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#1 Shed

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Posted 28 July 2004 - 04:57 PM

http://www.shsforums...showtopic=15560

View PostLord of the Rings Item Pack
View PostProtection from Time Stop
View PostSummon the Infernal Host
View PostKatana Pair
View PostShed's Private Lockbox
View PostVengeful Shadows
View PostHellrazor
View PostOtiluke's Cloak of Dispel Magic
View PostScreeching Soul Stone
View PostTraining Sword
View PostFirearms and Modern Destruction
View PostThe Price of Friendship
View PostThe One Ring
View PostA Hero for all the Wrong Reasons

Edited by Shed, 03 November 2005 - 10:41 AM.


#2 Shed

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Posted 29 July 2004 - 02:02 AM

Lord of the Rings Item Pack

Download: SHS Mirror | Alternate: Mirror 1 - Mirror 2 - Mirror 3 - Mirror 4 - Mirror 5

This is an item pack which replaces certain items in the game with Lord of the Rings themed items.

CHANGES
- 1.01 WeiDUd, some typos fixed


Items replaced:

Narya, Red Ring of Fire ~ RING27 ~ Ring of Fire Control
Vilya, Ring of Sapphire ~ RING28 ~ Ring of Air Control
Nenya, Ring of Water ~ RING29 ~ Ring of Earth Control
Sting, Shortsword +2 ~ SW1H26 ~ Ilbratha
Glamdring ~ SW1H40 ~ Blade of Roses
Shards of Narsil ~ SW1H62 ~ Foebane +3
Anduril, Flame of the West ~ SW1H63 ~ Foebane +5
Scabbard of Lothlorien ~ COMPON03 ~ Fflar's Scabbard
Horn of Gondor ~ MISC3K ~ Gold Horn of Valhalla
Morgol Blade ~ NEBDAG ~ Neb's Nasty Cutter
Cloak of Lorien ~ CLCK23 ~ Cloak of Elvenkind
Mithril Chain Mail +2 ~ CHAN14 ~ Sylvan Chain
Dwarfen Ring ~ LRRING2 ~ -
Light of Earendil ~ MISC9R ~ Light Gem
Palantir ~ MISC6P ~ Shadow Dragon Wardstone


Edited by Shed, 02 January 2006 - 11:32 AM.


#3 Shed

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Posted 29 July 2004 - 02:09 AM

Protection From Time Stop

Protection From Timestop (Abjuration)
Level: 9
Range: Touch
Duration: 90 seconds
Casting Time: 10
Area of Effect: Creature touched
Saving Throw: None

The only plausible explanation for a scroll of Protection From Timestop being discovered in the Library of Candlekeep is that of L-space theory. The theory (simplified to layman's terms) runs as follows:

"Knowledge = Power = Energy = Matter
A library is just a polite black hole that knows how to read"

There is no record of a spell of this kind being researched, or a scroll written. Its origin is therefore entirely unknown. How it came to exist, let alone be in the Prime Material Plane, is beyond even the most learned of loremasters. The physics that enables the spell to work would send a college of Physicists into apoplectic fits, but put simply, the spell creates a potential anchor on the target, which latches onto the most stable part of the time/space continuum. When  local time/space becomes twisted, such as when a Timestop spell is cast, the anchor attaches itself to the caster of the Timestop, channeling the target creature into the personal time of the Timestopper.

The scroll is clearly not from the Prime Material Plane. The letters are strange and regular letters, almost as if unwritten by any hand. The scroll is also of an oddly regular shape, and is shiny and flexible unlike any paper in Faerun you have seen. Although like normal magical scrolls the writing disappears once read, this has the unique quality that after a matter of hours the ink slowly returns, allowing the scroll to be reused any number of times.


Includes custom BAMS which blend in perfectly to the game! And a one/day scroll!

Note: to get the scroll you need to CLUA SCRL9XB

Edited by Shed, 29 July 2004 - 02:14 AM.


#4 Shed

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Posted 29 July 2004 - 09:55 AM

Summon the Infernal Host

Summon the Infernal Host (Conjuration, Summoning)
Level: 9
Range: Visual sight of caster
Duration: 33 rounds
Casting Time: 8
Area of Effect: Special
Saving Throw: None

By means of this spell, the caster calls outer planar creatures to attack her foes and herself if not careful.  The creatures summoned in are two Mariliths, some of the most powerful demons.  These Mariliths will attack anyone not protected from evil, including the caster and her party.

This spell was first discovered by complete accident. The first known caster (apart from extremely powerful demons), was a nine year old boy named Edwute. His father was a wizard, a rare thing in their small farming community. Edwute overhead snatches of summoning spells from his father, and one day he decided to play Wizards with his friend Yakk. By an almost inconveivably small chance, or possibly by sinister design, they managed to recite verbatim the summoning spell required (without the normal precautions, pentagrams and protection from evil and the like) for two Mariliths, highly powerful demons. How the boys managed to guess the names, or whether the demons did not exert some influence on them even from their Hell, is open to speculation. When the Mariliths were summoned (to the boys' delight and terror), wholesome destruction was unleashed on the entire village. Not even the cattle survived the onslaught of demonic wrath, yet Edwute's father managed to teleport away, and narrowly escaped detection from the demons' hunting of him for days. When he finally reached civisation, he was driven quite mad by the ordeal and the only two words he ever said thereafter were the names of the two Mariliths, and that on his deathbed. Perhaps unfortunately, they were written down by a priest of Lathander. The parchment was stolen after the priest's death and sold to an opportunistic mage, who made several copies of the scroll and now the spell is availiable to a select few of suicidal or foolhardy mages.


Note: to get the scroll you need to CLUA SCRL9XA

Edited by Shed, 11 May 2005 - 01:38 AM.


#5 Shed

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Posted 29 July 2004 - 10:33 AM

Katana Pair

A pair of katanas, Sinistra and Dextra, designed for dual-wielding in mind.

They cane ass and look great in game too!

Sinistra:

To enchant a katana is no simple process.  Unlike conventional weapons, the katana is already a near-perfect fighting sword.  To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana.  The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle.  Not doing so could drastically change one's luck for the worse.

As if of its own volition this sword will swoop down and deflect the slashing attacks of other weapons. It also regerates the user's health, making this the perfect defensive katana. However, to use the katana requires extraordinary agility and lightness of movement, else the weapon is quite uncontrollable.

This katana is part of a pair, designed to be held in the off-hand to protect the fighter while the main assault was carried out by its sister Dextra.

STATISTICS:

Equiped Abilities:
Regenerate 1 hit point every six seconds
AC: +1 bonus against slashing weapons
Combat Abilities:
5% chance of 15 additional cold damage
THAC0: +1 bonus
Damage: 1D10 +1
Damage Type: slashing
Weight: 2
Speed Factor: 1
Proficiency Type: Katana
Type:  1-handed
Requires: 6 Strength
Requires: 16 Dexterity
Not Usable By:
Druid
Cleric
Mage




Dextra:

To enchant a katana is no simple process.  Unlike conventional weapons, the katana is already a near-perfect fighting sword.  To improve it usually requires a sacrifice, perhaps a dying samurai might beg a Wu Jen to infuse his fighting spirit into the spirit of the katana.  The wielder of an enchanted katana, such as this one, must respect the customs of Kara-Tur and of the samurai who once carried this blade into battle.  Not doing so could drastically change one's luck for the worse.

Notwithstanding the great amount of damage this katana can inflict on an opponent, it also has the ability to send its user into a spinning picture of death incarnate. However, to use the katana requires extraordinary agility and lightness of movement, else the weapon is quite uncontrollable.

This katana is part of a pair, designed to be held in the main hand to smother one's foe with deadly blows, while its sister Sinistra parried attacks and protected the fighter.

STATISTICS:

Equipped Abilities:
    Greater Whirlwind Attack:  Once per day
Combat Abilities:
    Booming Thunder whenever the sword strikes an opponent
    (Stun, Save vs. Spell)
    Shocking Blow chance when sword strikes an opponent
    (5% chance of 20 additional fire damage)
THAC0: +4 bonus
Damage:  1D10 +4
Damage type:  slashing
Weight:  2
Speed Factor: 1
Proficiency Type: Katana
Type:  1-handed
Requires: 6 Strength
Requires: 16 Dexterity
Not Usable By:
Druid
Cleric
Mage


Note: Note: to get the swords you need to CLUA SHEDSW01 and SHEDSW02.

Edited by Shed, 29 July 2004 - 10:34 AM.


#6 Shed

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Posted 29 July 2004 - 10:38 AM

The Box or Shed's Private Lockbox

The box (or Shed's Private Lockbox) is trapped. No question about that. It is trapped in two ways. There is very simple physical trap which uses a INT and DEX check on the would-be opener of the box, to see if he can notice and disarm the trap. Clerics may use a Detect Trap spell if they have one memorised. Thief checks are done only on their Detect Traps and Lockpicking Abilities.

Once the minor trap is out of the way, then the fun begins!

To open the box itself, a series of eight riddles must be answered correctly. They are multiple choice, so none of them should really be too hard. To fail to answer any one of the riddles correctly will not affect your chance of opening the box, but it will trigger a trap. There are eight magical traps, one for each question. Even if you do manage to get all the questions right, try again just to see the traps :). Answering all eight questions correctly in a row will open the box and give you the contents ;).

The last two traps (BOX3.spl and BOX4.spl) use what I think is a very clever way of simulating the Target Type "Party except self". Have a look to see how I've done this (if you're interested or ever need to do this for your own modding)... Clever, no?

I will not include a walkthrough here for the riddles because it is too early to give the answers out. All the answers can be got by referencing the game, or by deduction.

Have fun!

Note: to get the box into the game, CLUA BOX

EDIT: Updated, so it now works (at all) and remembers that the first trap has been found but not disarmed. There is a typo bug which I simply cannot be bothered to fix, involving the slight possiblility of some string about nymphs appearing instead of "find traps". Do not worry about it.

Edited by Shed, 01 September 2004 - 03:45 PM.


#7 Shed

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Posted 29 July 2004 - 10:48 AM

Vengeful Shadows

Vengeful Shadows is Studded Leather Armour +1, with other useful properties...

It is only usable by Thieves.

It won the 3rd Modding Contest at TeamBG. Hooray for me! B)

The origins of this suit of leather armour extend almost half a century before its creation. In Waterdeep there was a semi-respectable nobleman, named Felroth Mundason, who had a son by name of Elroth. Elroth didn't appreciate the way his father paid so much heed to the advice of a crafty gnome, Wemsley by name, a lieutenant in Felroth's family business. Elroth even suspected Wemsley of plotting to assasisnate him and his father so he could take over the business (this is easily put down to the paranoia of Elroth, however).  When his father died of natural causes (since a dagger to the ribs will, naturally, cause death), Elroth took over from his father at the young age of 25. He hated the gnome, that he saw as a threat, so much he had his eye plucked out. He left Wemsley bleeding and tied up on a coach to Athkatla. One-Eye Wemsley never forgot Elroth, but he turned to drink in the City of Coin and became a petty criminal, earning a reputation for his crafting skills.

Elroth became successful over the years and his influence even extended to The Lock and Stock, the largest Thieves' Guild in Athkatla. Now there was a smaller guild which had ambitions in Athkatla. The Lock and Stock stamped down on them hard, cleaning two high-ranking members of the guild. The angered guild leader assigned a young hopeful assassin named Lassem, chosen as much for her deniability as for her skill, to visit One-Eye Wemsley for equipment in order to clean Elroth.

Thus did One-Eye Wemsley make this suit of studded leather armour so as to revenge himself. As per Lassem's instructions, he reinforced the rivets to give it extra protection. He also applied special resins so as to make it blend into shadows easier, as well as introducing clever gnomish magics that allows the armour to make the wearer invisible. However, One-Eye Wemsley had no confidence in the young assassin to succeed in her mission. That is why, without her knowing, he placed a solitary tooth of a dragon into the armour. He enchanted the armour so that if she were to fail in her mission, the tooth would be activated and hopefully Elroth would be killed to One-Eye Wemsley's satisfaction.

To be fair to Lassem, it was not her fault she was discovered. She was creeping up behind her prey in order to deliver the killing blow, made invisible by her armour. In went her dagger, skewering the unfortunate soul. However, it was not Elroth but a servant of his, made up to look like him. Elroth had been expecting a retaliation from Lassem's guild, and when the servant's screams ran throughout the villa, Elroth and his elite guards rushed into the room and proceeded to cut Lassem to pieces. Once their blades pierced her flesh, the dragon tooth was triggered. Not only was Elroth killed, along with his guards, servants, friends and associates, but the entire villa was completely flattened, and the whole street was nearly set on fire. The only thing to be dragged out of the rubble was Lassem's corpse, still wearing the suit of armour that One-Eye Wemsley had gifted to her.

The assassination of Elroth sparked an indecisive guild war, which claimed the lives of many promising thieves and criminals. One-Eye Wemsley took the suit of armour from Lassem's corpse and sold it for a small fortune to a guildmaster. The gnome gave up drinking at the Thugs and Mugs and retired on the money he made from the auction of the armour, which the auctioneers named "Vengeful Shadows".

Since the tooth was only meant to work once, over time its enchantments faded. Now there is only a very small chance of the spell being triggered, although sometimes it will misfire and spew fire around the wearer of the armour.

STATISTICS:

Armour Class: 6
Special: +10% Hide in Shadows
Invisible once a day
1% chance when hit of casting Dragon's Breath
4% chance when hit of casting Sunfire
Weight: 15
Requires: 6 Strength
Only Usable by Thief (single, multi and dual class)


Note: to get the armour into the game, CLUA LEATVENG.

#8 Shed

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Posted 29 July 2004 - 10:55 AM

Hellrazor

This was the winner of TeamBG's fourth weekly modding contest, my second win. The goal was to bring Hellraiser (the movies based on books by... Clive Barker, I think) to the Forgotten Realms. I was at a possible disadvantage from not having seen the movies or read the books, so I parodied the topic and made the Hellrazor.

The Hellrazor has two functions: it can shave your character (+1 Charisma, chance of cutting self) once a day, and it can summon Cenobites once. The Cenobites are quite hard.



OK, this is a joke item ;) , but try the fight. It should be fun!

#9 Shed

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Posted 01 August 2004 - 05:20 AM

Otiluke's Cloak of Dispel Magic

This is a mod for Baldur's Gate II (and Throne of Bhaal), introducing another spell by Otiluke ;). It's a level 2 abjuration wizard spell and cannot be used by transmuters.

Otiluke's Cloak of Dispel Magic (Abjuration)
Level: 2
Range: 60 yds.
Duration: 4 rounds
Casting Time: 4
Area of Effect: Target Creature
Saving Throw: Special

This spell is one of the earlier creations of the great Oituke, before he went on to produce Otiluke's Resilient Sphere and discover Otiluke's Law. Otiluke took the simple premise behind Dispel Magic and limited it so that it affected only one creature. However, what makes this spell useful to the modern day adventurer (though it is an interesting insight into the development of one of Faerun's great academic wizards) is the interesting supplementary effects the spell has. After an initial dispel, the dispelling magic sits on the target creature, apparantly without affecting it. Whenever the creature is struck, however, the "cloak" comes into action and the Dispel Magic travels to the attacker of the target through their weapon (or at short ranges, projectile). Many adventurers have found this extremely useful in negating the magics of hostile clerics and their Party-affecting spells (such as Chant). However, it must be remembered that the "cloak" is quite an unstable magical device and while handling it the caster may suffer some adverse effects.

A dispel magic removes magical effects upon anyone within the area.  This includes effects given from spells, potions and certain magical items such as wands.  It does not, however, affect enchanted magical items or spell protections such as Spell Turning, and Spell Deflection.  The chance of the dispel succeeding is determined by the level of the caster and the level of the magic being dispelled. The base chance of successfully dispelling is 50%.  For every level that the caster of the dispel magic is above the original caster, his chance of success increases by 5%.  For every level that the caster of dispel magic is below the original caster, his chance of success decreases by 10%.  However, despite the difference in levels, there is always at least a 1% chance of success or failure. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, there is only a 1% chance of failure.  Similarly if the caster is 4 levels lower than the magic he is trying to dispel, there is only a 10% chance of success.  Intuitively, this spell is almost useless if the target is 5 or more levels higher than the caster.
Note:  while this spell dispels the individual effects of grease, web, stinking cloud and other such spells, it does not dispel the area of effect.



If you want to read the readme, find the file "spwix200_readme.txt.bak" and rename it to ""spwix200_readme.txt".

Note: to get the scroll into the game, CLUA SCRL1XA.

#10 Shed

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Posted 01 August 2004 - 05:48 AM

Screeching Soul Stone

This was an entry for the sixth TeamBG Weekly Modding Contest, something basically evil.

You have to have an evil bard to use this item. Obviously there aren't many of them, as if I care.

There was once a young bard named Skire, just, noble and extremely attractive. Obviously he was very irritating for everybody else other than Skire and his (numerous) lovers. In particular Skire offended (albeit unintentionally) an old and not entirely sane wizard called Yshadwed. Rather his obvious sexual appeal, it was Skire's singing which really got to Yshadwed. He just couldn't stand the beautiful harmony of his sweet tones. It was a rendition of "Come hider, love to me" that finally made Yshadwed snap, and snap hard. A quick Hold Person spell and some manhandling (with the help of his familiar) and the hated bard lay in the mage's dungeon.

The wizard practised hideous and drawn-out tortures on Skire. The cheerful song of his victim turned to agonised screams. He enchanted the man's vocal cords so that they would never tire, and the sound of his pain would never cease to be heard. Nothing could stop his cries. Devices traditional and magical Yshadwed used to pervert Skire's body and soul, until the once beautiful bachelor was gruesome and terrible to behold. The skin hung off rotting flesh and he looked more undead than alive. He - it - knew only pain, and could not help but screech unceasingly because of the enchantments against any form of silence Yshadwed had placed upon his voice.

Yshadwed kept his screaming captive in his dungeon for many years, as the mage increasingly relied on black magics to get his way. After many years, Yshadwed thought of a practical purpose for the loping figure in his dungeon. He devoted a great deal of time and prayer to Cyric, so as to extract the perverted remains of Skire's soul from the corrupted body and instill it into a bloodstone. He fastened it to a thin cord and hung it about his neck; whenever he spoke only an unquenchable screeching came from his throat, terrifying to hear and painful to the pure of heart. The unholy aura of it smothered magic and even obstructed the influence of the "good" gods neaby. Satisfied with his work, he presented the amulet to a high priest of Cyric. Recognising the use of such an item, the priest had the nonmagical cord replaced with the chain of an Amulet of Protection and the Screeching Soul Stone hung around the neck of the most evil bard in Cyric's service.

STATISTICS:

Armor Class Bonus:  1
Saving Throw Bonus:  1
Equiped Abilities: Protection From Silence
Bard Song Effects Changed to:
Protection From Good
Charisma Set to 3
Magic Resistance +10%
Good Creatures receive 2 points of damage
Good Clerics Miscast Magic Chance +10%
Enemies must make a Save vs Breath at -2 penalty or panic for one round
Special Abilities (once a day):
Unholy Blight
Only Usable by:
Evil Bards


There is a typo here: "Rather his obvious sexual appeal" should read "Rather than his obvious sexual appeal".

Note: To get the amulet into your game, CLUA EVILAMUL.

Edited by Shed, 01 August 2004 - 05:51 AM.


#11 Shed

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Posted 01 August 2004 - 05:55 AM

Training Sword

This is a training sword for the Week 10 modding contest at TeamBG. It is a slight modification of a short-sword, and has a 50% chance of casting Charm Person on the target when hit. This won the tenth modding contest at TeamBG B) .

Note: to get the sword into your game, CLUA SDWK10SW.

#12 Shed

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Posted 01 August 2004 - 05:58 AM

Phaser Rifle and Fission

This was an entry to the twelfth weekly modding contest at TeamBG, before it went down. The title was "Firearms and Modern Destruction". I have made a phaser rifle and a spell. I do not expect anyone to use the spell for anything except comedy value. I take no responsibility for loss of fun, your game, health or pets in the misuse of this spell.

Phaser rifle:

This is a phaser rifle. A simple trigger and open sights are the only things needed to operate the rifle. Failing to distinguish between the two has, however, caused the untimely frying of one or two previous owners, but any <RACE> should not have much trouble.

This particular rifle is equipped with a few personal adjustments: the phase-resonator safety overrides has been overriden, so the phaser blast has several disabilitating effects which may affect anyone struck by it. In particular the nervous system is affected, so that the target may find himself stunned, slowed or his reactions dulled.

STATISTICS:

THAC0: +3 bonus
Damage: 1D8+3
Damage Type: Ranged
Combat Abilities:
60% Save vs. Spells or one of the following for 15 seconds:
  Stun
  -4 Penalty to all Saves
  Slow
Weight: 4
Speed Factor: 1
Proficiency Type: Crossbow
Type:  2-handed
Requires: 8 Strength



Fission:

Fission
(Any School)
Level: 11
Range: 0
Duration: Instantaneous
Casting Time: 8
Area of Effect: 10 000-foot radius
Saving Throw: None

This spell magically simulates what would happen if a small quantity of 236-Uranium were created. This isotope is so unstable that it splits apart, emitting vast quantities of energy. The energy released can be determined by Einstein's theory of relativity: Energy = Mass x 9 897 551 787 368 1764. However only a small fraction is released (approximately one or two percent) before the inevitable explosion seperates the 236-Uranium, stopping the chain reaction. This highly inefficient process is nevertheless sufficient to destroy anything (at all). The resulting Fallout will poison even party members.



#13 Shed

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Posted 24 September 2004 - 08:01 AM

The Price of Friendship

The Iron Modder Competition is a modding competition event that happens ever month or so. Contestants have four hours to produce an original mod on a theme. As an entry to the fifth Iron Modder Competition (19th September 2004), the theme was "The Price of Friendship". The winner was SConrad (my "brother").

This was my first ever entry to the Iron Modder competition, which largely explains why it didn't work properly for the judging. I spent a little while longer on it, and it now does, but too late to win, obviously.

This mod takes place in Trademeet, AR2000. The action takes place between a merchant (Terrence) at 2364.2807 and a mage (Phil) at 1832.1407. They are two estranged friends and it is your task to reconcile them (or not).

This mod has premade content: Phil's Private Lockbox, the Hellrazor, Protection from Time Stop, Summon the Infernal Host and Otiluke's Cloak of Dispel Magic were all made in TeamBG contests (which were a week long).


Get it here.

Edited by Shed, 02 January 2006 - 11:28 AM.


#14 Stone Wolf

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Posted 24 September 2004 - 09:23 AM

Glad to see these have found a new home. :)

#15 Shed

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Posted 13 October 2004 - 05:00 AM

THE ONE RING

Download: SHS Mirror | Alternate: Mirror 1 - Mirror 2 - Mirror 3 - Mirror 4

This is a mod for Baldur's Gate II (and Throne of Bhaal), introducing the One Ring, Isildur's Bane, as from the book by JRR Tolkien, Lord of the Rings.

It is optional to have it replace the Ring of Gaxx (this I suggest). This does not destroy the Ring of Gaxx, and all scripting is perfect. You don't have to worry about this messing with your savegame, but you can't have the Ring of Gaxx AND the One Ring with that optional component installed.


CHANGES
- 1.05 Fixed a typo which meant the Oracle ability wouldn't work. Made the invisibility function work smoother, reduced level restriction to sixteen, changed scripts to account for this.
- 1.04 Made a Weidu installation, Ring of Gaxx replacement optional by Weidu. Also removed regeneration, Non Detection, Finger of Death.
Reduced Save vs Death from 4 to 3, Armour Class 4 to 2. Also reduced immunity to Remove Curse, so the Ring can be removed by a Temple's Remove Curse Spell.
Ring now provides Immunity to Charm as a Helm of Charm Protection, not immunity to all illithid attacks as Psion's blade.
Description adjusted to reflect this. Also ring is labeled as "*CURSED*".
Made Ringsword less powerful, no longer changes alignment to Chaotic Evil. This is done when you get it. Description altered to reflect this.


End of a very long description:

The One Ring still retains much of its power, though on the finger of its master it becomes a weapon of awesome power. Once one takes the burden, becomes the Ring-Bearer, it is increasingly hard to part with the ring, and the temptation to wear it grows constantly. For this reason, the ring can never be dropped, sold, or even removed, for it is surpassingly beautiful to behold, and deeply precious to its Bearer. The Ring has a mind of its own, and the fact that the wearer is completely immune to charm effects is perhaps due to the Rings powerful and subtle influence over its wearer. In fact, it is more accurate to say the Ring wears its Bearer than the other way around. With the ring on the finger, powerful magics can be used. For any but Sauron to wear the Ring causes the bearer to be partially invisible, with the Armour Class and Saving Throw bonuses that entails. However, being constantly invisible means that spells can not be targeted at you, even from your party members.

The ring is gold, plain and unadorned, and its weight seems to shift, being at times far heavier than its size would suggest. When thrust into fire, both sides of the ring burn with the words "One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them" written in the Black language in Elvish script. The Ring is an immensely powerful item and should be handled with utmost care, since it cannot be cast away or destroyed. To this effect, anyone who was to wear the Ring who was not already of some considerable power would be instantly killed.

STATISTICS:

*CURSED*
Armour Class: +2 Bonus
Save vs Death: +3 Bonus
Special Abilities: Protected from Normal Weapons, Immune to Charm
Equipped Abilites: Invisibility
Special Use: Summon Demonic Shade twice a day, Oracle once a day

Only usable by characters of level 16 or higher.


Yes, the One Ring is quite powerful. It was also my first attempt at modding, although much has changed since the first "shotgun blast to the override folder" was released 3/4 months ago.

#16 hlidskialf

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Posted 13 October 2004 - 05:21 AM

Yes, the One Ring is quite powerful. It was also my first attempt at modding, although much has changed since the first "shotgun blast to the override folder" was released 3/4 months ago.

Heheh, glad that line made such an impression. :P

The great wolf Fenrir gapes ever at the dwelling of the gods.


#17 Shed

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Posted 13 October 2004 - 07:36 AM

Yes, the One Ring is quite powerful. It was also my first attempt at modding, although much has changed since the first "shotgun blast to the override folder" was released 3/4 months ago.

Heheh, glad that line made such an impression. :P

Hehe, yes. Thanks, hlid. :love:

But, look (gasp), I can WeiDU now! B) ^_^

#18 Shed

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    -Shed-

  • Modder
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Posted 06 December 2004 - 02:24 AM

A Hero for All the Wrong Reasons

This is an entry to Iron Modder 6 of 5/12/2004. Go to the Umar Hills (AR1100, 4345.2660), in the northern part of the village.

The theme is "A hero for all the wrong reasons". I try to show this in both the dialogue and the description of the items that the "hero" has equipped :).

For those of you new to the Iron Modder concept, here's how it works:

The TV show Iron Chef depicts world-class chefs in an hour-long battle of wits and will at Kitchen Stadium. At the top of the hour, an insane overlord announces a secret theme ingredient, around which the Iron Chefs must design and prepare a multi-course meal.

Things are very similar in Infinity Stadium.

- I am the insane overlord.

- At an appointed time, I announce a secret theme for a mod. (Past Iron Modder themes: "The Price Of Friendship", "A Broken Promise," "A Kiss Before Dying", "Some of My Best Friends Are Slimes" and "The Last Mug of Ale In Amn.")

- Iron Modders have four hours to design, prepare, and submit a functioning mod that exhibits the theme.

- Iron Mods are judged by an arbitrarily assembled panel on a 25 point scale:

EXposition of the Theme (1-10)
Originality (1-5)
Innovation (1-5)
ENtertainment (1-5)

- Entries are only credited to one author, although it is permitted to work with anonymous sous-chefs.

- Entries may contain prefabricated content, for instance pieces of another mod the modder is working on, or the use of community AI scripting, if that content is disclosed to the judges. It has been my observation that the use of prefab content has very little positive impact on scoring, however.

- It is HIGHLY RECOMMENDED that Iron Modders allocate a block of time for testing before the 4-hour period expires. Iron Modders are also encouraged to use an external tester if possible.

- The winner earns the right to be known as IRON MODDER!



IRON MODDER SHED

Second time lucky, Iron Modder Shed returns to Infinity Stadium with a palatable consignment from the Umar Hills, and a tale of a rather odd hero who draws his strength not from his strength of character, but from his garments. Is he everything he believes himself to be, or just a beneficiary of circumstance and strong pantaloons?

"Chef Shed is back, and he's refined his techniques to provide a wholesome modding snack! This breath of fresh air goes straight to my head! I am like a bird eating sushi, pecking this trail of crumbs waiting in the Umar Hills with bounteous pleasure! This was a pleasing encounter with some entertaining dialogue entries, but the secret ingredient proved to be the bounty of items left behind by our not-quite-hero! The inclusion of a pair of underpants made me wonder if something might be reheated, but there was plenty or original content for me to cast this doubt aside." -- Bons

"The people want a hero and The Hero is glad to oblige them.  The ending is slightly confusing, albeit the ingredients involved are somewhat clever." -- St. Josephine

"Shed's submission had a nicely crunchy texture, with a bit of ham added, via a character named Bruce.  A rather familiar, yet appealing story about mistaken identity, and the classic theme of its better to be lucky than good." -- Userunfriendly

SHED
EX: 6.33
O: 3
I: 2.67
EN: 2.33
# of first-place votes: 0


Note: all content was original.

Download: here

Congratulations to Domi for winning Iron Modder 6 :)!

Edited by Shed, 06 December 2004 - 02:26 AM.


#19 -Guest-

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  • Guest

Posted 17 July 2005 - 01:24 PM

Lord of the Rings Item Pack

This is an item pack which replaces certain items in the game with Lord of the Rings themed items,

CHANGES
- 1.01 WeiDUd, some typos fixed


Items replaced:

Narya, Red Ring of Fire  ~  RING27 ~ Ring of Fire Control
Vilya, Ring of Sapphire  ~  RING28  ~  Ring of Air Control
Nenya, Ring of Water  ~  RING29  ~  Ring of Earth Control
Sting, Shortsword +2  ~  SW1H26  ~  Ilbratha
Glamdring ~  SW1H40  ~  Blade of Roses
Shards of Narsil  ~  SW1H62  ~  Foebane +3
Anduril, Flame of the West  ~  SW1H63  ~  Foebane +5
Scabbard of Lothlorien  ~  COMPON03  ~  Fflar's Scabbard
Horn of Gondor  ~  MISC3K  ~  Gold Horn of Valhalla
Morgol Blade  ~  NEBDAG  ~  Neb's Nasty Cutter
Cloak of Lorien  ~  CLCK23  ~  Cloak of Elvenkind
Mithril Chain Mail +2  ~  CHAN14  ~  Sylvan Chain
Dwarfen Ring  ~  LRRING2  ~  -
Light of Earendil  ~  MISC9R  ~  Light Gem
Palantir  ~  MISC6P  ~  Shadow Dragon Wardstone

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#20 Idobek

Idobek

    Pocket Plane Gibberling

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Posted 17 July 2005 - 02:42 PM

Was there a point to that post? You appear to have quoted a previous post and posted nothing yourself.