Cormyr - new module development [video]

Discussion in 'General Modification' started by anatoliy, Mar 10, 2020.

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  1. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Okay folks, time to put you to work.

    I need a list of the wands that might reasonably be for sale to a lvl 1 character, a list for what you might expect to get for sale for a lvl 3/4 character, and a list for higher levels (PCs level 5-7 I guess, but higher doesn't bother me since layers won't be able to afford stupidly overpwered stuff anyway).

    Bonus points if you include proto numbers, but otherwise, just the spells is fine :)
     
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  2. anatoliy

    anatoliy Established Member

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    @Shiningted, personally I would prefer the following Wands.

    Cleric, Druid, Bard:
    Cure Light Wounds
    Cure Light Wounds, used 20 charges, Price: 750/50 * 20 = 300 gp

    Cleric:
    Inflict Light Wounds

    Wizard, Sorcerer:
    Magic Missile
    Summon Monster 1
    Color Spray
    Enlarge Person
    Burning Hands

    Sorcerer:
    Identify, used 20 charges, Price: 750/50 * 20 = 300 gp
    Mage Armor, used 20 charges, Price: 750/50 * 20 = 300 gp

    Also, I'm considering creating Kelgor's Fire Bolt from PHB 2. 1d6 fire damage always hit, like Magic Missile, but has reflex save, so is not OP. It would be good thing for Wiz/Src as they are useless on level 1.
     
  3. Daryk

    Daryk Veteran Member

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    Wand of Sleep, maybe?
     
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  4. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Why not? (And why don't we have a sleeping emoji?)

    @anatoliy - so no higher level wands?
     
  5. FDR4PREZ

    FDR4PREZ Established Member

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    Yeah, the emojis in this new forum is quite lacking compared to the older forum software, but no worries... there is always copy and paste
    [​IMG]
     
  6. anatoliy

    anatoliy Established Member

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    On level 3
    Wizard and Sorcerer could use:
    • Glitterdust - best buy obviously.
    • Melf’s Acid Arrow
    • Summon Monster II
    • Web
    Cleric
    • Bull’s Strength
    • Delay Poison used
    • Sound Burst - best buy
    • Cure Moderate Wounds
    • Inflict Moderate Wounds - best buy

    On level 5
    Wizard and Sorcerer could use:
    • Fireball
    • Summon Monster III
    • Haste
    Cleric
    • Cure Serious Wounds
    • Searing Light
    • Inflict Serious Wounds

    In any case, higher level Wands are very costly. So I doubt anyone would invest into them.
     
  7. Sitra Achara

    Sitra Achara Senior Member

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    Just a thought - how about offering "bargain bin wands" for lesser used spells? Im thinking stuff like Magic Weapon, Obscuring Mist, Chill Touch, Reduce Person.

    [​IMG]
     
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  8. anatoliy

    anatoliy Established Member

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    Personally I'm fine with that. But it's up to @Shiningted, he is in charge of the City))

    And one more thing @Shiningted, - we have not thought about adding Church Service. There could be troubles with Curse and Ability losses for Players. Perhaps a Preacher on the Market could provide it?))
     
  9. Endarire

    Endarire Ronald Rynnwrathi

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    @Shiningted
    Also, wands of enlarge person, obscuring mist, command Undead, neutralize poison, remove paralysis, remove disease, remove fear, identify, lightning bolt, invisibility, silence, and knock seem useful.

    Also, magic missile at CL 3/5/7/9 helps.
     
    Last edited: Aug 29, 2020
  10. Ludget

    Ludget Member

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    And then you can add a mini quest to find the real deal in the crowd of quacks, snake oil sellers and doomsayers. ;)
     
  11. anatoliy

    anatoliy Established Member

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    Status update - bugfixing. Python development is simply pain. When you thought everything works fine, - another issue would be uncovered.
     
  12. anatoliy

    anatoliy Established Member

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    Pre-beta commit 148:
    * Fixed Maug bard_know checks;
    * Added Far South Door zmod settings apply (pc san_new_map hooks);
    * Fixed Wolf (Druid companion) superfluous san event links;
    * Fixed Maug incorrect AC;
    * toee.game.get_obj_by_id error workaround added (until new T+ release);
    * Fixed Lab game loading was treated as comeback triggering patrol spawn;
    * Lab init reimplemented with san_new_map;
    * Fixed Scything blade doors in Lab not to trigger two traps;
    * Fixed Scythe trap having incorrect critical calculation;
    * Bag of Holding will retrieve keys and letters directly to Inventory, not bag. Non removable keys bug fix.
    * Fixed obj_f_transparency issue in hide_ex;
    * Added utils_npc.npc_kill_foes() to be used during combat for testing;

    Still testing to do...
     
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  13. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Didn't I mention I was doing a cleric? I am doing a cleric. :)
    Interesting quests that aren't dungeon related will have to wait for the post-beta release, but yes, this one sounds good :)

    EDIT: Wands :)
     

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    Last edited: Sep 1, 2020
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  14. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Most of these sound more like scrolls, but they'll be in there somewhere.
     
  15. Endarire

    Endarire Ronald Rynnwrathi

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    @Shiningted
    I mentioned those spells since they generally had no save.
     
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