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My Wizard Slayer item changes


SixOfSpades

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My Kitpack makes a few changes to items, and again, in the interest of compatibility, I thought I'd share them with you. The basic tweaks are easily explained: Druids can now use Bows, Arrows, Quivers of Plenty, and the Bracers of Archery, and Fighter/Druids can use Composite Bows as well. In addition, Archers and Stalkers can now wear Elven Chain (everything except the Melodic Chain, as that's Bard-specific).

 

But the BIG change is coming in Version 2, in which I rewrite the rules on what items can and cannot be used by the Wizard Slayer (and the Hunter of the Occult, which is basically the WS kit transposed to Ranger).

 

From the README:

"Enchantments that contribute to an item's Acceptance:

Base enchantment level of melee weapons or ammunition

Magic Resistance

Elemental resistances

Saving Throw bonuses

Immunities to spells & effects commonly used by spellcasters

Weapons that add elemental damage

Attacks that do extended damage over time

Bonuses to Speed Factor

anything designed to prevent spellcasters from casting

anything likely to make a spellcaster more vulnerable to physical attacks.

 

Enchantments that contribute to an item's Rejection:

Base enchantment level of launcher-type weapons

Bonuses to Armor Class

Physical Resistances

Bonuses to THAC0 or Damage

Changes to STR / DEX / CON / INT / WIS / CHA

the casting of any spell that would not be especially useful against spellcasters

any item designed to combat any specific type of enemy other than spellcasters

any spell or effect that would not directly benefit a trueclassed Wizard Slayer.

 

If an item has a fairly even mix of "positive" and "negative" enchantments (e.g., Rings of Protection), I usually allow their use, provided that the items are fairly simple and rather benign. Artifact-level items, however, such as the Ring of Gaxx and Staff of the Magi, are commonly ruled out, as they would be rejected simply due to the large number of powerful enchantments on them. Also, where two spells/effects are very similar, Wizard Slayers will tend to accept one but shun the other: Healing is good, Regeneration is bad. Potions of Explosions are magical, Oils of Fiery Burning are not. Etc."

 

That's the general overview. Now here's the specifics, from the TP2:

 

COPY_EXISTING ~belt10.itm~ ~override~ // Belt of Inertial Barrier

~clck05.itm~ ~override~ // Cloak of Balduran

~clck30.itm~ ~override~ // Cloak of Bravery

~clck03.itm~ ~override~ // Cloak of Displacement

~clck26.itm~ ~override~ // Cloak of Mirroring

~clck01.itm~ ~override~ // Cloak of Protection+1

~clck02.itm~ ~override~ // Cloak of Protection+2

~clck24.itm~ ~override~ // Cloak of Reflection

~clck25.itm~ ~override~ // Cloak of the Stars

~clck28.itm~ ~override~ // Shadow Thief Cloak

~brac20.itm~ ~override~ // Gloves of Healing

~misc3a5.itm~ ~override~ // Book of Infinite Spells (Spell Turning)

~misc3a3.itm~ ~override~ // Book of Infinite Spells (True Seeing)

~misc3i.itm~ ~override~ // Silver Horn of Valhalla

~misc3j.itm~ ~override~ // Bronze Horn of Valhalla

~misc3k.itm~ ~override~ // Iron Horn of Valhalla

~misc3l.itm~ ~override~ // Horn of Silence

~misc73.itm~ ~override~ // Horn of Kazgaroth

~amul19.itm~ ~override~ // Amulet of 5% Magic Resistance

~amul14.itm~ ~override~ // Amulet of Protection+1

~amul25.itm~ ~override~ // Amulet of Spell Warding

~chalcy3.itm~ ~override~ // Greenstone Amulet

~ipsion.itm~ ~override~ // Greenstone Amulet

~amul17.itm~ ~override~ // Greenstone Amulet

~misc5x.itm~ ~override~ // Harper Pin

~amul20.itm~ ~override~ // Kaligun's Amulet of Magic Resistance

~amul24.itm~ ~override~ // Necklace of Form Stability

~amul23.itm~ ~override~ // Periapt of Life Protection

~potn13.itm~ ~override~ // Oil of Fiery Burning

~potn18.itm~ ~override~ // Potion of Absorbtion

~potn21.itm~ ~override~ // Potion of Clarity

~potn22.itm~ ~override~ // Potion of Cold Resistance

~potn02.itm~ ~override~ // Potion of Fire Resistance

~potn27.itm~ ~override~ // Potion of Firebreath

~potn45.itm~ ~override~ // Potion of Freedom

~wand16.itm~ ~override~ // Potion of Icedust

~potn31.itm~ ~override~ // Potion of Insulation

~potn11.itm~ ~override~ // Potion of Invulnerability

~potn33.itm~ ~override~ // Potion of Magic Blocking

~potn34.itm~ ~override~ // Potion of Magic Protection

~potn35.itm~ ~override~ // Potion of Magic Shielding

~ring25.itm~ ~override~ // Koveras' Ring of Protection

~ring20.itm~ ~override~ // Ring of Energy

~ring27.itm~ ~override~ // Ring of Fire Control

~ring02.itm~ ~override~ // Ring of Fire Resistance

~jwsuper.itm~ ~override~ // Ring of Free Action

~rossring.itm~ ~override~ // Ring of Free Action

~ring09.itm~ ~override~ // Ring of Free Action

~ring06.itm~ ~override~ // Ring of Protection+1

~ring07.itm~ ~override~ // Ring of Protection+2

~ring41.itm~ ~override~ // Ring of Protection+3

~ring33.itm~ ~override~ // Ring of the Ram

~misc72.itm~ ~override~ // Claw of Kazgaroth

~scrl03.itm~ ~override~ // Protection from Acid

~scrl04.itm~ ~override~ // Protection from Cold

~scrl05.itm~ ~override~ // Protection from Electricity

~scrl06.itm~ ~override~ // Protection from Fire

~scrl07.itm~ ~override~ // Protection from Magic

READ_BYTE "0x2f" "usab2"

WRITE_BYTE "0x2f" ("%usab2%" BAND "0b11111101") // make selected items usable by Wizard Slayers

BUT_ONLY_IF_IT_CHANGES

COPY_EXISTING ~plat06.itm~ ~override~ // Ankheg Plate+2

~leat17.itm~ ~override~ // Armor of Deep Night+4

~palplat.itm~ ~override~ // Armor of the Hart+3

~plat16.itm~ ~override~ // Armor of the Hart+3

~leat18.itm~ ~override~ // Armor of the Viper+5

~chan17.itm~ ~override~ // Ashen Scales+2

~chan19.itm~ ~override~ // Aslyferund Elven Chain+5

~chan16.itm~ ~override~ // Bladesinger Chain+4

~chan02.itm~ ~override~ // Chainmail+1

~chan08.itm~ ~override~ // Chainmail+2

~chan21.itm~ ~override~ // Chainmail+3

~chan07.itm~ ~override~ // Chainmail+3

~chan11.itm~ ~override~ // Crimson Chain+5

~clolth.itm~ ~override~ // Dark Elven Chain

~plat12.itm~ ~override~ // Doomplate+3

~dwchan02.itm~ ~override~ // Drow Adamantine Chain+5

~dwplat01.itm~ ~override~ // Drow Full Platemail+5

~chan13.itm~ ~override~ // Elven Chain+1

~plat14.itm~ ~override~ // Full Plate+1

~plat05.itm~ ~override~ // Full Plate+1

~plat23.itm~ ~override~ // Full Plate+2

~plat19.itm~ ~override~ // Full Plate+2

~leat24.itm~ ~override~ // Grandmaster's Armor+6

~chan10.itm~ ~override~ // Jester's Chain+4

~leat09.itm~ ~override~ // Karajah's Leather Armor+3

~leat02.itm~ ~override~ // Leather Armor+1

~ttleat.itm~ ~override~ // Leather Armor+2

~leat11.itm~ ~override~ // Leather Armor+2

~leat12.itm~ ~override~ // Leather Armor+3

~chan03.itm~ ~override~ // Mail of the Dead+2

~chan06.itm~ ~override~ // Mithril Chainmail+4

~visplat2.itm~ ~override~ // Mithril Filed Plate+2

~bruenpla.itm~ ~override~ // Mithril Filed Plate+2

~plat09.itm~ ~override~ // Mithril Filed Plate+2

~leat16.itm~ ~override~ // Orc Leather+3

~plat10.itm~ ~override~ // Plate Mail+1

~plat02.itm~ ~override~ // Plate Mail+1

~wa2plat.itm~ ~override~ // Plate of Balduran+2

~chalarm.itm~ ~override~ // Pride of the Legion+2

~plat15.itm~ ~override~ // Pride of the Legion+2

~leat03.itm~ ~override~ // Protector of the Second+2

~wa2robe.itm~ ~override~ // Robe of Vecna

~clck29.itm~ ~override~ // Robe of the Apprenti

~leat08.itm~ ~override~ // Shadow Armor+3

~plat22.itm~ ~override~ // Shuruppak's Plate+3

~chan05.itm~ ~override~ // Splint Mail+1

~leat05.itm~ ~override~ // Studded Leather Armor+1

~leat15.itm~ ~override~ // Studded Leather Armor+2

~leat07.itm~ ~override~ // Studded Leather Armor+2

~leat06.itm~ ~override~ // Studded Leather of Missile Attraction+2

~leat23.itm~ ~override~ // Studded Leather of Thorns

~chan14.itm~ ~override~ // Sylvan Chain+2

~plat17.itm~ ~override~ // T'rachie's Tainted Plate+5

~leat14.itm~ ~override~ // The Night's Gift+5

~chan20.itm~ ~override~ // White Dragon Scale+6

~arow06.itm~ ~override~ // Arrow of Detonation

~arow10.itm~ ~override~ // Arrow of Piercing

~waaxe.itm~ ~override~ // Axe of Hrothgar+3

~ax1h14.itm~ ~override~ // Axe of the Unyielding+3

~ax1h15.itm~ ~override~ // Axe of the Unyielding+5

~ax1h10.itm~ ~override~ // Azuredge+3

~ax1h16.itm~ ~override~ // K'logarath+4

~bolt05.itm~ ~override~ // Bolt of Polymorphing

~kuobolt3.itm~ ~override~ // Kuo-Toa Bolts

~kuobolt2.itm~ ~override~ // Kuo-Toa Bolts

~kuobolt.itm~ ~override~ // Kuo-Toa Bolts

~sahbolt.itm~ ~override~ // Paralytic Bolt

~boot04.itm~ ~override~ // Boots of Avoidance

~boot07.itm~ ~override~ // Boots of Elvenkind

~boot11.itm~ ~override~ // Boots of Etherealness

~boot10.itm~ ~override~ // Boots of Lightning Speed

~boot08.itm~ ~override~ // Boots of Phasing

~trollboo.itm~ ~override~ // Boots of Speed

~move7.itm~ ~override~ // Boots of Speed

~boot01.itm~ ~override~ // Boots of Speed

~boot02.itm~ ~override~ // Boots of Stealth

~misc8j.itm~ ~override~ // Boots of the West

~boot12.itm~ ~override~ // Gargoyle Boots

~npbow.itm~ ~override~ // Bow of Arvoreen+2

~bow02.itm~ ~override~ // Composite Longbow+1

~bow16.itm~ ~override~ // Composite Longbow+2

~bow24.itm~ ~override~ // Composite Longbow+3

~bow20.itm~ ~override~ // Darkfire Bow+4

~bow21.itm~ ~override~ // Darkfire Bow+5

~bow99.itm~ ~override~ // Eagle Bow+2

~bow08.itm~ ~override~ // Eagle Bow+2

~gorwom2.itm~ ~override~ // Elven Court Bow+3

~bow12.itm~ ~override~ // Elven Court Bow+3

~bow10.itm~ ~override~ // Heartseeker+3

~bow04.itm~ ~override~ // Longbow+1

~bow17.itm~ ~override~ // Longbow+2

~bow25.itm~ ~override~ // Longbow+3

~bow07.itm~ ~override~ // Longbow of Marksmanship+2

~bow09.itm~ ~override~ // Ripper+2

~bow06.itm~ ~override~ // Shortbow+1

~bow18.itm~ ~override~ // Shortbow+2

~bow26.itm~ ~override~ // Shortbow+3

~bow11.itm~ ~override~ // Strong Arm+2

~bow22.itm~ ~override~ // Taralash+4

~bow23.itm~ ~override~ // Taralash+5

~bow14.itm~ ~override~ // Tuigan Bow+1

~xbow13.itm~ ~override~ // Crossbow of Affliction+4

~dwxbow01.itm~ ~override~ // Drow Crossbow of Speed+3

~xbow08.itm~ ~override~ // Giant Hair Crossbow+3

~xbow02.itm~ ~override~ // Heavy Crossbow+1

~xbow07.itm~ ~override~ // Heavy Crossbow+2

~xbow17.itm~ ~override~ // Heavy Crossbow+3

~xbow03.itm~ ~override~ // Heavy Crossbow of Accuracy+5

~xbow05.itm~ ~override~ // Light Crossbow+1

~xbow09.itm~ ~override~ // Light Crossbow+2

~xbow18.itm~ ~override~ // Light Crossbow+3

~xbow06.itm~ ~override~ // Light Crossbow of Speed+1

~xbow10.itm~ ~override~ // Necadaran's Crossbow+3

~dagg21.itm~ ~override~ // Dagger of the Star+4

~dagg22.itm~ ~override~ // Dagger of the star+5

~dagg09.itm~ ~override~ // Werebane+1

~dart03.itm~ ~override~ // Dart of Stunning

~waflail.itm~ ~override~ // Defender of Easthaven+3

~halb04.itm~ ~override~ // Dragon's Bane+3

~wa2halb.itm~ ~override~ // Harmonium Halberd+3

~halb10.itm~ ~override~ // Ravager+4

~halb11.itm~ ~override~ // Ravager+6

~halb09.itm~ ~override~ // Wave Halberd+4

~hamm09.itm~ ~override~ // Crom Faeyr+5

~hamm10.itm~ ~override~ // Runehammer+4

~hamm11.itm~ ~override~ // Runehammer+5

~helm27.itm~ ~override~ // Bronze Ioun Stone

~helm28.itm~ ~override~ // Ciclet of Netheril

~helm19.itm~ ~override~ // Dusty Rose Ioun Stone

~helm23.itm~ ~override~ // Golden Ioun Stone

~helm07.itm~ ~override~ // Helm of Balduran

~helm16.itm~ ~override~ // Helm of Brilliance

~palhelm.itm~ ~override~ // Helm of Glory

~helm03.itm~ ~override~ // Helm of Glory

~helm05.itm~ ~override~ // Helm of Infravision

~amsoul01.itm~ ~override~ // Malla's Soul Stone

~helm24.itm~ ~override~ // Obsidian Ioun Stone

~helm20.itm~ ~override~ // Pale Green Ioun Stone

~helm18.itm~ ~override~ // Pearly White Ioun Stone

~compon05.itm~ ~override~ // Roranach's Horn

~helm25.itm~ ~override~ // Silver Ioun Stone

~wa2helm.itm~ ~override~ // Vhailor's Helm

~helm34.itm~ ~override~ // Wong Fei's Ioun Stone

~blun20.itm~ ~override~ // Ardulia's Fall+1

~blun23.itm~ ~override~ // Bone Club+2

~wamace.itm~ ~override~ // Jerrod's Mace+2

~blun12.itm~ ~override~ // Mace of Disruption+1

~blun25.itm~ ~override~ // Mace of Disruption+2

~blun19.itm~ ~override~ // Mauler's Arm+2

~globblu1.itm~ ~override~ // Blue Globe

~globblu2.itm~ ~override~ // Blue Globe

~globblu4.itm~ ~override~ // Blue Globe

~globgre2.itm~ ~override~ // Green Globe

~globgre3.itm~ ~override~ // Green Globe

~globgre4.itm~ ~override~ // Green Globe

~globpur1.itm~ ~override~ // Purple Globe

~globpur2.itm~ ~override~ // Purple Globe

~globpur4.itm~ ~override~ // Purple Globe

~globred1.itm~ ~override~ // Red Globe

~globred2.itm~ ~override~ // Red Globe

~globred3.itm~ ~override~ // Red Globe

~blun09.itm~ ~override~ // Kiel's Morningstar+3

~blun16.itm~ ~override~ // The Sleeper+2

~shld17.itm~ ~override~ // Buckler+1

~dwshld01.itm~ ~override~ // Drow Shield+3

~shld23.itm~ ~override~ // Fortress Shield+3

~shld20.itm~ ~override~ // Kiel's Buckler

~shld06.itm~ ~override~ // Large Shield+1

~shld07.itm~ ~override~ // Large Shield+1, +4 vs Missiles

~shld19.itm~ ~override~ // Large Shield+2

~shld30.itm~ ~override~ // Large Shield+2

~shld04.itm~ ~override~ // Medium Shield+1

~shld29.itm~ ~override~ // Medium Shield+2

~ttshld01.itm~ ~override~ // Medium Shield+2

~shld24.itm~ ~override~ // Reflection Shield+1

~shld27.itm~ ~override~ // Saving Grace+3

~chalshld.itm~ ~override~ // Sentinel+4

~shld22.itm~ ~override~ // Sentinel+4

~wa2shiel.itm~ ~override~ // Shield of Balduran+3

~shld02.itm~ ~override~ // Small Shield+1

~ishld02.itm~ ~override~ // Small Shield+1

~shld28.itm~ ~override~ // Small Shield+2

~npsw06.itm~ ~override~ // Chaos+2

~sw1h26.itm~ ~override~ // Ilbratha+1

~sw1h59.itm~ ~override~ // Short Sword of Mask+4

~slng05.itm~ ~override~ // Arla's Dragonbane+3

~slng02.itm~ ~override~ // Sling+1

~slng04.itm~ ~override~ // Sling+2

~slng10.itm~ ~override~ // Sling+3

~slng03.itm~ ~override~ // Sling+3

~slng06.itm~ ~override~ // Sling of Arvoreen+4

~slng07.itm~ ~override~ // Sling of Seeking+2

~sper03.itm~ ~override~ // Backbiter+3

~sper08.itm~ ~override~ // Impaler+3

~rods05.itm~ ~override~ // Rod of Terror

~staf15.itm~ ~override~ // Staff of Air+2

~staf09.itm~ ~override~ // Staff of Command+2

~staf16.itm~ ~override~ // Staff of Earth+2

~staf17.itm~ ~override~ // Staff of Fire+2

~staf12.itm~ ~override~ // Staff of Power+2

~staf13.itm~ ~override~ // Staff of Thunder & Lightning+2

~staf11.itm~ ~override~ // Staff of the Magi+5

~aurstaf.itm~ ~override~ // Staff of the Ram+4

~staf21.itm~ ~override~ // Staff of the Ram+4

~staf22.itm~ ~override~ // Staff of the Ram+6

~staf14.itm~ ~override~ // Staff of the Woodlands+4

~sw1h60.itm~ ~override~ // Angurvadal+4

~sw1h61.itm~ ~override~ // Angurvadal+5

~miscbc.itm~ ~override~ // Blackrazor

~sw1h40.itm~ ~override~ // Blade of Roses+3

~sw1h51.itm~ ~override~ // Celestial Fury+3

~sw2h03.itm~ ~override~ // Cursed Berserking Sword+3

~wa2dak.itm~ ~override~ // Dak'kon's Zerth Blade+2

~sw1h31.itm~ ~override~ // Daystar+4

~sw1h16.itm~ ~override~ // Defender+5

~sw1h24.itm~ ~override~ // Flame Tongue+4

~sw1h62.itm~ ~override~ // Foebane+3

~sw1h63.itm~ ~override~ // Foebane+5

~sw2h07.itm~ ~override~ // Harbinger+3

~sw1h45.itm~ ~override~ // Malakar+2

~sw2h21.itm~ ~override~ // Psion's Blade+5

~sw1h33.itm~ ~override~ // Ras+2

~sw2h15.itm~ ~override~ // Silver Sword+3

~sw2h08.itm~ ~override~ // Soul Reaver+4

~sw1h68.itm~ ~override~ // Spectral Brand+4

~sw1h69.itm~ ~override~ // Spectral Brand+5

~sw2h16.itm~ ~override~ // Sword of Chaos+2

~sw1h77.itm~ ~override~ // Answerer+4

READ_BYTE "0x2f" "usab2"

WRITE_BYTE "0x2f" ("%usab2%" BOR "0b00000010") // make selected items UNUSABLE by Wizard Slayers

BUT_ONLY_IF_IT_CHANGES

 

Just a big, fat, FYI.

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What do you want me to do? :p

 

I think there won't be any incompatibilities, but you may take a look at the changes I've made and (dis)allow some items if IR is detected as installed. For example Gloves of Healing now grant regeneration, while the Deep Guardian Plate is a good canditade as a Wizard Slayer's armor of choice.

 

Without nitpicking too much, why for example would you restrict WS from using Psion's Blade? Even in vanilla it was designed to fight Mind Flayers, a race which uses of a good amount of magic, most via psionic powers, but some with arcane spells too (e.g. Alhoon).

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What do you want me to do? :p

Well, if you felt like it, you might tailor the Wizard Slayer flags on your next release of IR to roughly match what I've listed above. Myself, I'll be making another mini-mod to come near the end of the install order, to detect things like Item Upgrades, Rogue Rebalancing, and IR, and let the player choose whether they want things like Bows for the Druids, Elven Chain for Archers, and my Wizard Slayer changes applied to the mod items as well--my Kitpack currently only changes those in the default game.

 

Without nitpicking too much, why for example would you restrict WS from using Psion's Blade? Even in vanilla it was designed to fight Mind Flayers, a race which uses of a good amount of magic, most via psionic powers, but some with arcane spells too (e.g. Alhoon).

I thought Psionics came from a completely different source than actual Magic, and operates in a completely different way--for example, Magic Resistance does not block Psionic abilities at all, and DLTCEP has a separate class of spells for them. Yes, Alhoons do use magic. So do Liches, but that doesn't justify (in my mind, anyway) a Wizard Slayer being allowed to use all the anti-Undead crap in the game. If a Wizard Slayer wants to fight Illithids, he can just chug a Potion of Invulnerability, which is what most Warriors do anyway. Against Alhoons, he can open up all his Wizard Slayer tricks.

 

So no Celestial Fury for Valygar?

Nope--if the player has "Make Valygar a Hunter of the Occult" installed. But the Corthala Family Blade is damn good for a +2 weapon, and he'll be allowed to use Hindo's Doom once he gets it. He also has points in Spear--the game throws a Spear+3 at you before you need to fight the Baalor, and he can use the Spear of Withering and Ixil's Spike.

 

I flagged CFury because not only does it cast Lightning Bolt, but its Stun effect nullifies AC: All attacks made on the affected creature automatically hit, which would be more effective against a Warrior (who relies on his armor) than a spellcaster (who uses combat protections).

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I think it would be near to impossible for me to flag IR's weapons to match your Wizard Slayer's restrictions, as IR has to be compatible to vanilla's game as well as most other mods. Restricting Celestial Fury for example doesn't make any sense in vanilla and with the few Wizard Slayer's mods I know about.

 

Though your restrictions are sensible they are appropriate only with your mod installed imo, and thus it would be better if you just manage them yourself. I'm sure that if you use a patch to handle Wizard Slayer's usability flags there won't be any problem, installing your mod after IR will just patch IR's items accordingly.

 

That being said, I think the difficult part for you is making it so that your restrictions still make sense after IR's changes...for that I'll try to help you if you wish, at least sorting out which changes you should mostly take into account.

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I think it would be near to impossible for me to flag IR's weapons to match your Wizard Slayer's restrictions, as IR has to be compatible to vanilla's game as well as most other mods . . . That being said, I think the difficult part for you is making it so that your restrictions still make sense after IR's changes...for that I'll try to help you if you wish, at least sorting out which changes you should mostly take into account.

Yeah; my Kitpack even has the dubious distinction of being slightly incompatible with itself as regards Wizard Slayer flags: As it stands now, if the Hunter of the Occult kit, or even just the "Make Valygar a Hunter of the Occult" component is installed, but my Wizard Slayer kit changes are not, then in-game Wizard Slayers are going to have a Description of "Cannot use ANY magical items except weapons and armor," but actual usability flags that enable them to wear the Ring of Protection+2 and Necklace of Form Stability, but NOT the Hammer of Thunderbolts or the Sentinel Shield.

 

So I think I'll have to rearrange where I've got certain things: Instead of building the item restrictions into the individual kits, I'll move the entire section into the separate mod, to be installed after other item-altering (or adding) mods. From there, I'll detect if Item Revisions is installed, and if so, flag the changed items as usable or not, depending on the enchantments that you've put on them. So yes, you should keep your WS-flags in line with the rules BioWare set for Wizard Slayers (ridiculously stupid though those rules are), and I'll just change them later in the install order if that's what the user wants.

 

I would ask, though, that you change the Gloves of Healing back to just (primarily) healing again: Currently, they're the only gauntlets that WSs can wear under my rules, and I would like them to be able to have something in that slot.

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