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Magick Restoration Pack v100306 *UAP Compatible*
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Cloaked Figure
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PostPosted: Sat Oct 18, 2008 3:51 pm    Post subject: Magick Restoration Pack v100306 *UAP Compatible* Reply with quote

Magick Restoration Pack v100306

The Magick Restoration Pack restores spells that did not make it to the final cut of the game. These spells have their own unique animations which have also been restored. The spells are as follows:

-'Poison' for the Necromantic Black college. Replaces the 'Harm' spell. This spell poisons the target creature, causing it damage over a length of time.
-'Repel Flames' for the Fire college. Replaces the 'Agility of Fire' spell. This spell raises the fire resistance of the target creature.

Compatibility:

The Magick Restoration Pack is compatible with all of Drog's work. This includes:

- The Unofficial Patch, along with the Extra Pack and alternative lizard skins.

- The HQ Map and Music packs.

- The High Resolution Patch.

Screenshots:




Mirrors:

MEGAUPLOAD --- Terra-Arcanum

*RapidShare is no longer supported because apparently they took it upon themselves to upgrade my account to a paid one and I can't manage my downloads until I pay a subscription fee which I am not going to do.


Last edited by Cloaked Figure on Mon Jul 19, 2010 5:02 pm; edited 23 times in total
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Vorak
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PostPosted: Sat Oct 18, 2008 4:08 pm    Post subject: Reply with quote

Isn't Sense Invisible/Traps already in the game?
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Cloaked Figure
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PostPosted: Sat Oct 18, 2008 4:11 pm    Post subject: Reply with quote

Yep, I've already pulled it out of the mod.

Last edited by Cloaked Figure on Mon Oct 20, 2008 8:38 pm; edited 2 times in total
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rroyo
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PostPosted: Sat Oct 18, 2008 4:13 pm    Post subject: Reply with quote

Welcome to the forum, Cloaked Figure!

And thanks. I'll have to check this out.
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Dirtman
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PostPosted: Sat Oct 18, 2008 6:19 pm    Post subject: Reply with quote

Sense Invisible/Traps is in the Divination college and you can learn it.

Anyway, this looks interesting. Thanks man.

Welcome to the forum.
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Cloaked Figure
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PostPosted: Sat Oct 18, 2008 6:48 pm    Post subject: Reply with quote

Dirtman wrote:
Sense Invisible/Traps is in the Divination college and you can learn it.

Anyway, this looks interesting. Thanks man.

Welcome to the forum.


Call that impatience on my part. I was about to upload the mod and noticed the detect traps spell, and just carelessly enabled it as well. I have never made a character with Divination, so I was not aware that a stronger form of the spell already existed.


Last edited by Cloaked Figure on Mon Oct 20, 2008 8:44 pm; edited 1 time in total
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The_Deathsangel
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PostPosted: Sat Oct 18, 2008 8:45 pm    Post subject: Reply with quote

Though it is nice to have more options, I do wonder if it wise to remove agility of flames as all elementals have an ability boosting spell.

Also, Harm is immensely popular in comparison to conjure spirit.
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Cloaked Figure
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PostPosted: Sat Oct 18, 2008 9:26 pm    Post subject: Reply with quote

I just restored the spells back to the places that they originally were. And removing conjure spirit would ruin some important parts of the main quest for people who want to play necromancers (several unique NPC's have spirits with dialog).
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Cloaked Figure
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PostPosted: Sat Oct 25, 2008 8:05 pm    Post subject: Reply with quote

Update: Restored Merge With Stone spell, and fixed the spell animations for Wind Walk, Poison, and Repel Flames. Download is available in the first post.
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rroyo
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PostPosted: Sat Oct 25, 2008 9:45 pm    Post subject: Reply with quote

Thanks!
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Dark Elf
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PostPosted: Sat Oct 25, 2008 11:24 pm    Post subject: Reply with quote

Would it be alright with you if we hosted this, Oh Cloaked One?
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Cloaked Figure
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PostPosted: Sun Oct 26, 2008 4:40 am    Post subject: Reply with quote

Dark Elf wrote:
Would it be alright with you if we hosted this, Oh Cloaked One?


Yes, of course.
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Cloaked Figure
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PostPosted: Sat Nov 01, 2008 5:07 pm    Post subject: Reply with quote

First post has been up-dated with the final version of MRM.

I have also finished the first edition of my Custom Magick Mod.
It was originally intended to be included with my big mod that I am doing on the Arcanum module, but it became too buggy and imbalanced for a serious gaming experience. For this reason I am releasing it as a stand-alone pack.

The new colleges are:
Demonology
Banishment
Makaalian - (Based on the Bedokaan God of the Hunt, Makaal)
Crusader

To make room for this, the four elemental colleges have been combined into two. (Earth and Fire, Water and Wind.)

This is still very experimental, and there are many bugs. The Demonology college, for instance, is barely usable.
All the other colleges work pretty well except for the animations (I have to re-number them.)

The download link for this custom magick mod is here: http://rapidshare.com/files/159666366/CMM_Edition1.zip

What I personally reccomend is just to use arc_editor to give your character all the spells and try all of them out.
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stylex
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PostPosted: Sat Nov 08, 2008 10:28 pm    Post subject: Reply with quote

Having fun with this!
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Roller
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PostPosted: Sun Nov 09, 2008 9:11 am    Post subject: Reply with quote

Restoring is good, but what about spells it replaces. Agility of Fire is pretty useful..
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stylex
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PostPosted: Sun Nov 09, 2008 11:10 am    Post subject: Reply with quote

Nah, I never use it...Almost all buffs in Arcanum are useless .Only +1 or +2 to stats.
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magikot
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PostPosted: Sun Nov 09, 2008 11:37 am    Post subject: Reply with quote

That's extremely useful though, stylex.

+2 Dex means higher speed which translates into more action points and therefore more damage dealt per turn.
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stylex
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PostPosted: Mon Nov 10, 2008 3:47 pm    Post subject: Reply with quote

I want +5.
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Roller
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PostPosted: Tue Nov 11, 2008 9:36 am    Post subject: Reply with quote

Stat buffs give +4. With lowstat it almost doubles the value. With highstat, thats a sure 20, which is a doubling again, for instance double damage from 20str. NPCs use predefined leveling schemes and most do not reach 20. Buffed - they do. For instance Virgil has 18 dex.

I wouldnt call buffs, doubling primary combat characteristics, useless. Not even mentioning Temporal tree.
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GrimmHatter
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PostPosted: Tue Nov 11, 2008 9:43 am    Post subject: Reply with quote

Repel Flames...would that work in the BMM against those Furnace Golems or in that dungeon where you get "that" dagger? Do their attacks even count as fire damage?
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zerotol
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PostPosted: Fri Jun 12, 2009 10:00 am    Post subject: Reply with quote

warning : download contain VIRUS. Virus scan it first.
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PostPosted: Fri Jun 12, 2009 6:27 pm    Post subject: Reply with quote

I hope that you are not fooling around zerotol. Also, I think that it is time that you read the FAQ, or else you will have aquintance with The Shovel of Gravedigging!
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PostPosted: Fri Jun 12, 2009 6:38 pm    Post subject: Reply with quote

My antivirus didn't find a thing.
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Cloaked Figure
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PostPosted: Sun Jun 14, 2009 5:57 pm    Post subject: Reply with quote

This guy is just an idiot from RPGCodex with a chip on his shoulder.
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moonlight
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PostPosted: Sat Jun 27, 2009 8:29 am    Post subject: Reply with quote

I must thank you for your work but please could you upload the mode on other sharing sites like mediafire or zshare
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