- Joined
- Jan 3, 2009
- Messages
- 102
Baldur's Gate *RPG*
Well I was making this map about 5 months ago when my computer just died so I went out bought a new one then just over a month ago I remember this map and I got it off of the hard drive. But it was a vary old version of the map so I pretty much had to redo everything but I think the Terrain is a lot better now a lot like Baldur's Gate. But since it took like 3 weeks to get the new comp i lost contact with everyone and just recently remember this login. So I am back and I need people to help make the map with me.
The spell learning system is the main thing i need ATM.
= Prim
Each skill has a Special Ability
Abjuration spells are a group of specialized protective spells. Each is used to prevent or banish some magical or nonmagical effect or creature. They are often used to provide safety in times of great danger or when attempting some other particularly dangerous spell.
Alteration spells cause a change in the properties of some already existing thing, creature, or condition. This is accomplished by magical energy channeled through the wizard.
Conjuration/Summoning spells bring something to the caster from elsewhere. Conjuration normally produces matter or items from some other place. Summoning enables the caster to compel living creatures and powers to appear in his presence or to channel extraplanar energies through himself.
Divination spells enable the wizard to learn secrets long forgotten, to predict the future, and to uncover things hidden or cloaked by spells.
Enchantment/Charm spells cause a change in the quality of an item or the attitude of a person or creature. Enchantments can bestow magical properties on ordinary items, while charms can unduly influence the behavior of beings.
Illusions/Phantasms deal with spells to deceive the senses or minds of others. Spells that cause people to see things that are not there, hear noises not made, or remember things that never happened are all illusions.
Invocation/Evocation spells channel magical energy to create specific effects and materials. Invocation normally relies on the intervention of some higher agency (to whom the spell is addressed), while evocation enables the caster to directly shape the energy.
Necromancy is one of the most restrictive of all spell schools. It deals with dead things or the restoration of life, limbs, or vitality to living creatures. Although a small school, its spells tend to be powerful. Given the risks of the adventuring world, necromantic spells are considered quite useful.
Races
Closed don't know how to reopen.
http://www.hiveworkshop.com/forums/project-recruitment-256/baldurs-gate-orpg-117259/
Finished Icons: I have a lot more but takes time to upload them.
I will put Screen shots up Soon.
Well I was making this map about 5 months ago when my computer just died so I went out bought a new one then just over a month ago I remember this map and I got it off of the hard drive. But it was a vary old version of the map so I pretty much had to redo everything but I think the Terrain is a lot better now a lot like Baldur's Gate. But since it took like 3 weeks to get the new comp i lost contact with everyone and just recently remember this login. So I am back and I need people to help make the map with me.
The Team So Far!TheGodEmperor - Tester (For sure)
The Key - Icons (Later)
Sui-Cookie - Any Thing (Later)
PRIESTS
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.
Unlike the wizard, the priest needs no spell book and does not roll to see if he learns spells. Priest spells are obtained in an entirely different manner. To obtain his spells, a priest must be faithful to the cause of his deity. If the priest feels confident in this (and most do), he can pray for his spells. Through prayer, the priest humbly and politely requests those spells he wishes to memorize. Under normal circumstances, these spells are then granted. Like the wizard, the priest's level determines how many spells he retains. He must select these spells in advance, demonstrating his wisdom and far-sightedness by choosing those spells he thinks will be most useful in the trials that lurk ahead.
The spells of a priest, while sometimes having powers similar to those of the wizard, are quite different in their overall tone. The priest's role, more often than not, is as defender and guide for others. Thus, the majority of his spells work to aid others or provide some service to the community in which he lives. Few of his spells are truly offensive, but many can be used cleverly to protect or defend.
The priest spells are classified into spheres. Clerics can cast all spells except those from Animal, Plant or Weather spheres and have only minor access to the Elemental sphere, restricting them to spells of 3rd or lower level. Druids can only cast spells from the All, Animal, Elemental, Healing, Plant, and Weather spheres as well as minor access to the Divination sphere.
Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 1 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round. PlanetBaldursGate - A Member of the GameSpy Network
WIZARDS
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.
Casting a wizard spell is a very complicated ordeal. The process of learning the correct procedure to cast a spell is difficult and taxing to the mind. Thus, a wizard must check to see if he learns each new spell and is limited in the number of spells he can learn. wizard spells range from spells of simple utility to great and powerful magics. The wizard spell group has no single theme or purpose. The vast majority of wizard spells were created by ancient wizards for many different purposes. Some are to serve the common man in his everyday needs. Others provide adventurers with the might and firepower they need to survive. Some are relatively simple and safe to use (as safe as magic can be); others are complicated, filled with hazards and snares for the rash and unwary.
All of a wizard's spells must be transcribed into his spellbook which in the game is part of the character sheet. At creation, the mage gains a few first level spells. All subsequent spells must be copied from scrolls that have either been found or bought, a process that destroys the scroll. Within the spellbook are all the instructions for memorizing and casting all the spells the mage knows. As the wizard successfully learns a new spell, he carefully enters its formula into his spell books. A wizard can never have a spell in his books that he does not know, because if he doesn't understand it, he cannot write the formula. Likewise, he cannot enter a spell into his books that is higher in level than he can cast. If he finds an scroll with spells of higher power, he must simply wait until he advances to a level at which he can use them.
Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. Material components present in AD&D are not necessary to cast spells in Baldur's Gate. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 1 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round. PlanetBaldursGate - A Member of the GameSpy Network
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.
Unlike the wizard, the priest needs no spell book and does not roll to see if he learns spells. Priest spells are obtained in an entirely different manner. To obtain his spells, a priest must be faithful to the cause of his deity. If the priest feels confident in this (and most do), he can pray for his spells. Through prayer, the priest humbly and politely requests those spells he wishes to memorize. Under normal circumstances, these spells are then granted. Like the wizard, the priest's level determines how many spells he retains. He must select these spells in advance, demonstrating his wisdom and far-sightedness by choosing those spells he thinks will be most useful in the trials that lurk ahead.
The spells of a priest, while sometimes having powers similar to those of the wizard, are quite different in their overall tone. The priest's role, more often than not, is as defender and guide for others. Thus, the majority of his spells work to aid others or provide some service to the community in which he lives. Few of his spells are truly offensive, but many can be used cleverly to protect or defend.
The priest spells are classified into spheres. Clerics can cast all spells except those from Animal, Plant or Weather spheres and have only minor access to the Elemental sphere, restricting them to spells of 3rd or lower level. Druids can only cast spells from the All, Animal, Elemental, Healing, Plant, and Weather spheres as well as minor access to the Divination sphere.
Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 1 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round. PlanetBaldursGate - A Member of the GameSpy Network
WIZARDS
To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. Each night after eight hours of sleep, the spell caster can memorize the spells for the day. The number of spells is determined by the caster's level, class and ability scores.
Casting a wizard spell is a very complicated ordeal. The process of learning the correct procedure to cast a spell is difficult and taxing to the mind. Thus, a wizard must check to see if he learns each new spell and is limited in the number of spells he can learn. wizard spells range from spells of simple utility to great and powerful magics. The wizard spell group has no single theme or purpose. The vast majority of wizard spells were created by ancient wizards for many different purposes. Some are to serve the common man in his everyday needs. Others provide adventurers with the might and firepower they need to survive. Some are relatively simple and safe to use (as safe as magic can be); others are complicated, filled with hazards and snares for the rash and unwary.
All of a wizard's spells must be transcribed into his spellbook which in the game is part of the character sheet. At creation, the mage gains a few first level spells. All subsequent spells must be copied from scrolls that have either been found or bought, a process that destroys the scroll. Within the spellbook are all the instructions for memorizing and casting all the spells the mage knows. As the wizard successfully learns a new spell, he carefully enters its formula into his spell books. A wizard can never have a spell in his books that he does not know, because if he doesn't understand it, he cannot write the formula. Likewise, he cannot enter a spell into his books that is higher in level than he can cast. If he finds an scroll with spells of higher power, he must simply wait until he advances to a level at which he can use them.
Casting a spell requires verbal (V), and/or somatic (S) components where somatic refers to hand and body gestures. Material components present in AD&D are not necessary to cast spells in Baldur's Gate. The caster must be able to speak (not under the effects of a silence spell or gagged) for verbal spells and have both arms free for spells with somatic components. Once the casting has begun, the character must stand still. For spell durations, 1 turn is equal to 10 rounds where one round is 1 seconds in the game. Casting times are normally stated in segments, with one segment equal to one tenth of a round. PlanetBaldursGate - A Member of the GameSpy Network
= Prim
Each skill has a Special Ability
Strength
Strength measures a character’s muscle, endurance, and stamina. This is usually the prime requisite of warriors because they must be physically powerful in order to wear armor and wield heavy weapons. The probability of scoring a successful hit and the amount of damage done are determined by strength.
Strength measures a character’s muscle, endurance, and stamina. This is usually the prime requisite of warriors because they must be physically powerful in order to wear armor and wield heavy weapons. The probability of scoring a successful hit and the amount of damage done are determined by strength.
Skills- Heaver Armor/Weapons.
- +1 Damage a Level.
- +5 Health a Level.
- +1 Might level each time you level up Strength.
Strength Spell is Might, Might is an ability like Critical Strike it gives you a chance to do more damage on hit.
Intelligence
Intelligence represents a character’s memory, reasoning, and learning ability. Intelligence dictates the number of languages a character can learn. Intelligence is the prime requisite of wizards, who must have keen minds to understand and memorize magical spells. The wizard’s intelligence dictates which spells he can learn and the number of spells he can memorize at one time.
Intelligence represents a character’s memory, reasoning, and learning ability. Intelligence dictates the number of languages a character can learn. Intelligence is the prime requisite of wizards, who must have keen minds to understand and memorize magical spells. The wizard’s intelligence dictates which spells he can learn and the number of spells he can memorize at one time.
Skills- +5 Mana a Level.
- Every 5 Levels = You gain 1 level 1 Spell.
- Every 10 Levels = You gain 1 level 2 Spell.
- Every 15 Levels = You gain 1 level 3 Spell.
- Every 20 Levels = You gain 1 level 4 Spell.
- Every 25 Levels = You gain 1 level 5 Spell.
- Every 30 Levels = You gain 1 level 6 Spell.
- Every 50 Levels = You gain 1 level 7 Spell.
- Every 80 Levels = You gain 1 level 8 Spell.
Skills
Wisdom
Wisdom Adds Willpower every class need a bit of will power but mostly mages. They need willpower to cast there spells needed mostly by Priests.
Wisdom Adds Willpower every class need a bit of will power but mostly mages. They need willpower to cast there spells needed mostly by Priests.
Skills- +20 Willpower a Level.
- +0.15% Magic resistance a Level.
- Every 5 Levels = You gain 1 level 1 Spell.
- Every 10 Levels = You gain 1 level 2 Spell.
- Every 20 Levels = You gain 1 level 3 Spell.
- Every 30 Levels = You gain 1 level 4 Spell.
- Every 50 Levels = You gain 1 level 5 Spell.
Dexterity
Dexterity encompasses several physical attributes including agility, reflexes. Dexterity affects a character’s ability to dodge an enemy’s blows.
Dexterity encompasses several physical attributes including agility, reflexes. Dexterity affects a character’s ability to dodge an enemy’s blows.
Skills- Gain extra damage from Bows, Daggers, and Short Swords.
- +0.15% Attack Speed.
- +1% Movement Speed.
- Dexterity ability is Dodge Chance, you get so use to moving around that it's hard for anyone to even strike you, 0.15 Dodge Change a Level.
Constitution
Constitution adds Hit Points armor and more. Every one needs Constitution but Tanks need it the most.
Constitution adds Hit Points armor and more. Every one needs Constitution but Tanks need it the most.
Skills- +20 Health a Level.
- Take 0.15 less Damage a level.
- Constitution ability is Tank, Every level of Tank adds 0.5 Defense a level.
Abjuration spells are a group of specialized protective spells. Each is used to prevent or banish some magical or nonmagical effect or creature. They are often used to provide safety in times of great danger or when attempting some other particularly dangerous spell.
Alteration spells cause a change in the properties of some already existing thing, creature, or condition. This is accomplished by magical energy channeled through the wizard.
Conjuration/Summoning spells bring something to the caster from elsewhere. Conjuration normally produces matter or items from some other place. Summoning enables the caster to compel living creatures and powers to appear in his presence or to channel extraplanar energies through himself.
Divination spells enable the wizard to learn secrets long forgotten, to predict the future, and to uncover things hidden or cloaked by spells.
Enchantment/Charm spells cause a change in the quality of an item or the attitude of a person or creature. Enchantments can bestow magical properties on ordinary items, while charms can unduly influence the behavior of beings.
Illusions/Phantasms deal with spells to deceive the senses or minds of others. Spells that cause people to see things that are not there, hear noises not made, or remember things that never happened are all illusions.
Invocation/Evocation spells channel magical energy to create specific effects and materials. Invocation normally relies on the intervention of some higher agency (to whom the spell is addressed), while evocation enables the caster to directly shape the energy.
Necromancy is one of the most restrictive of all spell schools. It deals with dead things or the restoration of life, limbs, or vitality to living creatures. Although a small school, its spells tend to be powerful. Given the risks of the adventuring world, necromantic spells are considered quite useful.
Races
This is Pretty simple i can do this on my own.
Race is the character’s species: human, elf, dwarf, gnome, half-elf or halfling are the most common choices. For Baldur's Gate II, the half-orc has also been introduced. A character's race will affect their ability scores upon creation and will limit the choice of the character’s class.
Dwarf
Dwarves are short, stocky fellows, easily identified by their size and shape. They average 4 to 4 1/2 feet tall and have ruddy cheeks, dark eyes, and dark hair. Dwarves generally live for about 350 years. They are a cunning race of sturdy workers and craftsmen, especially resistant to magic and poison. During combat, dwarves receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures. Infravision allows dwarves to see heat emanations from objects up to 60' in the dark.
Elf
Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. Elves often live as long as 1200 years. They are nearly immune to Sleep and Charm spells and are adept at finding hidden objects. During combat, elves receive +1 bonuses when attacking with swords and bows. Elves also have infravision which allows them to see up to 60' in darkness. In AD&D, they cannot be raised from the dead, however, in BG they can be.
Gnome
Gnomes are shorter and slimmer than their dwarven cousins, but have significantly larger noses. Most gnomes have dark tan or brown skin and white hair. A typical gnome lives for 350 years. They are especially resistant to magic, and have a natural affinity to the magic school of Illusion. During combat, gnomes receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures.
Half-Elf
Half-elves are usually much like their elven parent in appearance. They are handsome folk, with the good features of both races. They mingle freely with either race, being only slightly taller than the average elf (5' 6" on average) and weighing about 150 pounds. They typically live about 160 years. While they do not have all the abilities of the elf, they are still somewhat resistant to sleep and charm spells and are adept at finding hidden objects. Half-elves also have infravision up to 60' from their elven parent. Of all the demi-human races, half-elves have the greatest range of choices in character class.
Half-Orc
Another example of a hybrid, half-orcs are products of human and orc parents. Of a height similar to half-elves, half-orcs usually resemble their human parent enough to pass for a human in public. Their skin ranges from peach to olive to deep tan, and their hair can be blond, red, brown, black, gray, and shades in between. Half-orcs have infravision.
Human
Humans are the most common player race in the Forgotten Realms. They suffer no level racial limitations or ability modifiers. They can be any class including all eight specialist mages or dual-classed.
Racial Ability Adjustments
Ability scores are modified based on the character's race as described below. It is possible to achieve a 19 in an ability by addition of these bonuses.
Race is the character’s species: human, elf, dwarf, gnome, half-elf or halfling are the most common choices. For Baldur's Gate II, the half-orc has also been introduced. A character's race will affect their ability scores upon creation and will limit the choice of the character’s class.
Dwarf
Dwarves are short, stocky fellows, easily identified by their size and shape. They average 4 to 4 1/2 feet tall and have ruddy cheeks, dark eyes, and dark hair. Dwarves generally live for about 350 years. They are a cunning race of sturdy workers and craftsmen, especially resistant to magic and poison. During combat, dwarves receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures. Infravision allows dwarves to see heat emanations from objects up to 60' in the dark.
Elf
Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. Elves often live as long as 1200 years. They are nearly immune to Sleep and Charm spells and are adept at finding hidden objects. During combat, elves receive +1 bonuses when attacking with swords and bows. Elves also have infravision which allows them to see up to 60' in darkness. In AD&D, they cannot be raised from the dead, however, in BG they can be.
Gnome
Gnomes are shorter and slimmer than their dwarven cousins, but have significantly larger noses. Most gnomes have dark tan or brown skin and white hair. A typical gnome lives for 350 years. They are especially resistant to magic, and have a natural affinity to the magic school of Illusion. During combat, gnomes receive bonuses when attacking man-sized giant-class creatures and are adept at dodging the attacks of larger giant-class creatures.
Half-Elf
Half-elves are usually much like their elven parent in appearance. They are handsome folk, with the good features of both races. They mingle freely with either race, being only slightly taller than the average elf (5' 6" on average) and weighing about 150 pounds. They typically live about 160 years. While they do not have all the abilities of the elf, they are still somewhat resistant to sleep and charm spells and are adept at finding hidden objects. Half-elves also have infravision up to 60' from their elven parent. Of all the demi-human races, half-elves have the greatest range of choices in character class.
Half-Orc
Another example of a hybrid, half-orcs are products of human and orc parents. Of a height similar to half-elves, half-orcs usually resemble their human parent enough to pass for a human in public. Their skin ranges from peach to olive to deep tan, and their hair can be blond, red, brown, black, gray, and shades in between. Half-orcs have infravision.
Human
Humans are the most common player race in the Forgotten Realms. They suffer no level racial limitations or ability modifiers. They can be any class including all eight specialist mages or dual-classed.
Racial Ability Adjustments
Ability scores are modified based on the character's race as described below. It is possible to achieve a 19 in an ability by addition of these bonuses.
Race Adjustment
What each race gains and loses.
Dwarf +1 Constitution, -1 Charisma
Elf +1 Dexterity, -1 Constitution
Gnome +1 Intelligence, -1 Wisdom
Half-Elf None
Half-Orc +1 Strength, +1 Constitution, -2 Charisma
Human None
Alignment's
If i add Alignments it will be a lot different them Baldur's Gate, the one i have (if any) will be like.
Lawful Good -
Disadvantages - Cannot attack something unless it attacks you first, Cannot kill Towns Folk, Other Players, And must donate to Churches around the game.
Advantages - Churches love you(you get healed for less) People love you so you get items for cheap. When you do quests you get payed less but there are a lot more people that hire people they like rather than dislike(Quests without killing usually)
Chaotic Evil -
Disadvantages - Must kill at least 2 people a day, Cannot donate to Churches. Cannot be associated with churches in any way, People hate you charge you more for items.
Advantages - People fear you will want to hire you to kill for them(2 kills a day at least(Quests usallu involve Killing)) will pay you more because if they don't you will probaly kill them.
If i add Alignments it will be a lot different them Baldur's Gate, the one i have (if any) will be like.
Lawful Good -
Disadvantages - Cannot attack something unless it attacks you first, Cannot kill Towns Folk, Other Players, And must donate to Churches around the game.
Advantages - Churches love you(you get healed for less) People love you so you get items for cheap. When you do quests you get payed less but there are a lot more people that hire people they like rather than dislike(Quests without killing usually)
Chaotic Evil -
Disadvantages - Must kill at least 2 people a day, Cannot donate to Churches. Cannot be associated with churches in any way, People hate you charge you more for items.
Advantages - People fear you will want to hire you to kill for them(2 kills a day at least(Quests usallu involve Killing)) will pay you more because if they don't you will probaly kill them.
P&SPlot and Story.
I am going to remake the plot I had before and instead of being Bhaal Spawn you kill them.
http://www.hiveworkshop.com/forums/project-recruitment-256/baldurs-gate-orpg-117259/
Systems I NEED
I will post the links of the threads of the Resources i need +Rep
http://www.hiveworkshop.com/forums/requests-341/leveling-system-gui-171112/
I also need:
Spell Learning System
Spell Memorizing System
I will put Screen shots up Soon.
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