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Diablo2 Kit Pack for BG2 - The Amazon Ver 0.2


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#1 shohy

shohy
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Posted 26 November 2014 - 09:53 PM

Further version will not be released here, please go to

 

V0.2 The bug that Immolation Arrow, Strafe and Freezing Arrow can't be learned is fixed.
 Valkyrie's Level, HP and equipments grow faster. On level 40 the Amazon will get a max-leveled Valkyrie with +5 equipments.
 Immolation Arrow will burn on ground instead of on enemies.
 Damage and max hits of Guided Arrow are increased by 1.

V0.1 Finished the Amazon kit.

 Known bugs:
  Amazon's combat skills may work together in case that MOD items which have immunity from "Removal: Remove Secondary Type" are equipped.
  Decoys and Valkyries do not occupy the limited quantity of summoned units, but when there're already five summoned units, they can't be summoned.

Amazon
This powerful woman warrior belongs to nomadic bands who roam the plains near the South Sea. The wandering of these groups often brings them into conflict with other peoples, so

the Amazon is accustomed to fighting to defend her own. This lifestyle has made her fiercely independent and able to weather severe hardship and travel. While her skill with the

bow rivals that of the Rogues, the Amazon is also adept in the use of spears and other throwing weapons, as well as in hand to hand combat. The Amazon is much sought after as a

mercenary, in which type of service she will be loyal as long as her own ends are also served.

Advantages:
- Has three skill trees: Javelin and Spear Skills, Passive and Magic Skills, Bow and Crossbow Skills.
- Can be grand master on spear, bow and crossbow.
- Get bonus of +1 to dexterity on character creation.

Disadvantages:
- Only can be female.
- May not wear metal armors.
- May not dual class.
- May not learn high-level skills of original rangers.
- May not cast Divine Spells.
- May not Charm Animal and be Stealthy.
- Only can be proficient on all weapons except spear, bow and crossbow.


Javelin and Spear Skills

Jab: Multiple attacks within the time span of a normal attack. 3 attacks per round in 4 rounds. Can be learned at LV1.
  LV1: +1 bonus to melee attack, -2 to damage; LV5: +2 bonus to melee attack; LV10: +3 bonus to melee attack, +2 to damage; LV15: +4 bonus to melee attack, +4 to damage.

Power Strike: Adds lightning damage to melee attacks. Skill duration: 4 rounds. Can be learned at LV5.
  LV5: +2 bonus to melee attack, +1d8 lightning damage; LV10: +3 bonus to melee attack, +1d12 lightning damage; LV10: +4 bonus to melee attack, +1d16 lightning damage; LV10: +5

bonus to melee attack, +1d20 lightning damage.

Poison Javelin: Throw a javelin that causes poison damage, the target must save vs. death or be poisoned for 2 rounds. Can be learned at LV5.
  LV5: 2d8+2 piercing damage, target must save vs. death with -1 penalty or suffer 1 poison damage per second; LV10: 2d8+4 piercing damage, target must save vs. death with -2

penalty or suffer 2 poison damage per second; LV15: 2d8+6 piercing damage, target must save vs. death with -3 penalty or suffer 3 poison damage per second; LV20: 2d8+8 piercing

damage, target must save vs. death with -4 penalty or suffer 4 poison damage per second.

Impale: A powerful but slow attack with melee weapon. Skill duration: 4 rounds. Can be learned at LV10.
  LV10: +4 bonus to melee attack, +6 to damage; LV15: +6 bonus to melee attack, +8 to damage; LV20: +8 bonus to melee attack, +10 to damage; LV25: +10 bonus to melee attack, +12

to damage.

Lightning Bolt: Convert physical damage of a javelin to lightning damage, and apply extra lightning damage to target. Can be learned at LV10.
  LV10: 2d8+2, plus 4d8 lightning damage; LV15: 2d8+4, plus 4d12 lightning damage; LV20: 2d8+6, plus 4d16 lightning damage; LV25: 2d8+8, plus 4d20 lightning damage.

Charged Strike: A lightning attack that releases charged bolts. Skill duration: 4 rounds. Can be learned at LV10.
  LV10: A nearby enemy may be hit by 4 charged bolts, each bolt gives 1d3 lightning damage; LV15: A nearby enemy may be hit by 5 charged bolts, each bolt gives 1d4 lightning

damage; LV20: A nearby enemy may be hit by 6 charged bolts, each bolt gives 1d5 lightning damage; LV25: A nearby enemy may be hit by 7 charged bolts, each bolt gives 1d6

lightning damage.

Plague Javelin: Throw a javelin that causes a cloud of expanding poison of 15 ft. Enemies in cloud may save vs. death to reduce posion damage by half. The cloud has a duration

of 4 rounds. This skill an be learned at LV15.
  LV15: 2d8+2 piercing damage, poison damage 5d8 per round, enemies must save with -1 penalty; LV20: 2d8+4 piercing damage, poison damage 6d8 per round, enemies must save with

-2 penalty; LV25: 2d8+6 piercing damage, poison damage 7d8 per round, enemies must save with -3 penalty; LV30: 2d8+8 piercing damage, poison damage 8d8 per round, enemies must

save with -4 penalty.

Fend: Rapidly strikes close targets for 1 round, sets number of attacks per round to 10. High-leveled skill.
  LV1: +1 bonus to melee attack and damage; LV30: +2 bonus to melee attack and damage; LV40: +3 bonus to melee attack and damage.

Lightning Strike: releases chain lightning from target on melee attacks. Skill duration: 4 rounds. Can be learned at LV15.
  LV15: chain lightning with 2d8 damage per hit; LV20: chain lightning with 2d12 damage per hit; LV25: chain lightning with 2d16 damage per hit; LV30: chain lightning with 2d20

damage per hit.

Lightning Fury: Creates a powerful lightning bolt that releases multiple lightning bolts from target. High-leveled skill.
  LV1: 2d8+2 piercing damage to target, and 2d14 lightning damage per bolt; LV25: 2d8+4 piercing damage to target, and 2d16 lightning damage per bolt; LV30: 2d8+6 piercing

damage to target, and 2d18 lightning damage per bolt; LV35: 2d8+8 piercing damage to target, and 2d20 lightning damage per bolt.


Passive and Magic Skills

Inner Sight: Illuminates monsters and decreases their ability to defend themselves. This skill has a larger effective area than insight. Can be learned in LV1.
  LV1: -1 to enemy AC for 4 rounds; LV5: -2 to enemy AC for 6 rounds; LV10: -3 to enemy AC for 8 rounds; LV15: -4 to enemy AC for 10 rounds.

Critical Strike: Permanently grants a chance to do double physical damage with your attacks. Can be learned at LV1, LV5, LV10 and LV15.
  LV1: Set critical strike chance to 10%; LV5: Set critical strike chance to 15%; LV10: Set critical strike chance to 20%; LV15: Set critical strike chance to 25%.

Dodge: Grants a chance to move out of the way of a melee attack. Permanently +2 bonus to AC against melee weapons. Can be learned at LV5, LV10, LV15 and LV20.

Slow Missiles: Slows down all casting speed of missile and spell of enemies insight. Skill duration: 4 rounds. Can be learned at LV5.

Avoid: Grants a chance to move out of the way of a missile attack. Permanently +2 bonus to AC against melee weapons. Can be learned at LV10, LV15, LV20 and LV25.

Penetrate: Additional chance to hit. Permanently +2 bonus to all attacks of Amamzon. Can be learned at LV15, LV20, LV25 and LV30.

Decoy: Creates a duplicate image to distract enemies until destroyed or time exhausts. The decoy's health point increases with level of the summoner, and gains bonuses equal to

the summoner in Dodge and Avoid. Can be learned at LV15.
  LV15: a 15HD decoy for 2 rounds; LV20: a 20HD decoy for 4 rounds; LV25: a 25HD decoy for 6 rounds; LV30: a 30HD decoy for 8 rounds.

Evade: Keep the Amazon away from the effects of magics.
  Permanently increases your Magic Resistance by 10%.

Valkyrie: Summons a powerful Valkyrie warrior to fight by your side.
  Valkyrie is a fighter who has the same class level as her summoner. Her ability and equipments also increase with her level (+3 equipments at low level and up to +5 at level

40), and gains bonuses equal to the summoner in Critical Strike, Dodge, Avoid, and Evade. The Valkyrie can follow the summoner over different areas and attack any enemy. She

will remain under the caster's control until destroyed in combat or when party rests. The Valkyrie will not occupy the limited quantity of summoned units.

Pierce: Permanently grants one more chance to attack per round when attack with missile.

Bow and Crossbow Skills

Magic Arrow: Enchants an arrow with mana, converts some physical damage to a more powerful magic damage. Skill duration: 4 rounds. Can be learned at LV1.
  LV1: +1 bonus to ranged attack, -1 to physical damage but +2 to magic damage; LV5: +2 bonus to ranged attack, -2 to physical damage but +4 to magic damage; LV10: +3 bonus to

ranged attack, -3 to physical damage but +6 to magic damage; LV15: +4 bonus to ranged attack, -4 to physical damage but +8 to magic damage.

Fire Arrow: Enchants an arrow with fire, converts some physical damage to a more powerful fire damage. Skill duration: 4 rounds. Can be learned at LV1.
  LV1: +1 bonus to ranged attack, -1 to physical damage but +1d4 to fire damage; LV5: +2 bonus to ranged attack, -2 to physical damage but +2d4 to fire damage; LV10: +3 bonus to

ranged attack, -3 to physical damage but +3d4 to fire damage; LV15: +4 bonus to ranged attack, -4 to physical damage but +4d4 to fire damage.

Cold Arrow: Enchants an arrow with ice, converts some physical damage to a more powerful cold damage. Target must save vs. death with or be slowed for a short while. Skill

duration: 4 rounds. Can be learned at LV5.
  LV5: +1 bonus to ranged attack, -1 to physical damage but +1d4 to cold damage, Target must save with -1 penalty or be slowed for 3 seconds; LV10: +2 bonus to ranged attack, -2

to physical damage but +2d4 to cold damage, Target must save with -2 penalty or be slowed for 4 seconds; LV15: +3 bonus to ranged attack, -3 to physical damage but +3d4 to cold

damage, Target must save with -3 penalty or be slowed for 5 seconds; LV20: +4 bonus to ranged attack, -4 to physical damage but +4d4 to cold damage, Target must save with -4

penalty or be slowed for 6 seconds.

Multiple Shot: Splits one arrow into several to attack enemies in a cone-shaped area of 120 degrees in angle. Damage of each arrow is less than normal attack. Skill duration: 4

rounds. Can be learned at LV5.
  LV5: 1d6+1 damage per arrow, 50% chance to shoot each of the enemies in effctive area; LV10: 1d6+2 damage per arrow, 75% chance to shoot each of the enemies in effctive area;

LV15: 1d6+3 damage per arrow, shoot all enemies in effctive area; LV20: 1d6+1 damage per arrow, shoot all enemies in effctive area, and a 25% chance to shoot one more arrow to

each of the enemies.

Exploding Arrow: Adds fire damage to normal arrows and explodes on impact. Skill duration: 3 rounds. Can be learned at LV10.
  LV10:  +1 bonus to ranged attack, the explosion grants 3d6 damage; LV15: +2 bonus to ranged attack, the explosion grants 4d6 damage; LV20: +3 bonus to ranged attack, the

explosion grants 4d6 damage; LV25: +4 bonus to ranged attack, the explosion grants 6d6 damage.

Ice Arrow: Arrows have additional cold damage and momentarily freeze the target unless it saves vs. breath. Skill duration: 3 rounds. Can be learned at LV15.
  LV15: +1 bonus to ranged attack, +3d6 cold damage, target must save with -1 penalty or be freezed for 1 second; LV20: +2 bonus to ranged attack, +4d6 cold damage, target must

save with -2 penalty or be freezed for 2 seconds; LV25: +3 bonus to ranged attack, +5d6 cold damage, target must save with -3 penalty or be freezed for 3 seconds; LV30: +4 bonus

to ranged attack, +6d6 cold damage, target must save with -4 penalty or be freezed for 4 seconds.

Guided Arrow: Imbues an arrow with the ability to seek its nearest target in 15 ft. The arrow may seek back and attack again when it pierces the target, and totally gives 3~6

hits. Can be learned at LV10.
  LV10: 1d8+6 damage per hit; LV15: 1d8+7 damage per hit; LV20: 1d8+8 damage per hit; LV25: 1d8+9 damage per hit.

Immolation Arrow: Enchants an arrow to explode on impact, which leaves a patch of fire on the ground for 4 seconds. Enemies passing through the flames take additional damage.  

Skill duration: 2 rounds.
  LV1: +2 bonus to ranged attack, immediate fire damage of 3d8, and burning damage of 1d8+2 per second; LV25: +3 bonus to ranged attack, immediate fire damage of 4d8, and

burning damage of 1d8+4 per second; LV30: +4 bonus to ranged attack, immediate fire damage of 5d8, and burning damage of 1d8+6 per second; LV35: +5 bonus to ranged attack,

immediate fire damage of 6d8, and burning damage of 1d8+8 per second.

Strafe: Fires a volley of arrows at multiple targets in 30 ft. Skill duration: 1 round.
  LV1: 1d6+6 damage per arrow; LV25: 1d6+7 damage per arrow; LV30: 1d6+8 damage per arrow; LV35: 1d6+9 damage per arrow.

Freezing Arrow: Enchants an arrow to deliver cold damage that freezes any enemies near the point of impact unless they save vs. breath. Skill duration: 2 rounds.
  LV1: +2 bonus to ranged attack, cold damage of 4d6, enemies must save vs. breath with -1 penalty or be freezed for 1 second; LV1: +3 bonus to ranged attack, cold damage of

5d8, enemies must save vs. breath with -2 penalty or be freezed for 2 seconds; LV1: +4 bonus to ranged attack, cold damage of 6d8, enemies must save vs. breath with -3 penalty

or be freezed for 3 seconds; LV1: +5 bonus to ranged attack, cold damage of 7d8, enemies must save vs. breath with -4 penalty or be freezed for 4 seconds.

*Spear, Bow and Crossbow Skills with durations can not take effect together with each other. Each of them will directly replace a pre-casted one.

Attached Files


Edited by shohy, 12 May 2015 - 04:11 AM.