crafting questions


-
*Lost and not Found
- Posts: 497
- Joined: Thu Jan 01, 1970 12:00 am
Well, you can enchant your armor and shield to have various elemental damage reductions. Two per each if you are also going to get the (Shield) and (Armor) AC enchantment bonuses from retrospective items.
Also, it is possible to find rings that offer elemental damage reduction from the loot list. And to buy some of them from Civic Festhall.
Thus I'd say that if you want to, you can make yourself immune to the standard elemental weapon enchantments.
And I wouldn't be too bugged off from level 20 being the maximum level. I kind of like making character builds with the 20-max-level-cap in mind.
And may I suggest changing all the instances on the server side with the word "Epic" to the word "Uber"?
:P
Also, it is possible to find rings that offer elemental damage reduction from the loot list. And to buy some of them from Civic Festhall.
Thus I'd say that if you want to, you can make yourself immune to the standard elemental weapon enchantments.
And I wouldn't be too bugged off from level 20 being the maximum level. I kind of like making character builds with the 20-max-level-cap in mind.
And may I suggest changing all the instances on the server side with the word "Epic" to the word "Uber"?
:P

-
*Dedic8ed
- Posts: 112
- Joined: Thu Jan 01, 1970 12:00 am
Personally, to me the thing that makes having thirty levels available worthwhile is not so much the mega-epic-mongo-kill-everything powers, but rather the chance to take levels in multiple classes to create an interesting build.
Possibly the nastiest thing in terms of game balance is the ability to conserve levels in order to get a cavalcade of feats in the epic levels. I'll admit, I've done advancements like this myself, but when you have classes that get bonus feats at specific levels, you can schedule those levels to hit after epicness, thus unlocking the ability to take epic feats with them. I can imagine a wizard/red wizard/fighter/divine champion build that, on successive levels, takes W10th, RW10th, F2nd, and DC2nd on levels 21-24. With that taken, and with the automatic epic feats, the character would accumulate a grand total of six epic feats in the course of four levels, and would gain yet another one at L25! This... is silly.
One interesting option (to me) could be to tweak the 2da files and tone down the epic feats, particularly the fact that you gain one every other level. Part of the "my character is a god!!!" syndrome comes from the massive gains a character gets when in the epic levels; rolling back the feat accumulation to an equivalent progression to before, or raising the requirements to take the epic feats, would go a long way towards curing that and would not take a terrible amount of effort. Thus, we could have a L30 server to please the bug-eyed players, without the potential for massive power boosting like that shown above.
Possibly the nastiest thing in terms of game balance is the ability to conserve levels in order to get a cavalcade of feats in the epic levels. I'll admit, I've done advancements like this myself, but when you have classes that get bonus feats at specific levels, you can schedule those levels to hit after epicness, thus unlocking the ability to take epic feats with them. I can imagine a wizard/red wizard/fighter/divine champion build that, on successive levels, takes W10th, RW10th, F2nd, and DC2nd on levels 21-24. With that taken, and with the automatic epic feats, the character would accumulate a grand total of six epic feats in the course of four levels, and would gain yet another one at L25! This... is silly.
One interesting option (to me) could be to tweak the 2da files and tone down the epic feats, particularly the fact that you gain one every other level. Part of the "my character is a god!!!" syndrome comes from the massive gains a character gets when in the epic levels; rolling back the feat accumulation to an equivalent progression to before, or raising the requirements to take the epic feats, would go a long way towards curing that and would not take a terrible amount of effort. Thus, we could have a L30 server to please the bug-eyed players, without the potential for massive power boosting like that shown above.

-
*Mr_Otyugh
- Posts: 2242
- Joined: Thu Jan 01, 1970 12:00 am
I still want a level 1 everything character :P just for the kicks of it. I'll call him "Jack of no trades"

-
*cryptc
- Posts: 866
- Joined: Thu Jan 01, 1970 12:00 am
Also, it's been one of our major goals for SCoD not to mess too much with the "balance" of the game... we know there is none, and trying to fix it will lead to a neverending number of things needing to get fixed...
Instead our goal is to improve things that are nearly (or completely useless)... Crafting potion/wand/scroll prices have been lowered, Warlocks have been tweaked, and so have summons (although not completed)... Expect poison and disease to be tweaked in the future...
Instead our goal is to improve things that are nearly (or completely useless)... Crafting potion/wand/scroll prices have been lowered, Warlocks have been tweaked, and so have summons (although not completed)... Expect poison and disease to be tweaked in the future...

-
*Theban Soldier
- Posts: 63
- Joined: Thu Jan 01, 1970 12:00 am
Question: Do penalties, requirements, and drawbacks count as item properties?
For instance, do monk boots have one property (AC bonus) or two (AC and class requirement)?
For instance, do monk boots have one property (AC bonus) or two (AC and class requirement)?

-
*Lost and not Found
- Posts: 497
- Joined: Thu Jan 01, 1970 12:00 am
The monk boots would have just one property.
However, take notice that the Boots of the Sun Soul +5 grant you +5 to your dodge AC and +3 to your dexterity modifier. Thus there is only one slot left open for enchanting.
However if you find a weapon with the following properties:
Short Sword of Goblin and Bob:
Material: Mithril <- Would not be counted towards the enchantment bonus.
Weight Reduction: 40% <- Is counted towards the enchantment bonus.
Enchantment Bonus +2 <- Is counted towards the enchantment bonus.
Attack Bonus -2 <- Is counted towards the enchantment bonus.
Class and profiency requirements do not count towards the enchantment bonus.
And no, you would not be able to upgrade any of the enchantments in that Short Sword.
However, take notice that the Boots of the Sun Soul +5 grant you +5 to your dodge AC and +3 to your dexterity modifier. Thus there is only one slot left open for enchanting.
However if you find a weapon with the following properties:
Short Sword of Goblin and Bob:
Material: Mithril <- Would not be counted towards the enchantment bonus.
Weight Reduction: 40% <- Is counted towards the enchantment bonus.
Enchantment Bonus +2 <- Is counted towards the enchantment bonus.
Attack Bonus -2 <- Is counted towards the enchantment bonus.
Class and profiency requirements do not count towards the enchantment bonus.
And no, you would not be able to upgrade any of the enchantments in that Short Sword.

-
*Lost and not Found
- Posts: 497
- Joined: Thu Jan 01, 1970 12:00 am
Posted here because someone dared to bother me while I was shadowdancing with them friends of the fiends.wrote://///Alchemical Creations\\\\\Â Â Â Â Â Â Â Â Â Â Â Â
Acid Flask: Thrown Weapon inflicts 1d6 Acid Damage
 Requires: Craft Alchemy 4
 Ingredients: Venom Gland + Quicksilver
Acid Flask (Improved): Thrown Weapon inflicts 1d8 Acid Damage
 Requires: Craft Alchemy 8
 Ingredients: 2 Venom Gland + 2 Quicksilver
Acid Flask (Greater): Thrown Weapon inflicts 1d10 Acid Damage
 Requires: Craft Alchemy 12
 Ingredients: 3 Venom Gland + 3 Quicksilver
Acid Flask (Perfected): Thrown Weapon inflicts 2d6 Acid Damage
 Requires: Craft Alchemy 16
 Ingredients: 4 Venom Gland + 4 Quicksilver
Alchemist's Fire: Thrown Weapon inflicts 1d6 Fire Damage or
         coats a Weapon with Fire to add 1d4 Fire Damage to attacks
 Requires: Craft Alchemy 4
 Ingredients: Fairy Dust + Distilled Alcohol
Alchemist's Fire (Improved): Thrown Weapon inflicts 1d8 Fire Damage or
              coats a Weapon to add 1d6 Fire Damage to attacks
 Requires: Craft Alchemy 8
 Ingredients: 2 Fairy Dust + 2 Distilled Alcohol
Alchemist's Fire (Greater): Thrown Weapon inflicts 1d10 Fire Damage or
              coats a Weapon to add 1d6 Fire Damage to attacks
 Requires: Craft Alchemy 12
 Ingredients: 3 Fairy Dust + 3 Distilled Alcohol
Alchemist's Fire (Perfected): Thrown Weapon inflicts 2d6 Fire Damage or
               coats a Weapon to add 1d10 Fire Damage to attacks
 Requires: Craft Alchemy 16
 Ingredients: 4 Fairy Dust + 4 Distilled Alcohol
Choking Powder: Creates a Stinking Cloud effect that lasts 5 rounds
 Requires: Craft Alchemy 4
 Ingredients: Garlic + Belladonna
Choking Powder (Improved): Creates a Stinking Cloud effect that lasts 5 rounds
 Requires: Craft Alchemy 8
 Ingredients: 2 Garlic + 2 Belladonna
Choking Powder (Greater): Creates a Stinking Cloud effect that lasts 5 rounds
 Requires: Craft Alchemy 12
 Ingredients: 3 Garlic + 3 Belladonna
Choking Powder (Perfected): Creates a Stinking Cloud effect that lasts 5 rounds
 Requires: Craft Alchemy 16
 Ingredients: 4 Garlic + 4 Belladonna
Holy Water: Thrown Weapon inflicts 2d4 Holy Damage to Undead
 Requires: Craft Alchemy 4
 Ingredients: Amethyst + Powdered Silver
Holy Water (Improved): Thrown Weapon inflicts 2d6 Holy Damage to Undead
 Requires: Craft Alchemy 8
 Ingredients: 2 Amethyst + 2 Powdered Silver
Holy Water (Greater): Thrown Weapon inflicts 2d8 Holy Damage to Undead
 Requires: Craft Alchemy 12
 Ingredients: 3 Amethyst + 3 Powdered Silver
Holy Water (Perfected): Thrown Weapon inflicts 2d10 Holy Damage to Undead
 Requires: Craft Alchemy 16
 Ingredients: 4 Amethyst + 4 Powdered Silver
Tanglefoot Bag: Creates Entangle effect that lasts for 2 rounds
 Requires: Craft Alchemy 4
 Ingredients: Quicksilver + Belladonna
Tanglefoot Bag (Improved): Creates Entangle effect that lasts for 3 rounds
 Requires: Craft Alchemy 8
 Ingredients: 2 Quicksilver + 2 Belladonna
Tanglefoot Bag (Greater): Creates Entangle effect that lasts for 5 rounds
 Requires: Craft Alchemy 12
 Ingredients: 3 Quicksilver + 3 Belladonna
Tanglefoot Bag (Perfected): Creates Entangle effect that lasts for 6 rounds
 Requires: Craft Alchemy 16
 Ingredients: 4 Quicksilver + 4 Belladonna
Thunderstone: Deafens target for 5 rounds
 Requires: Craft Alchemy 4
 Ingredients: Diamond Dust + Amethyst
Thunderstone (Improved): Deafens target for 5 rounds
 Requires: Craft Alchemy 8
 Ingredients: 2 Diamond Dust + 2 Amethyst
Thunderstone (Greater): Deafens target for 5 rounds
 Requires: Craft Alchemy 12
 Ingredients: 3 Diamond Dust + 3 Amethyst
Thunderstone (Perfected): Deafens target for 5 rounds
 Requires: Craft Alchemy 16
 Ingredients: 4 Diamond Dust + 4 Amethyst
Source: http://www.gamefaqs.com/computer/doswin ... 2154/45560
