查看完整版本: 基于toee[co8]的游戏资料[收集中]

ppoppo 2008-2-23 06:22

基于toee[co8]的游戏资料[收集中]

co8模组的设定和原版手册略有出入。这里做了收集,方便玩家查询
[color=Blue]牧师领域和法术[/color]
目前5级以后的法术还有待整理,欢迎补充
[color=Blue]收集转贴自co8:[url]http://www.co8.org/forum/index.php[/url][/color]
CLERICS:
Divine spell casters that rely mostly on WISDOM. Able to wear heavy armor
and use shields as well as use a decent selection of weapons. Clerics benefit
from high CHARISMA for a variety of spells and abilities. A high STRENGTH
and CONSTITUTION will allow your cleric to be effective in combat.

Most clerics don't consider a high DEXTERITY useful due to the maximum AC
benefit while using heavy armors. INTELLECT is also not very important due
to the lack of skills available.

Good aligned clerics can spontaneously exchange memorized spells for healing
spells of equal level while evil clerics can use harmful spells in the same manner.
Neutral clerics have to choose between spontaneous heal/harm on character
creation. (shift click a memorized spell on the radical to use this ability)

=================================================
GODS
-Boccob: N, domains: magic, trickery and knowledge FW: Quarterstaff
-Corellon Larethian: CG, domains: chaos, good, protection, war. FW: long sword
-Ehlonna: NG, domains: Good, plant, sun, animal FW: longbow
-Erythnul: CE, domains: Chaos, trickery, war. FW: morningstar
-Fharlanghn: N, domains: Protection, travel, luck FW: Quarterstaff
-Garl Glittergold: NG, domains: good, protection, trickery battleaxe
-Gruumsh: ChE, domains: Chaos, strength, war, evil. FW: spear
-Heironeous: LG, domains: good, law, war. FW: longsword
-Hextor: LE, domains: Law, war, evil, destruction. FW: flail
-Kord: CG, domains: Chaos, good, luck, strength FW: Greatsword
-Moradin: LG, domains: Good, protection, law, earth FW: Warhammer
-Nerull: NE, domains: Trickery, evil, death FW: Scythe
-Obad-Hai: N, domains: fire, air, plant, water, earth, animal FW: Quarterstaff
-Olidammara: CN, domains: chaos, trickery, luck FW: Rapier
-Pelor: NG, domains: Good, healing, strength, sun FW: Battleaxe
-Cuthbert: LN, domains: Protection, law, strength, destruction FW: mace
-Vecna: NE, domains: magic, knowledge, evil FW: Dagger
-Wee Jas: LN, domains: magic, law, death FW: Dagger
-Yondalla: LG, domains: Good, protection, law FW: Shortsword

================================================== ===

TURNING POWERS
Air..... Turn Earth elementals, rebuke Air elementals
Earth..... Turn Air elementals, rebuke Earth elementals
Fire..... Turn Water elementals, rebuke Fire elementals
Water..... Turn Fire elementals, rebuke Water elementals
Plant..... Turn plants and fungi
Sun..... Greater Turning once per day

SPELL IMPROVEMENTS
Chaos..... Anarchic spells get a +1 level boost
Evil..... Evil spells get a +1 level boost
Good..... Good spells get a +1 level boost
Healing..... Healing spells get a +1 level boost
Knowledge..... Divination spells get a +1 level boost
Law..... Axiomatic spells get a +1 level boost

CLASS SKILLS
Travel..... Survival is a class skill
Trickery..... Bluff and Hide are class skills

BONUS FEATS
War..... Free Martial Weapon Proficiency and Weapon Focus feats

TACTICAL BOOSTS
Luck..... Once per day, automatically reroll a failed roll
Protection..... Once per day, add cleric level to a single resistance check
Strength..... Once per day, boost Strength by cleric level for one round
Travel..... Freedom of Movement is dynamically and automatically applied for one round per cleric level per day


TACTICAL THREATS
Death..... Once per day, use "Death Touch" -- multiply cleric level by 1D6, and if greater than target's HP, target dies. No save!
Destruction..... Once per day, Smite opponent -- +4 attack, +cleric level in damage


ARCANE CROSSOVERS
Magic..... Able to use arcane scrolls, wands, etc. as if player has wizard levels equal to 1/2 cleric levels

================================================== =====

DOMAIN BASED BONUS SPELLS:

Air

1. Obscuring Mist
2. Wind Wall
3. Gaseous Form
4. Dispel Air
5. Chain Lightning

Animal

1. Calm Animals
2. Hold Animal
3. Dominate Animal
4. Summon Nature’s Ally IV
5. Animal Growth

Chaos

1. Protection from Law
2. Shatter
3. Magic Circle Against Law
4. Chaos Hammer
5. Dispel Law

Death

1. Cause Fear
2. Death Knell
3. Animate Dead
4. Death Ward
5. Slay Living

Destruction

1. Inflict Light Wounds
2. Shatter
3. Contagion
4. Inflict Critical Wounds
5. Inflict Light Wounds, Mass

Earth

1. Magic Stone
2. Soften Earth and Stone
3. Meld into Stone
4. Dispel Earth
5. Stoneskin

Evil

1. Protection from Good
2. Desecrate
3. Magic Circle Against Good
4. Unholy Blight
5. Dispel Good

Fire

1. Burning Hands
2. Produce Flame
3. Resist Energy
4. Dispel Fire
5. Fire Shield

Good

1. Protection from Evil
2. Aid
3. Magic Circle Against Evil
4. Holy Smite
5. Dispel Evil

Healing

1. Cure Light Wounds
2. Cure Moderate Wounds
3. Cure Serious Wounds
4. Cure Critical Wounds
5. Cure Light Wounds, Mass

Knowledge

1. Detect Secret Doors
2. See Invisibility
3. Clairaudience/Clairvoyance
4. Discern Lies
5. True Seeing Law

1. Protection from Chaos
2. Calm Emotions
3. Magic Circle Against Chaos
4. Order’s Wrath
5. Dispel Chaos

Luck

1. Entropic Shield
2. Aid
3. Protection from Energy
4. Freedom of Movement
5. Break Enchantment

Magic

1. Magic Weapon
2. Identify
3. Dispel Magic
4. Globe of Invulnerability, Lesser
5. Spell Resistance

Plant

1. Entangle
2. Barkskin
3. Spike Growth
4. Command Plants
5. Blight

Protection

1. Sanctuary
2. Blur
3. Protection from Energy
4. Otiluke’s Resilient Sphere
5. Spell Resistance

Strength

1. Enlarge Person
2. Bull’s Strength
3. Magic Vestment
4. Rage
5. Righteous Might

Sun

1. Endure Elements
2. Heat Metal
3. Searing Light
4. Fire Shield
5. Flame Strike

Travel

1. Longstrider
2. Bear’s Endurance
3. Haste
4. Dimension Door
5. Teleport

Trickery

1. Invisibility to Undead
2. Invisibility
3. Suggestion
4. Confusion
5. Mind Fog

War

1. Magic Weapon
2. Spiritual Weapon
3. Magic Vestment
4. Divine Power
5. Flame Strike

Water

1. Obscuring Mist
2. Fog Cloud
3. Sleet Storm
4. Dispel Water
5. Ice Storm

================================================== =====
NOTE: Not all spells will be available to any particular cleric!
================================================== =====

Cleric Spells - Level 0
Cure Minor Wounds: (Conjuration (Healing)) Cures one point of damage.

Detect Magic: (Divination) Detects spells and magic items within 60 feet.

Guidance: (Divination) The subject gains a +1 competence bonus on attack rolls, saving throws and skill checks.

Inflict Minor Wounds: (Necromancy) Touch attack, one point of damage.

Read Magic: (Divination) Decipher magical inscriptions on scrolls that would otherwise be unintelligible.

Resistance: (Abjuration) Subject gains +1 on saving throws.

Virtue: (Transmutation) The subject gains one temporary hit point.
================================================== ======
Cleric Spells - Level 1
Bane: (Enchantment (Compulsion)) [Fear, Mind-Affecting] Enemies take a –1 penalty on attack rolls and saves against fear.

Bless: (Enchantment (Compulsion)) [Mind-Affecting] Allies gain +1 on attack rolls and saves against fear. Bless counters and dispels Bane.

Bless Water: (Transmutation) [Good] Imbues a flask of water with positive energy, turning it into holy water, which is directly summoned into your inventory.

Material Component: Five pounds of powdered silver (worth 25 gp).

Cause Fear: (Necromancy) [Fear, Mind-Affecting] One creature of 5 HD or less flees for 1d4 rounds. Cause Fear counters and dispels Remove Fear.

Command: (Enchantment (Compulsion)) [Language-Dependent, Mind-Affecting] Give the subject a single command, which it obeys to the best of its ability.

Cure Light Wounds: (Conjuration (Healing)) Cures 1d8 points of damage +1 point/level (maximum +5). Deals damage to undead creatures.

Curse Water: (Necromancy) [Evil] Imbues a flask of water with negative energy, turning it into unholy water. Material Component: Five pounds of powdered silver (worth 25 gp).

Detect Chaos/Evil/Good/Law: (Divination) Reveals creatures, spells or objects of selected alignment.

Detect Undead: (Divination) Reveals undead within 60 ft.

Divine Favor: (Evocation) The subject gains +1 per three levels on attack and damage rolls.

Doom: (Necromancy) [Fear, Mind-Affecting] One subject takes –2 on attack rolls, damage rolls, saves and checks.

Endure Elements: (Abjuration) Grants limited protection (based on your choice) from acid, cold, electricity, fire, or sonic damage.

Entropic Shield: (Abjuration) Each ranged attack directed at you, for which the attacker must make an attack roll, has a 20% miss chance.

Hide from Undead: (Abjuration) Undead cannot see, hear or smell the warded creatures (or recipients) of this spell.

Inflict Light Wounds: (Necromancy) Touch deals 1d8 damage +1/level (max +5).

Magic Stone: (Transmutation) Three stones gain +1 on attack, deal 1d6 +1 damage.

Magic Weapon: (Transmutation) Gives a weapon a +1 enhancement bonus on attack and damage rolls. You can't cast this spell on a natural weapon.

Obscuring Mist: (Conjuration (Creation)) Fog surrounds you; it obscures all sight beyond five feet in front of you and creatures have different levels of concealment.

Protection from Chaos: (Abjuration) [Lawful] +2 to AC and saves against chaotic creatures, counter mind control, hedge out elementals and outsiders.

Protection from Evil: (Abjuration) [Good] +2 to AC and saves against evil creatures, counter mind control, hedge out elementals and outsiders.

Protection from Good: (Abjuration) [Evil] +2 to AC and saves against good creatures, counter mind control, hedge out elementals and outsiders.

Protection from Law: (Abjuration) [Chaotic] +2 to AC and saves against lawful creatures, counter mind control, hedge out elementals and outsiders.

Remove Fear: (Abjuration) Suppresses fear and gives +4 to Fear checks for 10 min. Remove Fear counters and dispels Cause Fear.

Sanctuary: (Abjuration) Opponents cannot attack you and you cannot attack back.

Shield of Faith: (Abjuration) Grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +1, since the maximum level in ToEE is 10th).

Summon Monster I: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
================================================== ======
Cleric Spells - Level 2
Aid: (Enchantment (Compulsion)) [Mind-Affecting] +1 on attack rolls and saves against fear, 1d8 temporary hit points +1/level (max +10).

Bear’s Endurance: (Transmutation) Subject gains +4 to Constitution for 1 min./level.

Bull's Strength: (Transmutation) Subject gains +4 to Strength for 1 min./level.

Calm Emotions: (Enchantment (Compulsion) Mind-Affecting) Calms creatures, negating emotion effects (positive and negative); suppresses fear, morale bonuses and confusion.

Consecrate: (Evocation) [Good] Fills area with positive energy, making undead weaker.

Cure Moderate Wounds: (Conjuration (Healing)) Cures 2d8 points of damage +1 point/level (maximum +10).

Death Knell: (Necromancy) [Death, Evil] Kills dying creature; you gain 1d8 temporary hit points, +2 to Strength and add one caster level, which improves spell effects dependent upon caster level. Duration is 10 min./HD of creature drained.

Delay Poison: (Conjuration) Stops poison from harming subject for 1 hour/level.

Desecrate: (Evocation) [Evil] Fills area with negative energy, making undead stronger. Desecrate counters and dispels Consecrate.

Eagle’s Splendor: (Transmutation) Grants a +4 enhancement bonus to Charisma for 1 min./level.

Find Traps: (Divination) Notice traps the way a rogue does. Note: Find Traps grants no ability to disable the traps that you may find.

Hold Person: (Enchantment (Compulsion)) [Mind-Affecting] The humanoid subject becomes paralyzed and freezes in place for 1 round/level.

Inflict Moderate Wounds: (Necromancy) Deal 2d8 points of damage +1 point/level (maximum +10).

Owl’s Wisdom: (Transmutation) Grants a +4 enhancement bonus to Wisdom for 1 min./level.

Remove Paralysis: (Conjuration (Healing)) Free one or more creatures from the effects of any temporary paralysis or related magic, including a Ghoul's Touch or a Slow spell.

Restoration, Lesser: (Conjuration (Healing)) Dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.

Shatter: (Evocation (Sonic)) Sonic vibration results in damage to earth elementals.

Silence: (Illusion (Glamer)) Negates sound in a 20-ft. radius or targets a creature and the creature is forced to be silent.

Sound Burst: (Conjuration (Creation)) Every creature in the area takes 1d8 points of sonic damage.

Spiritual Weapon: (Evocation (Force)) Magic weapon attacks on its own, strikes as a spell and can only be countered with Dispel Magic.

Summon Monster II: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
================================================== ======
Cleric Spells - Level 3
Animate Dead: (Necromancy) [Evil] Creates a zombie or a skeleton from the corpse of a slain enemy.

Bestow Curse: (Necromancy) –6 penalty to an ability score; –4 penalty on attack rolls, saves and checks; or 50% chance of losing each action. Bestow Curse counters Remove Curse.

Blindness/Deafness: (Necromancy) Renders the subject blinded and deafened.

Contagion: (Necromancy) [Evil] Infects subject with chosen disease.

Cure Serious Wounds: (Conjuration (Healing)) Cures 3d8 points of damage +1 point/level (maximum +10).

Dispel Magic: (Abjuration) Cancels spells and magical effects.

Inflict Serious Wounds: (Necromancy) Deal 3d8 points of damage +1 point/level (maximum +10).

Invisibility Purge: (Evocation) Dispels invisibility within 5 ft./level.

Magic Circle Against Chaos: (Abjuration) [Lawful] Acts like a Protection spell against Chaos, can be cast on friendly creatures (outward circle) or a hostile creature (inward circle) for 10 min./level, 10-ft. radius.

Magic Circle Against Evil: (Abjuration) [Good] Acts like a Protection spell against Evil, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.

Magic Circle Against Good: (Abjuration) [Evil] Acts like a Protection spell against Good, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius

Magic Circle Against Law: (Abjuration) [Chaotic] Acts like a Protection spell against Law, can be cast on friendly creatures (outward circle) or hostile creatures (inward circle) for 10 min./level, 10-ft. radius.

Magic Vestment: (Transmutation) Armor or shield gains +1 enhancement bonus per four levels.

Meld Into Stone: (Transmutation) [Earth] You and your gear merge into stone; you cannot make any actions, nor do you take any damage.

Prayer: (Enchantment (Compulsion)) [Mind-Affecting] Allies receive +1 bonus on most rolls, enemies take –1 penalty.

Protection from Energy: (Abjuration) Absorb 12 points/level damage from one kind of energy.

Remove Blindness/Deafness: (Conjuration (Healing)) Cures blindness or deafness, whether the effect is normal or magical in nature. Remove Blindness/

Deafness counters and dispels Blindness/Deafness.

Remove Curse: (Abjuration) Frees object or person from curse. Remove Curse counters and dispels Bestow Curse.

Remove Disease: (Conjuration (Healing)) Cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others.

Searing Light: (Evocation) Ray deals 1d8/two levels damage (max 5d8); more against undead (1d6 per caster level, max 10d6).

Summon Monster III: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.

Wind Wall: (Evocation) [Air] Deflects arrows and smaller creatures. In ToEE, the radius of Wind Wall is 3 feet/level (maximum 30 feet).
================================================== ======
Cleric Spells - Level 4
Cure Critical Wounds: (Conjuration (Healing)) Cures 4d8 points of damage +1 point/level (maximum +10).

Death Ward: (Necromancy) Grants immunity to death spells and negative energy effects.

Dimensional Anchor: (Abjuration) Bars extra-dimensional movement.

Discern Lies: (Divination) Reveals deliberate falsehoods.

Dismissal: (Abjuration) Forces a creature to return to its native plane.

Divine Power: (Evocation) Gain a +6 enhancement bonus to Strength and you gain one temporary hit point per caster level.

Freedom of Movement: (Abjuration) Subject moves normally despite impediments.

Giant Vermin: (Transmutation) Summons one monster and places it under control of the party.

Inflict Critical Wounds: (Necromancy) Deal 4d8 points of damage per caster level (maximum +10).

Magic Weapon, Greater: (Transmutation)+1 every four levels (max +2).

Neutralize Poison: (Conjuration (Healing)) Immunizes subject against poison, and will detoxify venom within or on subject.

Poison: (Necromancy) Touch deals 1d10 Constitution damage, repeats in one minute.

Repel Vermin: (Abjuration) An invisible barrier holds back vermin.

Restoration: (Conjuration (Healing)) Restores level (experience points) and ability score drains.

Material Component: Diamond dust worth 100 gp that is sprinkled over the target.

Summon Monster IV: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.
================================================== ======
Cleric Spells - Level 5
Break Enchantment: (Abjuration) Frees subjects from enchantments, alterations, curses and petrification.

Cure Light Wounds, Mass: (Conjuration (Healing)) Cures 1d8 points of damage +1 point/level (maximum +10) in each selected creature. Deals damage to undead in its area rather than curing them.

Dispel Chaos: (Abjuration) [Lawful] Subject gains +4 bonus against attacks by chaotic creatures.

Dispel Evil: (Abjuration) [Good] Subject gains +4 bonus against attacks by evil creatures.

Dispel Good: (Abjuration) [Evil] Subject gains +4 bonus against attacks by good creatures.

Dispel Law: (Abjuration) [Chaotic] Subject gains +4 bonus against attacks by lawful creatures.

Flame Strike: (Evocation) [Fire] Smite foes with 1d6 points of damage per caster level (maximum 10d6).

Inflict Light Wounds, Mass: (Necromancy) Deals 1d8 points of damage +1 per caster level (maximum +10). Cures undead in its area rather than damaging them.

Raise Dead: (Conjuration (Healing)) Restores life to subject. Material Component: Diamonds worth a total of at least 5,000 gp.

Righteous Might: (Transmutation) Your size increases (reflected by your character stats) and you gain combat bonuses.

Slay Living: (Necromancy) [Death] Touch attack kills subject, unless creature makes a Fortitude save.

Spell Resistance: (Abjuration) Subject gains spell resistance of 12 + level (max. +10).

Summon Monster V: (Conjuration (Summoning)) Summons a creature, based on what you select from the Radial Menu.

True Seeing: (Divination) Lets you see all things as they really are. Material Component: An ointment for the eyes that costs 250 gp and is made from mushroom power, saffron and fat.

ppoppo 2008-2-23 06:32

法杖制作

Q:How Many Charges Does A Crafted Wand Have?
A:The game designers, originally, had it set to 50 charges and changed it to [color=Blue]20 charges.[/color]

ppoppo 2008-2-23 06:41

附魔武器

-Flaming
Caster lvl- 10th.
prereq. - craft magic arms & amour, flame blade/flame strike/fireball
bonus +1
+1D6 of fire damage.
on missle weapos, arrow is enchanted

-Frost
Caster lvl- 8th
prereq. - CMA & A, chill metal/ice storm
bonus +1
+1D6 of cold damage
on missle weapos, arrow is enchanted

-Shock
Caster lvl- 8th
prereq. - call lightening, lightening bolt
bonus +1
+1D6 electrical damage
on missle weapos, arrow is enchanted

-Keen
only slashing weapons
Caster lvl- 10th
prereq - CMA & A, keen edge
bonus +1
increase chance of crits
i.e. changes longsword 19-20 to 17-20

-Mighty Cleaving
Caster lvl- 8
prereq -CMA & A, divine power
bonus +1
add one addtional cleave attempt in a round

[color=Blue]- Flaming Burst
Caster lvl- 12th [/color]
+1D10 fire damage on crit
if weapon crit multiplier is X3 add 3D10
on missle weapos, arrow is enchanted

-Icy burst
Caster lvl- 10th
prereq - CMA & A, chill metal, icestorm
bonus +2
+1D10 cold damage on crit
if weapon crit multiplier is X3 add 3D10
on missle weapos, arrow is enchanted


-Shocking Burst
Caster lvl- 10th
prereq - CMA & A, call lightening/ligthning bolt
+1D10 elect. damage on crit
if weapon crit multiplier is X3 add 3D10
on missle weapos, arrow is enchanted

-Holy
Caster lvl- 7th
prereq - CMA & A, creator must be good, holy smite
bonus +1
+2D6 against evil
on missle weapos, arrow is enchanted

-Unholy
Caster lvl- 7th
prereq - CMA & A, creator must be evil, unholy blight
+2D6 against good
on missle weapos, arrow is enchanted

Axiomatic (Lawful)
Caster lvl- 7th
prereq - creator must be lawful, orders wrath
bonus +2

Anarchic (Chaotic)
Caster lvl- 7th
prereq - creator must be chaotic, chaos hammer
bonus +2
[color=Blue]- for Holy, Unholy, Anarchic, Axiomatic you will need a cleric with a corresponding domain ![/color]

ppoppo 2008-2-26 20:25

kotb[demo]任务+讨论

目前的已知任务,方便对照。肯定还不完整,因为有些涉及阵营,派别的任务没有做。欢迎补充
[color=Blue]可能导致[color=Red]CTD[/color]的重要的bug提示:时间计数器[/color]
kotb中有些事件需要接受后经过一定时间才能完成,比如做龙皮甲的事件。目前经过反复实践,发现一旦做龙皮甲事件触发,则切换场景必然CTD。目前还不清楚是否是我的个人问题,有待其他玩家验证。取得龙皮后和鞋匠谈话前一定要存档,或者暂时放弃此事件,等待新的补丁
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