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The Black Wyrm's Lair - Forums > Released mods - Baldur's Gate II > Improved Anvil
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Vardaman
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
lroumen
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"
Vardaman
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.
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"
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.

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.
lroumen
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.
Nexiam
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.
Sikret
QUOTE(Vardaman @ Feb 21 2008, 08:45 PM) *
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
However, the type of +2 hammer used in this upgrade which was previously available in a few stores easily and with low price is now removed from all stores. One such hammer is added somewhere in the game (neither too easy nor too difficult to find).

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.
Vuki
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:
  • 25% chance for one of the following effects (italic lines) on hit (PfMW does not protect against it but Absolute Immunity does it):
  • 60% chance of casting Remove Magic on target
  • 25% chance of casting Breach on target
  • 15% chance of casting Ruby Ray of Reversal on target
  • 20% chance of destroying mages and sorcerers. Effect can be avoided by a succesful saving throw with a -4 penalty (this effect is of course stopped by PfMW)
  • Can cast Absolute Immunity once per day
I think nobody plays with wizard slayer and this second item could help to make this class stronger. The first item is a "standard" AD&D item and I think it is really funny. 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 smile.gif ). These two items could really help such a party. These items also help in the situation when your mages cannot act because of an effect (for example death). biggrin.gif

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! smile.gif
Kerkes
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)
geh4th
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-

Raven
QUOTE(Vuki @ Jul 2 2008, 01:16 PM) *
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 smile.gif ).


By 'non-caster', do you mean do mean playing a party with no characters capable of casting spells at all?
Vuki
QUOTE(Raven @ Jul 24 2008, 05:45 PM) *
By 'non-caster', do you mean do mean playing a party with no characters capable of casting spells at all?

Almost. Innate abilities does not count, so Inquisitor is ok but rangers are not ok. However as I improved in the game I realized that it is for sure not possible, so now I am just thinking about to do the game without arcane spellcaster (bards, sorcerer and mages).
Shadan
Some combat boosts for non combat oriented classes/kits:

Medallion of Courage:
Amulet of Protection +1
3 Emerald
3 Potion of Heroism
Scroll of Permanency
Scroll of Holy Power (This scroll should be found before peaple usually go to Spellhold.)
15000 gold

Armor Class bonus: 1
Saving Throw bonus: 1
Once per day it gives the following combat advantages:
Base THACO set to 7.
+1 attack per round (cumulative with Haste and can be multiplied by Improved Haste).
+1 Damage.
Duration: 1 turn
Not usable by: Any single, dual or multiclass fighter, barbarian, ranger, paladin, monk, blade, swashbuckler.


Medallion of Bravery:
Medallion of Courage
Amulet of Protection +1
3 King’s Tears
3 Potion of Hill Giant Strength
2 Scroll of Tenser’s Transformation
Scroll of Champion Strength (This scroll should be found in the Underdark.)
30000 gold

Armor Class bonus: 2
Saving Throw bonus: 2
Once per day it gives the following combat advantages:
Base THACO set to 3.
+1 attack per round (cumulative with Haste and can be multiplied by Improved Haste).
+2 Damage.
Duration: 15 rounds
Not usable by: Any single, dual or multiclass fighter, barbarian, ranger, paladin, monk, blade, swashbuckler.


Medallion of Heroism:
Medallion of Bravery
Amulet of Protection +1
3 Star Sapphire
3 Potion of Fire Giant Strength
2 Scroll of Tenser’s partial Transformation
Scroll of Wish
45000 gold
Only Cespenar knows this recipe.

Armor Class bonus: 3
Saving Throw bonus: 3
Twice per day it gives the following combat advantages:
Base THACO set to 0.
+2 attack per round (cumulative with Haste and can be multiplied by Improved Haste).
+3 Damage.
Duration: 15 rounds
Not usable by: Any single, dual or multiclass fighter, barbarian, ranger, paladin, monk, blade, swashbuckler.
Ryel ril Ers
Cloak of Elvenkind
Cloak of displacement
Ring of Air
4 scroll of blur
2 scroll of Improved invisible
1 scroll of shadow door
Permanency scroll
50000 gp

--->Cloak of Shadows

Permanent Blur
Improved invisible (twice per day)
Shadow door (once per day)
Hide in shadows +80%
+5 AC vs Missile weapons
+2 bonos to saving throws (death, breath, wand only)
LZJ
I was looking through the Druid-specific IA items which could be forged, and it occurred to me that the Helm of Clarity might not really see much use. Firstly, although the Essence of Chaos can be collected fairly early by a Druid protaganist (as in before Spellhold if you know the trick to it), collecting 6 Chaotic Command scrolls and more importantly, using up a precious Permanency scroll (they are pretty rare for a pre-Spellhold party below level 14) does not seem worth it. Hence, I propose that the Helm of Clarity and Circlet of Golden Flowers be used as upgrade components for a new, Auramaster-specific Helm.

I have also noted that Druids, due to their link to the Elemental planes, tend to be summoners of Elementals and the like, hence their ability to summon Elemental Princes. Auramasters seem to be different from most other druids in that they seem more attuned to magic (as shown from their resistance to magic damage, their lack of the usual druid resistances, and their special spell Unleash Energy). My wish is for the Helm to be able to summon a new type of creature, the Magic Elemental Prince. Preferably, its power should be equivalent to that of a Planetar's.

Protaganist must be a druid
Circlet of Golden Flowers
Helm of Clarity
Manual of Elaboration
3 Scrolls of Protection from Magic Energy
3 Potions of Magic Blocking
(some new upgrade component from a difficult encounter... perhaps its name could be Essence of the Weave or something?)
150,000 gp

Name: Tentatively "Crown of the Forest God", suggested by leonidas

Equipped abilities:

+20% resistance to magic damage
+1 Bonus to casting speed
One additional 6th level and one additional 7th level spell per day
+2 Bonus to Wisdom and Charisma
Immunity to charm and confusion (Actually, I would prefer Permanent Chaotic Commands whilst equipped)
Protection against critical hits

Special ability:

Critical Mass Cure: Once per day
Summon Magic Elemental Prince: Once per day

Usable By:
Auramasters


The Magic Elemental Prince (if the idea is taken up) could be given 100% resistance to Magic Damage (but not 100% MR). He could also be given a certain number of magic damage spells like Magic Missile, Unleash Energy and Horrid Wilting. Further, his attack could be made to deal a small amount of magic damage.
leonidas
How about "Crown of the Forest God"?

And the magic elemental prince could be a minor avatar of the leaf lord.

Otherwise I like the idea of more kit-specific items (although really I'd like to see more attention given to the never-used kits like totemic druid). But I think auramaster is fine for this.
LZJ
QUOTE
How about "Crown of the Forest God"?

And the magic elemental prince could be a minor avatar of the leaf lord.

Otherwise I like the idea of more kit-specific items (although really I'd like to see more attention given to the never-used kits like totemic druid). But I think auramaster is fine for this.


Hmm that's a good idea, leonidas! I will update my post above to reflect your suggestion.

Also, I agree that certain kits are never used, and I doubt some ever will in IA (like the Archer kit). For the totemic druid, it does seem to need a boost in the creatures it can summon, but perhaps this could be done via special HLAs in the future.
Ryel ril Ers
I cannot understand why the kit specific item needed?! Why must the players choose a favoured kit instead, they able to decide, wich kit they want to play if they want to use a class. I don't understand, why the vagrant only items exits and why the other rangers cannot use them, and now LZJ have a very good druid item and only auramaster only. Why cannot the other druids cannot use it. I think the auramaster, riskbreaker and the vagrants are enough powerful to the players like them, and don't need any other kit specific items, because some players are exits who want to choose avanger, shapeshifter or other vanilla game kits, but if powerful kit specific items, HLAs exits they are very stupid if they miss it.

So i suggest to think in class and don't think in kit, and the players have the choice which kit they want. They will choose the vagrant and the auramaster if they want a ranger or druid but their mouth won't become bitter.
Sikret
Kit specific items are not limited to the new kits IA adds to the game; there is already a necromancer-specific item in v5 and there will be more such items for the vanilla kits in v6. In fact, there is no kit-specific items for Riskbreakers and Auramasters in v5. I don't see anything wrong in suggesting kit-specific items if they fit well with the kits' descriptions and unique attributes.
Vuki
QUOTE(Sikret @ Aug 31 2008, 11:45 AM) *
Kit specific items are not limited to the new kits IA adds to the game; there is already a necromancer-specific item in v5 and there will be more such items for the vanilla kits in v6. In fact, there is no kit-specific items for Riskbreakers and Auramasters in v5. I don't see anything wrong in suggesting kit-specific items if they fit well with the kits' descriptions and unique attributes.

I think Ryel's problem is that if only some kits get specific items than these kits could be overpowered. If every kits in the game get some items (>=1) than personally I do not think that kit specific item is a problem. In the current versions only necromancers, vagrants and stalkers get kit specific items. There are only two items, so it is not a real problem in the current version but it could be a problem in the next version.
Sikret
QUOTE(Vuki @ Aug 31 2008, 02:25 PM) *
I think Ryel's problem is that if only some kits get specific items than these kits could be overpowered.


That's a different question. The items should be designed carefully not to make the kits unreasonably overpowered. However, not every "power" should be labeled as "overpower".

QUOTE
If every kits in the game get some items (>=1) than personally I do not think that kit specific item is a problem.


Not every kit will gain new items. I am certainly in favor of encouraging honorable and fair playing styles. Hence, for example, swashbucklers will have new items and new HLA table. They will have new and good abilities, but this will come in the expense of losing access to the cheesy UAI ability.

Wild mages, on the other hand, will NEVER gain any extra bonus in IA, because the kit is already too overpowered and cheesy to deserve any extra bonus. So, yes, Necromancers will have new items, but wild mages won't (the wild mage kit will actually be nerfed in IA v6).

In other words, the various kits in the vanilla game are already very different power-wise. If we add kit-specific items, we won't be disturbing any existing equality regarding kit powers, because there is no such equality in the first place.
LZJ
@Ryer ril Ers:

Perhaps the druids can have a similar item they can forge too? Instead of the magic damage resistance and the ability to summon the Magic Elemental Prince, they could have added elemental resistances and the ability to summon a minor Leaflord avatar. It is all up to Sikret which ideas to keep and which to discard, based on his vision of the mod (and not ours).

QUOTE
I don't understand, why the vagrant only items exits and why the other rangers cannot use them, and now LZJ have a very good druid item and only auramaster only.


I was rather surprised to see this, as I was just making a suggestion based on how I viewed the Auramaster. Just because I suggested this doesn't mean it will become part of IA: come on, I'm a regular IA player just as you are. Hehe! smile.gif If you are against kit-specific equipment, you could suggest your variant of it for all Druids in general.


Correct me if I'm wrong, but your post seemed to imply that Auramasters are superior to other Druids. Honestly, I'm not too sure about that despite the many kit-specific abilities they have (extra spells and spell slots, decreased casting time, special abilities, immunity to silence). At first glance, it certainly looks very good. However, if I wanted to use a regular Druid (the general class, not the other kits), I would start off as a Fighter and dual to Druid later on. With the new XP limitation in v6 (from the progress report thread), I could theoretically start off with a Fighter (I would probably choose a Berserker kit) and dual him/her to Druid at level 14, and still be able to hit the max lvl 40 for Druids. Therefore, this Fighter/Druid would have much better offensive abilities than the Auramaster, as well as the Berserker Rage ability.

Also, there is the option of taking Jaheira, a Fighter/Druid multiclass. Hence, I see it not as a difference in power, but in the role you want your druid to play. The Auramaster would be a very good pure offensive caster and tanker, whereas a hybrid Fighter/Druid would take on a hybrid fighter-caster role that may not prove to be inferior. Note, too, that the Druid items already in IA are not limited to pure Druid classes either, so the dual-class or multi-class Fighter/Druid can still use them.

I can't make the argument for the other Druid kits though! Some are rather underpowered, but that was already present in the vanilla game. My suggestion therefore is that if you wish to balance out the kits, you could suggest your own kit-specific item for IA. If you prefer a more class-focused approach, you could propose alternatives to what others have already suggested. Don't forget that I'm not the decision-maker though!

Also, don't feel offended if your suggestion is not taken up. I know I won't. From the rest of this thread, there have been many item suggestions which seemed not too bad, but which were not taken up. It could be due to balance issues, due to lack of time to implement it (so don't be surprised if you see it in a later IA version instead), or other reasonable factors. wink.gif
Ryel ril Ers
@LZJ

Sorry I was bit harsh.

Your item idea is very good, one of the best in this topics, I only want to tell my fears about the future of IA. Please see the IA Brainstorming forum, where I describe my opinion, and you can understand my behaviour (what wasn't enough understable)
LZJ
@Ryel ril Ers:

Don't worry about it. The problem about electronic text is that it is impersonal and cannot adequately convey human emotions, which could easily lead to misunderstandings etc. I think that mature people would understand if it happens once or twice. smile.gif

Thanks for praising my idea. I think there are other good ones in this topic. smile.gif

I think that IA is a work in progress, and Sikret seems to be working on each class in turn, as seen from the history of IA's development (Vagrant/Ranger first, Mages and Fighters next... Druids in v6, and quite possibly Paladins in v7). The reason for Necromancers getting a certain boost is due to the fact that the opposite school (Illusion) has had a certain number of advantages in the vanilla game, being that of Gnomish Fighter/Illusionists or Illusionist/Thieves (1 extra spell slot per level, the only kitted multi-classes) and the flaw in Mirror Image which allows the mage to avoid certain spells at the cost of 1 Image. I think Sikret said this in a different topic.

Your fears are certainly understandable. There would be little point in keeping weak kits which no one really uses, unless someone really wants the challenge. I think this is a flaw in the vanilla game itself. Personally, I think Sikret has quite a lot on his "to-do" list for IA and his time is limited so whilst your idea of balancing the weaker kits has merit, you might not see it implemented that quickly. IA is a work in progress after all, and is still being improved with new content added all the time.
Nivellen
QUOTE(LZJ @ Aug 31 2008, 02:35 PM) *
I think that IA is a work in progress, and Sikret seems to be working on each class in turn, as seen from the history of IA's development (Vagrant/Ranger first, Mages and Fighters next... Druids in v6, and quite possibly Paladins in v7).

Curious. What development fighters received?
LZJ
Fighters have the improved Fighter Stronghold battle against Lord Roenall. I also think it possible that the Fighter Stronghold might be further extended, as I remember reading about plans to do so (but I could be wrong).
Nivellen
I asked since in another thread i asked Sikret if there is anything for my fighter protagonist (playing IA for first time, well - almost) and he said there isn't (new quests etc)
Frazurblu
This one can be tweaked but for those who like scimitars how about combining:
Belm +2
Scimitar +3
Rashad's Talon +2
Manuel of Elaboration
Wands of Fire , Lightning , Frost
5 torqoise gems
75,000 gp

Elemental Fury +4
dmg. 1d8 +4 , 2 attacks / round , 25% resistance to fire , cold and electricity
Kerkes
I too would like a decent scimitar upgrade.. I like scimitar wpn animation a lot.
Frazurblu
The Upgraded Kitthix is tough to acquire but IMO not that tough as a summons (I don't think it is any more powerful than Improved Kitthix from the imp. items mod tho I could be wrong).
The Noble Spider gets squashed much quicker than any of my other summons like swanmays , Noble Djinn or even Planetars.
What about one more battle to gain a further upgrade? This battle would most likely involve the drow - perhaps a return trip to Underdark or even a tie in with the trip to Sendai Lair in ToB.
The upgraded item could be something like a Supreme Spider or even a Ghost Spider (wouldn't that be something?) figurine. Obviously the battle for this component should be extremely difficult - perhaps a tilt against Lolth herself?
darkjeshush
Master Wardstone- Grants access to encounter vs another Bhaal spawn adventurer group

ingredients
WK wardstones parts 1+2
Light Gem
Wardstone for Asylum
Maze Sigil
Shadow Dragon Wardstone
Mask of King Strohm III

Master Key- Grants access to encounter vs Cowled wizard council

ingredients
Chapel Key
Sewers Key
Jon's Key
Key to Maevar's lockbox
Gaal's Key
Planar Prison Key
Shadow Prison Key
Galvena's Key
Slime Library Key


matti
Yep, I have one:

Mail of the Dead
Darkmail
Ashen Scales
Crimson Chain
5 potions of cloud giant strenght
5 potions of invulnerability
5 potions of magic shielding
Permanency scroll
75,000 Gold


The Supreme Chainmail +6 (seriously, IA needs a really good armor for barbarian :] )

Armor Class: -1
+20% Resistance to Fire and Magical Damage
+10% Resistance to damage taken from all weapon types
+ 1 Con, + 1 Str
Weight: 7
Requires: 8 Strength
matti
QUOTE(darkjeshush @ Mar 1 2009, 10:17 AM) *
Master Wardstone- Grants access to encounter vs another Bhaal spawn adventurer group


hehe, nice idea, something like "we are the servants of holy anti-cheese, fight like a man and don't hit n run on us or you'll be sorry." grinteeth.gif
darkjeshush
QUOTE(matti @ Mar 1 2009, 04:17 PM) *
QUOTE(darkjeshush @ Mar 1 2009, 10:17 AM) *
Master Wardstone- Grants access to encounter vs another Bhaal spawn adventurer group


hehe, nice idea, something like "we are the servants of holy anti-cheese, fight like a man and don't hit n run on us or you'll be sorry." grinteeth.gif


Heh, actually you know that guardian group in WK5? The one with a succubus, marileth, drow priestess, beholder, kensai, and archer? That archer tries to hit and run, but the AI/pathing is so terrible it just gets impeded by clipping.

But yeah, I want to see a masterfully designed rival bhaalspawn group that works together, has a ranger/cleric (tons of ironskins, greater restos, hardiness), 2 fast warriors, one that attacks the same target getting breached and another one with a large size avatar that blocks off melee access to the healer, an archer that attacks the same target as the offense warrior, and goes invis if you get close, and 2 arcane casters that time their casts (ruby ray 1...2... breach) And WILL attempt to cast wish with 100% chance of make-as-if-rested, unless disrupted.

Defeat cheese using superior tactics. Show those wannabes how a real bhaalspawn adventurer group does things.
matti
Do you know Eclipse dudes from Sola mod? I, myself, call them quasi-multiplayer party. They're seem to be like another bhaalspawn party for me. To make it slightly less off-topic this is one of the weapons they're using:

SPOILER!
Eclipse Avenger +4

This evil blade seems to suck in the light from the surrounding area. It is cold to the touch, like metal that been too long from the touch of the sun. This particular specimen appears to be a weak Unholy Avenger. This weapon was used by servants of the Unholy Eclipse in a battle against < CHARNAME > and Solaufein. Its provenance before that point is a complete mystery.

STATISTICS:

Equipped Abilities: Immunity to Blindness, Immunity to Missiles, Regeneration
Combat Ability: Dispel Magic on each hit. Victim must save versus spells at -4 or be blinded for 80 seconds. (All blind characters suffer -10 to their THAC0s).
THACO: +4 bonus
Damage: 1D10 +4
Damage type: slashing
Weight: 11
Speed Factor: 6
Proficiency Type: Two-Handed Sword
Type: 2-handed
Usable By: Evil characters only

Regen is 3 pts/sec. !!!!


Suddenly IA weapons doesn't seem to be that overpowerd, eh? ;]
Sikret
When a mod adds only one or two difficult battles to the game and leaves the rest of the game unmodded, then powerful items the mod adds to the game (via those one or two encounters) will indeed unbalance your game and can be called "overpowered". You win those one or two battles and will be left with powerful items in your hands against the rest of the game which is practically untouched by those mods (Solaufein NPC and Rogue Rebalancing mod's Chosen of Cyric component are good examples of this type of mods). Installing such mods without some other difficulty enhancing mods which affect the entire game is not usually a good idea (unless you leave the items on the ground or sell them).

IA, on the other hand, modifies the entire game. So, even when you find or forge an item, you still have lots of difficult battles ahead of you.
matti
Yes, I agree. It's not the good idea at all. I've always install Sola and RR with some other difficulty enhancing mods but even then I still leave some weapons on the ground like Bloodbane +5, weapon from my post above or sell them, like Sanchuudokuu.

RR weapons are indeed powerful but they're frigging cool (I'm a big Icewind Dale fan myself) and with mods like Tactics and Imp. Battles installed I think they are ok. :]
Kerkes
All this true, but Eclipse party has probably the funniest banter lines in BG world ever made!

"Let's dance!"

As for Sanchuudoku....ha ha.. You can, quite literally, kill anything with it, including Elminster..
Frazurblu
Ah the Eclipse encounter - I remember when it scared the hell out of me. The last time I did IA I brought Solaufein along as I had never used a fighter-mage in this mod and I wanted a Vagrant protag.
I didn't notice any major imbalances using Sola in IA as his encounters don't interfere too much with IA (one extra Revenge spider against the Shade Lord). Although Archryssa showed up very inconveniently as I was just finishing off the repeating whisper spiders in "Deeper than the Underdark". Ironically it was quite an appropriate situation for her to show up in.
The Unholy Reaver that can be gained from the Eclipse fight is ,to be sure, a mighty weapon but considering that IA is played by Good warriors primarily it is of questionable value (although I suppose a rogue could use it). Also it comes so late in the game that it pales in comparison to the other weapons available. I found Solaufeins own sword "Moonblade" to be much more unbalancing with its crazy equiped abilities and left it on a shelf somewhere. As to Sola himself he is a little more powerful than your standard fighter mage by virtue of being a Drow (I gained valuable time in some encounters when opponents kept firing Lower Resisistance at him). All in all it was a good experience with Sola - not too unbalancing if you want a fighter mage.
Frazurblu
I think that Spears and Maces are poorly served overall in IA. I have not thought of a good upgrade for a mace but how about this for a Spear

Spear of Withering
Staff of Command
Poison library note
6 Scrolls of Neutralise poison
1 Manuel of Elaboration
1 Scroll of Memory Boosting
Scrolls of Greater Malaison , Slow and Emotion
48 sided garnet
100,000 gp

Enervation
+ 4 Spear

Total Immunity to Poison
Immunity to Unconsciousness

THACO +4
Dmg. 5-10

Special Abilities:
One round after successful hit victim suffers 3 points of poison damage for 5 rounds (cumulative with no save)

5% chance of affecting the victim with Dolorous Decay (no save and ignores Magic Resistance).

Not Usable by:

The Usual Suspects
Good Characters
matti
QUOTE(Frazurblu @ Mar 8 2009, 10:26 PM) *
The Unholy Reaver that can be gained from the Eclipse fight is ,to be sure, a mighty weapon


Unholy Reaver, afaik, comes from Anti-Paladin kit added by Tactics mod, one of Kruin buddies wields this sword and it's a present for you after pathetic "battle".




Rashad's Talon +2
Water's Edge +3
Adjatha the Drinker +2
Belm
5 Larrel's Tears
5 Scrolls of Imp. Haste
5 Diamonds
Manual of Elaboration
Permanency Scroll
100 000 gp


Quicksilver +4

Immunity to Charm, Confusion and Domination
Immunity to Intelligence Changes
+2 Attacks/round
THACO: +4
DAMAGE: +4, +6 additional (cold) damage for chaotic evil and lawful good characters
cast Chaotic Commands 3/day
cast Free Action 3/day
Proficiency: Scimitar
Useable only by characters of neutral aligment
Useable by Druid, Fighter/Druid

Frazurblu
QUOTE
Unholy Reaver, afaik, comes from Anti-Paladin kit added by Tactics mod, one of Kruin buddies wields this sword and it's a present for you after pathetic "battle".

My fault , I meant to say the "Eclipse Avenger" which is I believe gained from the Anti Paladin in the Eclipse encounter. Nice Scimitar btw.
Kerkes
Ahh, the Eclipse....took more reloads than 95 % of Anvil for me...
Item Upgrade mod also had a very powerful scimitar / Waters Talon, which poisoned the target with cumulative, practically never expiring poison. 1hit and an oponnent is dead, if not immune to poison. + it gave immnity to ADHW, and had a long reach.
Also, that Carsomyr + Soul Reaver was indeed a combo - 50%MR, dispel per hit, +2 penalty to THAC0, +6 enchantment, +6 magic dmg....
RBateman
Hello All: Sorry to revive an older topic, but I always thought Minsc got the short end of the stick in IA. While he may not have any specific pieces of equipment, he does have Boo. Maybe there could be an upgrade option along the lines of "whisper' is there anything you could do to bring a little closer to reality?" Cromwell or whomever would ask for various things like rings or invisibility (to be able to get close enough) or charm animal and a few gems, cash, whatever. This would make Boo temporarily vanish causing Minsc to go berserk and coming to the point of blows when Boo pops back with a female hamster called Loo or Booette. With two space hamsters (as one quickslot item), Minsc is happier than ever and now has an additional ability or has an enhanced rage.

Also, maybe you could give a ring, cloak (maybe using Solu's) or necklace to Viconia that increases her abilities as a priest in order to make her at least a consideration. It could be called something like bitter regret that requires an item acquired in the Underddark and one through progress with her romance.
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