Posted: Sat Mar 05, 2005 6:10 am Post subject: [QUERY] TEMPERED ITEMS? -------------------------------------------------------------------------------- With tempered item receipies are there certain jewels or 1 of this potion and 2 or 3 of that potion ratio? Tried bone belt+2 jewels+ wintercloak+Agility+ insulation and nothig happened. Tried 1 agility and 2 insulation and 2 of each and still nothing?? -------------------------------------------------------------------------------- Spookey43 wrote (View Post): Someone please help me with the receipe to temper an item. I've filled a whole page in stash with stuff for a tempered item but can't figure out the receipe. PLZ help me Check out the recipie spoilers thread. ________________ Pagan Heart Mod - Infinitum showcase and packrat's paradise based on Planescape:Torment. -------------------------------------------------------------------------------- I found a recipe from a book of lore. Just walk around and look for them. Since then I've been looking for a potion of shocking grasp (which I had seen a hundred times before), but it hasn't dropped yet . The recipe I got from the book got 1 missing item (it was a rune), but I have collected a lot of runes, so once I get that potion I can start trying . Once question: do tempering recipes work on socketed items? Farseer Ulthrion -------------------------------------------------------------------------------- Tempered recipes all require magic items as the base input so if one of the prefixes happens to grant sockets (eg. Mechanic's) then yes as tempered items retain the properties of the magic items. [edit] ALL tempering recipes require just one of each potion btw. _________________ Eagles may soar, but weasels don't get sucked into jet engines. (Infinitum (Jun 2nd '05) | Pagan Heart v0.995b (July 26th '05) | Forum Terms of Service (Eternal)) Last edited by Phrozen Heart on Wed Mar 09, 2005 12:49 am; edited 1 time in total -------------------------------------------------------------------------------- ok, i read the other threads related to this one... but it didnt answer my question... what exactly is a tempered item? how does one find or make a tempered item? Last edited by Phrozen Heart on Mon Mar 28, 2005 3:45 pm; edited 1 time in total Phrozen Heart Throne Retired Admin Post subject: -------------------------------------------------------------------------------- Tempered items are essentially upgradable rares with specific properties that you create using recipes found throughout the game (or in the cube spoiler thread). Once you've created your item (which has darkish green text) you can then find tempering reagents (which have orange text) throughout the game to transmute in your cube with the tempered item to improve it's properties. For instance a piece of oak bark will grant the item a very small armor bonus but repeatedly adding more of the same reagent WILL stack so if you can find enough of the right reagents, you can temper some of the best equipment in the game. http://phrozenkeep.it-point.com/forum/album_page.php?pic_id=813 _________________ Eagles may soar, but weasels don't get sucked into jet engines. (Infinitum (Jun 2nd '05) | Pagan Heart v0.995b (July 26th '05) | Forum Terms of Service (Eternal)) -------------------------------------------------------------------------------- so its basiclly any item that i could toss into the cube (such as a sword, staff, or shield) that i can transmute with one or all of the recipes? :p i thought it was something more specific than that; thanks -------------------------------------------------------------------------------- Each recipe requires a specific item (eg. magic deacon sword) for that particular recipe but all reagents work on all tempered items. _________________ Eagles may soar, but weasels don't get sucked into jet engines. -------------------------------------------------------------------------------- Were are the gems man??? I played the whole act 1 and only the final boss gave me two. _________________ Idle hands are the Devil`s playground !! (so use them well killing Him) -------------------------------------------------------------------------------- What do gems have to do with tempering? Or did you mean jewels? _________________ Eagles may soar, but weasels don't get sucked into jet engines. -------------------------------------------------------------------------------- ::sigh:: i guess i must not be getting these tempered items right ;_; so im just going to ask all my questions: 1.) when it says runes, does it mean the tablets or the regualar runes? 2.) when tempering an item, does it have to be a set item, or can it be just the item it asks? 3.) can you make a tempered item with more than one of the orange regents? (ex. 3 copper piece, 2 tinderbox, and the recipe) 4.)by jewels it means jewels, or gems? i bet this sounds stupid, but this is bugging the hell out of me ^_^; -------------------------------------------------------------------------------- ::sigh:: i guess i must not be getting these tempered items right ;_; so im just going to ask all my questions: 1.) when it says runes, does it mean the tablets or the regualar runes? the runes "rune of the guiding hand" for example 2.) when tempering an item, does it have to be a set item, or can it be just the item it asks? doesn't have to be a set item, just use what it asks for (shiny=magic) 3.) can you make a tempered item with more than one of the orange regents? (ex. 3 copper piece, 2 tinderbox, and the recipe) yes the more u add the more powerful damage or resist you can make the item 4.)by jewels it means jewels, or gems? jewels i bet this sounds stupid, but this is bugging the hell out of me ^_^;not stupid at all. we all asked similar questions sry for the repost. just trying to answer best I can Last edited by Spookey43 on Sun Apr 03, 2005 7:38 pm; edited 1 time in total -------------------------------------------------------------------------------- 1) Runic tablets are the only ones in game that are supposed to be available so it's them (5 colors, 20 runes per tablet color) even if the old ones still drop in a few places. 2) It has to be a magic item as cc mentioned in the spoiler thread. 3) You need to create the item using the base recipe first then once the item has been tempered (item title turns dark green) you can then transmute the reagents one by one with the tempered item. 4) Jewels as in jewels, the socketable crystals with magical affixes. Doesn't sound stupid at all, just hope we can help. Example: Godly Plate Mail of the Whale + Pearl Jewel + Hill Giant's Jewel + Potion of Fire Resistance + Potion of Strength + Rune of the Dragonet = {Tempered Plate Mail} -------------------------------------------------------------------------------- thanks a whole lots guys it helped a lot to know more specificlly what it wanted lol ************************************************************************************************ JOUN STONES? -------------------------------------------------------------------------------- any significant reason of them being there apart from wearing as a helmet? can you cube them to make something? scrying glass "can be transmuted with any unmarked potion to learn its identity" what do you mean by unmarked? ive collected alot of these in thinking they will be usefull in the futue, are they? Boldie ____________ -------------------------------------------------------------------------------- Ioun stones are magical items from AD&D which float around your head when activated, hence they replace the helmet. They can be tri-cubed into other ioun stones. They make quite decent helmets for mercenaries though, as they are always ethereal. They are mainly there to add a little diversity to the helmet slot, just like the chromatic lenses etc. do for the shields. As for the scrying glasses, they are very useful. In normal difficulty (and only on normal) you can buy the unmarked potions from Gheed. Normally you don't know what happens when you drink them, but you can cube 1 potion with a scrying glass and you know exactly what the potion does. These potions are very cool, as they can give permanent + to skills (maximum I've seen was a +3 skill potion), and + to attributes (maximum I've seen was +25 IIRC. +15 exists at least). Without the scrying glasses you run the risk of drinking bad potions, which can range from poison, curses, or permanent life/stat losses, which is something you might not want to have . I hope that clears things up for you. -------------------------------------------------------------------------------- oh right, well i guess they would be good for mercenaries, if i were to use them i guess ill just sell them all. is tri-cubing where you take 3 of the same and it makes another? oh right i didnt know that gheed sold unmarked potions, ill chek it out. thnx for helping man Boldie _________________ victormink@msn.com "there is no spoone" - the matricks -------------------------------------------------------------------------------- boldie wrote (View Post): oh right, well i guess they would be good for mercenaries, if i were to use them i guess ill just sell them all. is tri-cubing where you take 3 of the same and it makes another? tri-cubing is indeed taking three of the same kind and cubing it into one of another (like with gems and runes). As for their usefulness, I personally use the one that gives resist all for my mercenary on the lower levels. they are nice alternatives in normal and maybe nightmare. After that you should try to find some of the better sets and unique helms. boldie wrote (View Post): thnx for helping man No problem. Farseer Ulthrion ************************************************************************************************ Runewors QUESTION -------------------------------------------------------------------------------- I just try to understand what the meaning of the messages in the lore books have to do with the runewors. So I looked in the runeword testing forum then found this : " ANDRES DUVALL With the gift of immortality thrust upon him, Andres was once a fair half-elven bard. As a result of a terrible accident that occured during a conflicted meeting with Azalin, he became a lich. Though undead he still crusades on the side of good. " And as CC say the runeword is for Helm with 2 sockets. The runes needed are: 1.Chilling Touch ( adds 1-4 cold dmg ) 2.Banshee's rune ( hit causes monster to flee 25% ) So my question is: What these two runes have to do with that story ( I see nowhere anything told about cold dmg or winter or anything cold, also about scareing any creatures... )I just can't explain this to myself. I f anyone can do it please tell me. Or at least tell me which are the "keywords" from the story connected to the runes. -------------------------------------------------------------------------------- A lich is an undead being which normally possesses chilling touch. Also, normally, people would be scared crapless if they saw one....hence the need for chilling touch and banshee Malachai -------------------------------------------------------------------------------- Malachai29 is correct, this is taken from an old AD&D monster manual: Quote: Combat: Andres Duvall is not a true lich. Still, his powers resemble those of these foul undead so strongly that it seems best to classify him among their number. Like a true lich, Duvall radiates an aura of magical terror that causes all creatures of fewer than 5 Hit Dice (or the 5th level) to make a successful fear check or flee in terror for 5 to 20 (5d4) rounds. In melee combat, Andres strikes with a chilling touch. This effect is somewhat less potent than is common in true liches. etc etc Feel free to query any of the meanings behind the rune words, we tried to put some effort into them actually being meaningful rather than just random names and properties _________________ -------------------------------------------------------------------------------- 10x Phrozen now this make sence to me. Because malach said that " Anyone who see a lich would be scared " which mean that That shade rune will be used in 50% of the runewords bcause 50% of the creatures described in the stories can scare you if U see them I want to ask something about the runes : Are the names of the runes keywords in the stories or the bonuses that they give ? ( I mean do I have to connect the name of the runes with the stories or the bonuses that they give) ? I hope U understand me dunno how to xplain it in other way Thanks in advance Phrozen -------------------------------------------------------------------------------- 7w1573D M1nD wrote (View Post): 10x Phrozen now this make sence to me. Because malach said that " Anyone who see a lich would be scared " which mean that That shade rune will be used in 50% of the runewords bcause 50% of the creatures described in the stories can scare you if U see them Well that could be applied to most creatures in the game, I'm assuming he was referencing a lich's ability to instill a primal nightmare terror in an opponent through sheer force of will rather than just being big and scarey 7w1573D M1nD wrote (View Post): I want to ask something about the runes : Are the names of the runes keywords in the stories or the bonuses that they give ? ( I mean do I have to connect the name of the runes with the stories or the bonuses that they give) ? I hope U understand me dunno how to xplain it in other way Thanks in advance Phrozen Well one important thing to note is that the rune names and properties were created first and then we chose the AD&D "icons" to go with each tablet type. In essence the idea was to have the storyline, the runes and the properties all tied together and the properties certainly do just that but due to trying to avoid repitition and the absence of certain runes the required runes are maybe a bit less precise. In short, the runes and properties are both tied to the storyline of that character but the runes are a little more loosely so. _________________ -------------------------------------------------------------------------------- Quote: I'm assuming he was referencing a lich's ability to instill a primal nightmare terror in an opponent through sheer force of will rather than just being big and scarey You were assuming correctly my friend! ************************************************************************************************ WHAT'S A GOOD UNDERDARK Message -------------------------------------------------------------------------------- Title states all, the runners main focus must be lvl 10 ofcourse. Thanks in Advance, -Devas _________________ -------------------------------------------------------------------------------- Probably a sorceress or amazon. They can both get all the elemental damages and with temepered items you can get a very high damage potential on all three elements at the same time. The amazon has physical and poison damage as well, which can be useful at some points (although there is usually one elemental immunity that can be removed with a conviction aura), and the sorceress has teleport (although I know there is at least 1 item that also grants the teleport ability). I use my paladin for it, but he is actually quite slow because you need to select the enemies you want to kill and you also have to repair you weapons quite a bit. On the other hand, the only creature in the underdark that can harm him decently is the final boss in level 10 and some lightning / fire enchanted creatures (due to a bug with the combination of these two enchantments). And you can get a nice +x% gold and magic find aura to compensate (although I believe that sorc/ama can have better mf due to more freedom in equipment choices). Farseer Ulthrion -------------------------------------------------------------------------------- The problem with a Sorceress is that you will die really fast if you stand still for a moment or two in front of the lvl10 boss. Those bonespirits will take you in stun recovery or block lock and even with a lot of life you can't take that for long. For damage output, socket a rune with conviction somewhere and wear enough +skills to break most immunities and with enough skill potions you can max out one or more skills from every tree. Then it's not too hard to make it, I can clear it on players 8 with my sorc, but you've got to live with the risk of running into something (Extra strong, extra fast, curseing, mighty teleport spiders come to mind) that will just one-hit-kill you. And with some of the runes and gems, you can pack insane amounts of magic find on your gear, because you don't really need much except skills and sockets on your equipment. An Amazon has got the big advantage of being able to leech life and putting enemies into stun with knockback or similar stuff. I never played an Amazon long enough to take her down there, guess Vhaeghar would be the expert on them, but I think they should do nicely. I don't really look out for physical immunities with my Sorceress, but I guess it could be a pain to keep mana up for extended use of glacial arrow or something against them. As for magic find, I guess a bit less then Sorceresses because there are more modifiers you will need to get high enough damage. As for the other chars, Necros aren't worth mentioning (good luck summoning in a cave and only poison/bone won't cut it), Druids can't use more than one damage type at a time, which will get you stuck at lvl4 the latest, Barbs can get insane life and deal probably enough damage with a combination of frenzy and berzerk, but will probably share the fate of Paladins, simply being slower than Amazons or Sorceresses. Assassins have a combination of phyiscal damage (kicking), fire and lightning in traps, so they should be able to do the task, if they avoid any monster with immunity to those three. But in the end, I think the decision, as Ulthrion stated, boils down to Amazon if you prefer it a bit safer but slower, or Sorceress if you want to kill fastest and scramble to hit Escape fast enough from time to time. _________________ -------------------------------------------------------------------------------- As I know the conviction aura just lower the elemental resistances of monsters not removing their ummunities... 1.Bow Amazon I think its imposible (if we talk about hell Undergound) Freezing arrow and immolution arrow gets bonuses just from 1 other cold/fire skill max dmg is not so good ( talkin about 1500 ) which is nothing for hell mode if you try killing monsters with multi arrow or strafe also immposible ( only strafe does 100ED% on lvl 20 with a bow of max 400 dmg youl get 800 dmg which I think is nothing for hell ) 2 Jav Amazom not so bad lighting immunity monsters are ...... (maybe try killing them with some poison but I'm not sure) 3 Sorceress I think is the best runner (if you have fireball and blizzard maxed with conviction and lower resist.) some point in mana shield and maxed warmth so that it's the same think as replanish life 4 about the melee heroes I think it would be hard to go through those monsters with thorns aura if U have a good phisical dmg U'll kill yourself in one hit. May be Paladin could do it well if have put some points in Blessed Hammer (not sure how useful is in Pagan Heart mod) 5 Havent tried trapper assasin but I think It will rocks with the sentry trap doing 50 % fire and 50% dmg of corpses life 6 Necro also with corpse explosion kill one and the other are dead 7. Maybe druids can beat underground with tornados cause tornado does 50% phisical and 50%magic dmg there is not a monster with these both immunities together and U dont get with melee contact with the monsters. I think that was the poit of Phrozen to be very hard for all character classes (thorns for melee, immunities for elemental, specieal bosses doing magic dmg not elemental as we all know magic resist is hard to get to 95% etc.. But whats the point to run in hell mode if U can run it normal. If U want some Expirience and Items go hunt Baal or Meffi -------------------------------------------------------------------------------- 7w1573D M1nD wrote (View Post): As I know the conviction aura just lower the elemental resistances of monsters not removing their ummunities... Conviction works at reduced effectiveness (1/6th or something like that) against resistances over 100% (i.e. immunities). If, with that reduced effectiveness the resistance drops below 100%, the immunity is removed and all other -x% resistances (like cold mastery and tempered items) are at full effect. Only the conviction aura and lower resistance curse can break a creature's immunity I believe. All other -x% resistances don't work on immunities. 7w1573D M1nD wrote (View Post): 1.Bow Amazon I think its imposible (if we talk about hell Undergound) Freezing arrow and immolution arrow gets bonuses just from 1 other cold/fire skill max dmg is not so good ( talkin about 1500 ) which is nothing for hell mode if you try killing monsters with multi arrow or strafe also immposible ( only strafe does 100ED% on lvl 20 with a bow of max 400 dmg youl get 800 dmg which I think is nothing for hell ) But don't forget that you can get a lot of great items in this mod, as well as tempered items that can eventually give huge bonusses to elemental damage. This all adds to the damage that those skills do. Don't underestimate the amazon. Vaeghar posted his damage stats once and I was quite surprised that they were that high. Take your cold/fire skill damaga max as you said, and then add 30-40% (if not more) from your average tempered item to that. Reduce enemy resistances by around 100% with conviction, and throw in either an armour with +4 skills or one that gives you +1 to fire mastery (which would probably give you the equivalent of another +100% fire damage with wnough +skills), and you get the idea of the damage potential of the amazon. This mod has more tricks up it's sleeve than you think. Of course, with all of this, the underdark still won't be a walk in the park probably, but that's just the idea of it. 7w1573D M1nD wrote (View Post): 2 Jav Amazom not so bad lighting immunity monsters are ...... (maybe try killing them with some poison but I'm not sure) No character in this mod should ever rely on one type of damage. If I remember Vaeghar's amazon, he had massive damage for all elements (fire/cold arrow, poison/lightning javelin) using it with weapon switching. This might seem dumb to do for most diablo players, but remember that you can compensate your spreading of skill points with finding more skill potions, better +skill gear, and tempered items that boost all elemental damages. 7w1573D M1nD wrote (View Post): 3 Sorceress I think is the best runner (if you have fireball and blizzard maxed with conviction and lower resist.) some point in mana shield and maxed warmth so that it's the same think as replanish life I'm building a sorceress now (level 74 now and just finished nightmare) and they indeed die quite fast. Keep moving, keep casting, so far I was fine. The only ones that I had problems with were the ancients, but I got them at my second go though (damage dealing capability was fine, by survivability largely depended on the survival of my henchmen). 7w1573D M1nD wrote (View Post): 4 about the melee heroes I think it would be hard to go through those monsters with thorns aura if U have a good phisical dmg U'll kill yourself in one hit. May be Paladin could do it well if have put some points in Blessed Hammer (not sure how useful is in Pagan Heart mod) You really need extra damages from items to deal with the monsters in the underdark so blessed hammer isn't the best skill here. I always skip the thorns creatures (there is only one of them luckily) because even with my vengeance (no thorns return on most of my damage) I still feel the hurt from the small bit of physical I deal. If you want to deal with them, go vengeance + holy shock or conviction (or both!). Zeal is usually better with holy shock, but in the case of thorns, you'll need to control your attacks as 5 consecutive hits could kill you if you have a too good weapon or too high strength. Paladins do have the advantage that they can become immune to just about everything. Mine only fears the magic damage (from Drizz't!) and the corpse-explosion triggers on lightning enchanted (there are hardly any creatures that can kill me with a single corpse explosion). I never played a barbarian though. Seems hard with some physical immunes, but they are not too common, and you can still use berserk on them for added magic damage. 7w1573D M1nD wrote (View Post): 5 Havent tried trapper assasin but I think It will rocks with the sentry trap doing 50 % fire and 50% dmg of corpses life Sounds like a good build to me. 7w1573D M1nD wrote (View Post): 6 Necro also with corpse explosion kill one and the other are dead The problem is getting off that first kill. Also, there are no real elements that you can boost with tempered items a lot, only poison, and some are just immune to that. On the other hand, you'll eventually have the skillpoints to max out all the synergies on the summons chart, which could be of some help. 7w1573D M1nD wrote (View Post): 7. Maybe druids can beat underground with tornados cause tornado does 50% phisical and 50%magic dmg there is not a monster with these both immunities together and U dont get with melee contact with the monsters. The problem with Tornado, as I see it, is that this also means that the damage cannot be boosted by tempered items. Yes, those are that important when you want to run the underdark! Remember that you'll need far more damage to kill things in the underdark than you need in act5, and tornado doesn't benefit from +x% damage, conviction or mastery skills. Boosting that damage high enough will be a problem. On the other hand, they can get nasty fire damage with armageddon and fire claws, and adding poison claws(rabies?) and fury (the physical skill) to that should give you a nice base to deal with virtually every enemy. Tornado could be a nice skill for the random creature you have trouble with, but it does require an alltogether different set of skills to max. 7w1573D M1nD wrote (View Post): I think that was the poit of Phrozen to be very hard for all character classes (thorns for melee, immunities for elemental, specieal bosses doing magic dmg not elemental as we all know magic resist is hard to get to 95% etc.. Indeed. One of the ideas was to disallow one-skill characters to run free. You'll need multiple elemental damages to take on all that the mod has for you. 7w1573D M1nD wrote (View Post): But whats the point to run in hell mode if U can run it normal. If U want some Expirience and Items go hunt Baal or Meffi Underdark is far more fun, it's packed with monsters, and you have a far better chance of finding reagents for your tempered items and runes there. I find it infinitly more rewarding than boss-runs because of this. Farseer Ulthrion -------------------------------------------------------------------------------- As for the Amazon question, hasn't Vhaeghar posted his stats somewhere in the "Post your Character" thread? Should be enough prove of the damage output you can achieve in this mod. Conviction pierces immunities if the resistance of the monster was under 120% to start with. My Sorceress always likes the disappearing of those little text lines and I don't hallucinate (at least without adding some illegal substances into the calculation ) Edit: Dang it Ulthrion beat me to it The point of running hell Underdark is: it's an area with: a) high treasure class b) high monster density c) quite nice droprates I'd bet that you get more experience doing Underdark than doing Baal and besides, you've actually got the chance of not dying of boredom before all is said and done. Mephistos treasure class is too low to drop the high end stuff and the way to Baal has not nearly as many high treasure class bosses than Underdark, if you want lots of mid-range stuff fast, Mephisto sure, if you search for the really good stuff, you won't get around Underdark forever. Ulthrion wrote: 7w1573D M1nD wrote (View Post): 7. Maybe druids can beat underground with tornados cause tornado does 50% phisical and 50%magic dmg there is not a monster with these both immunities together and U dont get with melee contact with the monsters. The problem with Tornado, as I see it, is that this also means that the damage cannot be boosted by tempered items. Yes, those are that important when you want to run the underdark! Remember that you'll need far more damage to kill things in the underdark than you need in act5, and tornado doesn't benefit from +x% damage, conviction or mastery skills. Boosting that damage high enough will be a problem. On the other hand, they can get nasty fire damage with armageddon and fire claws, and adding poison claws(rabies?) and fury (the physical skill) to that should give you a nice base to deal with virtually every enemy. Tornado could be a nice skill for the random creature you have trouble with, but it does require an alltogether different set of skills to max. Just to clarify: Tornado only does phyiscal damage, no magic damage whatsoever. But yes, the damage is too low to prevent monsters from closing in on you. The problem with combining the elemental side with the shape-shifting is: that you can't cast while shifted, so you have to shift pretty often mid-battle if you want to use any of the skills. And the two sides want totally different equipment: skill/faster cast/mana or damage enhancment/increased attack speed, which would put huge strains on your equipment. So in the end you're stuck 2 kinds of damage, physical and fire (I doubt Rabies can be pushed to a high enough damage level to kill anything on it's own). And that's at least one too few for my taste if you want to clear Underdark without having to run away all the time. _________________ -------------------------------------------------------------------------------- In 1.10 you can actually cast armageddon (and armageddon alone) while shapeshifted. Since it also synergises fire claws it's a nice fire-based build. The werewolf form then also has a good attack for high poison damage and one for high physical damage, so that gives you three "elements" for the build, which should be sufficient in most cases. One of the valid builds of 1.10 online was a fire/rabies druid with fire claws and rabies combined with the carrion wind ring (which gives a level 21 poison creeper and due to a bug, 21 synergy ranks for rabies). Fire claw was synergised by firestorm and level 16 molten boulder from a runeword armour (using the same bug to get 16 synergy ranks from the molten boulder charges). The rest of the skills are then spend on werewolf form lycantrophy and probably oak spirit. With the tempered items and the resplacement of the items with the actual skills, I think that rabies can still make it as a decent alternative attack. But then again, I haven't tried this yet, so I'm not completely sure... Farseer Ulthrion -------------------------------------------------------------------------------- U 2 are the bosses ......as you say Still new in this mod, have much more exp. in other mod projects. -------------------------------------------------------------------------------- Ulthrion wrote (View Post): One of the valid builds of 1.10 online was a fire/rabies druid with fire claws and rabies. [...] But then again, I haven't tried this yet, so I'm not completely sure... Well there's also the difference between vanilla monsters and the stuff you get to see in the underdark. I just ran the vanilla rabies through a calculater and fully synergized a lvl30 rabies gives 12k damage per hit. Over 15,5 (!) seconds. That's somewhere around 35 damage/frame. Even if you add in more +skill equipment then I assumed, you would be needing insane amounts of +%poison damage and -%poison resistances to get anything killed with that alone. Given those values (ignoing the possibility of me screwing up the calculation for the moment) I stand by my original opinion of doubting it's possibility. Re: Armageddon, yeah I missed it's usability while being shifted. So fire should be covered. -------------------------------------------------------------------------------- Just to be sure I'm building a rabies/fire claw/armageddon druid at the moment using only the items that I find (so none from my shared stash), and another thing that I discovered about rabies: It spreads over to any enemy touching one of the infested enemies. This means that in the more crowded areas rabies can affect quite a number of creatires. I'll have to see if that compensates for the low damage though, but the advantage of poison is also that even low poison damage will immediately stop all life regeneration a creature has as well, which could be nice in combination with armageddon on so that creatures get damaged by armageddon and don't regenerate any of the HP until you can finish them off with your attacks. I've just turned level 19 though, so I'm nowhere near completing the game with it. I'll try to use only the stuff that I find until I finish the underdark (on /players 1) in hell with the druid, at which point I think that it has been proven a good build. Unless I get stuck somewhere along the way because the skills prove to be too weak to deal with everything. So far it's a nice build to play with, I'll keep you all informed on how it does. Should anyone care, from the top of my head I use the following skills: Werewolf shape (1 skill + 1 skill from helm) lycanthrope (2 skills + 3 skills from helm) Oak Sage (2 skills + 3 skills from weapon on weapon switch) Fire Claws (2 skills) Rabies (2 skills) In addition, I have 1 skill in every elemental skill to get armageddon eventually, which gives +60% synergy to fire claws. Farseer Ulthrion ************************************************************************************************ FAMILIARS? Post subject: [Query] -------------------------------------------------------------------------------- going about my daily business i find familiars randomly dropped. i dont find much use for them so i just stashed them away. i did this only to think that there might be some cube recipe that they might be involved in, is this true -------------------------------------------------------------------------------- I believe I saw this question asked elsewhere, and the answer was no...they can't even be tri-cubed, like all the other charms can be, so it's best to drop or sell ones with useless mods. Personally, I find it useful to carry one or two familiars because they add to your light radius, and your light radius starts out pretty small in this mod, it's really helpful to get some from your gear. Phrozen did reply that he liked the idea of "feeding" your familiar via a recipie, though, so it could be something for the future. Of course, if you've got a high ilvl familiar, you can re-roll its mods using the 3x pgems + magic item formula, and hopefully get something more than just a flashlight. -------------------------------------------------------------------------------- The mods that can appear on a familiar are exactly the same as with a large charm. These are probably the worst of the mods for charms, but on the other hand, they also come standard with some nice mana increase and light radius (in case you didn't notice, all characters start out with -10 light radius in this mod, so all the caves are truely dark). I still use some on my character, mainly for the mana though. The ones that I use are either life/resist or life/mana familiars. -------------------------------------------------------------------------------- is there any uniques, like you should create like a diablo familiar or andariel familiar, or maybe even a blood raven or summoner familiar? would be cool Boldie -------------------------------------------------------------------------------- I've seen two unique familiars so far, Boo (from Baldur's Gate) and Lim-Lim. So there are unique ones, but you're never sure how many there are -------------------------------------------------------------------------------- I believe those are the only two unique familiars, Boo (as mentioned, the minature giant space hamster from the Baldur's Gate series) and the Lim-Lim (a giant flea-like insect pet from Planescape Torment). Partial code is in there for Melicamp the Chicken (also from BG) but my lack of skill coding meant I couldn't get the "Polymorph Other" curse to work correctly so it was disabled. Quote: Melicamp the Chicken: Th...thank ye...(cluck). You have saved (cluck) me. Protagonist: 1. Forsooth! Methinks you are no ordinary talking chicken! 2. I fear I have taken one too many blows to the head! Next I'll be hearing hamsters speak! 3. Aaaah!! Unholy magics are afoot! This chicken is possessed! This bird is FOUL!!! _________________ Eagles may soar, but weasels don't get sucked into jet engines. ------------------------------------------------------------------------------------------------ ************************************************************************************************ [FEEDBACK] ASSORTED 0.995B COMMENTS -------------------------------------------------------------------------------- "There They Wait In Fear With Swords In Feeble Hands With Dreams To Be A King First One Should Be A Man I Call Them Out And Charge Them All With A Life That Is A Lie And In Their Final Hour They Shall Confess Before They Die" _________________ -------------------------------------------------------------------------------- Phrozen you still on vacation?!? I will be coming off my vacation soon from playing D2. Got a reason too now - to collect MY set for my barbarian. -------------------------------------------------------------------------------- Very nice update! only a couple of problems though: .a lot of my regents still dont have skins ;-; .the new health/man bars... look nice...but aer distracting ;-; . underdark..just as hard... thats pretty much it... the regent problem i dunno, because ive had that for a while... either way, still a nice update -------------------------------------------------------------------------------- Are you in some way allergic to the "v1.0" text? The way you name the updates mankind will be extinct befor you run out of numbers smaller than 1. Just tried it for a couple of minutes and I've got to say I really like the new mana/life globes. The bit of blank space inside of the bars is a bit irritating at first but you get used to it fast. And an unique Bastard Sword is another Evil Force. Re: reagent skin problem, I had the same with scarabs/ankhs for a while. Reinstallation solved the problem for me. -------------------------------------------------------------------------------- theonlymoose wrote (View Post): Phrozen you still on vacation?!? I will be coming off my vacation soon from playing D2. Got a reason too now - to collect MY set for my barbarian. Nope I'm still "out", I just figured with so much content already done it was a shame to shelf it in the meantime. Keldaren wrote (View Post): Very nice update! only a couple of problems though: .a lot of my regents still dont have skins ;-; cc wrote (View Post): Re: reagent skin problem, I had the same with scarabs/ankhs for a while. Reinstallation solved the problem for me. Sounds like you missed a patch as the inventory images were only included once in an upgrade (in addition to the compiled releases) so skipping that one would give you that problem. The data/global/items/ folder should have around 800 files I believe. Keldaren wrote (View Post): .the new health/man bars... look nice...but aer distracting ;-; cc wrote (View Post): Just tried it for a couple of minutes and I've got to say I really like the new mana/life globes. The bit of blank space inside of the bars is a bit irritating at first but you get used to it fast. He went through a few prototypes but I think Volf did an awesome job with them Keldaren wrote (View Post): underdark..just as hard... No-one think the news guys make it at least "different"? cc wrote (View Post): Are you in some way allergic to the "v1.0" text? The way you name the updates mankind will be extinct befor you run out of numbers smaller than 1. I'm only limited by the number of digits PlugY will let me go into decimals with In truth, this patch is/was decent enough to make release but not quite as packed as I would of liked for v1.0 hence the intermediate number cc wrote (View Post): And an unique Bastard Sword is another Evil Force. Apparently I forgot to pack the newest string tables so they'll probably be quite a few of those I'll go fix it shortly. [edit] I've replaced the old file in the file center with the package that contains the newest string tables. Same link as before but make sure the filename includes "-fixed" on the end Just checked and since I fast tracked it, it's already mirrored to the public servers. -------------------------------------------------------------------------------- I like the HP/MP bars, there quite stunning.. however.. they are distracting for the first few hours of gameplay. You get used to them however. -------------------------------------------------------------------------------- I like the new health/mana globe replacements too. -------------------------------------------------------------------------------- bit off topic.. but would you happen to know what patch i might have missed that would have them? the regents i mean -------------------------------------------------------------------------------- I like the new putrid spellweavers in the underdark level 2. They look cool, and there are many of them. Only problem now is that the item/area levels of the underdark have been altered (on purpose?), and the first area's only drop item level 50-60 in hell, which is really crappy considering that even the blood moor has item level 67 and the underdak is more on par with act5 (which has all area level 78+ I believe). The item levels only start to become interesting around underdark level 7-8, everything before that is just worse than the normal act4/5 areas. I think that the gradual increase in level is okay, but maybe you should just set level 10 on the maximum (82 I believe), and then 1 area level less for each area above that (underdark 1: area level 73, underdark level 2: area level 74 ... underdark level 10: area level 82). And even with this, the area levels for the first few levels will be more act1-ish than act5-like. -------------------------------------------------------------------------------- @Keldaren - So which ones can/can't you see? @Ulthrion - I'll take a look. At least I don't have to feel bad if I decide to junk the project, no bugger seems to be playing it anymore... -------------------------------------------------------------------------------- Phrozen Heart wrote (View Post): At least I don't have to feel bad if I decide to junk the project, no bugger seems to be playing it anymore... Like I said I'm getting ready to get back into playing again. Had to get a few things in real life straightened out first. Will start up with my playing diary again when I do too. -------------------------------------------------------------------------------- This is the only mod I've played in a very long time, and I've liked it a lot. Unfortunately, my D2X CD is 70 miles away with my ex, and I don't think I'll be seeing it anytime soon. I'll probably pick the game up again though. It's... pretty cool and all. _________________ End? No the journey doesn't end here. Death is just another path; one that we all must take. The grey rain curtain of this world rolls back, and all turns to silver glass. And then you see it... white shores, and beyond. The far green country, onto a swift sunrise. -------------------------------------------------------------------------------- <<< Moose wanders back into the Under Dark after two months of healing and resting >>> -------------------------------------------------------------------------------- *crickets chirping* _________________ Eagles may soar, but weasels don't get sucked into jet engines. -------------------------------------------------------------------------------- Phrozen Heart wrote (View Post): At least I don't have to feel bad if I decide to junk the project, no bugger seems to be playing it anymore... If you junk it, I'd have to swat you! My brother and I just got into this and I must say the number of items to be hoarded is impressive! So many items, so little time... -------------------------------------------------------------------------------- So no actual bugs to report yet? *quick head count* Okay there's a few regulars missing here... _________________ -------------------------------------------------------------------------------- Just to say, GREAT WORK Pagan & Heart. I tried most of the other mods, but this one RULES. Thanks for turning the best game ever into THE BEST BEST GAME EVER! Oh yeah, not a single BUG so far ( Nightmare-Hell-Quest01 ). -------------------------------------------------------------------------------- Hmm I'm not sure if the mod causes this but whenever those raptor-like creatures in act 5 use charge on my barbarian, I often become unable to move until i remove/replace my armor. Of course this has happened to me in vanilla D2x but now it seems to only happen with the raptor things. -------------------------------------------------------------------------------- I haven't played a lot recently. Not enough time. But I'm still there . nothing special to add. I've been quite unlucky these days ,and the last 3000 000 gold i spent on gheed potions only gave me a +15 to attibute. I need skills points damnit! lol _________________ -------------------------------------------------------------------------------- Phrozen Heart wrote (View Post): *crickets chirping* I couldn't get online for about a week after my last post - had to replace my ethernet card. -------------------------------------------------------------------------------- The barbarian (not sure about other classes) dissapears for a second after using the Blade Fury skill granted by A'Kins Deadly Toys set throwing stars. -------------------------------------------------------------------------------- Lyken wrote (View Post): Hmm I'm not sure if the mod causes this but whenever those raptor-like creatures in act 5 use charge on my barbarian, I often become unable to move until i remove/replace my armor. Of course this has happened to me in vanilla D2x but now it seems to only happen with the raptor things. Hmmm...anyone else seen this? Lyken wrote (View Post): The barbarian (not sure about other classes) dissapears for a second after using the Blade Fury skill granted by A'Kins Deadly Toys set throwing stars. Yeah that's an unfortunate side effect of the game trying to use the assassin throwing sequence, I believe most (if not all) other characters have that problem. Glad to see others are still here though _________________ -------------------------------------------------------------------------------- is this the end of pagan heart, or is there some work still being done? -------------------------------------------------------------------------------- I do actually have a tweak every so often so don't count the project as dead just yet... _________________ -------------------------------------------------------------------------------- Im playing too its a good job so dont stop or just make a big update and final release -------------------------------------------------------------------------------- OK, let me just go ahead and put it out there on the table ...what everyone else is apparently side-stepping to say: BRING ON THE PAGANHEART 1.0!!! The entire Diablo Community has been waiting patiently, accepting the fact that PH needed a well deserved vacation, but it's time to get back to the main event here -- *laughs* Everyone that visits this forum knows they want it... Everyone that plays this MOD from every corner of the planet knows they have to have it... The only question remaining here friends: "Will the ghost of Marius ever rest in peace?" -------------------------------------------------------------------------------- I really hope you'll make at least one change before abandoning this mod: We need a socketing recipie, especially considering that all runewords are two or three letters long. When you mentioned that there isn't one, a couple people said Larzuk would be enough, but Larzuk always gives the max sockets possible for the item you give him, which means 4, 5 or 6 sockets in just about all elite items. That's pretty much worthless, given the current runeword system, so we need a recipie that gives a random number of sockets. Besides, what are we supposed to use the nice disenchanting recipie you gave us for without one? I haven't seen much in the way of bugs (currently at A5 WSK norm), though I did find a ring "of frost bolt" with xx lvl 1 charges of Frozen Servant. -------------------------------------------------------------------------------- Well... i really like to see this mod continued so i was wondering do u need new ideas to continue; -------------------------------------------------------------------------------- i'm still here.... admittedly not that often but hey, i give it a quick run through every week or so ~_^ edit: i've found a few of my newest batch of set items... god i love finding me own stuff =) Last edited by Vhaeghar on Sun Nov 13, 2005 1:50 pm; edited 1 time in total -------------------------------------------------------------------------------- Well submit some more then and maybe we can eventually get this junker up and running again -------------------------------------------------------------------------------- I must say, Renbuu's Artistic Longing's is a VERY nice low-level set... I equipped it onto an Amazon, and was working through the underground passge, when all of the sudden, I had a Casting Blitzkreig. I think every 'On Striking' effect on the set went off at once. It was a most impressive sight to behold. _________________ If ever I plan to conquer the World, I will hire a group of 10 year old children to point out flaws in my plans BEFORE I enact them -------------------------------------------------------------------------------- To get some sort of discussion up and going in here again and to remind Phrozen that there are still some of us out here praying that v1.0 gets released before mankind gets eradicated by small furry animals, I thought I'd post some of my thoughts about tempered items. While I watched the modifiers on my gloves grow to insane values, I decided that it should be made a bit harder to get all those ingredients. I mean the frequency they drop in normal places is ok, but Underdark lvl10 is too much. The amount might be appropriate for the fighting you have to do in hell, but even doing a small amount of runs in normal with a high lvl char will leave you with enough reagents to fill several pages of cube space. If possible I'd like to see a scale in drop rates among the difficulties. The second thing is: tempering items is strong. Tempering socketed items is gross. I mean it's absurd to temper any sockable item without using socketed base items. And with the modifiers granted by elite gems and runes, I think that tempering socketed items shouldn't be allowed. It simply adds too much to result in even remotely balanced items. Thoughts about it? Petitions to get me removed from here? Whishes for christmas? -------------------------------------------------------------------------------- Merry Christmas to all!!! -------------------------------------------------------------------------------- Go for the eyes Boo! -------------------------------------------------------------------------------- johnyod wrote (View Post): Go for the eyes Boo! And how does that contribute to the discussion in the thread? Please, avoid useless posts in the future, thanks in advance. _________________ ONYX Read The Terms of Service before posting! -------------------------------------------------------------------------------- Refer to this post Onyx, maybe you'll get what he meant when he said - go for the eyes boo. http://phrozenkeep.it-point.com/forum/viewtopic.php?p=221764&highlight=eyes+boo#221764 -------------------------------------------------------------------------------- Talol Padaes wrote (View Post): I must say, Renbuu's Artistic Longing's is a VERY nice low-level set... I equipped it onto an Amazon, and was working through the underground passge, when all of the sudden, I had a Casting Blitzkreig. I think every 'On Striking' effect on the set went off at once. It was a most impressive sight to behold. lol yep another triumph of one of the mod's "deputies" cc wrote (View Post): To get some sort of discussion up and going in here again and to remind Phrozen that there are still some of us out here praying that v1.0 gets released before mankind gets eradicated by small furry animals, I thought I'd post some of my thoughts about tempered items. Stranger things have happened... cc wrote (View Post): While I watched the modifiers on my gloves grow to insane values, I decided that it should be made a bit harder to get all those ingredients. I mean the frequency they drop in normal places is ok, but Underdark lvl10 is too much. The amount might be appropriate for the fighting you have to do in hell, but even doing a small amount of runs in normal with a high lvl char will leave you with enough reagents to fill several pages of cube space. If possible I'd like to see a scale in drop rates among the difficulties. That's very possible and fairly simple to do. Anyone else have thoughts on that? 25% of the rate on normal, 50% on NM? Maybe 33% and 66%? cc wrote (View Post): The second thing is: tempering items is strong. Tempering socketed items is gross. I mean it's absurd to temper any sockable item without using socketed base items. And with the modifiers granted by elite gems and runes, I think that tempering socketed items shouldn't be allowed. It simply adds too much to result in even remotely balanced items. Agreed, I think I nailed that from my test version but if not I will be shortly. johnyod wrote (View Post): Go for the eyes Boo! So I'm assuming you're roadtesting everyone's favorite minature giant space hamster? He was always funny to unleash in the easier parts of the Underdark. onyx wrote (View Post): And how does that contribute to the discussion in the thread? Please, avoid useless posts in the future, thanks in advance. Yep probably should elaborate on this one more next time. ____________ -------------------------------------------------------------------------------- I truely have to disagree with the overpowering of tempered socketed items. My paladin has a tempered 3-socketed helm/crown that I've used for quite some time now because I though that it would be very powerful as you suggested, however, the thing is that the uniques for helms (and the same goed for shields/armours/weapons, i.e. the things that can be socketed) have far better uniques than the ones that cannot be socketed (belts, boots, gloves). As a result, I now have a few very cool and good helmets lying around which I can't use because my own helm is tempered (and thus better), but I'm still using relatively crappy gloves, because the unique gloves are just not nearly as interesting as the unique helmets. What I'm trying to say is: Even though you combine the ability to use sockets and tempering at the same time, you're also missing out on some of the better unique and set items that the game has to offer, which more than compensates for the increased power. In all honesty, if I could trade in my helm for tempered gloves without any base modifiers, but with the same tempering bonusses and reagents added as I have in my helmet, I would definately do it. My advice to anyone: Don't be lured in with the idea of great powerful items, because you'll be missing out on a lot of cool other items as well. As for the reagent drops: I think that 33% in normal and 66% in nightmare (or something around that region) would do the trick. Remember that nightmare is still pretty tough especially in level 10. One final thing: The greater mindflayers in level 10 don't seem to cause any damage on me when I use ranged attacks. All they ever do is curse me. Once I get up close they start dishing out nasty damage etc. but with my sorceress I don't feel nearly as much damage as with my paladin. Was this intentional? Because the only thing that balances them out is the fact that there are other creatures around that can do damage. In one of my runs I had the right-hand side of the 10th level with only greater mindflayers and I only took a few damage from the charged bolt that they released when my merc attacked them. -------------------------------------------------------------------------------- Ulthrion wrote (View Post): I truely have to disagree with the overpowering of tempered socketed items. My paladin has a tempered 3-socketed helm/crown that I've used for quite some time now because I though that it would be very powerful as you suggested, however, the thing is that the uniques for helms (and the same goed for shields/armours/weapons, i.e. the things that can be socketed) have far better uniques than the ones that cannot be socketed (belts, boots, gloves). As a result, I now have a few very cool and good helmets lying around which I can't use because my own helm is tempered (and thus better), but I'm still using relatively crappy gloves, because the unique gloves are just not nearly as interesting as the unique helmets. What I'm trying to say is: Even though you combine the ability to use sockets and tempering at the same time, you're also missing out on some of the better unique and set items that the game has to offer, which more than compensates for the increased power. In all honesty, if I could trade in my helm for tempered gloves without any base modifiers, but with the same tempering bonusses and reagents added as I have in my helmet, I would definately do it. My advice to anyone: Don't be lured in with the idea of great powerful items, because you'll be missing out on a lot of cool other items as well. Okay fair points, now not quite sure the best course of action... Ulthrion wrote (View Post): As for the reagent drops: I think that 33% in normal and 66% in nightmare (or something around that region) would do the trick. Remember that nightmare is still pretty tough especially in level 10. Sounds like a plan. Ulthrion wrote (View Post): One final thing: The greater mindflayers in level 10 don't seem to cause any damage on me when I use ranged attacks. All they ever do is curse me. Once I get up close they start dishing out nasty damage etc. but with my sorceress I don't feel nearly as much damage as with my paladin. Was this intentional? Because the only thing that balances them out is the fact that there are other creatures around that can do damage. In one of my runs I had the right-hand side of the 10th level with only greater mindflayers and I only took a few damage from the charged bolt that they released when my merc attacked them. Farseer Ulthrion Well yeah the idea originally was to have them as the "cursebots" while the others do the actual damage but as it is the last level it should probably have something else to spice it up. I wonder what a high level nova or chain lightning on death might do? That way you'd have to choose between leaving them alive and enduring the curses or killing them and taking the death skills. Maybe each could come with a pack of thrall minions that could dish out the damage? I'm open to suggestions but if left to my own devices I'll probably come up with something overly mean -------------------------------------------------------------------------------- Ulthrion wrote (View Post): What I'm trying to say is: Even though you combine the ability to use sockets and tempering at the same time, you're also missing out on some of the better unique and set items that the game has to offer, which more than compensates for the increased power. I'd put myself out of the window and say: the amount of power you get by tempering a well chosen base item with sockets will be greater than any combination of socketable unique with non-socketable tempered item. I mean look at two examples: Sorceress orb: You can basically get yourself an orb with +3skills, some automods and heaven forbid a good second mod, give it two sockets with Larzuk, and temper it. With the amount of oskills from runes and the huge boni from gems that weapon will not be matched by any unique. I mean, put a conviction rune in that thing and I'll take a naked sorc through hell with it. Non char specific: Helms: Get yourself a +2skills circlet of the char you play, 3sockets as second modifier and temper. That flexibility of the large amount of sockets, combined with the amount of different mods you get from reagents/runes, will be unmatched by any fixed combination of mods on uniques. Now putting into the picture that tempering such items will mean you have to use unique gloves that are by comparison a tad weaker than the helm/weapon unique you would be using had you tempered your gloves. Uniques can have only 1 socket. Can you explain to me how big that difference must be to make up for losing 2-3 sockets? That's e.g. over 140% magic find you will lose. That's one good blocking summon you won't have, because you can't socket the rune giving you Fire Golem anymore. The amount of reagents available, leaves only a select few mods that you can't get because they are not available as magic modifiers. But I can think of none that would bridge that power gap. Phrozen Heart wrote (View Post): Well yeah the idea originally was to have them as the "cursebots" while the others do the actual damage but as it is the last level it should probably have something else to spice it up. I wonder what a high level nova or chain lightning on death might do? That way you'd have to choose between leaving them alive and enduring the curses or killing them and taking the death skills. Maybe each could come with a pack of thrall minions that could dish out the damage? I'm open to suggestions but if left to my own devices I'll probably come up with something overly mean Hm, they shot quite a few charged bolts at me, even as a Sorceress, your minions will soon put them into thinking they are fighting a melee fight. Didn't experience them as pure curesbots. Nova wouldn't be fair, because you would be hurting melee only and chain lightning makes me think of how much I'm hating the normal lightning from the mindflayers on lvl6 already. Minions sounds nice. If you want a death skill, I would go for something like the chaos orb from Assassin's phoenix strike charge 3 or plain old Sorceress frozen orb. -------------------------------------------------------------------------------- I think that leaving the psionic mindflayers alive is never really an option as their damage up-close (or at least, it seems like they are doing some damage up close, it could be all from the charged bolt though) is pretty hefty as it is. In fact, it's one of the few damages that I actually feel with my paladin (as in, they can dish it out faster than my spirit essence can heal it). As for combat characters, they are already pretty hefty to deal with. Some minions sounds nice though. A random mix of minotaurs (to add physical immunity to level 10) or svirneblin would do the trick I think. My personal choice would be the minotaurs because they seem to be doing more damage than the svirneblin. In addition, their lower life expectancy compared to the svirneblin can be somewhat countered by the curse that the mindflayers are throwing out. Adding 1 or 1-2 minotaurs for every mindflayers seems like a cool idea, but the number of mindflayers would probably have to drop for this (which is too bad, as they are the ones with the great drops). Just for reference, the things (from the top of my head) that seem to have a chance against my paladin at the moment are (just so you know which enemies are good at defeating high defence, high resistances and high life): - Sentient Slimes (IF they hit, they tend to do some nasty damage) - Umberhulks (probably because they are alive long enough to hit me at some point) - Minotaurs (If they get double swing going, they can be pretty nasty if they gang up on you) - Mind flayers (enough damage to neutralize my healing with potions, although they are generally only scary when there are other thralls around) - Extra strong extra fast svirneblin (extra strong does it nicely, but with extra fast they tend to hit more obviously). - Belhifet + daemons (I fear them much more than the last pack, but not really that much actually. Occasionally the mods that they spawn with do some nice damage. Fanatacism aura anyone?). - Anything in act 4/5 and the underdark that spawns fire + lightning enchanted (due to the bug, no point in naming it really) - The daemon prince in an act 5 portal (forgot which one and his name. Main source of his damage is his MASSIVE life + fire enchanted makes for an enormous corpse explosion). - Drow in level 9 and 10 (probably because of the cursebots and the decent amount with which they come) - Psionic mindflayers (with their close attack and/or charged bolt release on hit, whichever it way be). - Drizz't + gang (if he wasn't present, something would be wrong I guess). Note that for spellcasters these might be pretty easy enemies. I don't know as my sorceress isn't that strong yet. Other than that, nothing seems to be able to do any real damage on my paladin with the exception of the rare occasion where I suffer multiple hits (which is pretty rare considering 27K+ defence and 75% block chance). On the other hand, I don't really dish out damage very fast either (as I have to click on every enemy that I want to kill ... no mass destruction makes everything pretty slow here). EDIT: I found a bug: The skill Armageddon from the druid lists Fissure as it's synergy skill as giving +2 seconds duration per skillpoint. When you place a skillpoint in fissure however, the listed duration of armageddon only goes up by 1 second. Farseer Ulthrion -------------------------------------------------------------------------------- [found bug] on act v, frigid highlands, The ruins of spellhold, when you finally get to the golden chest most of the items are on the other side of the chest which because of terrain you cannot have access to acorn and the sundial are my reagents that have no image to them. the act v raptor thing doesnt effect my barbarian, so it might be your armour mate you should tweak the crowbar so you dont loose your gems/runes when used, i never socket things unless i can get my stuff back because then what happens if i find something better well i havent played any previous version before 9.55 but i like the changes made to the game and its made it much easier for me to progress. so far i only didnt like the monsters in the frigid highlands (just dont suit the place) but thats my opinion. i gotta find this underdark everyone talks about, then figuire out what to do with my reagents... (edit) [another bug] on a barbarian when i use berserk as a skill the damage on the character display says 0 - 1, the attack rating is normal and it does actually do more then 0-1 damage as it kills dudes. Boldie -------------------------------------------------------------------------------- Ulthrion wrote (View Post): One thing that PH and the underdark in particular learns is to never put your eggs in one basket. [...]. Always make sure that you have multiple ways of dealing damage. In general, make sure that you can dish out at much different elements of damage as possible. Farseer Ulthrion This statement seems to be the conclusion of every discussion about how to succed in this mod. When I think about the seven chars, I always end up with something I don't feel really comfortable about. The barbarian. I haven't played one through hell yet or even entered the underdark with one, but every skill he has is either pure phyiscal damage enhancing or pure magic damage. So he is maxed at two kinds of damage and one of those is, while offering high damage, pretty narrow in use. Is that enough to be on an equal footing with the other classes in this mod or is some enhancement of a skill with elemental damage boni or something similar needed? Just wanted to hear some opinions about it, I can't really make up my mind. In the Showcase-thread there is a post mentioning a lvl82 barbarian in hell act3, but I didn't find any other comments about him in e.g. the new special areas in act5 or the hell underdark. boldie wrote (View Post): acorn and the sundial are my reagents that have no image to them. Had a similar problem once, solved it by reinstalling the last couple of patches, seems to be some kind of error resulting of missing one minor patch or something similar. boldie wrote (View Post): you should tweak the crowbar so you dont loose your gems/runes when used, i never socket things unless i can get my stuff back because then what happens if i find something better I'd have to disagree. Investment and the power granted by it should come at a cost and not be available for endless reconsideration. boldie wrote (View Post): i gotta find this underdark everyone talks about, then figuire out what to do with my reagents... Underdark is a cave area in act1. It's outside the Outer Cloister in the Tamo Highlands (at least that's how the areas are called in vanilla, I always forget which area is still called the same and where names have been changed) -------------------------------------------------------------------------------- well no comments made about a barbarian, i think that is because they cant do it. im around lvl 33 and do 150 - 300 damage with 50 fire damage and other small elemental, and i cant even get any of the underdark explored. i remember on nez when i completed nightmare and got past half of hell, and then i managed to complete the kagero, which in this case would be the underdark... i think a barbarian relies moslty on the weapon to dish out elemental damage, apart from berserk which worked nicely in the underdark but still took alot of damage from mushroom freaks the barbarian is my fave character but i always get stuck on elemental damagers or physical immune freaks. ah well ive figuered a way to get my stuff back so the crowbar doesnt need fixing Boldie -------------------------------------------------------------------------------- FYI on the crowbar, I'm pretty sure it's impossible to make a recipie that would give you your socketables back...there's just no way to do anything with the socketables in an item except destroy them, using the commands you have for making cube recipies. Even if you could somehow interact with an item in a socket, a cube recipie can only have up to three outputs, so at most, you'd be able to return the item and two of the socketables. Maybe someone who does CE could find the code that's run when the 'uns' (unsocket) parameter is used in a recipie, and try to hard-code returning the socketables, but I doubt it'd be easy, even for someone who's good at that kind of thing. From what I've read, level 33 would be a bit low for trying to complete the underdark, even in norm, though it's been said that you should be able to finish up to lvl. 6 after you beat Baal...I've seen lvl 65+/end of NM as the time you can first finish norm underdark, so all is not lost yet...though I do expect you're right that it's hard to play a barb in this mod, since they only have one tool for dealing with PIs, and a rather risky one at that. -------------------------------------------------------------------------------- Verbatim wrote (View Post): FYI on the crowbar, I'm pretty sure it's impossible to make a recipie that would give you your socketables back...there's just no way to do anything with the socketables in an item except destroy them, using the commands you have for making cube recipies. Even if you could somehow interact with an item in a socket, a cube recipie can only have up to three outputs, so at most, you'd be able to return the item and two of the socketables. I'll get around to answering the rest when I get chance (most likely on Tuesday) but for now, yes there is a standard code to auto-remove the contents and keep them (although it escapes me at this exact moment). -------------------------------------------------------------------------------- I've just found Laurana Kagonesti's Ice Shield, and the set-name appears as an evil force. My guess is that it should be the: "Laurana, The Golden General" From the complete set listing. -------------------------------------------------------------------------------- are items with the name of 'psy' (eg psyaxe) meant to be invisible or do i have the same problem that i do with reagents? hmm i reached lvl 8 of the underdark but only less than 10 reagent drops and no decent stuff, is lvl 9 and 10 any worth exploing? i thought not, so i went on to nightmare (one thing i can say is on lvl 1 of the underdark the hellshrooms kikd my ass quite abit, then untl lvl 7 the dudes were easy, maybe you should weaken the hellshrooms?) Boldie -------------------------------------------------------------------------------- it you thought level 1 of the UD was tough, try level's 9 & 10. They are the supreme levels in the underdark -------------------------------------------------------------------------------- well i kinda got held back on lvl 8 about as far as a lvl 40 barb can get so far anyway ive reinstalled PH and the reagents are looking good again, lets hope the psy thing is fixed 2. -------------------------------------------------------------------------------- boldie: Did you have "slain monsters rest in peace" when you faced the hellshrooms? Their main strength is the fast way they get raised, which they cannot be if you have that mod on your gear. If you don't have it, look for a religious scripture (I believe), which always comes with that mod on it. It makes level 1 a whole lot easier. btw, a question for some of you: I get the idea that there is something wrong with my installation, as everywhere I look I see people saying tha rabies deals it's damage over 10+ seconds, while mine (at level 20) is still stuck at 4 seconds (not that this is bad, mind you). I was wondering if anyone else has the same or has it different. I can't cross-reference with the arreat summit anymore because that's all 1.11 information. -------------------------------------------------------------------------------- no but i freeze on hit so they all die with no body left so none are actually revived, its just their physical strangh, i can take on countless enemies on lvls 2 - 6 without even using a weapon but hellshrooms kik my ass for some reason well its np, ive moved on to nightmare so i wont be visiting underdark untill i complete that i use a double handed weapon so i cant use the scriptures. a queastion by me 2, can you 'temper' with runes or familiars? or set items? -------------------------------------------------------------------------------- As far as I know, you can only temper magical (blue) equipment, so no set, unique, runewords, or charms can be tempered. You can temper mechanic's, artisan's or jeweller's magical items which have sockets, although that might be removed in the next version. You can add runes you want in those sockets then (although be warned: the level requirement goes up quite a bit with runes/gems in the sockets). As for the scripture: you might need it at some point (nightmare underdark, for instance) when the freezing doesn't always shatter the corpses anymore. Just make sure that you have a decent single handed weapon available then (although with Plugy, you can horde just about anything anyway ). Sometimes you have to adjust your equipment to the circumstances. Although there is always the chance that you've found a decent slain moster rest in peace item by then. Farseer Ulthrion -------------------------------------------------------------------------------- i doubt ill be tempering with anything untill i find a decent set, so i know what items ill be needing, well that sucks, i would of been nice to have an uber charm well i have the nicest single weapon ever, its this unique throwing blade which has 100% open wounds it god damn kiks ass, sometimes -------------------------------------------------------------------------------- Hmm, if I recall correctly (been a few months since I've played D2), one of the runes is RIP, which can be added to a socketed helm or something, then no matter what weapon you use, no resurrect. -------------------------------------------------------------------------------- Maybe this is old news, but I noticed when I tried to figure out what weapons the Act 3 mercs use, everything I put in the weapon slot vanished from the game. Expensive experiments, heh. . . _________________ "Just close your eyes and you won't see it." -------------------------------------------------------------------------------- i found i lost a rather nice unique experimenting too.... well i believe only certain one handed swords can be used on them. complete set : An Evil force all set items names have 'lauranas' written all over? -------------------------------------------------------------------------------- I'm sure it can't have escaped anyone's notice, but I found out if you level up by an experience potion you don't gain a level, and can never gain another level, basically ruining the character. Maybe it's intentional to keep you from just sitting at home drinking experience potions? Heh. -------------------------------------------------------------------------------- If an exp pot puts you over the xp needed to level, you won't level, until you gain at least 1 xp from normal means, e.g. killing something. So, if you had a pile of them and used them to go up a few levels, you'd get those levels after the first monster kill. -------------------------------------------------------------------------------- Oh, silly me. I'll just. . . keep playing then. ^_^ -------------------------------------------------------------------------------- world event, does it still occur in this mod? -------------------------------------------------------------------------------- No it has been disabled. -------------------------------------------------------------------------------- damn, is it not gonne be enabled in a later patch or will it be gone forever -------------------------------------------------------------------------------- Just screw with the ini files and turn it back on then -------------------------------------------------------------------------------- I've found an Evil force set tulwar and an Evil force set ring in the last couple of days, but I noticed you've upgraded from hiatus to retirement, so are you out for good or is there a remote chance of this mod getting looked after again? -------------------------------------------------------------------------------- cc wrote (View Post): I've found an Evil force set tulwar and an Evil force set ring in the last couple of days, but I noticed you've upgraded from hiatus to retirement, so are you out for good or is there a remote chance of this mod getting looked after again? I honestly don't know so don't hold your breath _________________ Eagles may soar, but weasels don't get sucked into jet engines. ************************************************************************************************ [SHOWCASE] EVERYONE'S LIST OF COMPLETE SETS =) Users browsing this topic:0 Registered, 0 Hidden and 0 Guests Users: None Goto page 1, 2 Next The Phrozen Keep Forum Index -> Mod Forums, Senior Staff Mod Forums -> Senior Staff Mod Forums, Pagan Heart Author Message Vhaeghar Champion of the Light: -------------------------------------------------------------------------------- I thought this would be a useful thread, as we seem to be talking about this a lot. Before i start though i'll ask again if there's any plans for the Cow King Set to drop outside the cow level (I know it's been renamed ~_^) or if it already does so? Anyway here goes... Classic Vanilla sets Current Number - 21 Amelyssans Ascendence Anomen's Regalia Arkions Relics Captain Yursts Defiance Cernd's Devotion Corans Avarice Duke Entars Apparel Edwin's Arrogance Ennelia's Hunt Everard's Fable Garrens Guidance Hrothgar's Expedition Ihtafeers thingymajigy Jans Inventions Koragns War Ensemble Lord Ulbrecs Triumph Orricks Stuff Reingaard's thingymajiggy Sordiskin's Lament Viconia's Malice Yoshimo's Heirlooms New sets Current Number - 35 Ashras Fury Black Geoffery's Past Glories Black Marian's Songs Bruenors Forge Cattie-Brie's Insight Dak'Kons Path Deionerra's Torment Duke Rowan's Achievements Enteri's Bloodshed Estevan's Greed Fall-From-Graces Forgiveness Gwynharwhyf's Whirling Frenzy Harcourts Torture Hierephus Sect Hjollders Omens Ignus Flames Iselore's Endurance Jerrod's Sarcrifice Karan's Xaos Lethea And Lysanders Twins Lhar's Apathy Lord Rhanoks Charge Nierea's Poison Nocticula's Favour Pharod's Greed Regis Foresight Rennbuu's Artistic Longings Terrances Blesphemy The Anarchists Hidden Factol The Lady Of Pain Toede's Few Friends Toraks Battle Cry Verminaard's Killing Gear Vhailors Justice Ygorl's Entropy edit 1: this must be a lucky post, as i completed Lord Rhanoks charge the very next run ~_^ edit 2: added Ashra's fury and moves amelyssans ascendance. thanks cc ~_^ edit 3: Yoshimos heirlooms is now good to go =) edit 4: Added Cattie-Brie and Nierea's sets. also alphabetisied it like everyone else. Also, some screenshots will be forthocming at some point =) edit 5: added Rennbuu's, Lhar's, Ygorl's, Edwin's and Hrothgar's Sets. I've been busy ~_^ edit 6: After 3 days of constant runs.. i have produced sod all... =( just 2 low level sets, Toede's and Verminaards. You wouldn't believe how bad my drops have been =( apart from rune drops, which have been nice. got a level 58 gnome rune from a drop =) edit 7: Better not slack off, so have added Reingaard's set to thew classics, and Gwynharwhyf's Whirling Frenzy/Estevan's Greed to the new ones edit 8: Getting tough to complete sets now, so just 2 classic is orricks, new is Anarchists edit 9: A good run last night, completed Black Marian's And Karan's sets Last edited by Vhaeghar on Fri Jul 08, 2005 8:12 am; edited 12 times in total Ulthrion Paladin: -------------------------------------------------------------------------------- Here's my full list: Vanilla (20): Amelyssan's Ascendense Anomen's Regalia Captain Yurst's Defiance Cernd's Devotion Coran's Avarice Duke Entar's Apparel Ennelia's Hunt Everard's Fable Garren's Guidance Guthma's Savagery Hrothgar's Expedition Ihtafeer's Inventions Jaheira's Duty Jan's Inventions Korgan's War Ensemble Lord Ulbrec's Triumph Poquelin's Deceit Rengaard's Fury Sordirskin's Lament Viconia's Evisceration New (45): A'Kin's Tricks Acaste's Bones Black Marian's Songs Caramon's Adventuring Catti-Brie's Insight Dak'kons Path Deionarra's Torment Ehkahk's Smouldering Ire Entreri's Bloodshed Eregul's Endless Plots Fall-From-Grace's Forgiveness Farran's Retirement Gwynarwhyf's Whirling Frenzy Haegen's Slavery Harcourt's Torture Iselore's Endurance Iyachtu Xvim's Tyranny Jerrod's Sacrifice Lethea and Lysander's Twins Lord Rhanok's Valiant Charge Lothar's Tale of the Dead Mellinos' Rrakkmal Battlegear Morogoth's Horror Nocticula's Favor Nordom's Confusion Pentar's Chaos Pharod's Greed Raistlin's Envy Regis' Foresight Rennbuu's Artistic Longings Rhy's Trancendance Rr'ka's False Identity Shangalar's Power Skall's Afterlife Terrance's Blasphemy The Anarchists Hidden Factol The Lady of Pain Thelynn's Will Verminaard's Killing Gear Vhaeghar's Fearsome Quartet Vhailar's Justice Wesselan's Promise Ygorl's Entropy Ylem's Artificial Life Zaxarus's Betrayed Heart EDIT: Completed Lethea and Lysander's Twins EDIT2: Completed A'Kin's Tricks and Mellinos' Rrakkmal Battlegear. Also divided the list in vanilla/new. EDIT3: Added Harcourt's Torture. EDIT4: Updated a lot EDIT5: Found the last part of Ylem's Artificial Life EDIT6: Found Guthma's gloves, and completed the set EDIT7: Found Jaheira's Bark, completing the Jaheira's Duty set. Also finished Raistlin's Envy set. EDIT8: Finished Ygorl's Entropy and Caramon's Adventuring EDIT9: Awesome run today! Finshed Acaste's Bones, Vhaeghar's Fearsome Quartet and Hrothgar's Expedition (finally! I've had everything but the helm for ages). EDIT10: Finished Rr'ka's False Identity EDIT11: Finished Farran's Retirement, Eregul's Endless Plots and Gwynarwhyf's Whirling Frenzy. EDIT12: It seems that with every run I do I finish another set. This time it was Lothar's Tale of the Dead. EDIT13: Found the last piec eof Black Marian's Songs. Farseer Ulthrion Last edited by Ulthrion on Sun Mar 05, 2006 9:03 pm; edited 19 times in total cc Paladin: -------------------------------------------------------------------------------- Complete new sets (35): Acaste's Bones A'Kin's Tricks Annah's Journey Ashra's Fury Black Geoffrey's Past Glory Catti-Brie's Insight Dak'kons Path Deionarra's Torment Drizzt's Arsenal Entreri's Bloodshed Fall-From-Grace's Forgiveness Haegan's Slavery Harcourt's Torture Hashkar's Monotony Hiepherus' Sect Hjollder's Omen Ignus' Flames Iselore's Endurance Jerrod's Sacrifice Krusk's Exile Lethea and Lysander's Twins Lord Rhanok's Valiant Charge Morgoroth's Horror Nierea's Poison Nocticula's Favor Pharod's Greed Regis' Foresight Rennbuu's Artistic Longings Shangalar's Power The Anarchists Hidden Factol The Lady of Pain Vierna's Dark Kinship Vhailor's Justice Wesselan's Promise Ygorl's Entropy Just noticed that I had several low level ones saved under renamed old sets Edit: Added Ygorl's Entropy. Vhaeghar, I don't want to sound one-upmanish or something, but the heirlooms is another renamed vanilla. Edit2: Added Rennbuu and Lord Rhanok Edit3: Added a couple of screenies to my gallery. They are not the best quality but readable. I'll try to do more as soon as I got more time. Edit4: link now takes you to the first screen, the rest is available through hitting previous. I'm to lazy to post a link to everything Edit5: The early weasel catches the jet engine. Some brisk morning runs produced Drizzt's and Cattie-Brie's last items. Edit6: Included A'kin and Black Geoffrey Edit7: Update including anarchistic Monotony, removed Pharod Edit8: Absolutely no changes, not even the addition of Annah and Hjollder. _________________ Vhaeghar: -------------------------------------------------------------------------------- agin you are correct. i must start paying more attention =) And ygolrs entropy is quite a good one to complete as its all high level bits. =) Phlebiac: -------------------------------------------------------------------------------- Any chance of getting some pics? I haven't finished any of the sets yet. _________________ I'd rather go to Africa and get eaten by an Elephant... Snoopy -------------------------------------------------------------------------------- @cc: The link you posted is to the personal gallery, which means that if I click it, I get my personal gallery page instead of yours. You might want to fix that Farseer Ulthrion -------------------------------------------------------------------------------- Oops, thought it would be kind enough to take you to mine. Fixed it. Phrozen Heart: -------------------------------------------------------------------------------- Ummm...well I fixed it earlier but apparently you liked it better going directly to a single pic _________________ Eagles may soar, but weasels don't get sucked into jet engines. cc Paladin -------------------------------------------------------------------------------- Gnarrrk, in absence of any text along the lines of "fixed link because cc is apparantly too stupid to poduce anything working" I didn't realize it was already fixed and not knowing what I did wrong the first time I went for the second method, direct linking to pictures, because I didn't want to tell everybody to go and search for them. Phlebiac Champion of the Light: -------------------------------------------------------------------------------- Thx for the pics anyway . _________________ I'd rather go to Africa and get eaten by an Elephant... Snoopy My ZyEl Runewords Page Phrozen Heart -------------------------------------------------------------------------------- cc wrote (View Post): Gnarrrk, in absence of any text along the lines of "fixed link because cc is apparantly too stupid to poduce anything working" I didn't realize it was already fixed and not knowing what I did wrong the first time I went for the second method, direct linking to pictures, because I didn't want to tell everybody to go and search for them. I was trying to be discreet rather than yelling "look how he screwed up!" Quickest way to do it is copy/paste the link from the album button under each of your own posts _________________ Eagles may soar, but weasels don't get sucked into jet engines. (Infinitum (Jun 2nd '05) | Pagan Heart v0.995b (July 26th '05) | Forum Terms of Service (Eternal)) Brother Laz Power Suspended -------------------------------------------------------------------------------- Woah, a necromancer set with assassin oskills. Very nice. _________________ ___ | 24.jul.2006 | Median 2007 1.23 B | forum | site | Mods by Laz dont worry, we talk crazy but all our skills are just chargedstrike and frozenorb clones in the end -Mishy23 Phrozen Heart Throne -------------------------------------------------------------------------------- Brother Laz wrote (View Post): Woah, a necromancer set with assassin oskills. Very nice. Laz, why is it whenever you post in here, I get a feeling which would probably equate to the same as the kids in the jeep in Jurassic Park where the water in the cup starts to shake? Gotta love meleemancers occasionally The tiger strike is random 8-15 so cc maxed out apparently _________________ cc Paladin -------------------------------------------------------------------------------- If someone could get mercs to apply oskills, it would be like the wet dream of any act2 merc 8-15 you say? Funny, I got three of the threshers now and never dipped below 13. Vhaeghar Champion of the Light -------------------------------------------------------------------------------- Yah, i did think about it when designing that one. Tiger strike (p-lus phoenix and cobra) dont need claws to use and a normal melee attack is a finisher, so it gives a bored merc some hacky-slashy options ~_^ Malachai29 Arch-Angel Master of the Forge : -------------------------------------------------------------------------------- Sorry, nothing to really post, but wanted to pull thread to front page again as Ulthrion updated his post here, besides, this is a nice thread to have on the first page so everyone can see whats available! _________________ Charsi's Forge - The Phrozen Keep Incubator Site Charsi's Forge Forums - Come check us out sometime! The Keep's ToS Current Project - Working on Undisclosed Mod. so youve posted all the available sets. is there a list of the actually items that you need to make the set? i got quite a few set items but i'd like to find out what the other parts are so i can gamble them to my possesion i may have asked this before or it has been asked but i havnt been alive for half a year. just started (again) _________________ victormink@msn.com "there is no spoone" - the matricks Phrozen Heart(Eternal)) -------------------------------------------------------------------------------- oh man well i would help, but my limited number of set items wouldnt help the massive amount of sets i see people have listed here. hmm well as creator of the mod wouldnt you have some reference to the set listings, or Vhaeghar as he has designed most of them Boldie Phrozen Heart: -------------------------------------------------------------------------------- Well there's the actual game files themselves but the formatting on those isn't exactly great for posting. Didn't someone release a TXT2HTML converter at one point for set items? etc ________________ -------------------------------------------------------------------------------- Indeed they did... txt to html 1.02 -------------------------------------------------------------------------------- erm.... not to be the bearer of bad news but thats only the original diablo lod items maybe there is some txt file hidden deep in the pagan heart folder _________________ victormink@msn.com Phrozen Heart: -------------------------------------------------------------------------------- Well yeah as I didn't release our txt files that would be the case To publish the info I'D have to do the conversion once I get time to run up a template. _________________ -------------------------------------------------------------------------------- well its up to you to create a list any help i guess this would be in a cube recipe thread but as it involved set items i will ask here... can i create the item i want by having the base and other crap that will need to be transmuted to create it. you see that list that you will make could be handy here -------------------------------------------------------------------------------- As far as I know there are no recipes to create set/unique counterparts of base items. Quite right in my opinion, would pretty much obliterate the fun of going out and searching.