Western Paladin Posted November 21, 2005 Share Posted November 21, 2005 Since a typically inane comment I made a while ago, I've been thinking about the question of the humble longsword in Baldur's Gate II and indeed staring at their files in DLTCEP. Indeed, most of the existing unique (named) longswords are not especially interesting, considering their uniqueness and, in some cases, their elaborate backstories. In part because of the uniqueness and elaborate backstories of the weapons, it occurred to me to make a mini-mod (originally I was thinking of making it just for my own use, but if it turned out good and it seemed like someone might want to use it I would submit it for public consumption) that changes the more boring swords to something more fitting said uniqueness and said elaborate backstories. I realize this may be a controversial (is that the word I'm thinking of?) approach, as you could easily argue that the boring Flame Tongue or the less boring Equalizer are part of the original vision and the game's canon. I haven't really done any work so far, just brainstorming ideas. A couple of things I've thought of so far: Flame Tongue - Scratch the "ramping" damage against fire/cold creatures, regenerators, undead. Instead, give +2 fire damage, and user is under the effects of the spell Resist Fire/Cold when equipped. Blade of Roses - First I thought I would increase the Charisma boost to +3 or possibly have it set your Charisma to 19, but I thought of the Hell Trials, the Machine of Lum the Mad, and Unfinished Business' Boots of the West and asked myself, "Should I really be encouraging people to shoot for 25 Charisma without doing that Rod of Terror thing?" It might not be completely out of flavor for the Blade of Roses to cast Charm Person or Dire Charm (its backstory involves anonymous past owners winning friends and influencing people). Namarra +2 - Vocalize while equipped might appeal to a bard or fighter/mage. I noticed while browsing DLTCEP that there's an entry or two under spells called Power Word: Silence and I thought I could make Namarra able to cast it, but I don't recall if I've ever seen it in-game. Angurvadal - This one would be sure to cause some controversy. I thought the un-upgraded weapon (the +4 version) would give +1 fire damage, +15% fire resistance, and +1 to Strength. Is that worse than its current abilities? I feel it wouldn't necessarily be so; in my last "evil" campaign, my PC had 21 Strength by the time he reached Watcher's Keep. Then the upgraded version would of course give +3 fire damage, +25% fire resistance, and +2 Strength. I feel this isn't that much cheesier than Crom Faeyr, but I'll keep my flame war extinguisher at hand just in case. Link to comment
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