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My list of ideas for mods if there will be any!
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RPGDot Forums > Gothic - General

Do you like my ideas here?
Yup. Good idea!
66%
 66%  [ 2 ]
So/so.
33%
 33%  [ 1 ]
Isn't exactly what I hoped for, no.
0%
 0%  [ 0 ]
Total Votes : 3

Author Thread
marevix
Head Merchant
Head Merchant




Joined: 01 Jun 2003
Posts: 53
Location: Wouldn't you like to know?
My list of ideas for mods if there will be any!
   

I have been thoroughly working on ideas for mods. Although it isn't very likely anyone is going to do this (as many of my ideas would be hard or impossible to put in a mod without almost turning the game inside-out with bugs) but if they feel a need to they would be.

My first idea is a small mod idea, one based on making normally useless or partially useless items into something you could actually use. I would call it Alchoholic Narcotic (Rhymes and those 2 words practically give away the general idea). Why? Here's a list of things!

1. Alchoholic: This would mean beverages such as beer, strong beer/booze, wine, and Rice Schnapps actually change the character's abilities/limits/skills temporarily. Here's a few ideas:
1a. Beer. My idea is that, when unequipped, and this beverage had been drunk, you would become stronger. You would also have a hard time moving, as you would be restricted to walking and only jumping if you have acrobatics (a true use of that skill for once!).

1b. Wine. This one is supposed to make your dexterity higher (reasons why I thought this are unknown- as most of the time if drunk you would be LESS dexterous but I thought it would be cool) for the same restrictions as Beer. But you use a bow instead of fists.

1c. Rice Schnapps. Same as beer, but slightly stronger since they are more valuable.

1d. Booze. Like beer, but you can't jump at all and it would have, depending on how much you drank, humungous bonuses. Maybey if you drank 4 of them at once it could be +40 strength unarmed or similar.

2. Narcotic. Obviously, swampweed. This way the daily rations and buying more than 1 reefer each type, or joint as it is more commonly known as, would actually be benefitable.

2a. Green Novice. This would be a small strength booster, maybye +5 or +10 for a certain duration. No restrictions.

2b. Northern Dark. With this you would have the same strength bonus along with another +5/+10 dexterity bonus.

2c. White Cresent. New swampweed, first use gains 5 exp, like Green Novice. Essentially the opposite of Green Novice, having either +5 or +10 dexterity.

2d (Hey! I'm 2 dimensional! So is this message!). Dreamcall. After first use, it increases your maximum mana by 20% for a limited duration, like all of the others except unique.

3. Notes. All items involved would be far more expensive- a bottle of beer possibly being worth 100 ore.

And that's my first, if not most obviously needed, mod I can think of. Like it?

Feel free to post your own ideas.
_________________
I'm pretty sure the Monk's Quest has died by now.
Post Mon Jun 16, 2003 4:15 am
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