weaker (Celestial Fury now only has a 20% chance of forcing the enemy to Save or be Stunned on each hit), makes the underpowered stuff stronger (Ardulia's Fall is now +2 and carries the same cumulative Slow effect seen on the Flail of Ages), and gives every item with a unique name some unique properties (Cutthroat is no longer a generic +4 Short Sword).

In this mod idea, the Jester's Chain still has the same base AC, but it allows Wizard spellcasting, grants immunity to Intoxication while worn, and casts Protection from Normal Missiles twice a day--perfectly in character with the item's Description.
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Old 11-10-2005, 09:30 PM   #13
Kyrvias
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That makes perfect sense.
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Old 11-11-2005, 08:49 AM   #14
Karrde
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Join Date: November 23, 2004
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Yeah, this sounds nice.
There are so many overpowered items you are kinda forced to use (or take the fitting weapon prof.)

There is the weird thing through the whole saga that many items appear in strange time frames.

either it is outdated or it comes at the very end of the game.
Ardulia's Fall for example, a quest reward, suckt at this stage of the game. You can already have a +2 mace and since its a temple reward, it should have some more divine enchantments on it.

Or Montolio's cloak. This cape really rocks, but you will be in Amketrath when you get it. Wow. The playability is kinda reduced when i can use a nice item only a few gaming hours.

It would be really nice to make a item mod update.
I would like to see more special features like you get them in IWD1 + 2, like ability bonus, elemental protections and so on.

[ 11-11-2005, 08:51 AM: Message edited by: Karrde ]
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Old 11-11-2005, 09:19 AM   #15
Zarr
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Join Date: June 19, 2002
Location: Northern Ireland
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Quote:
Originally posted by Iron Greasel:
quote:
Originally posted by Zarr:
The only chain mail that enables you to cast spells in armour found in the Bridge District is the melodic chainmail. But this can only be used by bards as Karrde pointed out.
Are you sure? Because I can clearly remember using a chain bought from the bridge district with my fighter/mage/thief. I'll try to find out which mod it came with.


edit:
The mod is Song and Silence! The item is Caster's Chain, an unenchanted chain mail that allows spellcasting.
[/QUOTE]I was talking about an unmodded game

This mod looks quite interesting though. Maybe if I play a Bard again in the future I'll try this mod. IMO Bards are, although still fun to play are shafted in the game compared to say Icewind Dale. A real pity as Bards are one of my favorite classes...

[ 11-11-2005, 09:20 AM: Message edited by: Zarr ]
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Old 11-15-2005, 06:30 PM   #16
Rockstar
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Join Date: January 4, 2003
Location: Australia
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hello all!

i'm just commenting on your weapon proficiency situation.

I disagree that dual wielding long swords is quite rediculas and i would shake my head if anyone were to do so lol.

Although you probably want to specialise in bladed weapons due to your half elven race, consider dual wield axes. You get frost axe +3 and fire stone +3 in chapter 2. Both these weapons carry elemental damage which bypass the effect of stoneskin (because it is elemental, not physical it goes right through). This is a great combination, probably the best dual wield later and rocks with dwarfs (then later get crom fayer +5 in off hand , then eventually Axe +5 in mainhand). That's my solo dwarven build that i've taken through BG1 and am now working through BG 2 with and he is the best fighter i have ever seen.

anyway, i digress. Consider Katanas. Celestial fury +3 is a great weapon and you can easily find a +2 Katana for your off hand. Imagine stunning your foes so they can watch you cast spells on them helplessly [img]smile.gif[/img] . If you max your katana you can eventually get doom +5 and by then would have enough points for simitar if you choose to use that as your other weapon.

For an elf, I would go for Katana/scimitar combination, it'd look wicked too . spec in katanas first to get the most of celestial fury.

That's my 2 cents. Hope it helps
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Old 11-15-2005, 06:53 PM   #17
krunchyfrogg
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Join Date: February 14, 2004
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Don't bother dual-weilding if that second weapon is there only for an extra attack.

[ 11-15-2005, 07:34 PM: Message edited by: krunchyfrogg ]
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Old 11-15-2005, 08:48 PM   #18
Cam_H
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Why not?

Kundane and Belm each give you an extra attack per round for both your main hand and off hand if used as an off hand weapon, don't they?
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Old 11-15-2005, 11:46 PM   #19
Kyrvias
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Extra attacks can't compare to elemental damage in my opinion. An extra attack can make a stoneskin go down faster, but elemental damage can eat right through it.
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Old 11-16-2005, 12:17 AM   #20
Cam_H
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Arrow

But if you have the Flail of Ages in your main hand, and Belm in your off hand, you get increased chance of elemental damage and increased chance to slow the target each round.

Belm's / Kundane's extra attack per round is given to the main hand weapon I believe.

The elemental damage caused by weapons such as Stonefire and the Flail of Ages don't wear down the Stoneskin, they act to disrupt a spellcaster's next spell casting and cause minor hit point damage. Oui? Non?
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