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Old 03-17-2002, 11:29 AM   #61
Dakkon Darkblade
The Magister
 

Join Date: March 1, 2002
Location: Pinellas Park, FL
Posts: 105
I was just going to make a note for you guys that I downloaded a few more programs, and also the Project Manager... and my oh my job just got easier. I'm able to just sit here and go between every little program with the flick of a wrist, and also test things out, as well as debug.

Once this gets done, now that it's so much easier, I'm going to develop a add-on mini-quest for you guys, with a nice set team of baddies that I've made up in years old role playing. They'll follow my style of well thought out histories, and hopefully decent grammar.
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Old 03-18-2002, 07:12 AM   #62
Dakkon Darkblade
The Magister
 

Join Date: March 1, 2002
Location: Pinellas Park, FL
Posts: 105
I was looking over some of the older posts and I saw that Krishach wanted me to make some of your items for you anyway, even if they didn't get in. Well, I don't think I addressed it before, because I missed it I think, but sure, if you post a couple of your items I might have time to make them for you.. [img]smile.gif[/img]
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Old 03-18-2002, 07:37 AM   #63
Dakkon Darkblade
The Magister
 

Join Date: March 1, 2002
Location: Pinellas Park, FL
Posts: 105
I made this one from Nifft's ideas... more to come... any thoughts?

---

Slaan Palke: Barbed Iron DoubleSpear +2

Each end of this foul weapon is a barbed spike, the hooks and tips of which glisten with a powerful, and quite efficient, poison. The first record of this weapon's use was in the gladiatorial pits of a Calimport slave trader. Whether the slaver had the cruel weapon crafted to add spice to his deathmatches, or captured it along with a prospective gladiator from a distant land, is unknown.

STATISTICS:

Combat Abilities:
25% chance of poison with each hit (1 HP per second for 15 seconds)

Equipped Abilities:
1 Extra Attack Per Round

THAC0: + 2 bonus
Damage: 2D6 + 2, +2 Acid
Damage type: piercing
Weight: 35
Speed Factor: 5
Proficiency Type: Spear
Type: 2-handed
Requires: 14 Strength
13 Dexterity
Not Usable By:
Cleric
Mage
Thief
Good Aligned Characters
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Old 03-18-2002, 08:32 AM   #64
waverider
Symbol of Cyric
 

Join Date: September 1, 2001
Location: Belguim
Age: 38
Posts: 1,259
well use the wavey's sword

theres a +3 and +5

then again theres a magic user sword that mages can use [img]smile.gif[/img]

i make swords so [img]smile.gif[/img]

then there still the one and only Wavey's hackMaster+8 , but that one i have to make so [img]smile.gif[/img]
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[url]\"http://www.wavey.c0m.st\" target=\"_blank\"> Another silly link </a><br />- Ruler of <img border=\"0\" alt=\"[wavey]\" title=\"\" src=\"graemlins/wavey.gif\" /> \'s<br />- Latinum Wizard of ALSB <br />[url]\"http://www.alienthegame.nl/referall.php?id=2215\" target=\"_blank\"> <br />Dont Press it</a>
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Old 03-21-2002, 04:36 PM   #65
Voltar
Elite Waterdeep Guard
 

Join Date: February 18, 2002
Location: Ozstraylia
Posts: 27
Dakkon,
How's jalerho going?
When can we download him for trial? [img]smile.gif[/img]
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Old 03-21-2002, 06:24 PM   #66
Kmazi
Elite Waterdeep Guard
 

Join Date: February 15, 2002
Location: Hartland, Wisconsin
Posts: 41
Air Short +5
This odd bow seems to be have a pearl shaft, magicly enchanted so flexible, and a handle of the pliable wood of the Ash tree. It gets its name because its able to fire an arrow deadly accurate, and extremely fast inveloping the arrow in a vacuum of cold air.

Equipped abilities: Dexterity set to 20, +1 to attacks per round.

THAC0: +5
Damage: +5, + 1d4 cold damage
Speed Factor: 6
Proficiency Type: Short Bow
Weapon Type: Missile
Required Strength: 12
Not Usable by:
Cleric
Mage
Druid

Ripper: Long Arrow +2
This arrow is very long nearly around 3 feet, with a shaft made of Ash, which covers its secret weapon, a hollow core made of Mythril that extends outside to a barbed tip with serated edges that in fact give these arrows their name
THAC0: +2
Damage: 1d6+2, +2 peircing damage.
Damage Type: peircing
Launcher: Bow
Not Usable By:
Cleric
Mage
Druid

Ring of Creation: Ripper
This magical ring holds an unlimited supply of Ripper: Long Arrows +2. Though this ring has an unlimited supply it was created with only enough power to bring 40 into the user's inventory per day.

Abilities: Creates 40 Ripper: Long Arrows +2 per day and places them into the user's inventory.
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*Stats*<br />Kmazi- lvl 17 Sorcerer 66 Hp -2 Ac<br />Str- 18<br />Dex- 15<br />Con- 15<br />Int- 15<br />Wis- 10<br />Car- 09<br />Most Powerful Foes Defeated- Thaxll\'ssillyia, Nizidramanii\'yt, and Firkraag<br />Favorite Spells-<br />Level 1- Magic Missile<br />Level 2- Mirror Image <br />Level 3- Ghost Armor<br />Level 4- Stone Skin<br />Level 5- Shadow Door<br />Level 6- Spell Deflection<br />Level 7- Finger of Death/ Mordenkainen\'s Sword<br />Level 8- Abi-Dalzim\'s Horrid Wilting/ Spiralcrum<p>\"Death Comes To Those Who Go Against The Followers Of Kmaz Lord Of All Dragons\"
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Old 03-21-2002, 10:37 PM   #67
SixOfSpades
Dracolisk
 

Join Date: September 16, 2001
Location: Bellingham, WA, USA
Age: 48
Posts: 6,901
Dakkon--

Is it too late to turn Sebastion's Ring into a pair of boots? It's just because I don't think an item that's arguably better than the Ring of Gaxx should be available in a store. I don't want the item to be too powerful, or too cheap. So I thought a pair of boots that could magically join with the ground itself, to prevent him from being Buffeted back, would be better than a ring.

You're the fellow actually building the thing, of course, but this is my final design:

Sebastion's Boots

- Casts Stoneskin and Mirror Image (simultaneously) once per day
- Wearer is immune to the Knockback effects of Wing Buffet, but must still Save vs. Death to avoid unconsciousness
- Save vs. Breath Weapon: +2 bonus (+2 to AC and all Saving Throws is too strong)

I like this design better because the player has to choose between this & the Boots of Speed. I don't want the wearer immune to unconsciousness because then he'd also be immune to things like Stinking Cloud. But you do what you wanna do with this, Dakkon.....maybe someday I'll download those programs, too.
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Old 03-22-2002, 01:30 PM   #68
Alson
Galvatron
 

Join Date: December 14, 2001
Location: Israel
Age: 38
Posts: 2,187
where can i get all these items???
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In memory of Ilan Ramon - the first Israeli astronaut.<br /><br /><br />[url]\"http://members.chello.nl/~j.vanthull/BG2SR/Home.htm\" target=\"_blank\">BGII Spells Reference</a> - everything you ever wanted to know about spells!
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Old 03-22-2002, 07:31 PM   #69
Dakkon Darkblade
The Magister
 

Join Date: March 1, 2002
Location: Pinellas Park, FL
Posts: 105
*chuckles at the last few posts* Hello again everyone, Dakkon... has returned. *sweeping bow* I was having a little isp trouble for a few days, but I think everything is under control now... so it's all good.

Let me start by saying everything, I'm pretty sure, works on my comp. That's a start. I've been communication with Cerek via e-mail and sending him things to test, though they haven't gone always the way I wanted them to. Fortunately though, I was able to resolve some of the bugs by this testing phase, and things are going pretty well.

Jalerho didn't show up in Cerek's Adventurer's Mart, and I need to figure out a place I can put him other than the adventurer's mart, because basically everyone already has at least some kind of different script than the one I'm sending already for it, whether it Deidre or Freedom's Reign, or even the TOB install I think changes it too (My TOB is corrupted for all who are curious, it got scratched or something, I don't know how, and now it won't copy the file data2.cab, which is a 250+ MB file... it gets to 10 seconds left and can't do it.). So I'm taking suggestions now about where else is a good place to put it that you guys think won't interfere with anyone else's stuff.

Now that I have that Project Manager, I can include a few of you guys on the project team list, and we can communicate and trade things better that way... if you're interested, and have contributed, even by submitting a good idea, then contact me either here or at xen_nova@hotmail.com.

The boot idea is a good one, and makes more sense. I agree with you in the fact that it did seem a little odd that a ring could protect you from a wing buffet.. and I started thinking it would be like with some strange force shield thing... but the boots are better. You're right about unconsciousness SixOfSpades, and a save is better. I need to finalize it anyway, so I can simply change about 3 parameters and it'll furthermore be boots.

The thing about buying them raises many questions about whether these weapons should be bought or not in a store, or maybe some other way to get them, either with a quest of sorts. I'd like some feedback on that too, and maybe which weapons I've mentioned you think wouldn't likely be found in a planeswalking elf's napsack. [img]smile.gif[/img]

Testing out that barbed iron doublespear was fun... I made Jaheira equip and attack with it, and she kicked some arse. She was almost able to kill my berserker dwarf with like 130 hp. (I had to remove his weapon though, because his fists do like 10-20 damage alone, and with his weapon and his thaco like 0 at level 10 or 11, he hits a lot.)

Anyway though, get in touch with me whoever would like to be one of my beta testers, we have moved into the testing phase, but I haven't closed off the item gathering phase, so also keep posting items you think are good. *needs feedback badly*
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Old 03-23-2002, 08:31 PM   #70
Kmazi
Elite Waterdeep Guard
 

Join Date: February 15, 2002
Location: Hartland, Wisconsin
Posts: 41
Long Sword +5: Forever Zero

This sword was suposedly forged by Kmazi an exceptionally skilled scorceror to present to Kmaz the dragon lord to appease him. It is highly enchanted so it would be an exceptional gift, though it never made it because a rouge theive stole it. He didn't make it far because the evil sword absorbed the theif's evil heart to increase its power further. It has never been seen since.

Equipped Abilities: Blur
Imunity to Charm/Fear
With every hit there is a 20%
chance of draining 4 levels.
Once per day the weilder may
use the Darkside Ability,
which does the following:
4 levels are drained from
user to cast Haste and
Sunfire Simulanteously, and
raises user's THAC0 bonus to
+ 10, this lasts 2 rounds
per level of weilder, levels
drained can be returned through
normal means.

THAC0: +5
Damage: 1d8 +5 cold damage
Damage Type: Slashing
Weight: 4
Speed Factor: 1
Proficiency Type: Long Sword
Type: One-Handed
Not Usable By:
Cleric
Druid
Mage
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*Stats*<br />Kmazi- lvl 17 Sorcerer 66 Hp -2 Ac<br />Str- 18<br />Dex- 15<br />Con- 15<br />Int- 15<br />Wis- 10<br />Car- 09<br />Most Powerful Foes Defeated- Thaxll\'ssillyia, Nizidramanii\'yt, and Firkraag<br />Favorite Spells-<br />Level 1- Magic Missile<br />Level 2- Mirror Image <br />Level 3- Ghost Armor<br />Level 4- Stone Skin<br />Level 5- Shadow Door<br />Level 6- Spell Deflection<br />Level 7- Finger of Death/ Mordenkainen\'s Sword<br />Level 8- Abi-Dalzim\'s Horrid Wilting/ Spiralcrum<p>\"Death Comes To Those Who Go Against The Followers Of Kmaz Lord Of All Dragons\"
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