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#1 |
Symbol of Cyric
![]() Join Date: February 11, 2003
Location: UK
Age: 55
Posts: 1,375
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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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#2 |
Lord Ao
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Posts: 2,092
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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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#3 |
Fzoul Chembryl
![]() ![]() ![]() ![]() Join Date: July 13, 2004
Location: Finland
Age: 36
Posts: 1,701
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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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#4 | |
Symbol of Cyric
![]() Join Date: February 11, 2003
Location: UK
Age: 55
Posts: 1,375
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Quote:
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#5 |
Dungeon Master
![]() Join Date: July 29, 2005
Location: UK
Age: 40
Posts: 78
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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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#6 | |
Fzoul Chembryl
![]() ![]() ![]() ![]() Join Date: July 13, 2004
Location: Finland
Age: 36
Posts: 1,701
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Quote:
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#7 |
Symbol of Cyric
![]() Join Date: February 11, 2003
Location: UK
Age: 55
Posts: 1,375
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> 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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#8 |
Dungeon Master
![]() Join Date: July 29, 2005
Location: UK
Age: 40
Posts: 78
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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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#9 |
Symbol of Cyric
![]() Join Date: February 11, 2003
Location: UK
Age: 55
Posts: 1,375
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ok - i'm convinced :¬)
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#10 |
Apophis
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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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