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{{!}} align="left" width="95%" {{!}} This is a user [[Wikipedia:Wikipedia:About_the_Sandbox | sandbox]] of '''[[{{NAMESPACE}}:{{{1|{{ROOTPAGENAME}}}}}|{{{1|{{ROOTPAGENAME}}}}}]]'''. <!--
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''This page contains OOC information.''
== [[Special:Prefixindex/User:Gorgon/Sandbox | Sandbox Pages]] ==


 
{{<!-- sec -->User:Gorgon/Sandbox/Sandbox_Beta | User:Gorgon | 1 }}
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==Description / Types==
 
'''Augment Crystals''' in Avlis ''augment'' enchanted items. Unlike most spells or other means of improving an item with magic, these crystals will only work on an item with an existing enchantment. All crystals can be used once per day, and using a second crystal on the same item will remove the previous effect (though you can use multiple crystals on different items at the same time). Higher quality crystals require the item to have a stronger enchantment (see [[#Crystal Quality |Crystal Quality]] below).
 
Since these crystals augment an existing enchantment on an item, their effects are meant to stack with other effects when possible, with a few limitations. Casting another spell of the same type on an item, after using a crystal, will remove the effect (if that is what normally happens with the spell), but the crystals do not remove other spell effects.
 
''e.g. Casting a flame weapon spell removes any other previous versions of it, and would also remove the effects of an [[#Energy Assault|energy assault crystal]], but using the crystal after a flame weapon spell would keep both effects (though NWN only uses the better of the 2 if both use the same elemental damage type).''
 
Standard stacking limitations with NWN still apply as well for AC and DR.
 
 
The crystals come in 2 different types. Offensive and defensive augmentation. Offensive crystals will only augment [http://nwn.wikia.com/wiki/Melee_weapon melee weapons], while defensive crystals will augment armor and shields. Use of the crystals in game is the same as targeting with a [[Magic:Greater Magic Weapon|Greater Magic Weapon]] spell for offensive crystals ''(targeting the weapon or PC with it equipped in their main hand both work - offhand weapons must be targeted directly or moved to the main hand)'', and like the [[Magic:Magic Vestment|Magic Vestment]] spell for defensive crystals ''(target the shield or armor directly, or PC with armor equipped - shields must always be targeted directly, unless the PC has no armor equipped)''.
 
Offensive crystals require the weapon to already have a minimum [http://nwn.wikia.com/wiki/Enhancement_bonus enhancement bonus] , while defensive crystals require a [http://nwn.wikia.com/wiki/Armor_class minimum AC bonus] (armor or shield bonus). These must be a permanent bonus, so using a spell or other means to improve the item will not help. A bonus vs a specific creature or type of effect will not be considered either (like +4 vs animals or an alignment). An [http://nwn.wikia.com/wiki/Attack_bonus_%28item_property%29 attack bonus] or [http://nwn.wikia.com/wiki/Extra_damage_type extra damage] on a weapon are not the same as an [http://nwn.wikia.com/wiki/Enhancement_bonus enhancement bonus] either, so augment crystals will not work on gloves.
 
 
==Crystal Quality==
An augment crystal's quality determines how well it augments an item, and the existing enchantment required to use it on the item. There are 4 different qualities of crystals. Minor, lesser, greater and superior. The minimum enchantment requirements and durations are the same for all augment crystals of the same quality.
 
===Minor Augment Crystal===
*Minimum enhancement or AC bonus required: +1
*Duration: 4 turns
 
===Lesser Augment Crystal===
* Minimum enhancement or AC bonus required: +2
* Duration: 8 turns
 
===Greater Augment Crystal===
* Minimum enhancement or AC bonus required: +3
* Duration: 12 turns
 
===Superior Augment Crystal===
* Minimum enhancement or AC bonus required: +4
* Duration: 16 turns
 
 
==Offensive Subtypes==
 
The 4 offensive augment crystal subtypes are listed below with descriptions and their effects (based on crystal quality).
 
===Energy Assault===
There are 5 energy assault crystals using different elements. They are acid, cold, electric, fire and sonic. They are similar to an energy substituted flame weapon spell, as they add a variable amount of elemental damage to a weapon. This effect will stack with a flame weapon or darkfire spell if used after casting either, as well as any elemental damage the weapon has, as long as it is a different type of element.
 
'''Damage Bonus'''
{|
| Minor: || 1d6
|-
| Lesser: || 1d8
|-
| Greater: || 2d6
|-
| Superior: || 2d8
|}
 
 
===Demolition===
These add a divine damage bonus vs. constructs to the weapon. As with the energy assault crystals, this effect will stack with other damage bonuses.
 
'''Damage Bonus'''
{|
| Minor: || 1d10
|-
| Lesser: || 2d6
|-
| Greater: || 2d8
|-
| Superior: || 2d10
|}
 
 
===Truedeath===
These add a divine damage bonus vs. undead to the weapon. The effects will stack with other damage bonuses (including bless weapon) if used after casting the spell.
 
'''Damage Bonus'''
{|
| Minor: || 1d10
|-
| Lesser: || 2d6
|-
| Greater: || 2d8
|-
| Superior: || 2d10
|}
 
 
===Phoenix Ash===
Adds an [[http://nwn.wikia.com/wiki/On-hit:_cast_spell On-Hit: Cast Spell]] "Darkfire" effect to the weapon. Since the On-Hit version is not hooked in Avlis, it uses the standard Bioware version (1d6 + 1 per two caster levels, maximum of +10). The damage is done separately from other damage, and is not multiplied in a critical, but will still work if the weapon already has a fire (or other) damage bonus.
 
'''On-Hit Damage'''
{|
| Minor: || 1d6+3
|-
| Lesser: || 1d6+5
|-
| Greater: || 1d6+8
|-
| Superior: || 1d6+10
|}
 
 
==Defensive Subtypes==
 
The 4 defensive augment crystal subtypes are listed below with descriptions and their effects (based on crystal quality).
 
===Elemental Protection===
Adds a [[http://nwn.wikia.com/wiki/Damage_immunity damage immunity]] increase vs. one of 5 elements to the armor or shield. The element types are acid, cold, electric, fire and sonic.
 
'''Damage Immunity Increase'''
{|
| Minor: || 10%
|-
| Lesser: || 25%
|-
| Greater: || 50%
|-
| Superior: || 75%
|}
 
 
===Arrow Deflection===
Adds an AC bonus vs. piercing attacks to the armor or shield.
 
'''AC Bonus'''
{|
| Minor: || 3
|-
| Lesser: || 5
|-
| Greater: || 7
|-
| Superior: || 9
|}
 
 
===Iron Ward===
Adds x/+5 damage reduction to the armor or shield.
 
'''Damage Reduction'''
{|
| Minor: || 5/+5
|-
| Lesser: || 10/+5
|-
| Greater: || 15/+5
|-
| Superior: || 20/+5
|}
 
 
===Featherweight===
Reduces the weight of the armor or shield.
 
'''Weight Reduction'''
{|
| Minor: || 10%
|-
| Lesser: || 20%
|-
| Greater: || 40%
|-
| Superior: || 60%
|}
 
 
<!-- [[Category:Magic Items|Augment Crystals]]
[[Category:Systems|Augment Crystals]]-->

Latest revision as of 05:20, 3 February 2017

This is a user sandbox of Gorgon. A user sandbox is a subpage of the user's user page. It serves as a testing spot and page development space for the user, and is not an Avlis wiki article.

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