Dungeon Siege 2 Rare Item Mod
most of the magic items have one of several closely-related materials as part of their enchantment load, either one or two of the following:
- feet: these are the bases for most of the less-exotic, and fully-magic items, and generally have a *much* smaller range of enchantments than other items of that type. there are a small number of items that are designed to enchant other items to function as foot weapons. in general, magic items that enchant feet are associated with pale, soft materials, although there are some terrifying magic items that are almost completely made from fire elementals. the relationship with feet is not perfect, however- many base items can be converted to use feet as their main enchantable material, and some of these are specifically designed to go that route.
- legs: strong base items created to enchant legs often provide the most powerful enchantments found on most magic items. these items are not rare and have a more robust set of standard enchantments.
- head: base items that enchant head tend to be the most powerful items, and have the most intricate designs.
rare magic items are usually enchanted using a very specific set of enchantments. inscriptions that appear in all of the relevant base items are used to identify the specific enchantment’s template. the combination of a key and the template used to make that key is the magic item’s secret. when a vanilla item is enchanted with the right template, the results are usually extremely powerful.
gloves have potential for modest enchantments. as with boots, this is a good slot to try to find an attribute-boosting item to wear in order to secure the best possible chestpiece or weapon. gloves make up 20 percent of all armor drops and store inventory, via the #armor pcontent call. the only containers that make direct #gloves calls are the companions with gloves equipped, such as kroduk or phaedriel.
and it will result in a somewhat better-than-average shovel: this roll ignores the rule that a shovel cannot be generated in a roll for treasure; that shovels cannot be generated with mods; that a rare and a magic mod cannot be spawned together on the same item, that the mods’ power ratings cannot be far above the range defined for the base item (zero in a shovel’s case); that there is no power range defined by the call itself; and yet it can still generate the item.
items can be obtained in several ways. in addition to enchantments from learning the creational magic of the items, they can be crafted from raw materials, or the items can be found in other containers, such as special chests or treasure troves.
what this is, is an item which has been created using a strange assortment of runes that only that person can see, and which has special properties for that item. this is not to be confused with a wildcard item, which is not created specifically for that person, but which may be dropped by creatures of that person. this is a very powerful and rare item, and few have the ability to make them.
as well as the attribute of every item, the mod will also add a message which will alert you that an item has been created for you. in addition to the message, you will also see a notification about the item in the lower right corner of the screen. these notifications will appear for new items you have created.