Boots required

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Boots required

Post by Belarric on Sun Feb 17, 2013 7:53 pm

Raiden, my monk, requires some boots.
hes tired of running at speed bare foot and is now looking for some decent boots he can upgrade.

Any ideas??

//unsure whats out there and what would benefit him most. Am looking forwards to the +5 dodge AC also Smile
currently uses boots of springing etc, or bellarushkin

all possible ideas welcome as Im sure I haven't seen them all
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Re: Boots required

Post by A_Vagabond on Sun Feb 17, 2013 8:40 pm

The only +AC boots I've seen in-game (that weren't DM upgrades) were Boots of the Underdog, which were +3 dodge AC. Not common, dropped by some poor slob that I killed, many moons ago.
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Re: Boots required

Post by Elhanan on Mon Feb 18, 2013 12:23 am

If you can make the AC upgrade via DM and components, getting effects that are restricted on vouchers can be helpful (eg; Immunity to Knockdown, Immunity to Electricity, etc). Such boots can be found already.
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Re: Boots required

Post by Belarric on Mon Feb 18, 2013 1:08 pm

I'm not to worried about the Ac on any boots, as I already have the AC upgrade collected.

Its more for what would be a good benefit for the build.
Fire resist boots, electricity resist although he dodges most of those.
Haste, speed boots make him run into walls as Im not quick enough for him

So its the best fit for what he does. What gets him most times are those damn slimes in the demon realm. They insist on stoning him Sad

Or Nemesis Sad

What do you use?
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Re: Boots required

Post by Elhanan on Mon Feb 18, 2013 1:46 pm

Personally, several of mine need and use the Boots of Springing & Striding. Others use the ones with Imp Evasion and Mobility, Immunity to Knockdown(though they later changed to the necklace), Immunity to Electricity, or have footwear made with Vouchers.

For Raiden, I would recommend those with Immunity to Knockdown unless he already has that covered.
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Re: Boots required

Post by Ramana Jala on Fri Feb 22, 2013 2:06 pm

If you want to just upgrade some boots already IG, I'd suggest those with Improved Evasion and Mobility, although rare to find. (Improved Evasion being one of those feats that you aren't allowed to obtain by upgrade nor on a custom item.) Then you can upgrade with attributes like CON or DEX or even WIS up to +10 total, get that upgrade to +5 AC (Dodge), and tack on various skills at 5 points each times 6 skills, like Hide MS or Tumble etc (sum up to 30), or a +3 to All Skills. Also, upgrades like the Dodge Feat, or Freedom, or even Sneak Attack +3d6 might be useful. Then, upgrades of +30 to acid, fire, electrical or other elemental resistances can be done. Something like that is what I'll be doing for my wizard.

On my ranger-rogue-sd 'scout' I'll be making custom boots something like this: Boots of Springing Ability (+12,000 to cost), 50% Immunity to Slashing (other custom items of mine will have 50% imm to Bludgeoning, Piercing, Acid, and maybe Fire), Bonus Spell Slots for Ranger, mostly to be used for Camo, Mass Camo, or Magic Fang. Also, Haste 3-5 times a day, Teleport and Transference both 5xday. These boots should work well for my scout's traveling, hiding, and protection needs, and will probably have some description that tells them as blessed of Gort and Andra. Then I'll upgrade them with CON and DEX and skills, etc. So for a monk, you could tailor something appropriate like that. I've been told that the most useful elemental resistance to have maxed (50% on a custom item, or at least the 30 by upgrade) is Acid, because of those Dark Realm oozes.

As to your petrifaction issue, really the Statuebreaker's Cloak is your only solution. I'm not sure if that cloak can be upgraded in any way, as some of those scripty items are not very compatible with upgrading. What I'm doing for my both my wizard and my scout is to shift any feature that I've been using via cloaks on to other items, so that I may regularly wear the Statuebreaker's Cloak.

BTW, I've never seen any Boots of anti-Knockdown, so I wouldn't count on finding them anymore. Anti-Knockdown comes only from the Amulet now, although that Amulet can take upgrades. About the Boots of Striding and Springing, I know that you can get this feature on a custom item, but I'm not sure if the Boots that you find IG can be upgraded, since they seem to be one of those scripty items.



Last edited by Ramana Jala on Fri Feb 22, 2013 2:45 pm; edited 2 times in total
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Re: Boots required

Post by Elhanan on Fri Feb 22, 2013 2:26 pm

Believe these are the Immunity to KD Boots; should still be available as they are listed in Crafting section too:

Earthrooted Boots
Command: enchant misc boots earth
Requirements:
Caster Level: 6
Patron Deity: Terris
Gold: 482
XP: 392
Base: Masterwork Boots

FYI: If these are the correct ones, the old version would not allow Flight.
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Re: Boots required

Post by Ramana Jala on Fri Feb 22, 2013 2:39 pm

I'd be interested to know if these are indeed Immunity to Knockdown boots, and if they may still be crafted. Being not familiar with any crafting except armor and traps, and since both the Dwarf-Maker DM Upgrades list and the Custom Item list forbid adding the Imm KD property to anything as an upgrade or via custom, I didn't know that any Imm KD item could be crafted.
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Re: Boots required

Post by Belarric on Fri Feb 22, 2013 3:18 pm

Thanks for the info
I found a pair of Earthroot boots and yes, they say immune to KD. will try them out.

Raiden is well upgraded. he has the 30 to elemental resists already and with 25 lvls of monk and 5 of SD he has the dodge, mobility and epic dodge also Smile

He just has no boots or helm, which I see as a waste of space and want to utilise these

Again thanks
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Re: Boots required

Post by Ramana Jala on Fri Feb 22, 2013 4:02 pm

Well, that's excellent that you found some Imm Knockdown boots.

If they are not specially-scripted, you can upgrade them with other qualities.

I see now that for your monk, those Boots of Evasion would not be the most useful option, as those would most benefit a character without dodgey-type feats (like my wizard).
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Re: Boots required

Post by odbo255 on Fri Feb 22, 2013 10:37 pm

I believe that anti-knockdown and improved evasion are mutually exclusive for item upgrades, fyi.

Even if one of the properties is "native" to the object in question.
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Re: Boots required

Post by Ramana Jala on Sat Feb 23, 2013 7:34 am

That's true because neither the Imm KD nor the Impr Evasion properties may be added by upgrade (nor by custom item).

So you may not put either of these two properties onto an item (that didn't already have the property).

But if you have items with each of those properties on it, you may upgrade those items (with other qualities).
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Re: Boots required

Post by MannyJabrielle on Sat Feb 23, 2013 2:13 pm

The only caveat to that being The Amethyst Dragon asked us not to upgrade player's earthroot boots with AC, as the boots stick you to the ground, which makes for a harder time doing dodgey stuff.
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Re: Boots required

Post by Ramana Jala on Sat Feb 23, 2013 2:27 pm

Thanks for that useful note, Manny. Smile
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Re: Boots required

Post by odbo255 on Sat Feb 23, 2013 8:30 pm

MannyJabrielle wrote:The only caveat to that being The Amethyst Dragon asked us not to upgrade player's earthroot boots with AC, as the boots stick you to the ground, which makes for a harder time doing dodgey stuff.

Ah, *that's* the restriction I was thinking of...
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Re: Boots required

Post by Elhanan on Sat Feb 23, 2013 11:24 pm

If that is the case, I would go with the Necklace vs KD and then Grounded Boots (Immunity to Lightning), Winged Boots, or the ones that allow you to change binding locations (or vouher). Add +5 AC to both the necklace and boots via upgrades, if you do not mind the component hunts.

No reason to penalize yourself too much, as Flight and AC are quite beneficial.
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Re: Boots required

Post by Ramana Jala on Sun Feb 24, 2013 7:54 am

Just to mention it again, in reference to potentially upgrading the Winged Boots, if you use an item with a specially-scripted appearance or action, it would be wise to ask a DM to make sure that it can be upgraded without issue.

I'd been told that certain scripted item appearances like the Circlet will be deactivated if the item is upgraded with additional properties, and who knows what other scripted action property might be voided.

So better check about any of those specially-scripted items.
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Re: Boots required

Post by Elhanan on Sun Feb 24, 2013 8:55 am

Ramana Jala wrote:Just to mention it again, in reference to potentially upgrading the Winged Boots, if you use an item with a specially-scripted appearance or action, it would be wise to ask a DM to make sure that it can be upgraded without issue.

I'd been told that certain scripted item appearances like the Circlet will be deactivated if the item is upgraded with additional properties, and who knows what other scripted action property might be voided.

So better check about any of those specially-scripted items.

Quite true. Manny upgraded a circlet for me yesterday, and informed me that I would need a redesign for it to work properly. Sadly, the circlet does not work in the helmet redesign system as it does not occupy the actual slot. This will require another DM intervention. *sigh*
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Re: Boots required

Post by The Amethyst Dragon on Sun Feb 24, 2013 10:01 am

The circlets can be upgraded, but the upgrades won't be used if using the VFX version...you have to turn that option off (;;option headvfx) so that the helm gets equipped like a normal NWN helm.

In the VFX version, the properties of those items are applied via scripting based on the item's tag and possibly blueprint resref, and in-game additions aren't handled by that scripting (it affects the PC "skin" item that I use for a bunch of things, like ioun stones and subrace traits, so all the scripting for it has to be carefully integrated).

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Re: Boots required

Post by Ramana Jala on Sun Feb 24, 2013 10:10 am

Thanks for the clarification, The Amethyst Dragon.

Always best to get this kind of info straight from the Dragon's mouth!
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Re: Boots required

Post by MannyJabrielle on Sun Feb 24, 2013 1:58 pm

Yes, as The Amethyst Dragon mentioned, the helmet has to be worn as a regular helmet for any upgrades applied to the item to be applied to the character. That's why I said the ;;option headvfx toggle had to be turned off.

Apologies if I wasn't specific in saying that you had to KEEP the option toggled off and wear the helm normally to get the bonus to apply to the character :-/
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Re: Boots required

Post by Elhanan on Sun Feb 24, 2013 2:56 pm

MannyJabrielle wrote:Yes, as The Amethyst Dragon mentioned, the helmet has to be worn as a regular helmet for any upgrades applied to the item to be applied to the character. That's why I said the ;;option headvfx toggle had to be turned off.

Apologies if I wasn't specific in saying that you had to KEEP the option toggled off and wear the helm normally to get the bonus to apply to the character :-/

Not a problem; simply too dense to understand directions. Still, I may request a sub helm, as this one cannot be altered in appearance. It ain't bad, but I want to be content with something as permanent on display.
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