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The Black Wyrm's Lair Terms of Use |
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#81
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Forum Member Posts: 154 Joined: 8-May 07 From: Germany ![]() |
Rare? o.O Later on I had like 10 or more of those scrolls which I couldn't use, because there was nothing to be done with them. Or at least nothing which would have yielded something useful. They may be rare early on but, imho, later on they aren't that rare.
Btw: The Potion of Insight as well as those Potions of Genius no longer exist - or are nowhere to be found at the very least - if you install IA, iirc ![]() This post has been edited by Arkain: Jul 2 2007, 05:54 AM |
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#82
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Forum Member Posts: 135 Joined: 21-June 07 ![]() |
Rare? o.O Later on I had like 10 or more of those scrolls which I couldn't use, because there was nothing to be done with them. Or at least nothing which would have yielded something useful. They may be rare early on but, imho, later on they aren't that rare. Btw: The Potion of Insight as well as those Potions of Genius no longer exist - or are nowhere to be found at the very least - if you install IA, iirc ![]() I can see that now but early in the game (when you'd want to actually forge this helm) you don't many to spare. Anyway, it's a minor thing. As for the potions of Insight and Genius - I guess I haven't even noticed if they were still in the game or not. I'll have to check some temple stores or something. XD They could be replaced by something else. I was just going for an item that increases Lore. |
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#83
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![]() Forum Member Posts: 178 Joined: 24-May 07 From: Budapest, Hungary ![]() |
The good guys have better weapons, i ask revenge.
Adjatha the Drinker Blackrazor Energy Drain scroll Black Blade of Disaster 3x Vampiric Touch and something rare and lots of money Permanency scroll ---> Bloodlust of the Nosferatu +5 3 hp damage to wielder after each miss Set wielder strength to 20 Wielder heal 2 hp on each strike 10% chance drain 2 level on strike and the wielder heal 20 hp temporary (no save heal like the vampiric touch) 15% chance stun the target (save vs paralization -2) 20% chance cast Vampiric Touch on Strike (6-36 damage save vs spell for half) 3x Minor drain per day 5% change rage and improved haste on wielder (the player lose the control of the character and she/he attack the nearest creature) d8+5 damage usable only evil fighters ***************************************** Robe of evil archmagi Skull of Death 3x scroll of Animate Dead 1x scroll of protection of level drain 1x finger of death spell Powdered body of the Dracolich lots of money ----> Robe of the Pale Master cursed wearer heal from harm spell and damage him/her the heal spells and healing potions wearer immune to ressurection -1 constitution permanently after each clothing AC 4 +10 lore +5 save vs death immunity to death magic negative plane protection protection from evil 2x Skull Trap per day 2x Animate Dead per day 2x Hold Undead per day 1x Control Undead per day 1x Finger of death per day 1x Death Spell per day once per day summon a random undead creature (10% chance to attack the necromancer) usable only necromancers ***************************************** -------------------- 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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#84
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Forum Member Posts: 16 Joined: 19-June 07 ![]() |
As I haven't played IA yet (waiting for 4.3), I do not know if something has been done about this item already. I have not looked at any IA items, to have everything be a surprise when I finally play it
![]() I'd love to see the soulstone you get from the lich in ToB changed so you can consume the soul of the girl for a serious bonus, making the evil path tempting. It would also be very interesting to have it cause a random effect chosen from a list of effects, all or most should be permanent. Or you could save it for melissan, maybe something like "I sacrifice this soul to become immensly powerful for a short period of time". One charge, potion style. If you don't like it, or can't do anything around that, adding some kind of upgrade recipe to it (usable only by evil characters of course) would be very interesting. I sure hope you haven't changed this stone already, I'd be looking like a fool for not knowing ![]() |
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#85
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Forum Member Posts: 68 Joined: 11-April 07 ![]() |
How about improving the golem summoning book?
Upgrading it so from juggernaut golem to coin,gem,ultra and supreme golem will be great. |
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#86
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Forum Member Posts: 18 Joined: 9-May 07 ![]() |
I'd love the weapon's abilities to be more useful. Most of the enemies worth forging an improved weapon are immune to most effects (like the Diamond Sword's vorpal hit, the Slow from the Flail of Ages/True Sword of Arvoreen, the bleeding damage from Valygar's katana, etc).
This post has been edited by Ice: Jul 15 2007, 10:31 PM |
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#87
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
How about improving the golem summoning book? Upgrading it so from juggernaut golem to coin,gem,ultra and supreme golem will be great. Only greater gods can construct supreme golems; there is a piece of dialogue in IA v4.3 which gives you more information about them. -------------------- 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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#88
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Forum Member Posts: 68 Joined: 11-April 07 ![]() |
How about improving the golem summoning book? Upgrading it so from juggernaut golem to coin,gem,ultra and supreme golem will be great. Only greater gods can construct supreme golems; there is a piece of dialogue in IA v4.3 which gives you more information about them. Maybe not supreme golem but it still can be upgraded to something more durable and helpful on the later battles like gem or ultra or whatever. Besides if Cyric can come and interfere and you can those golems thrown at you at later stages I'm sure someone god like Helm can help or a different option that with all the golems the protagoinst encouters and than promptly backwards engineers he will be able to put golems together blind folded. |
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#89
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Forum Member Posts: 522 Joined: 12-April 06 From: Netherlands ![]() |
Hardened Skin of the Ghoul (or something alike)
Recipe: (Recipe should only be triggered when Skin of the Ghoul is present in the inventory of the party. Cromwell/Cespy should say something along the lines of "I can harden that Ghoulish skin if you hand me an Orcish Leather as well as some .....etc etc" ) - Skin of the Ghoul - Orc Leather - 5 potions of fortitude - 5 potions of stone form - gems? - ??? gold AC: 0, 1 or 2 Immune to Poison and Paralysis 25% resistance to missile and cold damage 10% resistance to slashing and piercing damage Charisma -1 Ghoul Touch 3x/day Chill Touch 2x/day Contagion 1x/day Would be nice if those spells were slightly tweaked to make them more useful. Ghoul Touch: Duration 10 rounds Amount of attacks fixed at 3 per round for the duration of the spell Touched Creature takes 2d8 damage Must save vs spells at -4 or be paralysed for 5 rounds. Chill touch: Duration 1 turn Touched Creature takes 1d8 damage Touched Creature takes 1d2 cold damage/level (maximum of 20d2) Must save vs spells at -3 or be THAC0 drained by -2 (cumulative). Contagion: As original but save at -2 The reasoning is that these two armors would make a nice combination. There are some good armor crafts available, but they are mostly scale and plate. The Leather armors available are Human Flesh for evil characters and Spirit of the Night for thieves only. There are several classes (thieves, druids, stalkers, archers) which have armor restrictions to leather and adding an interesting variant might bridge the gap a little. A slight bonus to innate resistances and a boost to those spells might provide interesting (emergency) melee options for these classes, but maybe most players will just use it foremost as defensive gain. The resistances can be removed (though missile resistance of at least 10% should remain as innate to the Orc leather). EDIT: Added Normal ghouls have 0% resistance, but higher level ghoul creatures seem to have innate resistances scripted as: - cold (listed 100%) - magic cold (listed 100%) - missile (listed as 50% and 60%) - piercing (listed as 25% and 30%) - crushing (only the ghould lord has 25%) - slashing (listed as 10% and 25%) /EDIT The two melee spells use the short sword proficiency which not every character may have and may have to be set to at least 1 star unless the character already has one or more stars. (mages casting the normal spells for instance still get proficiency penalties iirc) AC of 0 would also enhance melee capabilities, but may be a tad too much. An AC of 1 or 2 may be more appropriate. Potions of Fortitude and Stoneform seem to be logical when calling it hardened. The -1 charisma penalty is standard to the Orc Leather and maybe a constitution bonus of +1 may be added as a bonus after the forging with the potions. Overall the item would be quite balanced I think and characters such as Druids, Thieves, Stalkers, Archers and Thief/Druid kits would be able to put it to good use. EDIT added: Maybe the Recipe would require the three scrolls: "Ghoul Touch", "Chill Touch" and "Contagion", and of course a "Permanency Scroll", but I think one can imagine those innate to a ghoul's abilities. /EDIT I would have proposed an alternate upgrade for Human Flesh + Skin of the Ghoul, since that would truely mix well, but would that be okay since Human Flesh already has a recipe? If such an upgrade would have been made possible, I think the combination would have been at least a true "hide armor" (not normal leather or studded leather)... not sure whether thieves, druids and the ranger kits can wear hide armor though. This post has been edited by lroumen: Jul 16 2007, 02:13 PM |
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#90
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Forum Member Posts: 522 Joined: 12-April 06 From: Netherlands ![]() |
Hmm... reading that missile resistance is lessened in the next version of IA, we could do with some more interesting new missile weapon upgrades, so maybe we have to come up with some (since there are none currently except for Jan).
1 Returning Dagger/Dart Recipe 1 Longbow Recipe 1 Shortbow Recipe 1 Crossbow Recipe 1 Sling Recipe I can think up something later. EDIT: If there are already new ones added then of course disregard my post. I only played I think Anvil version 2.0 so I don't know what's added since (except for the item list in the readme thread of course). This post has been edited by lroumen: Jul 16 2007, 02:31 PM |
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#91
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Forum Member Posts: 522 Joined: 12-April 06 From: Netherlands ![]() |
Hmm.. there are a bunch of good launchers available so I don't think they all need a new recipe. Maybe an upgraded Tuigan Bow would be nice, but then Gesen and Darkfire will probably not be as useful as they are currently. Same things can be said for longbows and crossbows, though maybe a stray here or there can be made into something nice (heartseeker, ripper, necaradan).
The ones that would benefit a +4 variant are throwing daggers and throwing darts. Maybe something like the following would incorporate decently: - Crimson Dart +3 - Cloak of the Stars - 5 Aquamarine Gems - 5 Water Opals - 5 Pearls - 5 potions of cold resistance - gold Yields: Cyan Dart +4 - Thac0: +4 - Damage: 1d3+4, +2d3 cold damage - Cold Resistance +20% - Dart returns to owner The cold bonuses are just a thought. Creativity by Sikret or other people would probably introduce a better one. Similarly, the following is fiction, but the availability of a +4 throwing dagger is quite justified. - Boomerang Dagger +2 - 5 Poisoned Throwing Daggers - 5 Chrysoberyl Gems - gold Yields: Boomerang Dagger +4 - Thac0: +4 - Damage: +4 - Poison Immunity - Returns to user |
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#92
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Forum Member Posts: 68 Joined: 11-April 07 ![]() |
In the longer road mod Irenicus takes the souls of the dead bhaal spawns and turns them to items with souls.
Instead of just killing them and send all the essence to somewhere something can be done with it. Like an upgradable item like sword or a ring or an armor or even making a set of items. Something from Sendai will improve spell casting,Yaga Shura for physical resistence and along this line. A mysterious figure could come at Saradush or after the statues and give an item and after killing all of them and come for the items because he manipulated the protagonist and have a big fight. |
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#93
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Forum Member Posts: 2 Joined: 5-August 07 ![]() |
Hi! I recently decided to play to BG2 again and I found out mods and an active community! Improved Anvil seems great and I decided to try it as soon as I can.
I would like a sword for Sarevok. The sword given by the Djinn in the dugeon of Irenicus could get back its powers when Sarevok get it. He could try to complete the few Essence of Bhaal he still has with Demon hearts, Gate Scrolls etc. And new items for monks would be nice! "Gauntlets of Devastating" are not really fun, every weapons have special powers, Gauntlets should improve monks in the same way. |
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#94
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Forum Member Posts: 67 Joined: 13-May 07 ![]() |
I would like a sword for Sarevok. The sword given by the Djinn in the dugeon of Irenicus could get back its powers when Sarevok get it. The Ascension mod already does this. If you give Sarevok his sword back he makes a short remark and upgrades it slightly. QUOTE(Sarevok) My blade, is it? I had thought this lost forever. It is good to have it back. While I no longer have the essence to channel through it, it is still a Deathbringer's weapon and I can restore much of its power. I would not suggest you attempt to use it yourself, now. You wouldn't have my armor, too, hidden about somewhere within your packs? Hmph. I suppose some things are too much to hope for. QUOTE Sword of Chaos +4
Sarevok's Sword of Chaos The blade of Sarevok, brother of <CHARNAME>, used in the battle they fought in faraway Baldur's Gate. <CHARNAME> prevailed, destroying Sarevok's plans and rescuing the Sword Coast from the brink of war. Now Sarevok has joined with <CHARNAME>'s cause and his blade has been restored to him. Sarevok describes the weapon as a Deathbringer blade and has restored some of the weapon's old power. Without his Bhaalspawn essence to channel through the sword, however, it cannot achieve the power it once had. Still, however, it is a formidable weapon...and one that Sarevok warns would become increasingly difficult to wield in the hands of one who was not a Deathbringer, if they could use it at all. STATISTICS: Abilities: each hit drains one to five hit points from the target and transfers it to the wielder. This will not heal beyond the wielder's maximum. The blade also grants +10% Magic Resistance while wielded. Damage: 1D10 +4 THAC0: +4 bonus Damage type: slashing Weight: 10 Speed Factor: 8 Proficiency Type: Two Handed sword Type: 2-handed Requires: 14 Strength, 18 Constitution Not Usable By: Cleric Mage Paladin Ranger Druid non-Chaotic aligned This post has been edited by aVENGER: Aug 6 2007, 07:29 AM -------------------- |
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#95
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
Hi, alphablabla!
Welcome to BWL! Hi! I recently decided to play to BG2 again and I found out mods and an active community! Improved Anvil seems great and I decided to try it as soon as I can. I'm glad to hear this. As for Sword of Chaos, it already has an upgrade in IA: QUOTE Silver Sword Sword of Chaos +2 Two +3 two-handed swords Manual of Elaboration Four Diamonds 100,000 gp -> Diamond Sword +4 Combat Abilities: 25% chance each hit that target must make a saving throw vs death (-2 penalty) or die. Each hit drains two hit points from the target and transfers them to the wielder. This will not heal beyond the wielder's maximum. THAC0: +4 bonus Damage: 1D12 +4 And if you don't like this recipe, you can use the Ascension mod to have Sarevok's new sword (as aVENGER pointed out). As for new items for monks, you may want to consider forging 'Grandmaster of Flowers'. Cheers This post has been edited by Sikret: Aug 6 2007, 09:48 AM -------------------- 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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#96
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Forum Member Posts: 154 Joined: 8-May 07 From: Germany ![]() |
Something which came to my mind a long time ago, but which I forgot to ask about: why is there no upgrade for the Staff of Earth?
You can upgrade the Staff of Fire and Staff of Air and even combine those - but there's no such option for the SoE. On the other hand: these great melee staffs are only usable by mages, iirc. While this is a pity (imho) there is another "problem" associated with it: fighter type characters wielding staffs have no real option here, except for the Staff of the Ram, of course. The same is true for spears. I don't really have any ideas, but more items of those weapon classes would surely be nice. This post has been edited by Arkain: Aug 14 2007, 11:30 PM |
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#97
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Forum Member Posts: 100 Joined: 25-April 07 ![]() |
How about some armor for Minsc, Jaheira, and upgrade for Imoen's belt!
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#98
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Forum Member Posts: 135 Joined: 21-June 07 ![]() |
I was paging through an old Monster Manual and thought of an idea for a new splint mail.
Behir splint mail +5 AC: -1 100% resistance to Electricity and Poison It would be pretty good mid-game or whenever you expect to fight Amber golems. ![]() |
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#99
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Forum Member Posts: 16 Joined: 29-August 07 ![]() |
any possibility of creating blunt/piercing damage arrows? because as far as i can see all my archer types npcs are useless. most of the enemies are immune to missiles; darts, throwing daggers, arrows, bolts, bullets are rather useless in the game...
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#100
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![]() Forum Member Posts: 310 Joined: 23-April 06 From: Copenhagen, Denmark ![]() |
Sikret earlier said, that in 4,3 arrows will be more usefull
-------------------- dooh!
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