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Old 12-06-2006, 09:44 AM   #1
Armen
Symbol of Cyric
 

Join Date: February 11, 2003
Location: UK
Age: 48
Posts: 1,375
just a bit of fun like - i'm not a modder and know no modders

but if you were doing a wish list for a new version of the item upgrade mod what would you like to see?

my first nomination is:

Everyman Adventure Wear (TM)

Jan Jansen's Adventure Wear
Aegar's Hide +3
10,000 GP

skillfully attaching the impact absorbing and missile deflecting modules of the andventure wear over base of Aegar's hide provides additional protective benefits while allowing the armour to be used more widely although still limited to the smaller adventurer

Weight 45 lb
AC 8
AC bonus +5 vs missile
25% resistance to physical damage
15% resistance to fire, cold and acid
Confusion immunity

Does not allow spell casting

Usable by:
Gnomes, dwarves, halflings
Fighter, thieves, clerics

(the halfling barbarian i'm playing through BG1 tutu at the moment would like it anyway)

[ 12-12-2006, 02:52 AM: Message edited by: Armen ]
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Old 12-06-2006, 10:57 AM   #2
Kyrvias
Lord Ao
 

Join Date: May 15, 2005
Posts: 2,089
The Harbinger
Ring of Fire Resistance
and 10,000 gp

"Supernova"

Weight 60 lbs
Special: 45% resistance to fire
50% chance a fireball is cast when strike

Usable by:
Anyone that can use two-handed swords [img]tongue.gif[/img]
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Old 12-06-2006, 02:15 PM   #3
Iron Greasel
Fzoul Chembryl
 

Join Date: July 13, 2004
Location: Finland
Age: 29
Posts: 1,701
CHARNAME's Zerth Blade

Permanently equipped, such as Edwin's amulet is.

Improves with levels

Changes with Reputation.

If Rep is low:

CHARNAME's Zerth Blade +1 "Kinstealer" (initial)
1d8+2 Damage
Speed 7
Memorize 1 Additional 1st Level Mage Spell

CHARNAME's Zerth Blade +2 "Kinstealer" (at higher levels)
1d12+3 Damage
Speed 6
+1 to AC
Memorize 1 Additional 1st Level Mage Spell

CHARNAME's Zerth Blade +3 "Kinstealer" (at even higher levels)
2d10+4 Damage
Speed 6
+2 to AC
Double 1st Level Mage Spells

If Rep is average:

CHARNAME's Zerth Blade +1 "Chained Blade" (initial)
1d8+1 Damage
Speed 7
+1 to AC

CHARNAME's Zerth Blade +2 "Chained Blade" (at higher levels)
1d10+2 Damage
Speed 6
+4 to AC
Memorize 2 Additional 1st Level Mage Spells
Memorize 1 Additional 2nd Level Mage Spell

CHARNAME's Zerth Blade +3 "Chained Blade" (at even higher levels)
2d8+3 Damage
Speed 6
+6 AC
Doubles All 1st Level Mage Spells
Doubles All 2nd Level Mage Spells

If Rep is high:

CHARNAME's Zerth Blade "Streaming Blade" (initial)
1d8+1 Damage
Speed 7
+1 to AC
Memorize 2 Additional 1st Level Mage Spells

CHARNAME's Zerth Blade +2 "Streaming Blade" (at higher levels)
1d10+2 Damage
Speed 6
+2 AC
Doubles all 1st Level Mage Spells
Memorize 1 Additional 2nd Level Mage Spell

CHARNAME's Zerth Blade +3 "Streaming Blade" (at even higher levels)
2d8+3 Damage
Speed 6
+3 AC
Doubles all 1st Level Mage Spells
Doubles all 2nd Level Mage Spells
Memorize 1 Additional 3rd Level Mage Spell

All these are Katanas, usable by Fighter/Mage Multi- and Dual Classes. I suppose this could all do with some balancing, and the levels for sword improvement need to be chosen. And there really isn't a feasible way for a non-zerth to possess one.
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Old 12-06-2006, 05:16 PM   #4
Armen
Symbol of Cyric
 

Join Date: February 11, 2003
Location: UK
Age: 48
Posts: 1,375
Quote:
Originally posted by Iron Greasel:
CHARNAME's Zerth Blade
interesting i noticed on the SoA wikipedia entry that Zerth's blade increases in level in Planescape Torment - are your suggestions trying to emulate that?
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Old 12-07-2006, 05:48 AM   #5
Ilyich
Dungeon Master
 

Join Date: July 29, 2005
Location: UK
Age: 34
Posts: 78
Dakkon's Zerth Blade of Speed

Dakkon's Zerth Blade
10 Oil of Speed potions
2 Emeralds
15,000 gold

Standard Dakkon's effects (extra spells etc)
Boots of Speed effect
Cast Haste once per day/rest.

Ring of Preservation +3

Ring of Protection +3
Ring of Regeneration
Diamond
30,000 gold

+3 AC, +3 saves
Regenerate 1HP per round

Enhanced Robe of Vecna

Robe of Vecna
Cloak of Protection +1
Spirit Armour + Contingency scrolls
50,000 gold

3 AC, +2 saves, extra 1st-4th level spell
Standard Robe of Vecna effects

Gloves of the Master Mercykiller

Gloves of Pick Pocketing
Bracers of Defense AC 4
Ring of Danger Sense
Mercykiller Ring
Ring of Lock Picks
2 Rings of Protection +1
10,000 Gold

+25% Find Traps, Open Locks, +20% Pickpocket, Set Traps, Hide in Shadows, Move Silently
+3 AC, +1 saves
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Old 12-07-2006, 07:54 AM   #6
Iron Greasel
Fzoul Chembryl
 

Join Date: July 13, 2004
Location: Finland
Age: 29
Posts: 1,701
Quote:
Originally posted by Armen:
quote:
Originally posted by Iron Greasel:
CHARNAME's Zerth Blade
interesting i noticed on the SoA wikipedia entry that Zerth's blade increases in level in Planescape Torment - are your suggestions trying to emulate that? [/QUOTE]Yes. Actually those stats are more or less copied from the original Dak'kon's Zerth Blade. Ever since I first saw that "Zerth Blade" in SoA I've wanted to have a real one. You know, one that is actually made of actual Chaos Matter shaped by the wielder's will.
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Old 12-07-2006, 08:21 AM   #7
Armen
Symbol of Cyric
 

Join Date: February 11, 2003
Location: UK
Age: 48
Posts: 1,375
> Dakkon's Zerth Blade of Speed

that's quite nice - it could have a really low speed factor too

> Ring of Preservation +3

eek!

> Enhanced Robe of Vecna

eek! that would need a cloak of protection +2 surely to drop the AC to 3 and wouldn't you need a ring of wizardry for the bonus spells

> Gloves of the Master Mercykiller

Nice. +3 AC would be super strong if combined with decent leather but what the hell
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Old 12-07-2006, 06:45 PM   #8
Ilyich
Dungeon Master
 

Join Date: July 29, 2005
Location: UK
Age: 34
Posts: 78
Armen.

> Ring of Preservation +3

eek! [Wink]

The idea for this is taken from the Item Upgrade mod itself. The Ring of Preservation +1 uses a Ring of Protection +1, a Ring of Regeneration, a Diamond and 10,000 gold. So tripling the power of the protection ring would neccessitate a tripling of the price. Also consider that there is only one +3 protection ring in the game.

> Enhanced Robe of Vecna

eek! that would need a cloak of protection +2 surely to drop the AC to 3 and wouldn't you need a ring of wizardry for the bonus spells

Not really, because this again is ripped off from the Item Upgrade mod. This is the recipe for the Enhanced Alignment Robes.

Robe of the Good/Neutral/Evil Archmagi
Cloak of Protection +1
Scroll of Spirit Armor
Scroll of Contingency
20,000 Gold

And the results;

Enhanced Robe of the Archmagi
AC 3, 10% MR, +2 saves, memorize one extra 1-4th level spell

As you can see, the only difference in both cases is the Robe used in the recipe. Personally, I believe that Vecna is about 2.5 times more powerful than an Alignment robe, which I believe is represented in the price increase from 20,000 to 50,000 gold.

> Gloves of the Master Mercykiller

Nice. +3 AC would be super strong if combined with decent leather but what the hell [Wink]

Again from Item Upgrades, I simply added the Mercykiller Ring to the ingredients for the Gloves of the Master Thief, and added the ring's effects the effects of the finished glove.
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Old 12-07-2006, 08:29 PM   #9
Armen
Symbol of Cyric
 

Join Date: February 11, 2003
Location: UK
Age: 48
Posts: 1,375
ok - i'm convinced :¬)
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Old 12-07-2006, 10:33 PM   #10
Illumina Drathiran'ar
Apophis
 
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Join Date: July 10, 2002
Location: I can see the Manhattan skyline from my window.
Age: 33
Posts: 4,673
I, however, am not. Let us take as an example the Enhanced Robe of Vecna. Yes, all you're doing is switching out the robe, but all you did was increase the price accordingly. I don't think that's good enough... Gold comes and goes in this game, and for an item of extreme power like that, I think you might need to sacrifice something else of value. For example, CF requires combining several items that would be of great value to a party lacking in certain statistics. Here, items that would boost AC, for example, should be sacrificed. I'd say you should give up the Ring of Protection +2, two Scrolls of Contingency, and the Ring of Acuity. The reasoning behind this would be that, as the Robe of Vecna is alarmingly powerful and profoundly enchanted, it would likewise require increasingly powerful magic to alter or enhance it. The Robe of Archmagi, by comparison, is rather tame... Enchanting a robe to increase Armor Class and Saving Throws like that would be a simple task for a mage of moderate power, and maybe sewing an Amulet of Magic Resistance in there somewhere- easy to create, easy to modify. Robe of Vecna, not so much at all.
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