[INFO/SPOILER] Reagents

Information and updates for the Pagan Heart mod. If you have any questions or suggestions for the mod, please post them here.

Moderators: Phrozen Heart, Pagan Rainfall

Post Reply

0
No votes
 
Total votes: 0

User avatar
chipmanr
Junior Member
Paladin
Posts: 156
Joined: Fri May 27, 2005 2:32 pm
Contact:

[INFO/SPOILER] Reagents

Post by chipmanr » Fri Jul 08, 2005 3:05 pm

Abyssal Pipe... +1% magic absorb
Acorns... +1% maximum life
Arcane Scrolls... +3 magic damage
Baalor Ale... heal +3 health after each demon killed
Beetle Shell... +5 armor vs. missiles
Beholder Eye... reduce magic damage by 2
Bell... +5% increased durability
Belladonna... reduce enemy poison resist by 2%
Black Feather... grant/improve self-replenish
Bloody Cup... +1% chance target flees
Blue Dragon Egg... reduce enemy lightning resist by 2%
Blue Dragon Scales... +1% lightning resist
Candlestick... +1/32% magic find per level
Cheese Wedge... +5% stamina regeneration
Chess Piece... +1% to strength
Clipped Copper Piece... +5% extra gold from monsters
Coal... +2% to fire skill damage
Cold Stone... +2% to cold skill damage
Contract... +2 mana after each kill
Cranium Rat Tail... +5% mana regeneration
Crimson Veil... +1% fire absorb
Elemental Tonic... attacker takes 1 damage from each element
Embalming Fluid... reduce stamina drain by 2%
Evil Eye... heal 2 health after each kill
Fairy Dust... +1% magic resist
Fiend's Tongue... +2 points fire abosrb
Finger Bone... +2% chance crushing blow
Fish Head... +10% damage vs. aquatic creatures
Fresh Meat... reduce poison duration by 4%
Glass Eye... +5% casting speed
Gold Nugget... +2% magic find
Green Dragon Scales +1% poison resist
Hand Mirror... rebound 5 melee damage to attacker
Heart of the Damned... +5% damage vs. demons
Holy Water... +5% damage vs. undead
Hourglass... slows target by 5%
Ice Rose... reduce enemy cold resist by 2%
Inscriber's Awl... inscribe bearer's name on item
Iron Golem Guts... +1/8% stamina regeneration per level
Lich's Tooth... +1% mana leech
Liquid Mercury... +5% increased attack/movement speed
Lynx Eye... -2 to target armor per hit
Minature Violin... +2 points magic absorb
Mindflayer's Brain... +1% max mana
Mossy Urn... +1% to energy
Mummy's Tea... +1% max poison resist
Needle & Thread... grant/improve self repair
Nymph's Tear... reduce target defense by 3%
Oak Bark... reduce physical damage by 2
Old Tankard... +1 to blind target
Osyluth Stinger... +10% damage vs. tanar'ri
Pocket Journal... +1% to experience earned
Poison Grapes... +2% to poison skill damage
Preserved Cockroach... +5 defense
Rainbow Essence... adds +1 damage from each element
Red Dragon Scales... +1% fire resist
Rodent Skull... +2% chance open wounds
Rogue Stone... +1% to attack rating
Rough Leather... +1% to vitality
Sahuagin's Tooth... +2% to deadly strike
Scent of Storms... +1% lightning absorb
Severed Claw... +5% enhanced damage
Silver Ingot... +10% damage vs. werebeasts
Small Animal Trap... +1/8 dexterity per level
Small Pelt... +2 points cold absorb
Spiked Dog Collar... rebound 1% melee damage
Starfall Ore... +2% to lightning skill damage
Steak Knife... +3 to max damage
Stone Skull... +5 armor vs. melee attacks
Sundial... +1 light radius
Tainted Histachii Brew... +10% damage vs. yuan-ti
Thrym Extract... +5% hit recovery speed
Tinderbox... reduce enemy fire resist by 2%
Toad... reduce curse/shrine duration by 4%
Troll's Liver... +10% damage vs. trolls
Werewolf Paw... +1% to dexterity
White Dragon Scales... +1% cold resist
Wooden Stakes... +10 attack rating vs. undead
Wreath... +3% to max stamina
Yeti Scalp... +1% cold absorb
Made with 100% meat by-products.

User avatar
Talol Padaes
Posts: 52
Joined: Sun Jun 12, 2005 6:40 pm
Location: Slightly South of Hell, and a little west of the rainbow
Contact:

Re: [INFO/SPOILER] Reagents

Post by Talol Padaes » Fri Jul 08, 2005 3:54 pm

YAY!!! Awesome list thank you very much... Now I know just what I need to collect/hun for...

BTW: Where is the best area for hunting these things??
[color=694269]If ever I plan to conquer the World, I will hire a group of 10 year old children to point out flaws in my plans BEFORE I enact them[/color]

User avatar
theonlymoose
Forum Regular
Angel
Posts: 522
Joined: Thu Aug 05, 2004 11:46 pm
Contact:

Re: [INFO/SPOILER] Reagents

Post by theonlymoose » Fri Jul 08, 2005 4:20 pm

Congrats on a job well done. ;)

User avatar
Mayahesa
Junior Member
Paladin
Posts: 104
Joined: Wed Jun 05, 2002 1:16 pm
Contact:

Re: [INFO/SPOILER] Reagents

Post by Mayahesa » Fri Jul 08, 2005 4:29 pm

Talol Padaes";p="233159" wrote:YAY!!! Awesome list thank you very much... Now I know just what I need to collect/hun for...

BTW: Where is the best area for hunting these things??
Best place I've found is Underdark - I tend to find oodles of reagents there :D
There is a narrow difference between genius and madness, I'm merely smuggling sanity across the border.

User avatar
chipmanr
Junior Member
Paladin
Posts: 156
Joined: Fri May 27, 2005 2:32 pm
Contact:

Post by chipmanr » Fri Jul 08, 2005 4:36 pm

Yah, UD10 (psionic flayers) is best for reagents, UD8 (flayers) has the best magic/rare drops, barring mega-bosses.
Made with 100% meat by-products.

User avatar
Phrozen Heart
Retired Admin
Throne
Posts: 9123
Joined: Sat May 18, 2002 12:30 am
Location: Sweet Pandemonium

Hand-picked

Post by Phrozen Heart » Sat Jul 09, 2005 3:54 am

Nicely done, this needs a sticky :)
If you want me to miss you, you have to GO AWAY first...

User avatar
boldie
Junior Member
Paladin
Posts: 104
Joined: Wed Dec 15, 2004 5:09 pm
Contact:

Post by boldie » Wed Feb 22, 2006 6:50 pm

where is this underdark you talk about :?: is it like the kagero dungeon on Nez :?:
victormink@msn.com

"there is no spoone" - the matricks

User avatar
Phrozen Heart
Retired Admin
Throne
Posts: 9123
Joined: Sat May 18, 2002 12:30 am
Location: Sweet Pandemonium

Hand-picked

Post by Phrozen Heart » Wed Feb 22, 2006 9:20 pm

Similar concept of a powerful dungeon in a low level area but other than that no not really ;)
If you want me to miss you, you have to GO AWAY first...

User avatar
Invisible Queen
Junior Member
Paladin
Posts: 111
Joined: Mon Mar 20, 2006 7:40 am
Location: Right in front of you!
Contact:

Re: [INFO/SPOILER] Reagents

Post by Invisible Queen » Wed Apr 12, 2006 7:11 am

Say, about them reagents. I recall the game crashing if you load a character with an item with more than 23 or so attributes. Is that still the case with this mod? And if so what happens if you put such an item in the shared stash? I'm afraid. :cry:
"Just close your eyes and you won't see it."

User avatar
chipmanr
Junior Member
Paladin
Posts: 156
Joined: Fri May 27, 2005 2:32 pm
Contact:

Post by chipmanr » Sat Apr 22, 2006 10:48 pm

Hmm, can't find it now, but I read somewhere on the forum (or in a read-me for one of the mods) about max item mods. I think if you add more than 42? mods, the ones on the bottom of the list are off-screen and effectively don't exist. They're there, the game just doesn't recognise them. No idea about crashes.
Made with 100% meat by-products.

User avatar
terragaia
Posts: 10
Joined: Sun Jun 05, 2005 6:21 pm
Location: Mtl, Qc, Canada

Re: [INFO/SPOILER] Reagents

Post by terragaia » Sun Apr 23, 2006 6:51 pm

.
chipmanr";p="268403" wrote: Hmm, can't find it now, but I read somewhere on the forum (or in a read-me for one of the mods) about max item mods. I think if you add more than 42? mods, the ones on the bottom of the list are off-screen and effectively don't exist. They're there, the game just doesn't recognise them. No idea about crashes.
I made a tempered bone belt for my sorc and it currently has 30 mods on it. Two days ago, i've tryed to add 3 or 4 new mods on it and my game crashed. Each time i made a new game, my D2 crashed when i would try to look at my belt (mooving the mouse over it).

I dont know if this bug can be applied to any item (other then belts), but if i was you, i wouldnt try to put more then 30 hehe[/list]

User avatar
Nigel
Posts: 64
Joined: Tue Mar 07, 2006 4:36 am

Re: [INFO/SPOILER] Reagents

Post by Nigel » Mon Apr 24, 2006 2:23 am

terragaia";p="268503" wrote:.
chipmanr";p="268403" wrote: Hmm, can't find it now, but I read somewhere on the forum (or in a read-me for one of the mods) about max item mods. I think if you add more than 42? mods, the ones on the bottom of the list are off-screen and effectively don't exist. They're there, the game just doesn't recognise them. No idea about crashes.
I made a tempered bone belt for my sorc and it currently has 30 mods on it. Two days ago, i've tryed to add 3 or 4 new mods on it and my game crashed. Each time i made a new game, my D2 crashed when i would try to look at my belt (mooving the mouse over it).

I dont know if this bug can be applied to any item (other then belts), but if i was you, i wouldnt try to put more then 30 hehe[/list]
IIRC, it's 32. I remember having this issue once...twas funny because I was overreacting. So yeah, don't add more than 32 mods to any piece of equipment.

Post Reply

Return to “Pagan Heart”