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Grammarsalad

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@bob_veng good post. I didn't mean to ignore +4 and +5 items... I meant remove/replace all items of +3 and higher.

 

We're assuming you go to Easthaven sometime in the 2nd half of BGEE, correct? Say, sometime between the Bandit Camp and Sarevok's exposure. You might have a few +1 items and one or two +2 items. Or you might have a few +2 items and one or two +3 items. When you go after Sarevok at the end of BG1, you should have +3 items, max.

 

So the early parts of IWD-main probably don't need to be changed - fine, +1, and +2 weapons work well given the content. But as you move past Yxunomei, some drastic changes are necessary. Here's what I envision, roughly. Note: it goes further than what you proposed. But I think you'll see the sense in it.

 

- Hrothgar, Everard, Arundel, Shikata, Wylfdene, Quinn, and Joril: sure, those ideas all sound basically perfect. Except, I would move Hrothgar's axe onto one of the giants in late-game Easthaven. Wyrm's Tooth is too early to find a +3 axe, especially if you're getting a +3 2-handed sword at the same time.

 

- I would nerf Aihonen's Blade to +3... maybe make it a dragonslayer item in exchange: +6 vs. dragons.

 

- Nerf most of the Severed Hand generic weapons from +3 to +2. Maybe give them some simple elf-themed on-hit abilities - wouldn't be hard if you keep it simple. Sleep, Entangle, Enfeeble, that sort of thing.

 

- This is going to be controversial, but sleep on it: wholesale replacement of Joluv's inventory by Conlan's inventory. Most of which is much more appropriate in BG2 than in Kuldahar. We'll come back to Conlan in a moment.

 

- Drastically re-write the random loot tables in IWD-main. E.g. in the Forgotten temple you can get either a long bow +1 Defender or a completely superior Long Bow +2 Protector. Remove the latter and place it later... give it to Kaylessa, perhaps, or better yet put it in Upper Dorn's Deep (remember an elf went there and helped the dwarves fight off the horde).

 

- Similar stuff elsewhere. Basically in the early random loot locations (Dragon's Eye, Severed Hand, Upper Dorn's Deep) use the less powerful stuff in loot tables; then move the better +2 and +3 stuff to replace the +4 and +5 items available in Lower Dorn's Deep. Example: I would remove Turodahel from Kresselack's Tomb and move it to Severed Hand. Another example: in Dragon's Eye I would remove the Sword of Days from level 5 and move it way back, to replace something in Lower Dorn's Deep. Basically remove all of the +4 and +5 stuff from Dorn's Deep and where necessary, replace it with +3 stuff removed from the early areas.

 

- Remove the more generic-sounding stuff from all loot lists and use the low-powered versions to re-stock Conlan's inventory.

 

*Whew!* I think that's basically it. It will take a lot of hand-placing items, but writing it up in Weidu will make it easy to replicate and adjust as needed.

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yes i like this approach

 

but before i actually reply - did you consider scattering IWD random containers (as they are, without changing contents) around BG2+ToB?

 

i was thinking about not wasting time on individual items as there are too many weird diablo-inspired ones (action this action that phasing this phasing that blargh), but just putting the best random containers in hard places in SoA and ToB, such as dragon's hoards (currently underwhelming in terms of item volume)

 

that's not much work (right? not that i'd know...) and accomplishes the same goal of uncluttering IWD while not disturbing BG2 very much because that part of the game relies on magic so much more

 

then, you can look at gaps in IWD where the best containers were, and hand-place some more distinguished items from remaining-in-IWD loot tables as determinate loot to fill the gaps - this would be the Long Bow +2 Protector for example

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I don't know how to do that, so I can't really comment on its feasibility. I assume it means messing with .ARE files, which I've never done.

 

On the other hand, with a walkthrough in one window, the items in NI to look up which ***.ITM file is which item, and rndtres.2da open in a text editor, it's pretty simple to rewrite which items can be in the existing random drop spots. My mod already does this - with smaller scope, of course, but the basic code is already written.

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Item transference can be automated to a great extent by using custom 2da tables that can be processed by WeiDU commands. Depending on the complexity of the table it can be quite powerful. I'm using this concept in my Golem Construction mod to place lots of items into containers, stores or creature inventories. One of the few exceptions are scripted item rewards or creations which probably have to be handled on a case-by-case basis.

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@subtledoctor

 

ok real reply now, 1st part

 

...you should have +3 items, max.

 

yep. absolutely.
- Hrothgar, Everard, Arundel, Shikata, Wylfdene, Quinn, and Joril: sure, those ideas all sound basically perfect. Except, I would move Hrothgar's axe onto one of the giants in late-game Easthaven. Wyrm's Tooth is too early to find a +3 axe, especially if you're getting a +3 2-handed sword at the same time.

in wyrm's tooth joril already drops a superior 2-handed +3 axe so i think that it's not early; hrothgar's axe is a mediocre weapon because it has no specific combat abilities - on the other hand you lose the ability to use joril's axe at this point because of gigantic str req. joril's dagger is also not excessively powerful.

the sole fact of an item being +3 doesn't mean a great deal to me (but i can't imagine going above that) at this point, when you're fighting creatures as epic as frost giants (in SoA you fight the trolls and get the flail of ages, so yeah...consistency, right? :beholder: )
I would nerf Aihonen's Blade to +3... maybe make it a dragonslayer item in exchange: +6 vs. dragons.
yes. dragonslayer. what about the HoW upgrade?
Nerf most of the Severed Hand generic weapons from +3 to +2. Maybe give them some simple elf-themed on-hit abilities - wouldn't be hard if you keep it simple. Sleep, Entangle, Enfeeble, that sort of thing.

 

i generally agree
looking at a walkthrough i see here:
  • Sanctified Morning Star +3 (random) - 2d4+3 is very reliable and strong; there's also a Sanctified War Hammer +2; make the hammer +3 (1d4+4 = nothing to write home about) and morning star +2. easy peasy
  • Misery's Herald +3 (non-random) - in original iwd there needs to be a guaranteed +3 weapon of all types; so this weapon is *the* flail, it's a staple; in EET this is less pronounced but there's a still a need for a +3 flail i think; this weapon is tied to the location and can't be moved. it's a hard decision but i'd keep it as is particularly since it has no very strong special combat abilities BUT it can be cursed (save vs death penalty for example...in the description: weapon tainted by ghosts bla bla); than later on you get to remove the curse
  • Long Sword of the Hand +3 (random) flavored generic, contextually tied to location (can't be moved); since this is a disappointing item it should be merged with the confusing and flavorless longsword of action +2 and get it's stats (sword +2, +1 DEX) to become something okay; since it has custom graphics & all i propose making it a non-random item
  • Staff of the Hand +3 (random) flavored generic, contextually tied to location (can't be moved); description strongly hints at a ceremonial function so i'd definitely make it a staff +2, +1 CHA; i'd also make it non random for flavor's sake
  • Kaylessa's Bow: is it +3? anyway, i'd leave it
...
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I'm liking a lot of what I'm seeing here, but I have a few questions.

 

Why would we remove/reduce the level of +3 items in the Severed Hand? It's been awhile, so I don't actually recall what level the party is expected to be at. Given Vale of Shadows, Temple of the Forgotten God, and all of Dragon's Eye, I thought SH was solidly middle levels. If it's around lvl 8-9 or so that's about right for your first +3 weapons in BG2. Of course, if Severed hand is a level 6-7 place, then by all means carry on :)

 

 

- This is going to be controversial, but sleep on it: wholesale replacement of Joluv's inventory by Conlan's inventory. Most of which is much more appropriate in BG2 than in Kuldahar. We'll come back to Conlan in a moment.

 

But I don't wanna sleep yet! :p

Interesting idea. Where does the rest of Joluv's inventory go? Where do I send my monk to get her Scarlet Ninja-to?

 

More importantly, wasn't Conlan's inventory intended to be appropriate for an early IWD party -- perhaps similar to Taerum Furium in Beregost? I think I recall Conlan's flagship item was a +1 2h axe that also granted a +1 Con. That all seems awfully weak for BG2. Especially when the Adventurer's Mart across the street at Waukeen's Promenade offers a Belt of Giant Str, +4 studded leather armor, many other powerful armors, a vast array of +2 weapons, and even a few +3 weapons.

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@lightbringer - will respond

 

 

@subtledoctor

 

pt.2 of reply

 

This is going to be controversial, but sleep on it: wholesale replacement of Joluv's inventory by Conlan's inventory. Most of which is much more appropriate in BG2 than in Kuldahar. We'll come back to Conlan in a moment.

 

 

slept on it. great idea.
btw it must not conflict with Item Upgrade for Icewind Dale http://www.gibberlings3.net/iu_iwd/spoilers3.php ...sword of myrloch vale is with this tied to the IWD context so it can't be moved to joluv
BUT there's potential for something more here.
conlan's items sorely lack in terms of stats (mostly generic stuff) and a typical random item lacks flavor and graphics (i hate it). i'd cannibalize and recombine both to achieve a collection of totally more sensible items while staying as true to the originals as possible (especially descriptions)
generic flavored conlan's items are:
  • Daisy heavy xbow +3 --- merge with Repeating Heavy Crossbow (updated description: Named for its ability to make its victims "push up daisies," this repeating crossbow was used by renowned mage-killer Vicalet Hawkeye. Vicalet was a half-elven mercenary who hired The crafty half-elf would hire himself out to various adventuring companies as support. He would trail or flank his employers in dangerous environments and shoot salvoes any and all mages that he saw. A few mages even tried to use Projected Images to fool Vicalet, but the crafty half-elf always saw through the ruse. but that would merely delay the inevitable. Vicalet retired a rich man, and opened a vineyard for himself and his family. He later sold his crossbow to a young, cocky human mercenary. It is believed that the new owner was not as skilled or as crafty as Vicalet, and came to an untimely end.)
  • Fayr's Halberd +3 --- merge with Doom Halberd +3 (need to check fayr's description tho)
  • Hellpick hammer +3 --- merge with War Hammer of Greater Phasing +3 and give bonus against drow (description calls for it...but not necessary)
  • Pikeman's End 2h-sword +3 --- infinite possibilities for merging: two-handers are very generic; i'd merge it with Two Handed Sword +2: Hammering (and look at stunning procs for all weapons because they don't allow saves which is...unacceptable); there also a Two Handed Sword +1: Hammering, so this excess repetition is remedied
  • Reliance dagger +4 --- no direct candidates for merging; item is halfling-themed so it yearns a luck bonus restricted to halflings because in the description there is: "Bards sing about the various near-death experiences he escaped from..."
  • The Black Bow longbow +3 --- very very many flavorless candidates for merging
  • The Blade of Bael b-sword +3 --- merge with Bastard Sword +3 Defender; move to HoW, give to varglaan's henchman instead of the first longsword of action +4 (second is in totl)
  • The Staff of Eron +3 --- no direct candidates for merging; description tells it's a wizard's staff but made to be potent in melee combat, so i'd pull a stunt here and make it a speed weapon only usable by specialist mages or something like that
  • Tombsweeper flail +3 --- can be merged with any flail with generic description ("...Runes can be seen glowing on every surface"), random or non-random; for me the main candidate is fast flail +2 (getting rid of that lamest of names is certainly a plus too)
now where to place some these items is another matter. some may be too powerful for a store
actually store seems fine for most. original location of the source random item can also be considered
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@Lightbringer: the way I see Severed Hand is, if we're adding all of IWD-main before Sarevok, and we ensure you still get to Sarevok by level 9-10, then you still have to go through Dorn's Deep, Wyrm's Tooth, Lower Dorn's Deep, and Easthaven... not to mention whatever BG1 content is left. Very roughly, I figure that means you're level ~5-8 in Severed Hand.

 

Put another way, I think we should stretch out the item distribution to this:

- Vale of Shadows/Forgotten Temple: +1

- Dragon's Eye: +1/+2

- Severed Hand: +2

- Upper Dorn's Deep: +2/+3

- Wyrm's Tooth/Lower Dorn's Deep: +3

 

Conlan has a whole bunch of +3 and +4 gear. Basically to cover the circumstance that you get bad rolls in the random loot and don't have any good weapons that match your proficiencies. With IWD-in-EET that won't be a problem (especially with this extra mod) so we can move that stuff elsewhere.

 

Joluv can keep the ninja-to. I was unclear, just meant switch out his IWD-related weapons.

 

@bob_veng, all very good ideas as always. My only quibbles are

 

1) A quarterstaff can be a speed weapon usable by all and not upset things much. It's the weakest 2-handed weapon and you can't put it in your off-hand. Or could come up with some other idea.

 

2) As always, I lean away from 1-handed speed weapons. I would use the Fire Flail +3 for Tombsweeper (because fire against undead (denizens of tombs?))

 

Perhaps counterintuitively, there's not as much opportunity to cheese speed weapons in BG1, because it's shorter and you're less likely to have full mastery of dual-wielding. So I think it's probably okay to leave the Fast Flail +2 in IWD-main, i.e. in BG1. Maybe drop its bonus to +1/2. (In my game I give the lesser, +2 weapons "of action" +1/2 APR instead of +1 Dex.)

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speed quarterstaff is stronk

imagine cleric/thief or cleric/mage with full buffs - they suffer from limited APR the most. this would open a whole new horizon of battle prowess for them. it would make it one of the few best quarterstaffs in the game. is that okay? probably yes. :laugh:

just airing that out (edit: the quarterstaff can get +1/2 apr and be usable by all, that sounds optimal)

 

about the flail: yeah, i wanted to mention the +1/2 apr myself. probably best to keep it +3 and give it +1/2 apr.

 

or... flail +2, +1/2 apr, 25% chance 1d6 fire damage

 

yay!

 

both fire flail an fast flail go. they are both way too derpy on their own imho

edit: this version of tombsweeper should be purchasable in IWD

 

---

Put another way, I think we should stretch out the item distribution to this:
- Vale of Shadows/Forgotten Temple: +1
- Dragon's Eye: +1/+2
- Severed Hand: +2
- Upper Dorn's Deep: +2/+3
- Wyrm's Tooth/Lower Dorn's Deep: +3

 

agreed

--

you're right about the possibility to do more with "of hand" items
they can all be +2, they can keep the stat bonus imho, but something like you mention: sleep, entangle, glitterdust, enfeeble sounds right:
  • composite bow of the hand +2, +1 DEX, 10% entangle on hit (normal save) --- too strong? it's looks similar to SoD items
  • long sword of the hand +2, +1 DEX, 10% enfeeblement on hit (normal save)
  • staff of the hand +2, +1 CHA, 10% sleep on hit (nor...)
about kaylessa's bow, i'd merge it Long Bow +2: Defender
i know that's a really good bow, but it doesn't matter, bows can get some oomph
also this remedies there being a +1 Defender and a +2 Defender (something that should in all cases be taken care of imho; it was ok in IWD but it isn't okay in the greater context of BG, doesn't feel right)
longbow af action +2 (+1 dex) which is very similar to kaylessa's bow is thus also condensed with the composite bow of the hand
---
so instead of
long bow +2: defender: +2 AC, save vs spell +2 ...flavorless semi-generic useful
longbow af action +2: +2/+3, +1 dex ...flavorless semi-generic useful/redundant
kaylessa's bow (+3): +3/+3, +1 dex ...+3 too early and basically identical to the above
composite bow of the hand: +2/+2 ...flavored generic useless (terrible)
we get:
kaylessa's bow: +2 AC, save vs spell +2 (new stats don't conflict with description) ...flavored unique useful yay!
composite bow of the hand +2, +1 DEX, 10% entangle on hit ...flavored unique useful yay!
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ok moving on

 

- Drastically re-write the random loot tables in IWD-main. E.g. in the Forgotten temple you can get either a long bow +1 Defender or a completely superior Long Bow +2 Protector. Remove the latter and place it later... give it to Kaylessa, perhaps, or better yet put it in Upper Dorn's Deep (remember an elf went there and helped the dwarves fight off the horde).

 

after thinking a bit i agree that it's right to go drastic
look at all the affixes
more frequent VS less frequent
-----------------------------------------------------------------------
x: defender /phys. res./ - (no less freq. analogue)
(no freq. analogue) - protector /magic res./
of phasing (lesser, greater) VS phase -
static - VS of sparks
flaming - VS fire -
x: life giver VS of health
(no freq. analogue) - sanctified -
(no freq. analogue) - of speed (3x crossbows: heavy, light and ...better light)
(no freq. analogue) - backbiter

 

let's start someplace rational, these items are mandatory:

  • 1x defender morning star +4
  • 1x protector something (currently there are two bows)
  • 1x lesser phasing blunt, 1x standard phasing piercing, 1x greater phasing slashing and it should have some sense of proportion (+1 10%; +2 15%; +3 20%? 10%, 20%, 30%?); "phase" (phase dagger) affix is phased out
  • multiple "of sparks": there may be various weapons of differing enchantment levels and higher ench. lvl means higher electrical damage; "static" affix goes out
  • bastard sword +3 incinerator (maybe needs a subtle nerf...prolly not); fire affix goes out ... flaming goes out ... for other potential fire weapon keepers it's best to go with "of flame"
  • 1x Two Handed Sword +4: Life Giver; of health goes out
  • multiple "sanctified" ... this needs to be consistent in enchatment level
  • 1x light crossbow of speed is enough, the other APR crossbow is the new unique heavy repeater crossbow, daisy
  • multiple backbiter ... needs to be checked for consistency
all other random items should be carefully considered additions ("readditions") on top of this conceptual base
the goal is to avoid repetition
edit: heavily edited a million times because the new browser is eating my posts
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The Staff of Eron +3 --- no direct candidates for merging; description tells it's a wizard's staff but made to be potent in melee combat, so i'd pull a stunt here and make it a speed weapon only usable by specialist mages or something like that...

You can't use the specialist mage ... as there's technically no such flag... I would restrict it to single class mages, clerics, druids, sorcerers and cleric/mages(& their kits, except Kensai).
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sorry i edited a million tiems, i'm having some technical issues.

 

yeah, "single class mages, clerics, druids, sorcerers and cleric/mages" sounds very good if we're talking +1 apr

if it's +1/2 apr, then there's no real need for restrictions

 

what are your feelings about +1/2 apr item stat? sometimes for me it feels a little bit overwrought

 

------ @subtledoctor:

continuation of previous post: bg2 sword of flame can be moved to IWD i think to act as a replacement for several flaming/fire weapons; it may also be duplicated

 

Also i forgot the most frequent and the worst suffix - of action.

What is mandatory to keep there is the iconic long sword of action +4. Other of action items need to be made from the same cloth. Should "Of action" be reserved for +2 and +1/2 apr, and the sword of action +4 as the sole example of +4 "Of action" become a unique item with an altogether different name, a unique description...Maybe even graphics? I think I'd like that.

 

...eureka!

The Equalizer must become the Longsword of Action +4!

You say whaa?

 

I say:

- you enter castle maluradek dungeon from a temple of helm;

- equalizer is in fact some kind of a helmite holy relic: "Such is the age of this sword that its true origin has been lost to time, but markings hint that it was possibly forged in the service of Helm..."

- the eq part description actually says: "the blade's pommel gem was stolen by an escaped slave who returned to the surface world." ...in the temple you will now find a note with this story: a priest of helm apprehended the escaped slave and the pommel gem was brought to this temple...a former ruler of the castle thought it was a good idea to take the gem to his grave and so you find the gem where you find the longsword of action +4

edit: after thinking a bit, it's the best to just find the equalizer blade in the sarcophagus. a note in the temple will mention how a priest recovered the piece of the relic

- the new equalizer has all the combined special abilities of equalizer and LoA +4:

  • equalizer special damage stays the same (which is in practice not very different from LoA +4 and doesn't even come close to the top tier weapons)
  • +4 instead of +3 ench lvl (this is a necessary upgrade to the famously worthless equalizer /edit: maybe not necessary/ edit2: definitely not necessary)
  • +1 apr (great, but won't be anything revolutionary at this point)
  • 15% slashing resist (excellent for an off-hand weapon)
  • immunity to charm and confusion (a very mundane immunity by this point)

overall an excellent weapon but not over the top i think

 

if there's a need for additional flavor the blade-piece description can say that when you hold in your hands it feels as light as air etc etc

 

btw. in pnp the sword is ridiculously more powerful so this upgrade is excused i think. it would maybe be nice for only neutral characters to get some of the weapon's special abilities

 

---

this is my earlier stream of consciousness, don't read:

 

 

edit: actually it's not the best idea to move the gem from irenicus' dungeon because it tells the player to look for the other pieces early on.

maybe another piece can be put in the irenicus dungeon, but a gem makes more sense in that location.

 

this is why a piece of equalizer must be placed earlier in the game. i'd give the blade to of the senior drow in SoD...a lot of possibilities here. a blade can be grafted to another hilt which disintegrates when you exit to the surface (you get a dialogue: "the peculiar drow sword that you have brought from underground has partially disintegrated in the sunlight, revealing that the blade is of entirely different origin /i write terribly sorry/")

 

 

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@Lightbringer: the way I see Severed Hand is, if we're adding all of IWD-main before Sarevok, and we ensure you still get to Sarevok by level 9-10, then you still have to go through Dorn's Deep, Wyrm's Tooth, Lower Dorn's Deep, and Easthaven... not to mention whatever BG1 content is left. Very roughly, I figure that means you're level ~5-8 in Severed Hand.

 

Put another way, I think we should stretch out the item distribution to this:

- Vale of Shadows/Forgotten Temple: +1

- Dragon's Eye: +1/+2

- Severed Hand: +2

- Upper Dorn's Deep: +2/+3

- Wyrm's Tooth/Lower Dorn's Deep: +3

 

Conlan has a whole bunch of +3 and +4 gear. Basically to cover the circumstance that you get bad rolls in the random loot and don't have any good weapons that match your proficiencies. With IWD-in-EET that won't be a problem (especially with this extra mod) so we can move that stuff elsewhere.

 

Joluv can keep the ninja-to. I was unclear, just meant switch out his IWD-related weapons.

 

 

Ahhhh .... If Severed Hand is occurring pre-Sarevok than yes, having just a bare few +3s -- and mostly +2 -- is just fine.

 

Ok so Conlan ... apparently I was only remembering his initial inventory. If he upgrades like that, then I'm totally game. Didn't even need to sleep on it!

 

I really like a lot of what I'm seeing here, especially the de-genericization of various items. I always disliked it when some amazing +4 Sword of Phasing Action and Fiery Doom had a description like "The long sword is a basic weapon prevalent in many cultures....... This particular sword glows." :nono:

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Gotta say we're never going to have total de-genericization

because it's necessary to have generic items to maintain the random item system which iwd has (which i like very much actually). So i'm not actually against generic items per se. But +4 items absolutely must be unique. That's why i'm trying so hard with the long sword of action +4. I've even been looking at IWD2 items, to no avail

I'm against unique items in form that are generic in function. That's just unbearable. Could they have not thunk something up to make these pieces worthwile? Apparently not because they didn't put enough into it. It's a low budget, low energy effort.

but there's a problem with generic items...well they're not generic enough. they're totally inconsistent and frankly it has always been annoying for me, even the first time i played. the items were fine in function but the naming was a consequence of the fact that it wasn't practicable to create unique flavor for each so they just tacked a set of lame names that don't even correspond precisely to stats at all, and serve almost no function

so i'm going to think about making them nicer and tidier. i'm sure a lot of good can be done there. especially since some items are being moved from the loot tables and there might be a need to fill them back up

fortunately this is a totally non-pnp area so we have a great freedom
there is no of greater/lesser phasing in pnp and no "fast flail" (placeholder name for development surely). is there "of action"? sounds like a breach of the fourth wall to me. what does "action" even mean? yeah your character does indeed get an action in a form of an attack. but this something from the rulebook. this notion of such "action" doesn't exist in the virtual world.

etc. etc. the fact i still haven't got used to it means it's probably something worth looking at

---
okay this is the new random item naming logic
there are no +4 random items and it always generally goes like this:
+1 --- [potato]
+2 --- better [potato]
+3 --- a superlative kickass-sounding affix
so:
axe of phasing: 10% phasing (explanation? not sure what it means.)
of greater phasing: 15% phasing
of disembodiment: 20% phasing (correct in terms of what phasing means? not sure.)
edit: phasing:

When characters are phased, they become temporarily disassociated in space. Although
they can still move and attack as normal, they will take magic damage over time until the
phasing passes, at which point they will resume their normal physical forms.

the special abilities imparted by an affix are always the same (obviously...but it's a big issue because it means a lot of little changes to items)
other suffixes:
(edit: simplified and more in touch with the actual items, and semi-compatible with IWDII)
defender becomes this: (i'm aware that "defender" exists in pnp but it's really something else)
--- no +1 version
of repelling: +10% slash/pierce, AC+1
sentinel- +15% slash/pierce, AC+2
of action becomes
of speed: +1/2 APR (light crossbow of speed remains inconsistent but it's ok since it's a ranged weapon)
--- no generic +2 version, but there are lots of unique +2 +1 APR weapons which scales well
of flurry: +1 APR (IWDII: short sword of flurry +3)
flaming-, fire-, x: conflagration, x: incinerator becomes
of flame (here goes the existing sword of flame, which is already generic; adding other weapons is not even necessary)
of flaming burst (taken from iwdII)
blazing-
[cold damage]
of frost
of frost burst (taken from iwdII)
winter- (taken from iwdII)
of sparks becomes:
--- no +1 version because electricity is a bit like a higher-tier element
fulgurous-
of shock (taken from iwdII)
corrosive- [acid damage]
--- no +1 version because acid is a bit like a higher-tier element
corrosive
of dissolution
x: life giver
azure- (like iwdII azure rod; the effect is a bit different)
--- no +2 version
glowing azure- (from iwdii)
sanctified-
of favor
--- no +2 version
sanctified
stats:
+1 of speed . . . . . . +1/2 APR (+1 APR for ranged)
+2 ---
+3 of flurry . . . . . +1 APR (+2 APR for ranged, theoretically)
+1 ---
+2 of repelling . . . . +10% slash/pierce, AC+1
+3 sentinel . . . . . . +15% slash/pierce, AC+2
+1 of phasing . . . . . 10% phasing
+2 of greater phasing . 15% phasing
+3 of disembodiment . . 30% phasing
+1 of flame . . . . . . +1 fire
+2 of flaming burst . . 25% +1d6 fire
+3 blazing- . . . . . . +2 fire, 25% +1d6 fire
+1 of frost . . . . . . +1 cold
+2 of frost burst . . . 25% +1d6 cold
+3 winter- . . . . . . +2 cold, 25% +1d6 cold
+1 ---
+2 fulgurous- . . . . . +1 electrical
+3 of shock . . . . . . 25% +1d6 electrical
+1 ---
+2 corrosive . . . . . +1 acid
+3 of dissolution . . . 25% +1d6 acid
+1 azure- . . . . . . . 10% chance to heal 1D6 hp
+2 ---
+3 glowing azure- . . . +5hp, 15% chance to heal 1d10 hp
+1 of favor . . . . . . extra cleric spell 1xlvl1
+2 ---
+3 sanctified . . . . . extra cleric spell 2xlvl1, 1xlvl2, 1xlvl3
old version, don't waste your time:

defender becomes this:
of repelling: AC+1 (explanation: a repelling magical force emanates from the weapon making it harder for enemies to land their blows accurately)
of greater repelling: +10% slash/pierce, AC+1
sentinel- +15% slash/pierce, AC+2
of action becomes this
--- (no +1 version)
of greater action: +1/2 APR (explanation: wielder feels a greater freedom of movement)
of flurry: +1 APR (IWDII: short sword of flurry +3)
of sparks becomes:
of sparks
of luminous sparks (a bit sucky i know, i'll think of something better)
of fulmination
flaming-, fire-, x: conflagration, x: incinerator becomes
of flame
of searing flames (yeah flames here, not flame; just sounds better)
of conflagration
corrosive- (acid damage)
of vitriol
of surging vitriol
of dissolution
[cold damage]
of chilling
of shattering chill
of glaciation
x: life giver
of vigor
of greater vigor
of resanguination (life giver can then be a name for a unique two-hander +4: life giver)
sanctified-
of favor
of greater favor
sanctified
of speed should just be one light crossbow of speed

 

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