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Nov 10 2007, 01:40 PM
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#141
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Forum Member Posts: 524 Joined: 12-April 06 From: Netherlands |
There are quite a lot of staffs in the game and as noted some early clubs and scimitars... what I really miss in the game are early magical bucklers, darts and spears.
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Dec 14 2007, 05:49 PM
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#142
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Forum Member Posts: 174 Joined: 10-May 07 From: Budapest, Hungary |
Some not too owerpowered upgrades from ItemUpgrade with some Anvilization
Ring of Air Control Ring of Earth Control Ring of Fire Control Scroll of Protection From Petrification (green) Scroll of Protection From Fire (green) Scroll of Protection From Electricity (green) Permanency scroll 60-120k Gold Ring of Elemental Mastery +1 AC, 50% fire res, 50% elec res Improved Invisibility (once/day) Quiver/Case/Bag of Plenty +2 40 Bolts/Arrows/Bullets +3 Permanency scroll 120-150k Gold Quiver/Case/Bag of Plenty +3 Robe of the Good/Neutral/Evil Archmagi Cloak of Protection +1 Scroll of Spirit Armor Scroll of Contingency Manual of Elaboration 100k Gold Enhanced Robe of the Archmagi AC 3, 10% MR, +2 saves, memorize one extra 1-4th level spell Aeger's Hide +3 Scroll of Protection From The Elements Permanency scroll 75,000 Gold Aeger's Hide +5 AC 1, Immunity to Confusion, 25% resistance to fire, cold, acid. Buckler +3 Symbol of Amaunator 5 Sunstone Gems Manual of Elaboration 60,000 Gold Holy Buckler of Amaunator +3 Negative Plane Protection. False Dawn 1x/day. Staff of the Woodlands Staff of Thunder and Lightning Ring of Protection +1 Ring of Animal Friendship Permanency Scroll 120,000 Gold Staff of the Archdruid +5 Old Woodlands abilities. 5% chance of creeping doom on hit, staff recharges overnight. 2 call lightning, Lightning bolt, 1 chain lightning/day Red Dragon Scales Sylvan Chain 3 Andar Gems 3 Fire Agate Gems Permanency scroll 100,000 Gold Incarnadine Elven Chain (AC 0, 25% Fire Res, can cast spells & use thievery) This post has been edited by trufa: Dec 14 2007, 05:50 PM |
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Jan 4 2008, 10:56 AM
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#143
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Forum Member Posts: 178 Joined: 24-May 07 From: Budapest, Hungary |
Sikret I suggest a new item upgrade and a new tactical content.
Battle of the archmages In a specific location of the game (there are clues) if you cast a freedom eight lich summoned, and starts to fight with each other and the party. The bet is the phylosopher stone wich use to be the item upgrade last of this post. Two of the liches are dead because in the last battle the diviner and the abjurer crush the illusionist defense and the transmuter finish him. So six lich and two corpse summoned in a circle (their order must be random) and the party is in the middle of the that circle. Very chaotic and dangerous battle. All of them are level 20 specialist mages and have general spell from level 1 to level 5 and his own school spells from level 6 to level 9. They are all have immunity againt weapons up to +3, they are all immune the spells up to level 5 1) Abjurer: Level 6: 5 greater dispel magic what works like the inquisitor dispel magic, he use it to beat his enemys buffs and protections. Level 7: 4 spell turning, so he very protected against non are spells. Level 8: 4 protection from energy so he protected against the damage area spells. Level 9: 1 absolute immunity if he have trouble, and 2 imprisonment. His tactics is to stay calm and defend himself until only one enemy is alive so he imprisoned his last foe and win. Until that time he dispel lots of effect to make chaos, and shoot minor spells. 2) Conjurer: Level 6: 3 Nishruu and 2 stalker Level 7: 1 Djinni, 1 Efreet, 2 Hakaasher Level 8: 2 Summon Fiend, 2 Maze Level 9: 3 Gate He summon a horde of monster and maze the dangerous enemies. 3) Enchanter: Level 6: 5 Symbol, Persuation (-4 save or charm) Level 7: 4 Power Word Blind (works on everybody who have less than 200 HP) Level 8: 4 Power Word Stun (works on everybody who have less than 150 HP) Level 9: 3 Power Word Kill (works on everybody who have less 100 HP) She wait to someone summon some beast and try to charm them or the party members. If someone want to attack her, she use her better spells, and she also try it on the others if someone don't have protection, and hurted a bit. 4) Invoker: Level 6: 5 Chain lighting Level 7: 2 Delayed Blast Fireball and 2 Mordekahein Sword Level 8: 4 Bigby Clenched Fist Level 9: 3 Meteor Swarm His tactics is simle run, run, run and throw burn everybody. 5) Necromancer: Level 6: 2 Death spell, 3 Symbol of Fear Level 7: 4 Finger of Death Level 8: 4 Horrid wilting Level 9: 3 Wail of banshee Throw some malison, and scare or kill everybody and everything, and the skellie warriors do the other job. 6) Transmuter: Level 6: 1 Tenser, 2 improved haste, 2 disintegrate Level 7: 3 Ruby ray, 1 Sphere of Chaos Level 8: 2 Iron Body (You get the resistants of an iron golem), 2 partial tenser Level 9: 1 Shapechange, 2 Timestop This is simple minded, buff himself and crush everybody in timestop. If everybody is finished the philosopher stone is appaer and you able to forge this item. (on the corpses there are some treasure too). Philosopher Stone Scroll of spell immunity Eight ring of protection +1 One silver ring. One emerald Permanency scroll Manual of Elaboration Powdered body one of the archmage (if not the party kill it the complately destroyed) 200000 gold --> Ring of Abjuration/Alteration/Conjuration/Enchantment/Evocation/Necromancy +4 AC and saves 8% magic resist Two SI:Opposite school per day One level 6 One level 7 One level 8 and one level 9 spell per day from the school. (example the ring of necromancer add Symbol of Fear/Finger of Dead/Horrid Wilting and a Wail of banshee spell) -1 casting time Negative regeneration. Cursed. Usable only the member of the school If the last ingrement missing the item only a +4 protection ring with 8% MR and -1 casting time and only usable by mages (it is not cursed and not have negative regeneration but the spells are missing also). That item called Ring of Magic. I think it will be balanced because it is hidden and very dangerous quest, and the item has many drawbacks too. If you like it add to the Mage stronghold quest, and i have some idea for the place too, if you interested pm to me. Some spells seems to have wrong school and level but in the game too little the list of spells and i only have a 3rd edition D&D players handbook so i catch some spell from that place. -------------------- My experiences in IA 5.0
PART I updated: 2008.08.06. Hungarian water polo history God bless our boys and rest in peace György Kolonics!!! |
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Jan 4 2008, 06:01 PM
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#144
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Forum Member Posts: 18 Joined: 16-October 07 |
i agree w/trufa. i would def like to see some items from item upgrade. maybe we could have a poll on that?
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Jan 5 2008, 05:32 PM
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#145
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Forum Member Posts: 135 Joined: 21-June 07 |
How about a new amulet?
2x Amulet of Protection +1 Scroll of Protection from Magic Energy (lvl 6 scroll) Scroll of Protection from Energy (lvl 8 scroll) Permanency Scroll 50,000 gp ------> Amulet of Energy AC: +2 Saving throws: +2 Fire, Cold, Electricity, Acid, and Poison resistance: +25% Magic Damage Resistance: +25% Usable by: All |
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Jan 5 2008, 06:05 PM
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#146
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Forum Member Posts: 37 Joined: 2-January 08 |
i would like to see some bow-improvements and stuff like quiver of plenty+x(anything that usefull against most oponents
that would be nice. i don't want to post my versions of those items because they would surely be imba and encourage cheesy tactics. there are smarter people who know how to make this game non-cheese |
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Jan 24 2008, 02:57 PM
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#147
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Forum Member Posts: 135 Joined: 21-June 07 |
Now that Mace of Disruption +2 is back to being a +2 weapon, it should get another upgrade. There are very few good maces in the game and we should change that.
Mace of Disruption +2 Azureedge (the undead disrupting axe) the sun gem you get from the snirvneblin 4x diamonds (to focus the sun gem, etc.) 25K gold -----> Mace of Disruption +4 THACO: +4 1d6+5 regular damage, extra 4d6+4 to undead + save v. death -6 or die And here are some other mace ideas I posted before: Ardulia's Fall (save vs spell @+3 or slow for 12 seconds) Scroll of Slow (save vs spell at -4 to negate) Scroll of Greater Malison Scroll of Enchanted Weapon Permanency Scroll Mace +2 10 to 20K gp ------> Ardulia's Descent +3 THACO: +3 1d6+4 damage Save vs. Spell @ -3 or be slowed for 3 rounds The save modifier and duration of Slow can be tweaked but I thought this would be a good starting point. Another: Skullcrusher +3 Ring of the Ram Manual of Elaboration 50K gp ------> Skullstaver +5 2d6+6, +2 to humanoids |
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Jan 31 2008, 03:18 PM
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#148
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Forum Member Posts: 178 Joined: 24-May 07 From: Budapest, Hungary |
100 garnets
100 horn coral gems 100 aquamarines 100 pearls 500 good berries 30000 gold ---> Jewelry of Chaos (neclace/ring only forged once) +10 on the wild surge rolls +10 hit point +3 slot on level 1 I suggest this gems because the wild surge gems and berries in the pocket generate this. SO if rolled 100 time you get theese items, and until that you must store these. -------------------- My experiences in IA 5.0
PART I updated: 2008.08.06. Hungarian water polo history God bless our boys and rest in peace György Kolonics!!! |
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Jan 31 2008, 05:32 PM
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#149
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Forum Member Posts: 524 Joined: 12-April 06 From: Netherlands |
cool idea for the wild mage. that made me laugh.
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Feb 3 2008, 07:36 PM
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#150
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Forum Member Posts: 135 Joined: 21-June 07 |
Could you have Cromwell be able to turn Winter Wolf Pelt into Boots of the North? The only place I've found a pelt is in the pits in Copper Coronet. The game is really lacking boots and you can only make so many with the machine in Spellhold (less if you need to save tokens for FoDW or have to get the chain for the improved bard armor).
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Feb 18 2008, 01:03 AM
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#151
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Forum Member Posts: 135 Joined: 21-June 07 |
Turn some unused necklaces into a decent amulet for characters with bad saves until late game:
Amulet of Protection +1 Periapt of Life Protection Necklace of Form Stability Amulet of Spell Warding 10,000 GP -----> Warding Amulet AC bonus +1 Save vs. Breath +1 Save vs. Death +4 Save vs. Polymorph +6 Save vs. Rod +1 Save vs. Spell +3 |
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Feb 21 2008, 09:32 AM
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#152
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Forum Member Posts: 524 Joined: 12-April 06 From: Netherlands |
I think with the enormous amount of current item upgrades, the conversation with Cromwell could be better organised into:
1. Go on with your regular upgrades 2. Please tell me of the armors, shields and helmets that you can forge 3. Please tell me of the weapons that you can forge 4. Please tell me of the trinkets that you can forge -> rings, amulets, horns, bracers, belts, etc 5. That is all for now Furthermore, You currently have: QUOTE Two +1 Daggers + One Diamond + 5,000 gp = Dagger +2 Two +1 flails + Two Emeralds + 5,000 gp = Flail +2 Two +1 halberds + One Emerald + 10,000 gp = Halberd +2 It would be nice to have this type of upgrade available for all of the other weapons as well to allow the forgeing of +2 weapons. It's not that they're not available throughout the game, but it's just that this would make Cromwell's skills more general and it means that people will not run into problems that certain weapon types that can only be forged/upgraded late game. I would also keep the consensus on one of the two following combinations: - Two "Weapon+1" + 1 high end gem + gold = "Weapon+2" - Two "Weapon+1" + 5 common gems + gold = "Weapon+2" Something like garnet gems, iol gems, moonbar gems.... things that drop quite often or can be pickpocketed well enough. Maybe also lower the cost slightly to 2500 gp (which is still very costly). The idea behind this is that the upgrade should be slightly less pricy and that it should not hinder the forgeing of high end weapons (which all require high end gems, thus the usage of common gems). Or maybe the gem cost doesn't matter at all and 1 high end gem for the forgeing of these weapons is fine. Currently there is also the concensus: - "Weapon+2" + Scroll of Enchanted Weapon + Permanency Scroll + 15,000 gp = "Weapon+3" This is a good upgrade at a good cost which doesn't need to be changed. I would like to see that this was made available to the other weapon types as well though (we're missing katana, scimitar, and things like that). (already done: Dagger, Bastard sword, Flail, Halberd, Two handed Sword, Morning Star, QuarterStaff, Long Sword) I would also like to see something similar for Armors. Two "Armor +1" + 5 common gems + gold = "Armor +2" Two "Armor +2" + 1 high end gem + gold = "Armor +3" And for medium shields that drop a lot something similar to the buckler upgrade: Three "Medium Shield +1" + 3 common gems + 3 moderately rare gems + 3 high end gems + gold = "Medium Shield +3" And something odd for bracers that are found aplenty: Three "Bracer AC8" + Two "Bracer AC7" + One "Bracer AC6" + 3 moderately rare gems + gold = "Bracer AC5" Two "Bracer AC5" + One "Bracer AC4" + 3 high end gems + gold = "Bracer AC3" Two "Bracer AC3" + 3 Scrolls of Spirit Armor + 3 high end gems + Scroll of Permanency + gold = "Bracer AC0" This post has been edited by lroumen: Feb 21 2008, 09:32 AM |
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Feb 21 2008, 04:15 PM
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#153
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Forum Member Posts: 135 Joined: 21-June 07 |
QUOTE(Iroumen) Currently there is also the concensus: - "Weapon+2" + Scroll of Enchanted Weapon + Permanency Scroll + 15,000 gp = "Weapon+3" This is a good upgrade at a good cost which doesn't need to be changed. I would like to see that this was made available to the other weapon types as well though (we're missing katana, scimitar, and things like that). I would really like to have a +3 Warhammer available before clearing out the illithid in Temple Sewers. QUOTE I would also like to see something similar for Armors. I personally wouldn't bother wasting money (or Sikret's time) on this since there are usually decent armors available and weapons are more critical than armor but maybe others disagree.Two "Armor +1" + 5 common gems + gold = "Armor +2" Two "Armor +2" + 1 high end gem + gold = "Armor +3" And for medium shields that drop a lot something similar to the buckler upgrade: Three "Medium Shield +1" + 3 common gems + 3 moderately rare gems + 3 high end gems + gold = "Medium Shield +3" QUOTE And something odd for bracers that are found aplenty: Three "Bracer AC8" + Two "Bracer AC7" + One "Bracer AC6" + 3 moderately rare gems + gold = "Bracer AC5" Two "Bracer AC5" + One "Bracer AC4" + 3 high end gems + gold = "Bracer AC3" Two "Bracer AC3" + 3 Scrolls of Spirit Armor + 3 high end gems + Scroll of Permanency + gold = "Bracer AC0" I would like to see an upgrade of: Bracers of ACX + Scroll of Spirit Armor + Permanency Scroll + gold = Bracers of AC 1. An upgrade to 0 would be great too. Cleaning up Cromwell's dialogue by item type is a good idea. It looks kind of ugly scrolling through 30+ choices. |
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Feb 21 2008, 04:50 PM
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#154
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Forum Member Posts: 524 Joined: 12-April 06 From: Netherlands |
I was throwing about some ideas on the armors, shields and bracers. For instance, in a multi-mage setup you'll have few robes, and since you find many bracers, you should be to upgrade them a bit.
Early game you do not find that many good armors either. I've ran around Atkathla for ages with 2 characters using a studded leather +1 and leather+2 respectively (thief and druid) and my protagonist a studded leather +2 (vagrant). I can't say that that was very glamourous. Of course now that Atkathla and some of the outer areas have been mostly cleared, I have better armor, but still. I would have preferred a better availability to get some more protection. Even the slightest bit helps for the early levels because you have to tackle some tough parties before you get better gear. This is also why the simple upgrades should not be too costly. |
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Feb 26 2008, 11:08 AM
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#155
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Forum Member Posts: 36 Joined: 4-February 08 |
Yes upgrade CF to +5 and Blackrazor +5 would be nice. These are most interesting items from vanilla game with most unique abilities.
===The Omniblade +5=== Thac0: +5 Damage: 1d8+5 Abilities: Each successful hit heals the wielder 5 points 50% chance for another +5 points to be healed 20% chance for another +10 points to be healed 5% chance to be healed for 30 hp Each successful hit against the wielder, damages the enemy with 5 points of damage (like keldorn armor) Components: Mb items who offer heal: Adjatha the drinker, Blackrazor, Foebane etc. |
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Apr 29 2008, 01:23 PM
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#156
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The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 |
QUOTE(Iroumen) Currently there is also the concensus: - "Weapon+2" + Scroll of Enchanted Weapon + Permanency Scroll + 15,000 gp = "Weapon+3" This is a good upgrade at a good cost which doesn't need to be changed. I would like to see that this was made available to the other weapon types as well though (we're missing katana, scimitar, and things like that). I would really like to have a +3 Warhammer available This is done: QUOTE War Hammer +2 (not any of those which have a unique name) Scroll of Enchanted Weapon Permanency Scroll 15,000 gp (Cromwell only) -> Warhammer +3 Also, for those who were looking for more staves, here are two new upgrades: QUOTE Two +3 Quarter Staves Three Potions of Stone Giant Strength Permanency Scroll 60,000 gp -> Staff of Strength +4 +1 bonus to strength THACO: +4 Damage: 1D6 +4 And QUOTE Staff of Strength +4 Staff of Rynn +4 Scroll of Bigby's Crushing Hand Scroll of Giant Strength Two piles of Adamantine dust Permanency Scroll 75,000 gp -> Adamantite Staff of Strength +5 This powerful staff was originally forged by Hephaestus with the purpose of gifting it to Athena. The idea was that the weapon could increase the goddess' strength from 23 to 25. Hephaestus wanted to please Athena in this way to seek her love. However, after their unpleasant affair with each other, he changed his mind and dismantled the weapon into its ingredients. It is said that the formula of forging the godly staff was stolen and hidden by a cyclope at that time. STATISTICS: +2 bonus to strength while equipped Special ability: 5% chance per hit to inflict 4D10 additional crushing damage THACO: +5 bonus Damage: 1D6 + 5 Damage type: crushing Weight: 10 Speed Factor: 3 Proficiency Type: Quarterstaff Type: 2-handed Not Usable By: Thief Monk Don't forget to check the progress report thread regularly. This post has been edited by Sikret: Apr 29 2008, 01:34 PM -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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Jul 2 2008, 12:16 PM
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#157
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![]() Premium Member Posts: 663 Joined: 9-June 08 From: Budapest, Hungary |
I have two new item ideas. I am not really experienced in IA, so it could happen that they do not fit to the conception of the mod or they are pointless or unbalanced.
1. Ring of Three Wishes: Usable by anybody (except of course wizard slayer), it has maximum 3 charges and user can cast Wish using one charge. Alternatively it can have 10 charges and limited wish draws one charge, wish draws three charges. 2. Halberd of Mage Destruction +5 (alternatively could be two handed sword or even staff): Usable only by Wizard Slayer. Effects:
I have doubts about the 1st effect of the halberd. I mean the part that it is not stopped by PfMW. If it is not suitable or cannot be done then I should increase the percentage of the chance of the effect (to 50% or even higher). Update: Thanks for moving it to the right topic! This post has been edited by Vuki: Jul 2 2008, 01:58 PM -------------------- History of my party in IA can be seen here!
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Jul 20 2008, 09:32 PM
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#158
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Forum Member Tactical reputation: 1 Posts: 266 Joined: 15-July 08 |
How about some items for a beastmaster? in IA he is near useless, but giving him something special like club whicg does piercing or a bladed quarterstaff with slashing damage (like those japanese samurai had) would be nice.
For Keldorn - Holy Redeemer +5 - rep 20, fully forged Carsomyr - +50MR, 5%dispel per hit chance, 2 hp round regen, permanent fireshield/blue (as per original item) |
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Jul 24 2008, 03:14 PM
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#159
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Forum Member Posts: 1072 Joined: 27-May 08 From: Oklahoma City, OK, USA |
Pretty simple and mundane....
Healing potions have an evolution curve (healing/extra healing/superior healing)...how about an "oil of super speed"? This would grant improved haste when used, rather than just haste. This new oil could then also be required for some item upgrades if you desire. At the least, it gives higher level fighter types an expendable resource (potion) that will not require a mage to have memorized a spell for them. I figure for a game like IA, this might be really useful. Of course, I just went to spellhold for the first time, so I don't know whether something like this might already be available later in the game. It didn't sound like it. G- -------------------- "Sometimes, when we reach for the stars, we fall short. But we must pick ourselves up again and press on despite the pain."
President Ronald Reagan, 31 January 1986 -In memoriam to the lost crew of the Space Shuttle Challenger |
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Jul 24 2008, 03:45 PM
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#160
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![]() Senior Mod Tester Tactical reputation: 4 Posts: 1112 Joined: 27-March 07 From: UK |
The idea behind this two items is my plan in the long run. I plan to make IA with a non-caster party and I think it is impossible currently (ok, maybe first I should finsh IA with my first party By 'non-caster', do you mean do mean playing a party with no characters capable of casting spells at all? |
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