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#475857 Imoen Romance dead?

Posted by OneEyedPhoenix on 18 January 2010 - 03:27 PM in IE Modding Discussion

Well, the site is showing signs of life, at least: http://www.blindmonkey.org/

Good to see . ..


Yeah right...

"Spam, spam oh wonderful spam!"

If nobody cares to clean up the forum it's definitely a bad sign.



#473983 BW-Balancer general feedback thread

Posted by OneEyedPhoenix on 04 January 2010 - 04:28 PM in Mega Mod Help

Anybody know an efficient way of listing all the changes a mod does to the game?
I have been typing out this information by hand reading from the mods tp2, baf ,itm and spl files.
This, needless to say, is a timeconsuming and tiresome way of doing it, but lacking a better way I don't see how this can be avoided.
If anybody could suggest a better way of doing I would be very grateful and it would definitely speed up the project a lot.



#473981 Balancing DSotSC for BWP

Posted by OneEyedPhoenix on 04 January 2010 - 04:08 PM in DSotSC (BGT/EET)

I did not make a list of the items that were lost because it was a while ago and I was busy with a CtB update but I did do some area edits and I could find them again. Some of those could have been DS also.


I have made a very thorough modders reference for when we start deciding what to change, so I have a good overview of which items are not actually ingame (and how many ingame copies there are of the rest).

Maybe reduce the saves and the attacks and reduce the AC like you did. Making it miscast magic and cursed is not improving anything and changes the item quality rather than balancing it. That constitutes content change (normal to cursed) and why would mage bracers forged by a fighter mage miscast magic 100%? Also you could reduce 25% MR to 5% or 10%. All the abilities are just reduced following similar procedures in your balancing of other items. This was the only one I disagree with ;)


I agree, that one would have been content change rather than balancing. I think I suggested it to have some item variation.

This reminds me of a technical point which ought to be discussed however. Many of these items are quite boring while others are just way overpowered. Adding drawbacks to overpowered items or giving more interesting effects to boring items is an alternate way of balancing/revising these. I think that was why I didn't nerf the mentioned bracers all that much. Maybe a mage made them for when he had run out of spells... What do you guys think?

Special:
Increased Attacks
Increased Saving Throws

Could those be a bit more specific, like:

Special:
+1 Attacks per round
+1 to all Saving Throws

0r the like.


Perhaps. They are going to have to be changed at any rate.



#473617 BW-Balancer general feedback thread

Posted by OneEyedPhoenix on 02 January 2010 - 12:12 PM in Mega Mod Help

@OneEyedPhoenix
Weapons of the BGT-part:

+5 Weapons in BG1:
Defender +5 (Drizzt)

+4 Weapons in BG1:
Flame Tongue +4, Warhammer +1/+4 vs Giantkin

+3 Weapons in BG1:
Martial Staff +3, Frostbrand +3 (Drizzt), Kiel's Morning Star, Cursed Sword of berserking +3, Xan's Moonblade +3, Sling +3, Cursed Spear Backbiter +3, Staff of striking +3 (charges), Bastard Sword +1/+3 vs shapeshifters, Short Sword of backstabbing +3, Two-handed Sword +3 'The world's edge', Heavy Crossbow of accuracy +5


Thanks again 10th.

So far I see game alterations. If you plan on doing it to someone else's mod you might want to ask if its ok to alter their mods files first.


As stated elsewhere this is a mod to balance other mods. Source mods will not be touched.

I also agree that the "masterwork" and "fine" weapons mods could be better, though I thought there were way too many magical items in BG1 without them.



#473561 BW-Balancer general feedback thread

Posted by OneEyedPhoenix on 02 January 2010 - 07:42 AM in Mega Mod Help

Good to know that you're only nerfing the itamz :P


Plus removing duplicate items. (At least where the description suggests that the item is unique)

I was thinking that weapons should be allowed to have up to +3 enchantment in BG1, and armor up to AC: 0 (in tune with already existing vanilla items). Some of the mods do indeed add some encounters that surpass vanilla BG1 in difficulty, thus I see no problem in adding a few more +3 weapons (as far as I remember only Drizzt's scimitars were that heavily enchanted in vanilla BG1 [in addition to the cursed sword]). Though these should be unique (no generic +3 weapons) and not too easily obtainable.



#473541 Balancing NTotSC for BWP

Posted by OneEyedPhoenix on 02 January 2010 - 05:39 AM in NTotSC

Reserved for our suggestions.



#473538 BW-Balancer general feedback thread

Posted by OneEyedPhoenix on 02 January 2010 - 05:29 AM in Mega Mod Help

I'm all in favour of nerfing mods. I certainly think there should be a much wider choice of what restrictions/changes one wants to implement. For example, I seriously object to any XP-nerfing even when playing a BWP mod as I'd like all my PCs to reach 30th level minimum by the end of the game(indeed, I use a modified cheat from a smaller mod which allows me to grant 2 extra xp points for every standard xp point gained, so that my characters can reach high levels despite being all triple-classed).


We don't intend to reduce XP all that much (except perhaps to make the rewards more appropriate for creature difficulty and comparable to already existing creatures [which could go either way]). There already exists xp-reducing mods for that.

There are so many powerful items now in my
game(I've installed an extremely complicated BWP game with the idea of having as many non-conflicting mods as possible while having the fewest errors), that I'm not too sure what constitutes excess [powers in an item. I seem to recall that the previous bp-balancer mod simply removed items. I therefore removed it from my install as I wanted a more comprehensive version of Zyraen's Miscellany mod which simply reduces the powers of items. For example, weapons that force creatures to do saves, should only have those saves activated no more than 25% of the time, the shield of Balduran should only be effective against beholder rays half the time etc.


That is also one of my biggest griefs with the BP-Balancer. It's idea of balancing is to randomly remove unique items, determined by a player selected factor. You'll be happy to hear that we intend to balance/nerf unique items rather than removing them, and while I'm unfamiliar with Zyraen's mod it sounds like we are thinking along the same lines.

The other problem is that there are a number of item-enhancing mods such as the Item Upgrade mod. I found that mod useful for improving some items in a moderate way(eg:- Unholy Reaver)
er etc.) but some items(such as the Kiihix spider figurine and the improved daystar(+8 to hit evil creatures!) were clearly
ridiculously overpowered.


As far as item upgrade mods go I'm as of yet undecided if they have a place in a mod like ours or not. Certainly many of them can be unbalancing, but when you install these mods you willingly accept such a risk. I don't see myself revising such mods in the overseeable future. For one there are way too many content mods that need balancing already, which in my opinion deserve it more than simple item mods. Secondly, many of these mods alter vanilla items, which we don't intend to touch in the first place (way too many potential compatibility issues). If someone would like to balance such a mod however they are welcome to contribute to our project.

Another thing:- Most spells in the standard BG2 game are hopelessly nerfed so that playing a mage becomes a joke as you have to rest countless times, once before each fight, and even then fighters are far more powerful. I mean, in a standard unmodded game, I remember lobbing fireballs at BG2 Throne of Bhaal creatures who would be barely affected by them. Fortunately spell_rev and spell50 mods allow changes to that, though I'm forced to choose between them sometimes rather than halfway between them. Anyway, what I'm trying to say is that some of the extra spells I've had added to my installation are by contrast to the BG2 standard spells, likely way too overpowered(eg:- firaga/blizzaga/thundaga/wind/bio) and require fixing.


I cannot stress this enough... Don't install Exnem's vault!
This mod has nothing to do in a balanced game and is one of the most frequently complained about mods in BWP, before it was moved to the expert selection at least.

As for your point about underpowered magic in BG2 I am not surprised that ToB enemies shrug of a third level spell like fireball. Try throwing "Dragon breath" or "Comet" at them instead. From my personal experience my fighters couldn't hold a candle to my spellcasters in the later portions of SoA and beyond. Nothing like a good "Dragon breath" for massive areal damage or an Elemental Prince or Deva for melee support.



#473537 Some thoughts about overpowered items

Posted by OneEyedPhoenix on 02 January 2010 - 05:21 AM in Mega Mod Help

I would like to direct your attention to this.



#473530 Balancing DSotSC for BWP

Posted by OneEyedPhoenix on 02 January 2010 - 04:45 AM in DSotSC (BGT/EET)

Good stuff 10th and you are right about dsamul03 and dshamm02. I have done some serious mapping of how the DSotSC mod changes the game and these particular items are not implemented beyond copying them to the override directory. You seem to have a very in depth knowledge about this mod btw... If you stick around I'm sure we will find more of your comments useful, as we update with more/better suggestions of our own.

No to go finish our modders reference... (BTW. If anybody knows a better way to make these, rather than typing them out by hand, I would be ever so gratefull!)



#473426 BW-Balancer general feedback thread

Posted by OneEyedPhoenix on 01 January 2010 - 03:07 PM in Mega Mod Help

So spells available to the mage/sorcerer on creation/levelup is not decided by the ids but rather by a 2da? Do you happen to remember which?

No idea. There is a SPELLS.2DA, but IESDP says it doesn't affect wizard spells, and it has got only 7 levels too. Still, the rule spwiX[1;49] seems to apply correctly. Maybe it's hardcoded, maybe not.


Anybody?



#473421 Balancing DSotSC for BWP

Posted by OneEyedPhoenix on 01 January 2010 - 02:59 PM in DSotSC (BGT/EET)

Maybe I missed it, but why not reference this thread, OneEyedPhoenix? I believe you started it, and already had a pretty good list going.


You are right Miloch, I guess I should post those in this thread.

Post #1 updated with some balancing suggestions I made three years ago. Feel free to comment on them.

Edit: I see we had diverging ideas on several of the items 10th. Care to comment?



#473374 Balancing DSotSC for BWP

Posted by OneEyedPhoenix on 01 January 2010 - 10:59 AM in DSotSC (BGT/EET)

Can i just ask, have you consulted the mod author about these changes? It's one thing to make changes locally and keep them to yourselves with no one any the wiser, but to distribute something publicly is rather different.

Do you intend to ask all the authors of the mods you plan on "balancing" first if they are allright with such?

Balance is a very relative thing for one, anyways.


In a word... No.
Like Lollorian said this is a mod that mods other mods, thus we neatly circumvent all issues of copyright.

As for your second point I don't believe that balance is subjective.
I grant you that many of the changes done will be based on subjective appraisals. These appraisals however will be based on the guidelines that the vanilla game suggests (like no higher weapon enchantments than +3 in TotSC, +5 in SoA and +6 in ToB) and feedback from the community. If you disagree with our appraisal you will be free to tell us so and argue your point.



#473335 BW-Balancer general feedback thread

Posted by OneEyedPhoenix on 01 January 2010 - 04:40 AM in Mega Mod Help

Well, if it's available for a Sorcerer, it's available for a new mage, he just needs to be at level 7, which the starting mage in BGII - SoA is. And I am quite sure the TDD does include the scroll too. The scroll item name is scrlf2.itm according to my archives, yes they are actually from Classic Adventures mod. :devil: Yeah, should you know, the CA is based upon once stable BP-World install.


Good point. So used to starting in BG1 that I forgot. Don't know why the scroll is called scrlf2.itm in your game... It's definitely called scrx11.itm in my game and scrlf2.itm doesn't even exist.

A search with NI reveals that scrx11.itm can be found in bhxspell.sto and madeel.sto. Now to do some changelogs...

Which reveals that bhxspell.sto is changed by Bone Hill and Atweaks, while madeel.sto is changed by TDD, BG1 NPC, BG2 TWEAKS, ATWEAKS and AGPRICES (in that order). Now to do some Tp2 reading...

Which tells me that bhxspell.sto does indeed belong to Bone Hill while madeel.sto is all TDD (which also adds scrx11.itm).
Interestingly scrx11.itm wouldn't exist in bhxspell.sto without TDD installed.

Adding entries to IDS has no impact on who gets what. It's needed for scripting, so that you can call it ~Spell("TargetObject",NAME_ENTRY_FROM_IDS)~ as opposed to ~SpellRES("resource","TargetObject")~. No need to remeber all those alike looking filenames, you simply type a human-readable name and compiler understands you all the same.


So spells available to the mage/sorcerer on creation/levelup is not decided by the ids but rather by a 2da? Do you happen to remember which?



#473332 NTotSCv170a & v171 Bug Thread

Posted by OneEyedPhoenix on 01 January 2010 - 03:53 AM in NTotSC

Are you still with us Erebusant or has RL made you forget us?



#473330 Balancing DSotSC for BWP

Posted by OneEyedPhoenix on 01 January 2010 - 03:30 AM in DSotSC (BGT/EET)

It is not a cheat, it is part of a mod(s) intended by the author. It is not one of those keep items/find item in Irenacus' Dungeon mods. More clever and works roleplaying wise.


You could mod in books that increases your stats and experience intentionally as well (oh wait...). Just because something is done intentionally doesn't mean it's not cheating and/or cheesy. I remember a mod that added a "bank" to let you transfer all your money and items from BG1 to BG2 for instance. That might work role playing wise but it doesn't change the fact that players only use it because they know beforehand that they would loose all their items and money if they don't. Knowing what's going to happen beforehand isn't very "role playing wise" either. The main argument for me though is that BG2 is balanced for a party that has been jumped (granted like common level 1 characters) and stripped of all their items and money. Accepting this twist of the story is to role play the game properly, trying to circumvent it because you know what following the story entails is not!

Having said that I fully understand why people do such things. All your loot, that you have spent many hours collecting, does go to waste after all.
This does compromise the balance of the game however and to a big extent damages the point in balancing BWP for BG2. For these reasons we will design the mod with proper balance and a stripped party of adventurers at the beginning of BG2, in mind. This doesn't mean that our mod shouldn't be used by gamers such as you Chevalier. You might in fact find that you enjoy the game more with this higher level of challenge. Very powerful items and characters will still be available to you, you might just have to work a bit more to get them. ;)

I didn't get those 850k XP just by playing DSotSC, NTotSC and BGSpawn. It was more to illustrate the point that just because you could only reach 161k XP in the original BG1 TotSC doesn't mean you were limited to it. Granted some of those XP were gained by original BG2 XP for spell-learning, disarming traps and picking locks.

Even in original BG1 TotSC you could get to the XP-Cap at the end of Chapter 4/5 if you seriously intended to do it.


I didn't think you did, but with many content mods and no xp-reducing mods I fully believe that you could accumulate such an amount of xp in BG1.
Such high levels would significantly reduce the need for overpowered magical items to finish the mods I should think.
I might have missed your point though... Were you saying, like Lollorian suggested, that you need those items to complete the mods?



#473327 BW-Balancer general feedback thread

Posted by OneEyedPhoenix on 01 January 2010 - 02:41 AM in Mega Mod Help


Both
The Darkest Day and Desecration of Souls (CoM) add it. I can't remember if the Undying includes DoS or whatever it includes. Also BP series adds spells that don't exist so take that for what it's worth :P


All I can see that TDD does with the spell is to append it to spells.ids. If I understand the engine correctly that would make the spell available to sorcerers, while mages still can't use it unless they found a scroll, right?

Anybody got this spell for their mage?

Oh, and a happy new year to you all! :)



#473219 BW-Balancer general feedback thread

Posted by OneEyedPhoenix on 31 December 2009 - 04:51 AM in Mega Mod Help

I have one suggestion for the effects that comes from two spells, one of these mods BP-NTotSC-DSotSC_and_most_likely_option-TDD adds the highly unbalanced one, and the other one is a vanilla spell, the spell in question is spwi426.spl, the Daer'Ragh's Aura Clensing, with is the same like spell as the Improved Alacrity(spwi921), the off balanced thing is that the Daer'Ragh's Aura Clensing is 4th level, while the IA is actually 10th level spell, and the Daer'Ragh's Aura Clensing is better and get even better when you level up.
Now, I have nothing against this sort of spells, but I would make the Daer'Ragh's Aura Clensing first last only 6 seconds, and get +1/3-1/7 seconds every caster level minus the first five levels... up to say 12 seconds.


Hm, pinpointing Daer'Ragh's Aura Clensing (MARW401.spl) to a certain mod appears to be tricky. Changelog reveals D0Questpack to be the first mod to touch it, but all I can see that the mod does is to make the spell detectable. As far as I have gathered it is a vanilla BGII spell, though it was certainly unavailable to the player in the vanilla game. It is possible that one of the mods puts the vanilla spell scroll (scrx11.itm) into the game, changelog revealed that no mod had changed that one though. Do you remember how you got it Jarno? I have this vague suspicion that my sorcerer got in in another playthrough, which does indeed suggest that a mod makes it available to the player.

I am in principle skeptical to altering vanilla items and spells. I do agree that Daer'Ragh's Aura Clensing is unbalanced however and that something should be done about it. Anybody know which mod makes it available to the player?



#473160 Where's Viconia? ** spoiler **

Posted by OneEyedPhoenix on 30 December 2009 - 04:32 PM in Mega Mod Help

I've searched Peldvale, which is where I thought I found her in vanilla BG...but can't find her
Where does she appear in BiG World?


Area directly south of Beregost.



#473158 Balancing DSotSC for BWP

Posted by OneEyedPhoenix on 30 December 2009 - 04:20 PM in DSotSC (BGT/EET)

Good suggestions 10th, keep them coming. If you were to post revised descriptions as well it would be even more helpful... ;)

10th is very right, I have needed to use some of the over powered items myself (like with parts of the Grey Clan Episode One), but keep the items most of the time in my Bag of Holding and plan to use them more fully when/if I get to ToB and need them with all the tactical mods. :o

I know I would be most likely to use this type of mod it it only takes super powerful items and make them just over powered. ;)


I believe 10th was more concerned with the huge amount of xp he had before he had even finished BG1.
Not everybody uses SCS and/or other tactical mods and those that do use them do so because they want a challenge. Overpowered items in a game will remove some of this challenge. This will suit the preferences of some but not others. As the main goal of this mod is to balance items, rather than nerfing them from "super powerful" to "over powered", you might not be using our mod Chevalier but your opinions are still welcome.

Methinks he means - if the existing items are usable till ToB, nerf them to be usable till SoA ... and if they're viable till SoA, nerf them for TotSC ... and if they're viable till TotSC, well, they're pretty much balanced already


As I general note I don't think items in BG1 should be useful in TOB. Furthermore all BG1 items are normally lost in transition to SoA, so we will not be nerfing them with SoA or ToB use in mind. Those players that import items from BG1 to BG2 are not really concerned with balance in the first place, so while these players will be free to use our mod I don't see myself designing the mod for them. You are however free to try to convince me otherwise...



#473117 BW-Balancer general feedback thread

Posted by OneEyedPhoenix on 30 December 2009 - 12:06 PM in Mega Mod Help

This is to let you all know that me and MM75 have undertaken a project to create a balancing mod for BWP.
The goal is to balance the big content mods for BWP, kind of like BP-Balancer did (to some extent) for BP.

To do this however we need feedback and suggestions from you!

We do not have our own forum yet, and will likely not have until we are ready to release an early version of the mod.
In the meantime this thread will be your chance to give us general feedback/suggestions on what the mod should be like.

If you have something to say about a specific mod then please do so at the appropriate thread in each respective mod forum, to which I will provide links below in this post.

As of now the first mod up for revision/balancing is DSotSC. A feedback thread for NTotSC is also up and running.


DSotSC Feedback thread
NTotSC Feedback thread



#473113 Balancing DSotSC for BWP

Posted by OneEyedPhoenix on 30 December 2009 - 11:32 AM in DSotSC (BGT/EET)

I too think DSotSC/NTotSC items are over powered for most of BG1 and it's mods. I have been trying to have a play through that I could use them in the ToB part of the game. I would prefer a toned down version (fewer charges, less armor reduction), than one that truly fully balances things. I hope you get my meaning. :blink:


Not really, except that you would like to see the unique items nerfed.

I agree fully that most of them are overpowered, and nerfing will likely be one of the methods used by our mod. Any concrete suggestions for revision?



#473112 Balancing NTotSC for BWP

Posted by OneEyedPhoenix on 30 December 2009 - 11:29 AM in NTotSC

Me and MM75 have recently undertaken a mod project to balance mods for use with the BWP (BW-Balancer) and one of the first mods up for revision is the NTotSC.

As a means to that end we would like to give you all this opportunity to say what you think should be different in NTotSC.
Is a certain item overpowered? Should some items/spells/etc be removed/revised? Do you have a suggestion for how the items/spells/etc should be altered?

We would like your input on this and if you provide us with good suggestions we might just include them in our mod. The more elaborate the reasoning and the suggestion(s) the better are the odds that we will use it.

Any thoughts?



#473110 Balancing DSotSC for BWP

Posted by OneEyedPhoenix on 30 December 2009 - 11:24 AM in DSotSC (BGT/EET)

I assume this inludes NTotSC or are you focusing solely on DSotSC as a start?


It will include NtotSC eventually, but we will focus on DSotSC to begin with.
We would like suggestions for NTotSC as well however, so I will start a new thread for that mod.



#473078 Balancing DSotSC for BWP

Posted by OneEyedPhoenix on 30 December 2009 - 06:05 AM in DSotSC (BGT/EET)

Me and MM75 have recently undertaken a mod project to balance mods for use with the BWP (BW-Balancer) and the first mod up for revision is the Dsotsc.

As a means to that end we would like to give you all this opportunity to say what you think should be different in Dsotsc.
Is a certain item overpowered? Should some items/spells/etc be removed/revised? Do you have a suggestion for how the items/spells/etc should be altered?

We would like your input on this and if you provide us with good suggestions we might just include them in our mod. The more elaborate the reasoning and the suggestion(s) the better are the odds that we will use it.

Any thoughts?

Edit: Below follows some suggestions I made three years ago. Feel free to comment on those.

dsamul03

Original:

Special: 
  Double all 1, 2, and 3rd level priest spells
  +1 on all saves

My Version:
Special: 
  One extra 1, 2, 3 and 4th level priest spells
  +1 on all saves

Kind of like the ring of holiness. Not as insane as before, but still very good.

dsamul07

Original:
You are a very lucky adventurer indeed.  This Bluestone Necklace increases your Dexterity and gives you a +3 THAC0 bonus!  Just don't let it fall into the wrong hands.....  

Special:  
  +3 Dexterity Bonus and +3 THAC0 while wearing

My Version:
You are a very lucky adventurer indeed.  This Bluestone Necklace increases your Dexterity and gives you a +1 THAC0 bonus!  Just don't let it fall into the wrong hands.....  

Special:  
  +2 Dexterity Bonus and +1 THAC0 while wearing

Just a general down tuning.

dsamul08

This one I'm not quite sure about. Says that wizardslayers are the only ones not able to use it. Would it then give the +1 lvl1 priest spell to non-priests? Should be restricted to Cleric, Druid and ranger, single, dual and multi-classes if it does.

dsarrow1

Original:
This arrow will kill any minor dragon or wyvern outright, does extra damage larger dragons and wyrms and has a greater chance of slaying one of the greatest threats to elven forest, the Green or Forest Dragon.

STATISTICS:

Damage:  1D6 
Damage type:  missile (piercing) 

Special:  
  Slay Minor Dragons and Wyvern upon contact
  +3 Damage/+3 To Hit all Dragons
  10% chance to slay all Dragons

My Version:
This arrow will inflict extra damage on any dragon or wyvern.

STATISTICS:

Damage:  1D6 
Damage type:  missile (piercing) 

Special:  
  +3 Damage/+3 To Hit all Dragons

Ability to instantly slay Dragons is just stupid! I wanted to make this arrow able to penetrate any magical protection a Dragon might have, but I wouldn't know how to code it right...

dsbelt01

Seems to have haste as an equipping effect. Should be changed to a charged effect.

Original:
STATISTICS:

Armor Class Bonus:  
  +3 vs. piercing and missile weapons
Special: Haste

My version:
STATISTICS:

Armor Class Bonus:  
  +3 vs. piercing and missile weapons
Special: Haste (3 charges)

Not sure if I got the coding right. Just added 3 charges and made it rechargeable.

dsbook01

Original:
This tome contains within the finely leather bound cover, the magical runes and notes of the great mage Grun'lerthkin. Grun'lerthkin was a resident of Myth Drannor during its peak. As you read the magical scribbles and notes you begin to become more knowledgeable and somehow feel that you have the abilities of a mage of twice your level.

STATISTICS: 

Doubles all experience points upon reading

My version:
This tome contains within the finely leather bound cover, the magical runes and notes of the great mage Grun'lerthkin. Grun'lerthkin was a resident of Myth Drannor during its peak. As you read the magical scribbles and notes you become more knowledgeable.

STATISTICS: 

Adds 10000 exp upon reading

I don't like these kind of items at all! Seriously toned this one down...

dsbrac01

Original:
Even the most powerful of sages can at times find themselves unprepared for a battle and without the magic to defeat an opponent.  It was for just these times that Sharga commissioned these gloves to be made.  They provide a practitioner of magic with a little extra help when the fight degenerates to direct combat.

STATISTICS:

Armor Class: 0

Special:
  Increased Attacks
  Increased Saving Throws
  +25% to Magic Resistance

My version:
Even the most powerful of sages can at times find themselves unprepared for a battle and without the magic to defeat an opponent.  It was for just these times that Sharga commissioned these gloves to be made.  They provide a practitioner of magic with a little extra help when the fight degenerates to direct combat, unfortunately they prevent spells from being cast and must be removed by magical means.

STATISTICS:

Armor Class: 2

Special:
  Increased Attacks
  Increased Saving Throws
  +25% to Magic Resistance

Added 100% chance to miscast magic, and made it cursed.

dsbrac02

My version:
STATISTICS:

Special: 
  Increased Attacks
  Increased Resistance to Petrification

Original had +2ac, which I removed.

dsbrac04

Original:
STATISTICS: 

THAC0:   +3 bonus 
Damage:  +3 bonus

My version:
STATISTICS: 

THAC0:   +2 bonus 
Damage:  +2 bonus
Increased attacks

I slightly altered it, because in bg1 clerics would be quite useless as fighters, with just one lousy attack per round. Added 1 extra attack.

dsclck04[/i]

Just changed this from +3 to +2ac.

dscoswd

Original:
STATISTICS:

Damage: 1D10 + 4 (+3 vs All Dragons)
THAC0:  +4 (+3 vs All Dragons)
Special:
  AC Bonus +1
  Has a slight chance of slaying any dragon on contact
  50% Resistance to Fire and Acid
  Provides an Aura of Protection
  +2 Bonus to Save vs. Breath Weapons

My version:
STATISTICS:

Damage: 1D10 + 4 (+3 vs All Dragons)
THAC0:  +4 (+3 vs All Dragons)
Special:
  AC Bonus +1
  50% Resistance to Fire and Acid
  Provides an Aura of Protection
  +2 Bonus to Save vs. Breath Weapons

I still think that instant dragon slaying is a bad idea.

dscuswd

Changed it to +3 and removed undescribed ac bonus and bless effect.

dsdrgskn

Changed base ac to 4.

dsebplat

My version:
Not Usable By:
 Bard
 Druid
 Mage
 Thief
 Monk
 Archer
 Stalker
 Barbarian
 Beast Master
 Kensai
 Shapeshifter

Made it unusable by restricting kits.

dshamm02

Changed it's damage from 3d6+1 to 2d6+1

dskorim

Original:
Forged by the Netherese sorcerer/ranger Korim, this green tinged splint mail is imbued with strong enchantments. The strange metal (a copper and uranium mix) is light and supple, yet nearly impervious to blows of any kind. The mail allowed Korim to use his abilities to their fullest. Moreover, the strange metal has proven to have an extraordinary side-effect - it heals the wearer.  

STATISTICS:

Armor Class: 0
Special:  
  Regeneration 1HP every 2 rounds
  Mage Skills Unimpaired

My version:
Forged by the Netherese sorcerer/ranger Korim, this green tinged splint mail is imbued with strong enchantments. The strange metal (a copper and uranium mix) is light and supple, yet very resistant to blows of any kind. The mail allowed Korim to use his abilities to their fullest. Moreover, the strange metal has proven to have an extraordinary side-effect - it heals the wearer.  

STATISTICS:

Armor Class: 5
Special:  
  Regeneration 1HP every 2 rounds
  Mage Skills Unimpaired

Mage armors seriously shouldn't give this good ac.

dsrngfsh

Changed ac bonus from +4 to +2 and removed protection from non magical weapons.

dsrobe03

Original:
This powerful Mage Robe offers protection from all forms of physical attack while at the same time increasing one's magical resistance. Due to the nature of its enchantment, it can only be removed by remove curse.

STATISTICS:

Armor Class:  3
Magic Resistance: +50%
Special:  
  Immune to 1st, 2nd & 3rd level spells
  +4 to 1st, 2nd & 3rd level spells
  Sets Intelligence and Wisdom to 19
  Increased spell casting speed
  Immune to all non-magical weapons

Weight:  6

Usable by:
 All

I'm open to suggestions on this one. Should maybe restrict it to mage classes and give it some serious drawbacks to balance it's outrageous bonuses...? Personally I changed dsmortus.cre so that he wouldn't drop it at all.

dsrobe05

Original:
STATISTICS: 

Armor Class: 3 
Special: 
  Raises Intelligence by 2
  Memorize one extra spell per level up to level 9
  +6 Save vs. Breath Weapon
  +75% to Fire Resistance
  Non-Detection

This robe is also seriously overpowered, but I didn't change it as it disintegrates and is used by several creatures ingame. Should perhaps disintegrate as soon as it's hit by sunlight...?

dsrobe06

STATISTICS:

Armor Class:  +5 Bonus
Magic Resistance: +25%
Saving Throw:  +5 bonus 
Bonus Spells: +3(Lv 1-5)
			  +1(Lv 6-8) 
Constitution: -30% 
Special: Never Need Sleep

Does anybody seriously want to imagine a Neversleeping-ubergod-Edwin? I leave this one to you guys though...

dsswd07

Original:
STATISTICS:

Damage: 1D8 + 1
THAC0:  +5 bonus
Special:
   Dexterity bonus +2
   AC bonus +3
   1 extra attacks per round

My version:
STATISTICS:

Damage: 1D8 + 1
THAC0:  +2 bonus
Special:
   Dexterity bonus +2
   AC bonus +1
   1 extra attacks per round

dstears

Original:
STATISTICS:

Damage: 1D8 + 3
THAC0:  +3 bonus
Special:
  Ac +2
  Cast Charm Person or Mammal 3 times per day
  Stun target unless save vs. Spell

My version:
STATISTICS:

Damage: 1D8 + 3
THAC0:  +3 bonus
Special:
  Cast Charm Person or Mammal 3 times per day
  Stun target unless save vs. Spell at +4

Removed ac bonus and made it harder for the stun target to take effect.

dswrkarm

This one is coded wrong to begin with. Toned my version down to base ac 4.

DSWRLSTF

My version:
This staff is of the Chanah'Rea, forged by lightning striking the tree of power, Chitiruhkha is possessed of lightning.

STATISTICS:

Damage: 1D8 + 3
THAC0:  +3
Special:
  casts "Lightning Bolt" 1 time per day

Changed it to +3, removed ac bonus, removed +6d6 Electrical damage and reduced "Lightning Bolt" charges to 1 per day.




#469012 [Fixed] A few things

Posted by OneEyedPhoenix on 22 November 2009 - 01:33 PM in Aurora's Shoes

Well, what doesn't kill us makes us stronger, as Nietzsche said.


Yeah... Cutting off all your limbs can, if it doesn't kill you, only make you stronger... :P

Nietzsche was probably talking about psychological hardships, not somatic illnesses like the flu.