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 Post subject: Re: Leftover items
 Post Posted: Tue May 08, 2012 8:47 pm 
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I'm almost afraid to ask but,
could you write an example how to edit the pledge, step by step,
and perhaps with some pics if need be ?

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 Post subject: Re: Leftover items
 Post Posted: Wed May 09, 2012 1:36 pm 
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yeah, I can
if I find time to do that, I'll try to do it today though, wish me luck :D
oh, and also what pledge you have in mind? my edited real pledge or that unusable pledge?

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 Post subject: Re: Mods discussions
 Post Posted: Thu May 10, 2012 2:58 am 
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I'm hoping more members will take part in this, so here's some thoughts on mods, any comments/thoughts ?


I had the real pledge in mind, but any suitable item or merchant will do fine as introduction,
i just hope it won't be that complicated.

I have two things in mind, one is to experiment on ice resist, so it would take a ring + ~80-100 other ice resist to fend off ice from defenders, and likewise for the ice dragon.
It might be that the defenders require a 200 ice resist ring, and the other ice dragon require another 200 resist (2 uber ice rings) in addition to other armor with ice resist.

The other part is to produce a Haste ring, my avatar is moving real slow so i want at least +10 walk,
quite possibly +15.
Actually i probably want 3 haste rings, with varying armor depending on lv, and have them lv requirement.

Perhaps you can show how to modify the real pledge to ice +150, run +10, and a flat +10 for everything else, and 50 armor ?
Or perhaps use the 659 Ring of Solitude as an Uber ice ring,? the avatar is really already overpowered in TOoD/BoW, and only plain fighters really need a boost to make them competitive
in SotP.
i.e i dont want to break the game by doing already solo-capable avatars even more powerful,
only rectify the messed up ice resist, and for SotP, at least do something for plain piss-poor fighters.


And this otherwise pointless ring could be turned into the other ring with good ice resist +200,
(or whatever it will take to balance ice)
4468 Sigil of the Emperor - Level 32, AC 25, STA 6, AGI 5, DEX 4, INT 2, WIS 1, CHA 3, Resistances: Ice Magic +5, Black Magic +5.

The goal with this ice thing: i dont want to be completely immune, but i also dont want to be guaranteed frozen no matter what other ice resist i got.
The goal with run: it's getting dull to spend 5 minutes going from point A to point B

I really need to think about this for a while, and probably experiment too

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 Post subject: Re: Leftover items
 Post Posted: Thu May 10, 2012 6:58 am 
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Here's some other stuff that can be crafted into Haste rings or something, for the whole party:

2664 Troll leather
2663 Bag of pieces ? (never saw that one)

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 Post subject: Re: Leftover items
 Post Posted: Thu May 10, 2012 5:27 pm 
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actually I'm using that item editor by scimbi for changing stats, unless there isin't such item or I want to change something else (requirements, name, price, etc.)
I'm planning to have free time in Sunday, so I'll open hamachi and I'll explain hard part in real time
I think it will be better, since I'm terrible at explaining things which are easy to me :D

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 Post subject: Re: Mods discussions
 Post Posted: Fri Jun 22, 2012 3:34 pm 
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Hopefully there will be some discussion here !
IMO the plain fighter is painfully underpowered in SotP,
So how about adding Effect Wave of Ice to all Spears lv 12-17 ?
or perhaps even Spears 11-17 ?

Also, i just made all 2 Hand weapons range 1-2,
(@reknak suggestion, plus logic & history confirm a 2 H weapon has typically better range than 1 H weapons)
this as far as i have seen has two effects,
1] the fighter will always fight back when attacked by a Baselisk/maggot,
-this is far from certain with only range 1.
2] the fighter also should always keep fighting when surrounded,
-also not a given with only range 1.

But: Should Spears have range 1-3 ??

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 Post subject: Re: Mods discussions
 Post Posted: Tue Jun 26, 2012 4:32 pm 
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I can only to change existing area spell into other area spell, or aura into aura, etc.
there are some unused spells, like rain of fire, bllizard, stone rain from lvl1 to lvl11
also other high end spells at lower lvl, never implemented

that AC I guess is base AC, and there is item which determinate unit's appearance, so I guess that item provides additional AC, unique to each unit

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 Post subject: Re: Mods discussions
 Post Posted: Fri Jun 29, 2012 2:25 pm 
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Lol, i intended to put black almightiness on Ashdancer staff 01 68 11 01 D0 0A
D0 0A being black almightiness 20, but wo and behold it has tower extinct effect,
i wipe out 3000+ HP, like the lv 47 tree, in fact i think it might be even higher than 10.000 HP
tho not trigger all that often, but that is partly, if not fully, due to Ashdancer being so slow.

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 Post subject: Re: Mods discussions
 Post Posted: Fri Jun 29, 2012 4:37 pm 
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that's great news that you can add black tower effect :)

ok, let's start to explain what I'm up to :D

remember those shards you need to bring at Mulandir? those are artwork of Gods, as that guardian/disguised Mechlan said. So it must be powerful items, let's say spells :)

I'm going to implement them as those other super spells :D

shard of winter will be that 1000 dmg icestrike spell named "Elen's kiss", because Elen is goddes of elves, and elves using ice magic, also I'll create guardian of Mulandir who can summon other my created unit Goddess Elen

shard of summer will be 2500 dmg fireball spell named Flames of Hirin's Forge, there will be also other guardian of Mulandir who can summon God Hirin

shard of autumn will be that 5000 dmg death spell named Nor's Touch, also will be guardian of Mulandir who can summon God Nor

shard of spring will be summon lvl 47 tree spell named Green Life, also will be guardian of Mulandir who can summon God Aonir

I'll put these spells into one chest, also all gods will drop their items, example Nor will drop Nor's sceptre and Nor's mantle, etc.

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 Post subject: Re: Mods discussions
 Post Posted: Sat Jun 30, 2012 12:54 pm 
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Awesome. 8-)
You probably have to make them req 20 for earth, nature, ice, fire respectively,
to make it usable,
but make a cooldown/recast of 60 sec not to make it overpowered

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