Jump to content

Demivrgvs

Modders
  • Posts

    5,369
  • Joined

  • Last visited

Everything posted by Demivrgvs

  1. Various Items Book of Infinite Spells 1st page: Fireball Random pages: Invisibility, Protection vs. Evil, True Seeing, Farsight, Spell Turning, Wyvern Call, Stinking Cloud, Lightning Bolt Last page: Burning Hands Notes: unchanged. There are a few things that can be done. 1) Replace some spells with more useful ones (e.g. personally I think there's not a single player who doesn't turn the page when he get Farsight or Wyvern Call, though SR actually would make wyverns quite powerful). At least we can replace last page's spell with something a little more useful (considering you're forever stuck with it if you get it). 2) PnP's Book of Infinite Spells also contains Divine Spells, which would allow the item to become incredibly interesting. Efreeti Bottle Special Abilities (once per day): Summons Efreeti Notes: I've only changed it to allow SR's improved Efreeti to be spawned instead of vanilla's one. Golden Lion Figurine Special Abilities (once per day): Summon Joolon (5 turns) Characteristics (8 Hit Dice) : STR 19, DEX 14, CON 17, INT 9, WIS 11, CHA 8; AL Neutral; Saving Throws 8/12/8/12/12 HP 107, AC 2, THAC0 7, 2 Attacks per Round, 1d10+9 Piercing (Claws & Bite +2) Special Qualities: Magic Resistance: 10%; Immune to normal weapons Notes: I've slightly improved Joolon, but I'm completely open to any suggestion about it. Black Spider Figurine Special Abilities (once per day): Summon Kitthix (5 turns) Characteristics (8 Hit Dice): STR 17, DEX 17, CON 16, INT 9, WIS 11, CHA 6; AL Neutral; Saving Throws 8/12/8/12/12 HP 82, AC 0, THAC0 12, 5 Attacks per Round, 1d8+2 Piercing + Poison (Legs & Bite +1) Special Attacks: Poison: 20% chance target must save vs. poison at -3 or suffer 3hp/round for 5 rounds Web Tangle (twice per day): target must save vs. breath or be held for 3 rounds Special Qualities: Magic Resistance: 10%; Immune to charm, confusion, fear, poison & web effects Notes: I've quite improved Kitthix (adding vermin's immunities, poisonous bite, and changing it from a green giant spider to a black sword spider with multiple attacks). Silver/Bronze/Iron Horn of Valhalla Special Abilities (once per day): Summon Berserker (5 turns) Characteristics (5 Hit Dice) : STR 18, DEX 16, CON 16, INT 9, WIS 10, CHA 9; AL CG; Saving Throws 11/13/12/13/14 HP 68, AC 3, THAC0 13, 3/2 Attacks per Round, 1d8+5 Slashing (Long Sword +1) Characteristics (7 Hit Dice) : STR 18/51, DEX 17, CON 17, INT 10, WIS 11, CHA 10; AL CG; Saving Throws 10/12/11/12/13 HP 97, AC 1, THAC0 8, 3 Attacks per Round, 1d8+7 Slashing (Two Dual Wielded Axes +2) Characteristics (9 Hit Dice) : STR 18/00, DEX 18, CON 18, INT 11, WIS 12, CHA 11; AL CG; Saving Throws 8/10/9/9/11 HP 126, AC -1, THAC0 3, 3 Attacks per Round, 2d6+14 Slashing (Two-Handed Sword +3) Special Abilities (twice per day - 9th level berserker can enrage one additional time): Enrage Notes: some players may notice that most changes are actually those already implemented by Improved Horns of Valhalla mod (I really like what the author did). However I've also implemented two "little" changes. 1) I've increased the summoning duration from 1 turn to 5 (just like vanilla's figurines) 2) Instead of making the warriors permanently under a rage effect I've given them the innate ability to enrage. This make them behave more realistically, and also allows to use the original/fixed/modded rage instead of a custom one granted via equipped item. Horn of Blasting Special Abilities (once per day): Sonic Wave: everyone within 10 feet takes 2d10 points of damage, and is stunned for two rounds (save vs. breath for half damage and to avoid being stunned) Notes: I've only changed the save from 'vs. paralyzation' to 'vs. breath'. Horn of Silence Special Abilities (three times per day): Silence: everyone within 10 feet must save vs. breath or be silenced for one turn Notes: unchanged. Horn of Discord Special Abilities (three times per day): Confusion: opponents within 10 feet must save vs. spell or be confused for 5 rounds Usable By Bard Notes: unchanged. Actually I think that being bards already more than able to cast Confusion something may be done to make this instrument more useful (at least replace vanilla's Lesser Confusion with Chaos). Azlaer's Harp Special Abilities (three times per day): Remove Fear Usable By Bard Notes: unchanged. Actually I think that being bards already more than able to cast Remove/Resist Fear something can be done to make this instrument more useful. What about using a divine spell? Methild's Harp Special Abilities (three times per day): Remove Paralysis Usable By Bard Notes: unchanged. This one is already quite good imo, allowing the bard to cast a divine spell which he normally wouldn't be able to cast. Glasses of Identification Special Abilities (three times per day): Identify Notes: unchanged. I've thought about making them equippable much like Jan's Spectroscopes, and giving them +25% detect illusions, but then I've decided that probably they're good as they are.
  2. Scrolls Scroll of Protection from Ailments Effects: Immunity to poison effects & disease effects Duration: 10 turns Notes: "Replaces" Protection from Poison, by adding immunity to disease effects too. As with ProElement scrolls I've made it work a la SR, granting complete immunity to poison and disease based spells (e.g. Cloudkill, Stinking Cloud, ghast's stench, etc.). Scroll of Protection from Undead Effects: Immunity to level drain Protection from Undead: +2 bonus to AC and saving throws vs. undead creatures Duration: 10 turns Notes: vanilla's effect was very cheesy imo. What do you think? Scroll of Protection from Alterations Effects: Immunity to alterations and transmutations Duration: 10 turns Notes: "Replaces" Protection from Petrification. It works more or less as a SI:Transmutation, granting immunity to slow, polymorph other, disintegration and petrification. Scroll of Protection from Acid/Cold/Electricity/Fire Effects: Acid/Cold/Electricity/Fire Resistance: 100% bonus Duration: 10 turns Notes: They now work as per SR's equivalent spells (100% resistance instead of 50%, and complete immunity to spells and effects on the relevant element), and via actual spl files, making them affected by Breach. They still are dispellable (unlike their lesser potion version) but they are now considered innates and thus should use character's lvl for dispel checks even if the user is a warrior. They now have casting time 5 instead of being insta-cast on use, and last 10 turns as all green scrolls (as a ProElement spell cast by a 10th lvl caster). Scroll of Protection from Magic Effects: Anti-magic globe: 100% magic resistance, cannot cast spells, dispel magical effects upon the recipient Duration: 10 turns Notes: almost unchanged except from a technical point of view (e.g. it is now considered a spell protection, and I've made it removable by Spellstrike as per SCS). If it correctly works (user cannot be buffed, healed, ...) it should be ok imo. Let me know if you instead think it has to be nerfed, and how you think it should be done.
  3. Custom Equipment for NPCs Yoshimo's Katana +2 Combat Abilities: Toxin: creatures struck must save vs. poison or suffer 2 points of nonlethal damage every 2 seconds for 2 rounds THAC0: +2 bonus Damage: 1D10 + 2 Usable By: Yoshimo Notes: enchantment has been raised by one to match all other NPC's weapons. I've added an effect that should fit his Bounty Hunter kit, it applies stunning damage, which cannot kill a creature but knocks target unconscious when he reaches 1 hit point. Delryn Family Shield +2 Special Abilities (three times per day): Protection from Missiles: wearer is immune to hurled and projected missiles for 5 turns Equipped Abilities: Fire Resistance: +30% bonus Cold Resistance: +30% bonus Armor Class: +4 bonus Usable By: Anomen Notes: enchantment has been raised by one, and the special ability now grants immunity to magical missiles too (as per SR's spell). I think fire and cold resistances may be slightly lowered. De'Arnise Signet Ring Equipped Abilities: Luck: +2 bonus (+10% for skills) Usable By: Nalia Notes: I've removed both 50% fire res, and +2 AC. The ring will now grant +2 to luck, thus keeping vanilla's +2 to saves, but adding +2 to hit and minimum dmg (quite useful considering Nalia can use short bows), +10% to ALL thieving skills (she's a low lvl thief!), and -2 dmg per dice from damage dealing spells. Edwin's Amulet Equipped Abilities: Memorize two extra spells of each level from 1st to 9th Usable By: Edwin Notes: unchanged, but I think it's highly overpowered. Maybe "nerfing" it to one extra spell for each level, and adding something else related to Conjurers or Red Wizards would be better, though I known many players will complain the loss of their beloved Edwin's endless spell slots. I've recently thought about one drawback to justify the augmented spell slots: Red Wizards are extremely specialized wizards and I may add one more Prohibited School to him via amulet. What do you think about it? Hallowed Redeemer +2 Combat Abilities: Heretic's Doom: evil creatures struck must save vs. spell or be silenced for 2 rounds Holy: deals 6 additional points of damage against all of evil alignment THAC0: +2 bonus Damage: 2D6 + 2 Usable By: Keldorn Notes: vanilla's effect has been moved to the armor where it seems more appropriate (imo of course), thus I've re-build the weapon's concept from scratch, based on Keldorn's Inquisitor class. Firecam Full Plate Mail +2 Equipped Abilities: Magic Damage Resistance: +50% bonus Retribution: any who strikes the wearer in melee suffers 5 points of magic damage Armor Class: -1 Usable By: Keldorn Notes: enchantment has been raised by one, magic damage resistance probably has to be reduced. Corthala Family Blade +2 Equipped Abilities: Saving Throws: +2 bonus vs. spell Combat Abilities: Spell Disruption: each hit causes +10% cumulative chance of spell failure (1 turn) THAC0: +2 bonus Damage: 1D10 + 2 Usable By: Valygar Notes: I clearly had a mix of Occult Slayer and Wizard Slayer classes in mind when I decided to change Valygar's equipment. This is a mithral blade, and as such it is now considered a light weapon despite its size (no off-hand penalty, no backstab penalty). Corthala Family Armor +3 Equipped Abilities: Non-Detection Armor Class: 2 Usable By: Valygar Notes: I've replaced elemental resistances with non-detection, which is a perfect complement to his Stalker kit. I've altered the color palette to match the dark bam and the fact that this is intended to be a set of mithral armor, not leather armor! Sword of Arvoreen +2 Combat Abilities: Enfeebling: each hit reduces target's AC, THAC0, and movement rate by 1 for 2 rounds THAC0: +2 bonus Damage: 1D6 + 2 Usable By: Mazzy Notes: I've extended vanilla's concept (which only reduced movement rate). Its limited free action has been moved to Mazzy's bow. Should it allow a save? Is it too weak? Bow of Arvoreen +2 Equipped Abilities: Free Action: the wearer is immune to everything, magical and otherwise, that limits his mobility in any way THAC0: +2 bonus Damage: + 2 bonus Usable By: Mazzy Notes: previously just a plain short bow +2. Far from definitive...any suggestion? Staff of the High Forest +2 Equipped Abilities: Elemental Resistance: +10% bonus Protection from Spells: Entangle, Summon Insects, Insect Plague, and Creeping Doom THAC0: +2 bonus Damage: 1D6 + 2 Usable By: Cernd Notes: its regeneration effect has been moved to Cernd's cloak (which is active when shapechanged ). Any suggestion is welcome. Cloak of the High Forest +2 Equipped Abilities: Armor Class: +1 bonus Saving Throws: +1 bonus Regeneration: 3hp/turn Usable By: Cernd Notes: I've only added the regeneration ability. Entropy +2 Combat Abilities: Entropy: each hit reduces target's saves vs. spell by 1 for 2 rounds Envenomed: deals additional 1D6 points of damage THAC0: +2 bonus Damage: 1D6 + 2 Usable By: Tieflings Notes: I've done some research and then I've corrected and extended its description (it erroneously tied Baatorian green steel to the Abyss, whereas it belongs to the Nine Hells). This also lead me to make his other weapon of Tanar'ri red steel. Entropy should do a team work with Chaos, thus the save vs. spell penalty. Vanilla's +3 poison damage has been changed to 1D6 and doesn't allow a save anymore. Chaos +2 Combat Abilities: Bleeding Damage: 2hp/round for 2 rounds Chaos: 20% chance target must save vs. spell or be confused for 2 rounds THAC0: +2 bonus Damage: 1D6 + 2 Usable By: Tieflings Notes: chaos and bleeding effect replace vanilla's dexterity penalty on hit. Jansen Spectroscopes Special Abilities (once per day): Detect Invisibility Equipped Abilities: Find Traps: +25% bonus Detect Illusions: +20% bonus Usable By: Jan Jansen Notes: unchanged. Jansen Techno-Gloves Equipped Abilities: Lockpicking: +20% bonus Pick Pockets: +20% bonus Usable By: Jan Jansen Notes: unchanged, though I don't like them to be identical to the Gloves of the Rogue. Jansen AdventureWear Equipped Abilities: Physical Damage Resistance: +20% bonus Armor Class: +4 bonus vs. missile Usable By: Jan Jansen Notes: I've slightly nerfed it (-5% physical resistance, and -1 AC vs. missiles), but I think it still stands out as one of the most powerful robes in the game (only Larloch's Robe outshines it imo). Flasher Launcher +2 Combat Abilities: Blinding: 20% chance target must save vs. breath or be blinded for 3 rounds THAC0: +2 bonus Damage: +2 bonus Usable By: Jan Jansen Notes: enchantment level has been raised by 2 and I've added it a quite useful on hit effect.
  4. Drow Equipment Drowcraft Elven Chain +1 Equipped Abilities: Casting Speed: +1 bonus Magic Resistance: +5% bonus Drowcraft: increased armor class Armor Class: 2 Arcane Spell Failure: none Dexterity Penalty: none Movement Rate Penalty: none Thieving Skills Penalty: 10% Notes: moslty unchanged. I've only "renamed" it ('drow' has been replaced by 'drowcraft') and "lowered" its enchantment bonus by 2 without affecting the AC. Drow's items now have an extensive and detailed description/background which also explains most of their properties. Drowcraft Adamantine Chain +3 Equipped Abilities: Drowcraft: increased armor class Physical Resistance: +10% bonus Armor Class: -1 Arcane Spell Failure: 30% Dexterity Penalty: 5% Movement Rate Penalty: 10% Thieving Skills Penalty: 40% Notes: I've added the physical resistance granted by the adamantine alloy. Alternatively I may replace adamantine with elven manufacture (I'm not sure they can co-exist), which would remove the damage resistance but would make it more similar to vanilla's version. In that case I would rename it 'Drowcraft Elven Battlechain' and the other chain mail may be renamed 'Drowcraft Elven Spellchain'. Drowcraft Adamantine Full Plate +3 Equipped Abilities: Drowcraft: increased armor class Physical Resistance: +15% bonus Armor Class: -4 Arcane Spell Failure: 50% Dexterity Penalty: 15% Movement Rate Penalty: 30% Thieving Skills Penalty: 70% Notes: I've added the physical resistance granted by the adamantine alloy. Drowcraft Flail/Halberd/Lance/Long Sword/Scimitar +3 Combat Abilities: Drowcraft: +2 luck bonus to minimum damage and attack rolls THAC0: +3 bonus Damage: same as the respective +3 weapon Notes: I've added the luck bonus to minimum damage and attack rolls. Drowcraft Light Crossbow of Speed +1 Combat Abilities: Speed: +1 attack per round Drowcraft: +2 luck bonus to minimum damage and attack rolls THAC0: +1 bonus Damage: +1 (missile) Notes: mostly unchanged. I've reduced the enchantment level by 2 to compensate the drowcraft bonus. Considering the speed effect I though leaving it at +3 would be 'unfair' to other weapons. Drowcraft Bolt of Sleep +1 Combat Abilities: Sleep: target must save vs. spell or fall unconscious for 2 rounds THAC0: +1 bonus Damage: 1D8 + 1 unchanged. Drowcraft Bolt of Stunning +2 Combat Abilities: Stunning: target must save vs. death or be stunned for 1 round THAC0: +2 bonus Damage: 1D8 + 2 Notes: I've raised enchantment level by 1 and reduced the stunning duration from 4 to 1. They previously were too similar to Bolt of Sleep imo. Drowcraft Bolt +3 THAC0: +3 bonus Damage: 1D8 + 3 Notes: I've raised enchantment level by 2! Previously they were only +1, making them 'useless' compared with the other drowcraft bolts. Furthmore every drowcraft weapon is +3 and I don't see why ranged warriors should be penalized by having only +1 weapons.
  5. War Hammers Hammer of Corrosion +1 Combat Abilities: Acidic: creatures struck suffer 1D4 additional points of acid damage Corrosive: 50% chance to reduce target's armor class by 1 for 2 rounds THAC0: +1 bonus Damage: 1D4 + 2 Notes: replaces warhammer +1,+3 vs. Giantkin found in the Keep. Changes are quite obvious, I hope you like them. Rift Hammer +2 Combat Abilities: Resonating: 10% chance of unleashing a powerful shock wave, dealing 4d4 points of crushing damage to every opponent within 10 feet THAC0: +2 bonus Damage: 1D4 + 3 Notes: replaces Borok's Fist, a plain warhammer +2 with +1 electrical damage sold by Ribald. I've "switched" it with Ashideena to place it in the Rift Area where Ashideena was normally found, moving Ashideena in Ribald's store. It uses a quite unique effect with a new animation, let me know how it works and what you think about this weapon. Wrath of Tyr +2 Combat Abilities: Holy Smite: 20% chance against evil creatures to deal 5D4 points of magic damage, and to blind the target for 1 round unless a save vs. spell is made THAC0: +2 bonus Damage: 1D4 + 3 Notes: replaces Ashideena (a plain warhammer +2 with +1 electrical damage). Dwarven Thrower +2 Combat Abilities: Racial Enemy: inflicts 4 additional points of damage against giants and ogres Returning: returns to the wielder's hand instantly after an attack is made THAC0: +2 bonus Damage: 2D4 + 3 Usable By: Dwarf Notes: slightly nerfed, but almost unchanged. Hammer of Thunderbolts +3 Combat Abilities: Shocking: creatures struck suffer 1D6 additional points of electrical damage THAC0: +3 bonus Damage: 1D4 + 4 Notes: previously a plain +3 warhammer, which was very strange considering the efforts required to get it. Crom Faeyr +4 Equipped Abilities: Strength: +5 bonus Unbalanced: -1/2 attack per round when used as a throwing weapon Combat Abilities: Shocking: creatures struck suffer 1D4 additional points of electrical damage Returning: returns to the wielder's hand instantly after an attack is made Thunderclap: when hurled, upon striking the target the hammer emits a great noise, like a clap of thunder, stunning opponents within 5 feet for 1 round (save vs. breath negates) THAC0: +4 bonus Damage: 1D4 + 5 Damage type (melee): crushing Damage type (thrown): missile Notes: many changes here. I made it almost as similar to PnP as I could. Since V3 I added the unbalanced property to balance the incredibly powerful Thunderclap effect (in PnP the hammer can be thrown only once per round), while also keeping the melee version of this hammer appealing (it doesn't stun but it has +1/2 apr). Runehammer +3 Equipped Abilities: Magic Resistance: +5% bonus Combat Abilities: Banishing: summoned creatures must save vs. spell or be dismissed Starmetal: inflicts 4 additional points of damage against extraplanar creatures THAC0: +3 bonus Damage: 2D4 + 3 Notes: I've removed extra damage & save or die effects vs. undead, they made this weapon just like an improved Mace of Disruption. I've completely changed it, merging somehow NWN's Runehammer with ToB's one. Runehammer +4 Special Abilities (once per day): Mass Cure (20th caster level) Righteous Magic (20th caster level) Equipped Abilities: Immunity to Fear Magic Resistance: +10% bonus Combat Abilities: Banishing: summoned creatures must save vs. spell or be dismissed Starmetal: inflicts 4 additional points of damage against extraplanar creatures THAC0: +4 bonus Damage: 2D4 + 4 Notes: the Rune of Clangeddin adds the same bonuses of vanilla's one, but I've replaced Fire Giant Strength with a more appropriate Righteous Magic (which gives +6 to STR, +20 hit points and makes wielder inflict max damage on every hit). Enchantment bonus has been decreased by one.
  6. Two-Handed Swords Spider's Bane +2 Equipped Abilities: Immunity to web & poison effects THAC0: +2 bonus Damage: 2D6 + 2 Notes: I've replaced Free Action (really too powerful within BG1 imo) with immunity to web and poison effects (much more appropriate for an anti-spiders weapon). Sword of Chaos +2 Combat Abilities: Vampiric: drains one to four hit points from the target and transfers it to the wielder THAC0: +2 bonus Damage: 2D6 + 2 Notes: within V3 I've restored its vanilla concept, making it use IR's standardized Vampiric effect (which doesn't work against non-living targets such as undead and golems). Flame of the North +2 Combat Abilities Icy: creatures struck suffer 1D6 additional points of cold damage Freezing: 50% chance target must save vs breath or be held frozen 1 round THAC0: +2 bonus Damage: 2D6 + 2 Notes: drastically changed, previously it had +10% magic resistance and +5 damage vs. chaotic evil creatures (which was a very weak version of Carsomyr imo). It should grant more variety to greatswords repertoire now, and offers at least one specimen with elemental damage. Lilarcor +3 Equipped Abilities: Immunity to charm & confusion effects THAC0: +3 bonus Damage: 2D6 + 3 Notes: it's a +3 weapon too easily obtainable before going to Spellhold, and it quite bothers me, but I fear that reducing it to +2 would ruin this weapon (I love to use it with the extended banters and Minsc ). Any suggestion? Berserking Sword +3 *CURSED* Equipped Abilities: Berserking: the wielder goes berserk and totally out of control whenever a fight takes place Combat Abilities: Speed: +1 attack per round THAC0: +3 bonus Damage: 2D6 + 3 Requires: 16 Strength Notes: Ive added the increased apr. "It's cursed, and has its drawbacks, but one must ask if such power is worth using in the end" so I wanted players to have at least a good reason to use it despite the huge drawback. Harbinger +3 Equipped Abilities: Hellfire: 5% chance on each hit wielder must save vs. spell or suffer 20 points of fire damage Combat Abilities: Banishing: summoned creatures must save vs. spell or be dismissed Demon Bane: additional +2 bonus to THAC0 and +8 to damage against demons Starmetal: inflicts 4 additional points of damage against extraplanar creatures THAC0: +1 bonus Damage: 2D6 + 1 Notes: Pratically a "new weapon". Following players feedback I removed V2's maze-like effect (often considered a non-beneficial effect), but to keep the concept intact I replaced it with a Banishing effect (is it too powerful?). Due to its lore and bams, which reminds the ones I've used for Dagger of the Stars and Runehammer, I've made it a starmetal weapon (additional dmg vs extraplanars). We weren't able to make it so much appealing to compete with late game greatswords, and considering it actually uses the filename of a BG1 greatsword (it was a plain +3 specimen there) we have instead chosen to make it a mid-early BG2 weapon which could possibly be balanced for the very late part of BG. To do so I've reduced its base enchantment lvl by 2, while making it a Demon Bane weapon. To keep it in check and preserve its original lore I've replaced vanilla's detonation-like effect (non-friendly fireball on hit) with a backlash effect limited to the wielder (Hellfire). Warblade +3 Combat Abilities: Bluntness: inflicts additional 2D3 points of crushing damage Oversized: less accurate but more damaging than a normal-sized two handed sword THAC0: +1 bonus Damage: 2D8 + 3 Requires: 18 Strength Notes: It's not a "normal" +4 sword anymore. It should be really great for characters that already have good thac0 and it offers to sword users an unusual opportunity to deal crushing damage, very useful against golems for example. Soul Reaver +4 Combat Abilities: Enervating: each hit drains 1 level from the target (save vs. death neg.) THAC0: +4 bonus Damage: 2D6 + 4 Requires: 16 Strength Not usable by: Good-aligned characters Notes: enerveting effect expands vanilla's concept (which was a -2 to thac0 on hit without save), but the save should make it work less than 50% of the times (actually less than 20% against "warrior" type of creatures). Silver Sword +4 Combat Abilities: Keen: +10% chance to score a critical hit Vorpal: 10% chance of decapitating the opponent (save vs. death at -4 negates) THAC0: +4 bonus Damage: 2D6 + 4 Not usable by: Lawful Good Notes: vanilla's Silver Sword had a 25% chance of decapitating the opponent (save vs. death at -2) which made the effect take place too often imo. I've added the usability restriction because at least Paladins or similar characters shouldn't wield this weapon. I've also extended its lore and raised enchantment lvl by 1. Carsomyr +4 Special Abilities (3 times per day): Dispel Magic: dispels all magical effects upon any creature in a 30' radius (25th level of the caster) Equipped Abilities: Magic Resistance: +20% bonus Combat Abilities: Dispelling: removes all magical effects upon the target (save vs. spell neg.) Holy: deals 3 additional points of damage against all of evil alignment THAC0: +4 bonus Damage: 2D6 + 4 Requires: 16 Strength Usable By: Paladins Notes: Dispel on hit now allows a save vs. spell. I previoulsy used a reduced % chance (no save) but I believe allowing a save is better. This way it's still incredibly powerful against low-mid level opponents (which will probably fail the save 50-75% of the times), but it should be less overpowered against high level opponents (which will fail the save about 25% of the times). The additional "holy" damage now works vs. any evil creatures instead of chaotic evil only! Originally the sword would have set magic resistance to 50%, but that solution was quite "broken". After changing it to a +X value it now correctly stacks with any other source of magic resistance, but I've drastically reduced the value from 50% to +20%. Enchantment level is reduced by 1: this is "necessary" in order to differentiate it from the upgraded version, and it also helps reducing the sword's power a little bit more. Even with all these "nerfs" this weapon is still one of the best in the game. Carsomyr +5 Special Abilities (3 times per day): Dispel Magic: dispels all magical effects upon any creature in a 30' radius (30th level of the caster) Equipped Abilities: Magic Resistance: +25% bonus Combat Abilities: Dispelling: removes all magical effects upon the target (save vs. spell neg.) Holy: deals 6 additional points of damage against all of evil alignment THAC0: +5 bonus Damage: 2D6 + 5 Requires: 16 Strength Usable By: Paladins Notes: the improved Carsomyr is "nerfed" to +5 (weapons with +6 enchantment bypass vanilla's Absolute Immunity, which made no sense imo), grants additional +5% magic resistance, and inflicts additional +3 damage vs. evil. Unholy Reaver +5 Equipped Abilities: Magic Resistance: +25% bonus Combat Abilities: Dispel: removes all magical effects upon the target (save vs. spell neg.) Unholy: deals 6 additional points of damage against creatures of good alignment THAC0: +5 bonus Damage: 2D6 + 5 Usable By: Anti-paladin Notes: a sort of evil Carsomyr. Its dispel effect now allow a save, I've added the missing magic resistance bonus, and I've changed its bam to look different from the Silver Sword. Only fallen paladins can use it at the moment. Psion's Blade +4 Equipped Abilities: Mind Shield: confers protection against many forms of mind-control magic, such as charm, confusion, domination, fear, feeblemind, know alignment, hold, sleep, stun, and Psionics THAC0: +4 bonus Damage: 2D6 + 4 Notes: vanilla's one protects only from Psionics, which is quite useless considering when you get this weapon. I've greatly extended the immunities, and reduced its enchantment from +5 to +4. Gram the Sword of Grief +4 Equipped Abilities: Magic Resistance: +10% bonus Combat Abilities: Pain: -1 penalty to strength and dexterity for 5 rounds (save vs. death negates) Envenomed: 20% chance of dealing 2D12 additional points of poison damage THAC0: +4 bonus Damage: 2D6 + 4 Notes: I've added the ability to inflict Pain, which suits quite well the sword imo, and even the unimproved version of the sword now grants magic resistance. Enchantment bonus has been lowered by one to differentiate it from the improved version. Gram the Sword of Grief +5 Equipped Abilities: Magic Resistance: +15% bonus Combat Abilities: Wounding: target suffer 1 point of bleeding damage every round for 5 rounds Pain: -1 penalty to strength and dexterity for 5 rounds (save vs. death negates) Poison: 20% chance of dealing 2D12 additional points of poison damage THAC0: +5 bonus Damage: 2D6 + 5 Notes: upgrading the weapon improves all its abilities and adds Bleeding Damage too. Previously it had a Level Drain effect but it would make this weapon too similar to Soul Reaver.
  7. Staves Staff of Curing +1 Special Abilities (once per day): Healing Surge: heals 20 hit points to all allies Equipped Abilities: Healing Aura: wielder and allies within 20 feet are cured of 1 hit point every 3 rounds THAC0: +1 bonus Damage: 1D6 + 1 Usable by: Cleric Druid Paladin Ranger Notes: I replaced vanilla's +2 AC with the Healing Aura (while equipped - wielder and allies within 20 feet are cured of 1 hit point every 3 rounds) and its special ability now is a more useful Healing Surge (it also doesn't consume charges anymore). Martial Staff +2 Combat Abilities: Impact: +10% chance to score critical hits Parry: +2 bonus to AC (none vs. missile) THAC0: +2 bonus Damage: 1D6 + 2 Notes: previously a plain staff +3. It should be ideal for melee oriented characters. Staff of Air +2 Special Abilities (once per day): Gust of Wind: knocks back opponents (save vs. staff at -2 neg.), and removes gases from the area Combat Abilities: Speed: +1 attack per round Whirlwind Attack: 20% chance to deal 1d6+2 dmg to opponents within 5 feet THAC0: +2 bonus Damage: 1D6 + 2 Notes: All the elemental staves needed a slight improvement imo. For this staff I opted for a straightforward +1 apr (instead of its V2's +1/2 and a chance of increasing it) and a Whirlwind Attack (20% chance to deal 1d6+2 dmg to opponents within 5 feet - it should simulate a hit on every opponent around the wielder). Each elemental staff now has only one x/day special ability (summons are moved to Rings of Elemental Control) and I've removed vanilla's slay elemental effect from every staff. This staff still has V2's Gust of Wind (as per SR spell - though Wind Wall, aka ProMissile wasn't a bad idea either imo), which replaces vanilla's Stinking Cloud. Staff of Earth +2 Special Abilities (once per day): Earth Grasp: entangles opponents within 30 feet for 2 rounds (save vs. staff at -2 neg.) Combat Abilities: Stonehold: 50% chance target must save vs. petrify or be held for 2 rounds THAC0: +2 bonus Damage: 1D6 + 2 Notes: I've replaced V2's entangling effect on hit with Stonehold (unlike HM and most paralyzing effects this effect works on undead, but I made it not work on incorporeal and illusionary creatures). Its once/day ability has remained V2's Earth Grasp (a party-friendly Entangle). Staff of Fire +2 Special Abilities (once per day): Fireball: 10D6 (save vs. staff at -2 half) Combat Abilities: Shroud of Flame: target suffers 2 points of fire damage for 2 rounds Burst of Flame: 10% chance to deal 4d6 points of fire damage to opponents within 5 feet THAC0: +2 bonus Damage: 1D6 + 2 Notes: I've replaced V2's common Flaming ability with the combined Shroud of Flame and Burst of Flame, while vanilla's Fire Shield (red) is replaced by a more offensive Fireball. Staff of Thunder and Lightning +2 Special Abilities (once per day): Lightning Stroke: 10D6 (save vs. staff half) and stun for 1 round (save vs. staff neg.) Thunder & Lightning: each lightning bolt deals 6D6 points of electrical damage (save vs. staff half) and deafens for 3 rounds (no save) Combat Abilities: Shocking: deals 1D6 additional points of electrical damage Thunderclap: 20% chance, upon striking the target the staff emits a great noise, like a clap of thunder, stunning opponents within 5 feet for 1 round (save vs. breath negates) THAC0: +2 bonus Damage: 1D6 +2 Usable by: Druids Notes: I've improved Lightning Bolt and Call Lighning, making custom spells and I've greatly enhanced its combat abilities. Staff of Power +2 Special Abilities (once per day): Globe of Invulnerability (15th caster level) Hold Monster (15th caster level) Equipped Abilities: Armor Class: +2 bonus Saving Throws: +2 bonus THAC0: +2 bonus Damage: 1D6 +2 Usable by: Mage Notes: I've only replaced Lightning Bolt with Hold Monster (as per PnP). If you have a better spell selection in mind...let me know. Staff of Striking +3 Combat Abilities: Striking: inflicts 6 additional points of crushing damage THAC0: +3 bonus Damage: 1D6 + 3 (25 charges) Notes: I've added the thac0 bonus and separated its +6 dmg bonus from the base value. The staff now recharges after resting provided you don't consume the last charge! Cleric's Staff +3 Equipped Abilities: Protection from Undead: +2 bonus to AC and saving throws vs. undead creatures Combat Abilities: Undead Bane: additional +2 bonus to THAC0 and +8 to damage against undead Halt Undead: undead creatures struck must save vs. spell or be held for 2 rounds THAC0: +2 bonus Damage: 1D6 + 2 Notes: previously a plain staff +3. It still is a +3 enchantment, but only because the staff now has the Undead Bane property (against non undead it's a +1 weapon). The staff also grants +2 AC/saves vs undead creatures, and and cast Halt Undead on hit. It's now usable only by clerics, as expected with a name like that. Staff of Command +3 Special Abilities (once per day): Dominate (5 turn) Equipped Abilities: Aura of Command: opponents within 30 feet suffer -2 penalty to saves vs. spell Combat Abilities: Mindbreaking: 15% chance target must save vs. spell at -4 or be feebleminded THAC0: +3 bonus Damage: 1D6 + 3 Usable by: Bard Mage Notes: I removed V2's immunity to charm effects, while I added a while equipped Aura of Command and an on hit Mindbreaking effect (15% chance target must save vs. spell at -4 or be feebleminded). Minor changes to its once per day ability, as it now uses a custom spl (as ALL spells within IR now do) to make it not count as a wizard spell, mainly to avoid the cowled wizards issue, but also because it allows me to make sure it works as intended. I've also slightly altered its lore to better fit its new effects and current whereabouts (the latter hasn't changed). Staff of Rynn +3 Special Abilities (once per day): Greater Malison (5 turn) Equipped Abilities: Hexproof: wielder is immune to enchantments and transmutations Combat Abilities: Fearsome: creatures struck must save vs. spell or flee in terror for 1 round THAC0: +3 bonus Damage: 1D6 + 3 Notes: previously a plain staff +4 sold by Ribald (a +4 weapon too easily obtainable). After much discussions we've decided to make it a late game spellcaster-oriented staff. I've tried to use effects which could suit its lore tied to a potent witch but its most important feature should be its while equipped Hexproof ability, which grants protections from many enchantments and transmutations. It won't protect from compulsions such as charm effects, but it will protect from enchantments such as Doom, Bane (the reverse of Bless), Malison, Symbols, Polymorph and similar effects. I do need feedback to compile the list of effects Hexproof should protect from and the ones it shouldn't, thus let me know! Staff of the Woodlands +4 Special Abilities (once per day): Summon Shambling Mound Barkskin Equipped Abilities: Animal Empaty: animals within 30 feet must save vs. spell at -4 or be charmed Regeneration: 1hp every 6 seconds THAC0: +4 bonus Damage: 1D6 +4 Usable by: Druid Notes: Quite a few changes, but the most important one is that its Barkskin effect isn't a "while equipped" effect anymore (it would clash with Skin of the Forest armor), but a once per day ability which replaces vanilla's Charm Animal. The latter has been expanded into a while equipped aura which automatically befriend any animal within sight (save vs. spell at -4 or be charmed), but it has very little purpose in terms of gameplay. The staff's signature effect now is a high regeneration rate, but let me know if you have better ideas. Staff of the Magi +5 Special Abilities (once per day): Remove Magic: dispels all magical effects upon any enemies in a 30' radius (30th level of the caster) Spell Trap: absorbs up to 30 levels of spell, making the caster recall previously cast spells (20th level of the caster) Equipped Abilities: Magic Resistance: +20% bonus Combat Abilities: Dispel: removes all magical effects upon the target (save vs. spell neg.) THAC0: +5 bonus Damage: 1D6 +5 Usable by: Mage Notes: the first thing I've done without regret was to remove the cheesy invisibility at will effect (one of the most exploitable things ever). Then I've removed vanilla's +2 to AC and saves, Protection from Evil, and immunity to charm, but the staff now grants a very high magic resistance (as per PnP). The dispel effect on hit now allows a save. Finally I've replaced Fireball+Lightning with a powerful Remove Magic. Serpent Shaft +3 Combat Abilities: Poison: creatures struck by the weapon suffer 1D6 points of additional damage Viperous: 15% chance to inject a lethal poison which inflicts 10 points of damage every second for 2 rounds unless a save vs. poison at -4 penalty is made THAC0: +3 bonus Damage: 1D6 + 3 Notes: I've increased vanilla's enchantment by 1 because +2 is really useless by the time you finish the fifth floor of Watcher's Keep (this is the only vanilla's BG2 item with a too low enchantment level I know of, strange indeed considering ToB was full of +5/+6 items). The original poison effect has been quite extended and split into two effects. Staff of the Ram +4 Combat Abilities: Striking: inflicts 6 additional points of crushing damage THAC0: +4 bonus Damage: 1D6 + 4 Notes: almost as per vanilla. Staff of the Ram +5 Combat Abilities: Striking: inflicts 6 additional points of crushing damage Battering Ram: target must save vs. death or be knocked back unconscious for 1 round THAC0: +5 bonus Damage: 1D6 + 5 Notes: I've removed vanilla's 1D4 additional points of piercing damage, but its knockback effect has been improved (it previously had a 10% chance without save, while depending on target a save vs. death is at least the same chance if not higher). Instead of Roranarch's Helm the component required to upgrade this staff now is the Ring of the Ram (wasn't it obvious?!?).
  8. Spears Talos' Fury +2 Combat Abilities: Returning: returns to the wielder's hand instantly after an attack is made Shocking: deals 1D6 additional points of electrical damage THAC0: +2 bonus Damage: 1D8 + 2 Damage type (melee): piercing Damage type (thrown): missile Notes: "replaces" vanilla's Halcyon. The most noteworthy change is that I've made it a throwing spear, other than that the electrical damage has been increased from +1 to 1D6, and enchantment lvl has been raised by 1. Spear of the Unicorn +2 Equipped Abilities: Immunity to charm and hold effects Saving Throws: +3 bonus vs. death THAC0: +2 bonus Damage: 1D8 + 2 Notes: unchanged. Backbiter +3 *CURSED* Combat Abilities: Keen: +10% chance to score critical hits Vicious: inflicts additional 2D6 points of damage to the target and 1D6 points of damage to the wielder THAC0: +3 bonus Damage: 1D8 + 3 Notes: added the keen ability and 2D6 additional damage, while the damage inflicted to the wielder has been changed from 3 to 1D6. It's surely much more powerful than before, but I like the idea that players may actually think to use it sustaining its drawbacks. Since V3 Viscious ability lowers wielder's hit points without causing any dmg animation, making it slightly more "user-friendly". Impaler +3 Combat Abilities: Returning: returns to the wielder's hand instantly after an attack is made Impaling: deals 1D10 additional points of piercing damage THAC0: +3 bonus Damage: 1D8 + 3 Notes: I've made it a returning throwing spear, while its Impaling effect (vanilla's +10 dmg) is now separated from the base dmg output and works as a 1d10 piercing dmg on hit (even when thrown the additional dmg is piercing). I like it to remain the "most damaging" spear choice, but vanilla's +10 dmg on each hit was really too much (especially when used as a ranged weapon). Spear of Withering +3 Combat Abilities: Contagious: 15% chance target must save vs. poison or suffer 1 point of damage per second and move at half speed for 1 turn Poison: creatures struck by the weapon suffer 1D6 points of additional damage THAC0: +3 bonus Damage: 1D8 + 3 Notes: enchantment bonus decreased by 1, poison damage changed from 4 to 1D6, added the diseasing effect. Ixil's Nail +4 Equipped Abilities: Free Action: the wielder is immune to everything, magical and otherwise, that limits his mobility in any way THAC0: +4 bonus Damage: 1D8 + 4 Notes: I've added the free action ability that was originally granted only to the upgraded version. Ixil's Spike +5 Equipped Abilities: Free Action: the wielder is immune to everything, magical and otherwise, that limits his mobility in any way Combat Abilities: Pin: opponent must save vs. death or be pinned for 2 rounds, taking an additional 1D4 + 5 damage each round THAC0: +5 bonus Damage: 1D8 + 5 Notes: I've lowered Pin's duration from 3 to 2 rounds, and Pin's dmg from 1d6+5 to 1d4+5 (only a small "conceptual" refinement to remember it was a dagger) but the effect now uses 'hold creature 2' opcode instead of 'sleep' opcode which was causing it to not work in many cases where it should (all undead creatures are immune to sleep, Chaotic Commands protected from it, etc.). I've made elementals, golems, skeletons (only skeletons, not all undead), Mordy swords and incorporeal or illusionary creatures immune to it. As all +6 vanilla weapons it has been "limited" to +5 enchantment lvl.
  9. Slings Sling of Seeking +1 Combat Abilities: Seeking: +6 additional bonus to attack rolls THAC0: +1 bonus Damage: +1 bonus Notes: It replaces a unique but plain Sling +3 available within TSC expansion. I've used NWN's background for it, which is perfect, and right now the concept is quite simple: an incredibly accurate sling (actually, the most accurate one!). I may try to test a "bounce to secondary target on hit" effect for it, but it's not a priority. Sling of Force +2 Combat Abilities: Strength bonus is applied to damage THAC0: +2 bonus Damage: +2 bonus Notes: "Replaces" vanilla's Sling of Seeking, without actually changing anything to it other than the name. Sling of Arvoreen +2 Combat Abilities: Sound Burst: 15% chance to blast an area of 10 feet radius with a tremendous sonic wave, dealing 4d4 points of damage to opponents within it, and stunning them for 1 round unless a save vs. spell is made THAC0: +2 bonus Damage: +2 bonus Notes: Well, vanilla's +4 enchantment was really too much for a 1 handed mid-late SoA weapon within V3 standards, but I went as far as lowering it to +2 to allow me using a very powerful unique ability (not to mention enchantment lvl on launchers are much less important because ammo's enchantment is used). I almost preserved vanilla's concept in V2 turning its once per day ability into a % based on hit stun effect, but I wanted something slightly more unique and ended up combining the new Resonating effect (and its new animation) and the old stun effect. The result is a Sound Burst effect almost identical to the homonymous PnP spell. Arla's Dragonbane +3 Combat Abilities: Saving Throws: +3 vs. breath Dragon Bane: additional +2 bonus to THAC0 and +8 to damage against dragons THAC0: +1 bonus Damage: +1 bonus Notes: previously a plain sling +3. As you can see I'm a little short on new/unused effects. Any suggestion? Erinne Sling +3 Requires no ammunition, but normal bullets cannot be fired with this bow. Energy Bullets are considered to be of +3 enchantment when determining what they can hit Combat Abilities: Energy Bullet: deals 1D4 additional points of magic damage THAC0: +3 bonus Damage: 1D4 + 4 bonus Notes: I've made this the "no ammo" sling, by making it fire Energy Bolts. Enchantment lvl has been reduced by 1 on both versions. It previously didn't need any recipient to upgrade it, whereas now Cespenar will ask for the Ring of Energy. Erinne Sling +4 Requires no ammunition, but normal bullets cannot be fired with this bow. Energy Bullets are considered to be of +4 enchantment when determining what they can hit Combat Abilities: Energy Bullet: deals 1D4 additional points of magic damage Energy Burst: 10% chance target must save vs. spell at -4 penalty or take 100 points of magic damage THAC0: +4 bonus Damage: 1D4 + 5 bonus Notes: the improved version has a sort of disintegrate effect (it may be considered a vorpal sling! ). Bullets Sunstone Bullet +2 Combat Abilities: Flaming: deals 2D4 additional points of fire damage THAC0: +2 bonus Damage: 1D4 + 4 Notes: almost unchanged. Bullet of Smiting +3 Combat Abilities: Crushing: deals 2D3 additional points of crushing damage THAC0: +3 bonus Damage: 1D4 + 4 Notes: A "new" bullet type kindly borrowed from NWN: "These bullets are especially dense and weigh twice as much as ordinary specimens. When launched, they seem to accumulate even more mass on their way to the target, finally smashing into the unlucky victim with the force of a swung mace." Their damage output is really high for an ammo but they are quite rare, as they replace vanilla's +4 bullets. They are what they seem: anti-golem bullets!
  10. Short Swords Ilbratha +1 Special Abilities (once per day): Mirror Image (1 turn) Equipped Abilities: Translucent: +2 bonus to AC THAC0: +1 bonus Damage: 1D6 + 1 Notes: I've added the Translucent effect while equipped. Kundane +2 Combat Abilities: Quickness: +1/2 attack per round THAC0: +2 bonus Damage: 1D6 + 2 Notes: same changes applied to Belm, for the same reasons. Arbane's Sword +2 Special Abilities (once per day): Haste (4 rounds) Equipped Abilities: Immunity to entangle, grease, slow & web effects THAC0: +2 bonus Damage: 1D6 + 2 Notes: I've taken the liberty to slightly alter its immunities. Considering the sword's namesake, Sword of Agility, its immunity to mind affecting effects like hold and stun made no sense, thus instead of 'immunity to hold, slow, & stun' this sword now grants 'immunity to entangle, grease, slow & web effects'. This helps to slightly "nerf" this powerful sword (which is acquired very soon), while also making it a little more unique (mind shield-like effect are relatively common). I still believe its x/day lesser Haste effect should be somehow replaced by a semi-equivalent on hit combat ability because ALL early game short swords (lbratha, Kundane and Arbane) are oriented to be "off hand" weapons instead of main hand weapons, but for now I left it unchanged. Short Sword of Backstabbing +3 Combat Abilities (thieves only): Backstabbing: increases backstab multiplier by 1 THACO: +3 bonus Damage: 1D6 +3 Notes: aVENGER did pratically the same thing with Rogue Rebalancing and I think it's perfect. Is it too powerful within BG1? Cutthroat +3 Combat Abilities: Slashing: inflicts additional 1D6 points of slashing damage Cutthroating: target must save vs. death or be silenced for 3 rounds while suffering 1 point of bleeding damage every 3 seconds THAC0: +3 bonus Damage: 1D6 + 3 Notes: Enchantment has been reduced by 1, but I've added both a fixed slashing damage output and a semi-unique Cutthroating ability. In the end it should be quite a lot more powerful than before despite the lower enchantment lvl. Short Sword of Mask +4 Combat Abilities: Stealthblade: 20% chance of making the user improved invisible for 4 rounds after each successful attack THAC0: +4 bonus Damage: 1D6 + 4 Notes: I've removed vanilla's entangle ability and a more stealth oriented ability. Short Sword of Mask +5 Combat Abilities: Paralyzing: 20% chance target must save vs. poison or be paralyzed for 2 rounds Stealthblade: 20% chance of making the user improved invisible for 5 rounds after each successful attack Poison: creatures struck by the weapon suffer 1D6 points of additional damage THAC0: +5 bonus Damage: 1D6 + 5 Notes: I've replaced vanilla's entangle effect (the animation in particular was too much druid-oriented and out of place imo) with a more appropriate paralyzing effect. It doesn't have a lvl draining effect anymore, but the added poison damage on each hit makes this blade very useful/versatile imo (e.g. it has a backstab-oriented feature with defensive properties, a disabling chance, and "elemental" damage - something for every occasion!).
  11. Scimitars Sword of Flame +1 Combat Abilities: Flaming: creatures struck suffer 1D6 additional points of fire damage Fiery Blow: 20% chance of dealing additional 20 points of fire damage THAC0: +1 bonus Damage: 1D8 + 1 Notes: a "new" entry because it previously was a long sword which I'm sure most of you never used. Aside the obvious change of proficiency I've increased the fire damage from 1 to 1D6 and added a critical hit-like fire effect. Probably not a definitive version, but at least it now allows to pick the scimitar proficiency without fearing of not finding a unique specimen for so long...speaking of which, should we add it to BG1? Rashad's Talon +2 Combat Abilities: Cleave: with each succesful hit there's a 20% chance of gaining one extra attack in the next round THAC0: +2 bonus Damage: 1D8 + 2 Notes: previously a plain scimitar +2. I've tried many solutions, and albeit this one isn't particularly unique it makes this weapon very effective in tandem with Belm. It also gets a new bam instead of sharing it with Belm (though it may actually make sense now for them to share it). Belm +2 Combat Abilities: Quickness: +1/2 attack per round THAC0: +2 bonus Damage: 1D8 + 2 Notes: I've halved the attack rate bonus which was widely considered overpowered by veteran players because of its HUGE potential when dual wielded in the off hand. Water's Edge +3 Combat Abilities: Fierce Wounds: target must save vs. death or suffer -1 penalty to STR and DEX THAC0: +3 bonus Damage: 1D8 + 3 Notes: another "new" entry, because it previously was a unique but plain scimitar +3. I'm not 100% satisfied with it (if anyone has a better suggestion let me know) but at least it now has a quite cool pirate based background. Twinkle +3 Equipped Abilities: Armor Class: +2 bonus THAC0: +3 bonus Damage: 1D8 + 3 Notes: Drizzt's scimitars are only slightly revised, but they use new more appropriate bams, colors and pulsating lightning effects. Twinkle now has an enchantment level 2 points lower than before, but it's usable by anyone (should I auto-include "disable Malchor Harpell" tweak within IR?). Icingdeath +3 Equipped Abilities: Fire Resistance: +50% bonus Combat Abilities: Icy: deals 1D6 additional points of cold damage THAC0: +3 bonus Damage: 1D8 + 3 Notes: mostly unchanged, share Twinkle's new bam, but it has a different in-game lightning effect. It's correctly flagged as a silver weapon (though I don't know if it matters). Spectral Brand +3 Special Abilities (once per day): Spectral Blade: this dancing sword fights on behalf of the one who wields Spectral Brand for 1 turn. The illusionary sword acts as a +3 weapon, has THAC0 3 and attacks once each round inflicting 1d8+3 magic damage. It has 36 hit points, AC 5, 100% resistance to all damage except for pure magic damage, is immune to mind affecting spells Combat Abilities: Ghost Blade: the ghostly blade bypasses most armors, granting additional +3 bonus on attack rolls Chill Touch: creatures struck suffer 1D3 additional points of cold damage and must save vs. death or lose 1 point of strength THAC0: +3 bonus Damage: 1D8 + 3 Notes: the summoned blade previously missed all immunities to mind affecting spells, and I've slightly improved it. The blade gained the Chill Touch effect and ghostly properties. Spectral Brand +4 Special Abilities (once per day): Dark Swarm: releases enslaved souls in the form of shadows, summoning one creature every round for 1 turn Spectral Blade: this dancing sword fights on behalf of the one who wields Spectral Brand for 1 turn. The sword acts as a +4 weapon, has THAC0 2 and attacks once each round inflicting 1d8+4 magic damage. It has 36 hit points, AC 5, 100% resistance to all damage except for pure magic damage, is immune to mind affecting spells Equipped Abilities: Negative Plane Protection Combat Abilities: Ghost Blade: the ghostly blade bypasses most armors, granting additional +3 bonus on attack rolls Chill Touch: creatures struck suffer 1D3 additional points of cold damage and must save vs. death or lose 1 point of strength THAC0: +4 bonus Damage: 1D8 + 4 Notes: I've replaced Piercing Attack (which is now somehow incorporated into the Ghost Blade property) with Dark Swarm. The Spectral Blade too slightly improves with the upgrade.
  12. Morning Stars The Sleeper +2 Combat Abilities: Unconsciousness: 33% chance target must save vs. death or fall asleep for 2 rounds THAC0: +2 bonus Damage: 1D6 + 3 Notes: I've removed the +3 bonus to save against the effect, but the chance ot triggering the effect itself has been severely reduced (from every hit to 33%). I've borrowed an IWD II's bam for it because it previously shared the common morning star +2 bam. Wyvern's Tail +2 Combat Abilities: Venomous: creatures struck by the weapon must save vs. poison or suffer 1 point of damage each second for 2 rounds THAC0: +2 bonus Damage: 1D6 + 3 Notes: "damage type: poison" (5 points) has been changed to "poison opcode" (1hp/sec for 12 sec). Kiel's Morning Star +3 *CURSED* Equipped Abilities: Berserking: the wielder goes berserk and totally out of control whenever a fight takes place Immunity to charm & confusion effects THAC0: +3 bonus Damage: 1D6 + 4 Notes: I've added immunity to charm and confusion which coupled with Kiel's helmet and buckler grant a sort of Mind Shield. I thought it should be "nerfed" to +2 being it available in BG1, but being it a cursed and berserking weapon I can allow it to be unusually powerful as long as most of you agree...if you don't, I'll nerf it. Ice Star +4 Equipped Abilities: Fire Resistance: +20% bonus Combat Abilities: Bitter Cold: penetrating ice shards deals additional +1D6 cold damage and +1D6 piercing damage THAC0: +4 bonus Damage: 1D6 + 5 Notes: increased fire resistance by 5%, cold damage changed from 1D4 to 1D6 and added a +1D6 piercing damage. It's slightly more powerful, and it should be imo considering you get it from Gromnir and that's the last morning star in the game.
  13. Maces Mauler's Arm +1 Combat Abilities: Strength: +2 bonus THAC0: +1 bonus Damage: 2D3 + 1 Notes: changed the "set STR 18" into "+2 bonus to STR", enchantment level reduced by one (the weapon is extremely easy to get, and at a very low price). Ardulia's Fall +2 Combat Abilities: Enfeebling: target must save vs. spell or be or be slowed, and suffer -1 penalty to attack rolls and armor class for 1 round THAC0: +2 bonus Damage: 2D3 + 2 Notes: The Enfeebling ability is more or less as vanilla's one, but now it doesn't work on elementals, golems, undead, and illusionary creatures and I've removed the +3 bonus to save against the effect (it must be tested to see if it works too often, but I think it shouldn't). Multiple Enfeebling effects stack and I've raised the weapon's enchantment level by one because it's obtained as a reward for completing a long and relatively hard quest (Unseeing Eye's beholders can be a real pain early on without vanilla's shield of cheese!). Skullcrusher +3 Combat Abilities: Crushing Blow: 5% chance to inflict 20 points of crushing damage Bone Breaking: each hit reduces target's maximum hit points by 2 for 1 turn Human Bane: additional +2 bonus to THAC0 and +8 to damage against humanoids THAC0: +1 bonus Damage: 2D3 + 1 Notes: more focused to really represent a human bane weapon as per description. Enchantment level has been reduced by 2 (though it can still hit creatures immune to +2 weapons), but I've added the Bone Breaking (borrowed from Item Upgrade but hugely refined in terms of implementation) and Crushing Blow effects in order to balance the reduced effectiveness against non-humanoids. As of V3 Bone Breaking ability deals 1 point more of damage but it doesn't work against incorporeal creatures, slimes, elementals, golems and illusions. Mace of Disruption +3 Combat Abilities: Disruption: undead creatures must save vs. death or be destroyed Undead Bane: additional +2 bonus to THAC0 and +8 to damage against undead THAC0: +1 bonus Damage: 2D3 + 1 Notes: vanilla's "double damage vs. undead" is replaced by the "bane" effect, which deals more or less the same damage but grants a very useful higher enchantment level. I've removed the -4 penalty to the save against disruption because it was way too powerful, and many hardcore players still consider this ability too effective even after this nerf. Mace of Disruption +4 Equipped Abilities: Immunity to level drain effects Combat Abilities: Disruption: undead creatures must save vs. death or be destroyed Undead Bane: additional +2 bonus to THAC0 and +8 to damage against undead THAC0: +2 bonus Damage: 2D3 + 2 Notes: +4 enchantment level allows it to hit even the most powerful undead creatures: demiliches. We added some illithium in the Underdark, to allow good parties (especially those with paladins) to roleplay Sir Sarles quest without losing the opportunity to upgrade this item. Storm Star +3 Combat Abilities: Shocking: creatures struck suffer 1D6 additional points of electrical damage Chain Lightning: 15% chance arcs of lightning leap at all enemies inflicting 3D6 points of electrical damage THAC0: +3 bonus Damage: 2D3 + 3 Notes: I've added the chain lightning ability (previously granted to the upgraded version only), increasing it's chance of triggering from 5% to 15% but reducing the damage dealt from 10D6 to 3D6. As hinted by its description ("Storm Star is surprisingly light, making it particularly easy to wield in combat") this weapon has less weight, better speed factor, and lower STR requirement than normal maces, not to mention it's considered a light weapon by the dual wielding tweak (no off-hand thaco penalty). Storm Star +4 Combat Abilities: Shocking: creatures struck suffer 1D6 additional points of electrical damage Chain Lightning: 15% chance arcs of lightning leap at all enemies inflicting 3D6 points of electrical damage Call Lightning: 5% chance to call down a lightning storm upon the target; each round for 4 rounds one opponent is struck for 4D6 points of electrical damage THAC0: +4 bonus Damage: 2D3 + 4 Notes: I've replaced vanilla's electrical resistance with a Call Lightning-like ability, and reduced enchantment lvl by 1.
  14. Long Swords Blade of Roses +1 Equipped Abilities: Charisma: +1 bonus Combat Abilities: Singing Sword: when swung in battle the blade sings, granting +1 bonus to attack and damage rolls, and +1 bonus to saves vs. spell to wielder and allies within 20 feet THAC0: +1 bonus Damage: 1D8 + 1 Notes: enchantment level lowered by 2 and charisma bonus by 1 (too easily exploitable to lower store's prices), but overall it should still be very powerful. I need suggestions about the singing sword ability in particular. Varscona +2 Combat Abilities: Icy: creatures struck suffer 1D4 additional points of cold damage THAC0: +2 bonus Damage: 1D8 + 2 Notes: I've "restored" its missing name and I've given it a deserved unique bam. Cold damage has been increased from +1 to +1D4. Ras +2 Special Abilities (once per turn): Dancing Sword: the sword can attack on its own for 4 rounds THAC0: +2 bonus Damage: 1D8 + 2 Notes: vanilla's dancing sword can only dance once per day for 4 rounds, while PnP dancing ability works quite similar to my solution. Would it be better to allow only X times per day with a longer duration? Namarra +2 Equipped Abilities: Wall of Silence: wielder is immune to sound-based spells or attacks such as Command, (Un)Holy Word, Power Word, Wail of the Banshee and similar effects Combat Abilities: Silencing: target and opponents within 15 feet must save vs. spell or be silenced THAC0: +2 bonus Damage: 1D8 + 2 Notes: Its new on hit effect is an attempt to improve vanilla's x/day Silence (PnP Namarra can cast silence 15' radius at will), and I prefer the ability to be tied to the sword being effectively used in battle rather than just be equipped in a quickslot. As of V3 I've also added a very unique set of immunities. Adjatha The Drinker +2 Equipped Abilities: Hit Points: +10 bonus Saving Throws: +2 bonus vs. spell Combat Abilities: Spell Drinker: arcane casters hit by The Drinker must save vs. spell or lose one memorized spell, raising wielder's maximum hit points by 2 for 1 hour THAC0: +2 bonus Damage: 1D8 + 2 Notes: I've changed immunity to charm (a quite common ability) with a more generic defense against spells. The added 10 hit points and spell drinker ability aim to make it more similar to its PnP version. Some monsters that make use of arcane spells (like Djinni and and Efreeti) are considered mages (it is especially true if you install SCS). Flame Tongue +3 Combat Abilities: Flaming: creatures struck suffer 1D6 additional points of fire damage Magical Fire: +2 bonus to THAC0 and damage against regenerating creatures, cold creatures & undead THAC0: +1 bonus Damage: 1D8 + 1 Notes: vanilla's flame tongue didn't do a single point of fire damage!! This blade and/or Sword of Flame can be made so that they deal pure fire damage instead of physical damage. Dragonslayer +3 Special Abilities (once per day): Heroism: allies within 30' gain +2 bonus to attack and damage rolls, and are unaffected by fear for 1 turn Equipped Abilities: Immunity to fear Combat Abilities: Dragon Bane: additional +2 bonus to THAC0 and +8 to damage against dragons Slicing Blow: 15% chance to inflict additional 20 points of slashing damage THAC0: +1 bonus Damage: 1D8 + 1 Notes: I've reduced its base anchantment level by one, though it's now considered of +3 enchantment when determining what it can hit. I've removed its slow regeneration rate, but I've added the slicing effect (suggested by its strange curved and broad blade) and I've changed dispel illusions with heroism. There's also a built-in Aura of Courage which was supposed to work only for Cavaliers, but I actually couldn't prevent it from working on all paladin classes and thus I temporarily disabled it. Vampire's Revenge +3 *CURSED* Equipped Abilities: Life Draining: any living being wielding it loses 1 hp every 3 rounds Combat Abilities: Vampiric: drains one to four hit points from the target and transfers it to the wielder THAC0: +3 bonus Damage: 1D8 + 3 Notes: This weapon has undergo a huge revamp (the pun is intended) to make it actually usable, and it has been restored to the game, placing it in the blood pool where Mace of Disruption previously was. Its enchantment has been raised from 1 to 3 like all cursed weapons, and I've also added the powerful Vampiric effect to balance its new significant drawback. Blackrazor +3 Equipped Ability : Regeneration: 1 hp/round Immunity to charm and fear effects Combat Abilities: Souldrinking: 15% chance to drain one level from the target, raising wielder's maximum hit points by 5, increasing his strength by 1, and hasting him for 1 turn THAC0: +3 bonus Damage: 1D8 + 3 Notes: Souldrinking ability has been nerfed quite a lot (-3 drained levels, -2 strength bonus, -15 hit points gained) but the beneficial effects last 60 seconds instead of 20, and healed hit points can now raise wielder's maximum health. I previoulsy added a Blood Rage ability (5% chance on every successful hit the wielder goes berserk, gaining +2 bonus to attack and damage rolls, +2 bonus to saving throws, but losing control of himself for 1 turn). I temporarily discarded it, though it was fun and quite roleplaying considering the weapon's background...what do you think about it? Daystar +4 Special Abilities (once per day): Sunray (15th caster level) Combat Abilities: Righteous: additional +2 bonus to THAC0 and damage against evil creatures Sunblade: inflicts 6 additional points of damage against undead creatures THAC0: +2 bonus Damage: 1D8 + 2 Notes: almost unchanged. The Equalizer +4 Equipped Abilities: Immunity to charm & confusion effects Combat Abilities: Equalizer: inflicts additional damage depending on target's alignment +0 vs. true neutral +2 vs. lawful/chaotic neutral +4 vs. good/evil neutral +6 vs. other alignments THAC0: +4 bonus Damage: 1D8 + 4 Notes: This weapon deserved to be much more powerful than vanilla's version imo. I've better streamlined its original messed up "equalizing" effects, and instead of having a base +0 hit / +0 dmg sword (up to +3 hit / +6 dmg vs. extreme alignments) it now works as a full +4 weapon even against a True Neutral target, and then its dmg increases even more, up to a total of +10 against targets of extreme alignments. The Answerer +4 Equipped Abilities: Answerer: whenever struck by an opponent the wielder gains an additional attack the following round Combat Abilities: Magic Piercing: each hit reduces target's magic resistance by 5% for 4 rounds Sundering: each hit reduces target's armor class by 1 for 4 rounds THAC0: +4 bonus Damage: 1D8 + 4 Speed Factor: 10 Notes: inspired by PnP's Answerer I've added an effect that should give more sense to The Answerer's name (IMO of course). Due to the hardcoded cap of 5 attacks per rounds the weapon shouldn't become ridiculously overpowered. When dual wielding the maximum number of attacks per round with the main hand is 4, meaning this sword is now better suited to Single Weapon or Sword and Shield style (which seems more appropriate for the sword's name/background than dual wielding). Vanilla's effects have been preserved at players' request, but toned down to balance the additional attacks. If it proves to be too powerful I've thought about reducing the starting attack per round rate while equipped, or alternatively it may be possible to reduce the attack rate bonus to half an attack when struck. Angurvadal +4 Combat Abilities: Flaming: creatures struck suffer 1D6 additional points of fire damage Incendiary: inflicts 2 points of fire damage each round for 2 rounds THAC0: +4 bonus Damage: 1D8 + 4 Notes: I've removed once/day bonus to strength but fire damage has been increased from +1 to +1D6, and I've added the incendiary enhancement on top of it to make it stands out as THE flaming sword. It previously had no background at all, thus I decided to assign it vanilla's Flame Tongue lore (a quite great background), while the latter now uses NWN's Flame Tongue lore (a less "glorious" background). Angurvadal +5 Combat Abilities: Flame Whip: target must save vs. breath or be entangled in flames for 2 rounds Flaming: creatures struck suffer 1D6 additional points of fire damage Incendiary: inflicts 2 points of fire damage each round for 2 rounds THAC0: +5 bonus Damage: 1D8 + 5 Notes: I've added a semi-unique Flame Whip effect, which pratically is an improved entangle with a custom flaming animation.
  15. Katanas Malakar +2 Equipped Abilities: Parrying: +1 bonus (none vs. missile) Keen: +5% chance to score critical hits THAC0: +2 bonus Damage: 1D10 + 2 Notes: I've simply expanded vanilla's Malakar ("Dueling Steel") concept. This is the only 1handed weapon to still have Keen property within V3, but this is done on purpose, to allow exploiting the dual wielding stacking issue to create a daisho (aka you get +10% chance to score criticals with both weapons when wielding the two Malakar swords). Kachiko's Wakizashi has been changed to be an almost identical copy of Malakar (+1 AC, and +5% critical hit chance - aka scores criticals on a 19-20 roll), and I've temporarily renamed it Malakar's Companion (if a better name comes up we can change it). The end result is that these two swords aren't particularly threatening on their own, but used together they both score criticals on a 18-20 roll. Dak'kon's Zerth Blade +2 Equipped Abilities: Armor Class: +1 bonus Memorize one extra spell of each level from 1st to 4th THAC0: +2 bonus Damage: 1D10 + 2 Notes: I'd like to make it work more similar to its original incarnation, with its strength tied to wielder's level, but it requires a script, and I don't like to touch baldur.bcs. I'll think about it anyway. Celestial Fury +3 Special Abilities: Batto (at will): when Celestial Fury is drawn, thunder and lightning explode from the scabbard blinding (3 rounds) and deafening (6 rounds) opponents within 10 feet; those who succesfully save vs. wand cannot be affected by this ability for the duration of the encounter Lightning Bolt (once per day): an arc of lightning leap at one target inflicting 10D6 points of damage (save vs. breath half) Combat Abilities: Booming Thunder: every successful strike causes a boom that stuns opponents for 1 round (save vs. spell neg.) Shocking Blow: 5% chance of dealing 20 additional electrical damage THAC0: +3 bonus Damage: 1D10 + 3 Notes: mostly unchanged. I've replaced once/day Blindness with its PnP ability (I've named it Batto because of how it works). I don't think it really needs to be nerfed as long as you play with SCS (which should make quite impossible to achieve it early), if we ever opt for nerfing it we may reduce the chance to 50% and then add Electrical Resistance to "even the odds" (PnP's version grants complete immunity to electricity). Hindo's Doom +3 Special Abilities (once per day): Lesser Restoration Equipped Abilities: Magic Resistance: +10% bonus Combat Abilities: Tenchu: 10% chance of casting Holy Smite upon the target (5th caster level) THAC0: +3 bonus Damage: 1D10 + 3 Notes: I've added the Tenchu (literally "Wrath of Heavens") ability, which suits quite well the weapon's background (though vanilla's one has to be extended) and ensure this weapon won't be always relegated to the off-hand (vanilla's version lacked of usefulness in the main hand). The un-upgraded version now already grants magic resistance (because the upgrade is available very late in the game). Hindo's Doom +4 Special Abilities (once per day): Greater Restoration Equipped Abilities: Immunity to death effects Magic Resistance: +15% bonus Tenchu: 15% chance of casting Holy Smite upon the target (5th caster level) THAC0: +4 bonus Damage: 1D10 + 4 Notes: as always upgarding the items improves most of its abilities. The new combat ability and +5% magic resistance are the only changes here. Wakizashis Malakar's Companion +2 Equipped Abilities: Parrying: +1 bonus (none vs. missile) Keen: +5% chance to score critical hits THAC0: +2 bonus Damage: 1D8 + 2 Notes: replaces Kachiko's Wakizashi (a bonus merchant's items). Yamato +3 Equipped Abilities: Counterattack: all who strike the wearer in melee suffer 1d8+3 points of slashing damage THAC0: +3 bonus Damage: 1D8 + 3 Notes: I've simply improved vanilla's Yamato ("The Guardian"). I had created a nice Parry effect (which absorbed the first attack each round), but unfortunately the stoneskin-like effect has both the color chance and sound effect hardcoded which lead me to discard the idea. Some players suggested to use a temporarily immunity to weapons but I think it wouldn't work too well. Anyway, the current status is at least quite unique and this blade should be very useful as an off hand weapon for dual wielders. Usuno's Blade +3 Equipped Abilities: Movement rate: +1 bonus Combat Abilities: Shocking Blow: 5% chance of dealing 20 additional points of electrical damage Shocking: creatures struck suffer 1D6 additional points of electrical damage THAC0: +3 bonus Damage: 1D8 + 3 Notes: I've turned it from a ninja-to into a wakizashi. I've simply expanded vanilla's concept for lack of better idea, but any suggestion is welcome.
  16. Halberds Suryris's Blade +2 Combat Abilities: Stunning: target must save vs. spell or be stunned for 1 round Damage: 1D10 + 2 THAC0: +2 bonus Notes: it already was an unique item sold by Ribald but despite its background it shared the same name and effects of plain halberds +2. I've added an on hit effect to make it more unique but it has to be tested for balance issues (especially within BG1), and eventually replaced if you have any better suggestion. Duskblade +2 Combat Abilities: Creeping Cold: inflicts 2 points of cold damage each round for 4 rounds THAC0: +2 bonus Damage: 1D10 + 2 Notes: cold damage changed from 2 on hit to 2 per round for 4 rounds. Wyrmcleaver +3 (previously named Dragon's Bane) Combat Abilities: Cleave: with each succesful hit there's a 33% chance of gaining one extra attack in the next round Dragon Bane: additional +2 bonus to THAC0 and +8 to damage against dragons Keen: +10% chance to score critical hits THAC0: +1 bonus Damage: 1D10 + 1 Notes: one of the revisions i like the most. Against dragons it works as before (only slightly more damaging) but against non-dragon creatures it now has -2 to damage and attack rolls (the aim is making "Bane" weapons really shine only against the selected enemies). Anyway it can still be even more powerful than ever because of the increased chance to score critical hits (which is further doubled by the two handed weapon style) and the Cleave ability. Cleave is a tricky effect: normally it's a sort of lesser speed (which always give a full +1 attack per round), but coupled with Improved Haste or Whirlwind Attack is really good. Dragon's Breath +3 Combat Abilities: Dragon's Breath: inflicts additional 1D10 points of either acid, cold, electrical, fire or poison damage THAC0: +3 bonus Damage: 1D10 + 3 Notes: restored the missing physical damage related to enchantment bonuses, elemental damage changed from a total of 5 points to random 1D10 of each type. It should be slightly more powerful than before but it has been "nerfed" from +4 enchantment to +3. Blackmist +4 Special Abilities (once per day): Black Mist: blinds everyone within 10' radius Combat Abilities: Blind-Fight: wielder fights without penalties even if unable to see and cannot be backstabbed THAC0: +4 bonus Damage: 1D10 + 4 Notes: added the Blind-Fight ability to make it more interesting. I think it's really rare to acquire this weapon, let it be something very special at least. The Wave +4 Equipped Abilities: Protection from Spell: Horrid Wilting Combat Abilities: Smashing Wave: 15% chance of inflicting 4D6 points of crushing damage to target and opponents within 5 feet Fire Eating: efreeti, fire elementals, fire giants and fire salamanders must save vs. death at -4 penalty or be slayed THAC0: +4 bonus Damage: 1D10 + 4 Notes: Smashing Wave is an AoE version of its original effect (15% chance to inflict 15 cold dmg), and now uses a water based animation stolen from IWD. I've also added immunity to Horrid Wilting which seems very appropriate. Its slaying effect now allows a save, albeit with a heavy penalty. Ravager +4 Special Abilities (twice per day): Cloak of Fear Combat Abilities: Dooming: target must save vs. spell or suffer -2 penalty to attack rolls, damage rolls and saving throws for 5 rounds (non-cumulative) THAC0: +4 bonus Damage: 1D10 + 4 Notes: I've added the Dooming property. Ravager +5 Special Abilities (three times per day): Cloak of Fear Combat Abilities: Doom: target receives a -2 penalty to attack rolls, damage rolls and saving throws for 5 rounds (non-cumulative) Viperous: 15% chance to inject a lethal poison which inflicts 10 points of damage every second for 2 rounds unless a save vs. poison at -4 penalty is made THAC0: +5 bonus Damage: 1D10 + 5 Notes: it previously had a 10% chance to kill the target (no save) and the ability to inflict 3D6 points of poison damage on hit (save vs. poison negates). I've "merged" them into a single lethal poison based ability which I also assigned to the Serpent Shaft (the item used to upgrade the Ravager).
  17. Flails Flail of Submission +2 Combat Abilities: Domineering: 50% chance target must save vs spell or suffer -2 penalty to attack rolls and AC THAC0: +2 bonus Damage: 2D4 + 2 Notes: a completely new itm file to introduce an early-game specimen for this rare weapon type. Defender of Easthaven +2 Equipped Abilities: Armor Class: +1 bonus Maximum Hit Points: +10 bonus Combat Abilities: Cleave: 20% chance on hit to gain 1 additional attack in the following round THAC0: +2 bonus Damage: 2D4 + 2 Notes: it now has a nice background that perfectly suits its current abilities. I've reduced enchantment level by one to allow it to be found in SoA chapters without being overpowered. I had to replace 10% physical resistance with +10HP for balance purposes (the 100%+ res issue is a pain to handle), and the lore I assigned it suggested me to add an on hit ability, Cleave, which was really needed imo, as I don't like a flail to look like an off-hand weapon! Flail of Ages +3 Combat Abilities (20% chance each): Cold Head: 1D3 additional cold damage, slow target for 3 rounds Fire Head: 1D3 additional fire damage, -2 penalty to THAC0 for 3 rounds Acid Head: 1D3 additional acid damage, -2 penalty to AC for 3 rounds Note: targets can save vs. spell to avoid the secondary effects but will still suffer elemental damage. THAC0: +3 bonus Damage: 2D4 + 3 Notes: it had 33% chance to slow for 3 rounds (no save!), and a total of +3 elemental damage on each hit, thus the current solution should be a very slight nerf. Each effect is associated to a different elemental damage animation, thus you always know which effect you are inflicting. Flail of Ages +5 Combat Abilities (20% chance each): Cold Head: 1D5 additional cold damage, slow target for 3 rounds Fire Head: 1D5 additional fire damage, -2 penalty to THAC0 for 3 rounds Acid Head: 1D5 additional acid damage, -2 penalty to AC for 3 rounds Poison Head: 1D5 additional poison damage, further 1hp/sec for 2 rounds Electric Head: 1D5 additional electrical damage, stuns for 1 round Note: targets can save vs. spell at a -4 penalty to avoid the secondary effects but will still suffer elemental damage. THAC0: +5 bonus Damage: 2D4 + 5 Notes: elemental damage has been decreased from 10 fixed damage to random 1D5 (actually because of how staggered probabilities work there's a little chance of dealing multiple D5 damage), +5% to magic resistance is gone and at the moment free action has been removed too in favor of more combat abilities (e.g. poison and stun effects).
  18. Darts Darts of Wounding Combat Abilities: Bleeding Damage: 1hp/round for 5 rounds Damage: 1D3 Notes: I've changed the poison effect (which was the same of Arrow/Bolt of Biting and Asp's Nest too) with a bleeding effect (very similar but more appropriate imo). Should I raise the bleeding damage and/or allow a save? Vanilla's ones were unenchanted, and I've left them so thinking they shoudln't be able to harm an undead creature, but as always I leave the last word to players. Dart of Stunning +1 Combat Abilities: Stunning: target must save vs. spell or be stunned for 1 round THAC0: +1 bonus Damage: 1D3 + 1 Notes: I've raised the enchantment level by one, vanilla's ones were unenchanted but they were flagged as magical (enchantment level 0 ). I've radically reduced stunning duration from 7 rounds to only 1, and considering darts are throwned at the amazing rate of 3 per rounds I think they are already quite powerful, anyway I may raise it by 1 you think it's better. Asp's Nest +2 Combat Abilities: Poison: target must save vs. poison or suffer 1 point of damage every 3 seconds until 40 points of are inflicted THAC0: +2 bonus Damage: 1D3 + 2 Notes: I've increased enchantment level by 1. I may slightly change its poison effect (more/less damage, higher/lower duration, ...) depending on players' feedback. Crimson Dart +3 Combat Abilities: Flaming: creatures struck suffer 1D3 additional points of fire damage Returning: returns to the wielder's hand instantly after an attack is made THAC0: +3 bonus Damage: 1D3 + 3 Notes: the easiest thing to do to improve it has been adding fire damage, but I'm open to any suggestion. Surely being it the most powerful dart in the entire game it deserves to be more powerful than vanilla's version.
  19. Daggers Dagger of <CHARNAME> +1 Equipped Abilities: Armor Class: +1 bonus Intelligence: +1 bonus THAC0: +1 bonus Damage: 1D4 + 1 Usable by: Mage (single, dual, & multi-class) Notes: I've tried to make it a little more interesting than a plain +1 dagger with your name on it. Neb's Nasty Cutter +1 Combat Abilities: Keen: +5% chance to score critical hits Diseasing: target must save vs. poison or suffer 2 point of damage each round and be slowed for 4 rounds THAC0: +1 bonus Damage: 1D4 + 1 Usable by: Evil-aligned character Notes: I've removed the bastard sword-like 2d4 damage output and made it use dagger's 1d4. Vanilla's slow + poison effect really don't work well on the same weapon (the former hinders the latter), thus I've replace them with two 'disease' effects (same concept but more functional). This should also make the Nasty Cutter more unique compared to the Dagger of Venom. The keen effect is just there as a small add on, inspired by the blade's strange design. Longtooth +2 Combat Abilities: Armor Piercing: additional +3 bonus to attack rolls THAC0: +2 bonus Damage: 1D6 + 2 Notes: I've added the armor piercing effect, but I've yet to decide if and where restoring the item in BG2. Dagger of Venom +2 Combat Abilities: Envenomed: creatures struck by the weapon must save vs. poison or suffer 1 point of damage each second for 3 rounds THAC0: +2 bonus Damage: 1D4 + 2 Notes: the huge poison damage really needed a save as it was almost brokenly OP for BG1. Pixie Prick +2 Combat Abilities: Pixie Dust: 20% chance of making the user invisible for 4 rounds Sleep: 20% chance target must save vs. spell or fall asleep for 2 rounds THAC0: +2 bonus Damage: 1D4 + 2 Notes: I've severely reduced the chance of triggering the sleep effect (vanilla had 100%) but I've removed its vanilla +6 bonus against the save (which was making it virtually useless later on imo) and I've added the pixie dust effect. Stiletto of Demarchess +2 Combat Abilities: Bleeding Damage: 1hp/round for 2 rounds Paralyzing: 20% chance target must save vs. paralyze or be held for 2 rounds THAC0: +2 bonus Damage: 1D4 + 2 Notes: I've re-done vanilla's paralyzing effect (e.g. hold opcode instead of stun, works via spl, etc.), but the weapon is conceptually unchanged. I've just added a very small bleeding effect inspired by its lore/background. Boomerang Dagger +2 Combat Abilities: Crippling: 20% chance to reduce target's movement rate by half Returning: returns to the wielder's hand instantly after an attack is made THAC0: +2 bonus Damage: 1D4 + 2 Notes: the crippling effect should be very useful on a ranged weapon, though it may be necessary to add something more to this weapon considering how late you can acquire it. Dragon Tooth +3 Combat Abilities: Flaming: creatures struck suffer 1D4 additional points of fire damage Returning: returns to the wielder's hand instantly after an attack is made THAC0: +3 bonus Damage: 1D4 + 3 Notes: renamed from Fire Tooth (there's a unique xbow called Firetooth for god's sake!). Many "hidden" improvements (e.g. usable as off-hand weapon, no +1 apr when used as melee weapon), but conceptually it hasn't changed at all. Spider Fang +3 Combat Abilities: Web: 33% chance target must save vs. breath or be held for 2 rounds Acidic: creatures struck suffer 1D3 additional points of acid damage THAC0: +3 bonus Damage: 1D4 + 3 Notes: previously a plain +4 dagger, namely Boneblade. Web effect is intentionally similar to Stiletto's paralyze and Pixie Prick's sleep, but the saves against these effects are breath, death and spell respectively, allowing different opportunities. I'd personally make the web effect to last a bit longer (3 rounds) and work as a sort of entangle (0% movement rate, -2 penalty to thac0 and AC) instead of paralyzing the targe. The only thing holding me back is that it wouldn't be consistent with vanilla's Web spell. Life Stealer +4 Combat Abilities: Vampiric: drains one to four hit points from the target and transfers it to the wielder THAC0: +4 bonus Damage: 1D4 + 4 Notes: I've yet to decide where to restore it, and I may have to mod the background I've assigned it as I used Entreri's lore. It uses V3's standard Vampiric effect which reduces target's current hit points instead of dealing magic damage a la V2, and doesn't work against non-living targets anymore. Dagger of the Star +4 Combat Abilities: Stardust: 20% chance of blinding every opponent within 5 feet for 4 rounds (save vs. breath at -4 neg.) Starmetal: deals additional 4 points of damage to extraplanar creatures THAC0: +4 bonus Damage: 1D4 + 4 Notes: I've found some satisfaction with 3D effects for this dagger. Both abilities are new and replace vanilla's 5% chance to make the wielder invisible. As extraplanar creatures I've considered rakshasas, demons and fallen devas/planetars/solars...am I missing some of them? Let me know how effective Stardust effect is, we may have to nerf it. Dagger of the Star +5 Combat Abilities: Stardust: 20% chance of blinding every opponent within 5 feet for 4 rounds (save vs. breath at -4 neg.) Starmetal: inflicts 5 additional points of damage against extraplanar creatures Starbolt: 15% chance to deal additional 4D4 magical damage Returning: returns to the wielder's hand instantly after an attack is made THAC0: +5 bonus Damage: 1D4 + 5 Notes: vanilla 15% chance to deal 1d8 fire/electrical dmg has been replaced by the Starbolt abilty (which also uses a cool animation when triggered). I've also made this dagger thrownable.
  20. Light Crossbows Light Crossbow of Speed +1 Combat Abilities: Rapid Reload: +1 attack per round THAC0: +2 bonus Damage: +1 (missile) Notes: unchanged (except the +1 bonus to attack rolls shared by all xbows). Necaradan's Crossbow +3 Combat Abilities: Sharpshoot: 25% chance the user remains invisible for 1 round after an attack THAC0: +3 bonus Damage: +2 (missile) Notes:I've added the sharpshoot ability. When the ability effectively trigger the character remains completely unnoticed if he was already invisible/hidden in shadow. Firetooth +4 Note: requires no ammunition, but normal bolts cannot be fired with this xbow. Fire Bolts are considered to be of +4 enchantment when determining what they can hit. Combat Abilities: Fire Bolts: inflict additional 2D4 points of fire damage (save vs. breath half) THAC0: +5 bonus Damage: 1D8 + 4 Notes:I've reduced thac0 by 1 and increased fire damage from +2 to +2D4. Normal bolts cannot be fired from this crossbow anymore. Firetooth +5 Note: requires no ammunition, but normal bolts cannot be fired with this xbow. Fire Bolts are considered to be of +5 enchantment when determining what they can hit. Combat Abilities: Fire Bolts: inflict additional 2D6 points of fire damage to opponents within 5 feet (save vs. breath half) THAC0: +6 bonus Damage: 1D8 + 5 Notes:the improved version now fires +5 enchanted bolts that also explode upon contact and damage opponents within a small area. Heavy Crossbows Heavy Crossbow of Accuracy +1 Combat Abilities: Accuracy: additional +3 to attack rolls, and +10% chance to score critical hits THAC0: +2 bonus Damage: +3 (missile) Notes: I've added the 10% chance to score critical hits because a plain +x to thac0 doesn't seem very unique to me, but I've reduced enchantment level by one because this weapon is both available in BG1 and easily available in BG2. Heavy Crossbow of Searing +2 Combat Abilities: Flaming: creatures struck suffer 1D4 additional points of fire damage THAC0: +3 bonus Damage: +4 (missile) Notes: I've changed fire damage from +2 to +1D4, and increased enchantment level by 1. Giant Hair Crossbow +3 Combat Abilities: Knockback: target must save vs. death or be knocked back unconscious for 1 round Slow Reload: -1/2 attack per round THAC0: +4 bonus Damage: +8 (missile) Requires: 15 Strength Notes: I've added Knockback to make it "special", then I also gave it +3 additional damage and a slower attack rate at player's request. Crossbow of Affliction +4 Combat Abilities: Affliction: wielder's strength is reduced to 90% for 4 rounds Diseasing: target must save vs. poison or suffer 2 point of damage each round and be slowed for 4 rounds THAC0: +5 bonus Damage: +6 (missile) Notes: I've changed it from a light xbow to a heavy one. Light xbows already have the outstandingl Firetooh when it comes to end game specimen, while heavy xbows would have completely lacked a highly enchanted and rare specimen. The strength malus has been revised in order to be effectively a hindrance instead of not affecting at all the usefulness of the weapon. I've added disease effect to make it more powerful, and considering this xbow is gained at the very end of the Underdark we can freely make it quite powerful, but it has to be tested and balanced. Let me know what you think about it. Bolts Bolt of Biting Combat Abilities: Envenomed: target must save vs. poison or suffer 1 point of damage each second for 4 rounds Damage: 1D10 Notes: changed to match Arrow of Biting. Bolt of Polymorphing +1 Combat Abilities: Polymorphing: target must save vs. polymorph or be transformed in a squirrel THAC0: +1 Damage: 1D10 + 1 Notes: previously unused. Slightly changed to use SR-like polymorph effects, and restored within the game in limited amounts. Bolt of Lightning +2 Combat Abilities: Shock: 4D4 electrical damage (save vs. breath for half) THAC0: +2 Damage: 1D10 + 2 Notes: I've only increased their enchantmen lvl by 1. Blessed Bolt +3 Combat Abilities: Blessed: additional +2 bonus to THAC0 and damage against undead, and evil extra-planar beings THAC0: +1 Damage: 1D10 + 1 Notes: pratically unused in vanilla. Instead of slaying Rakshasas on-hit, these bolts now have a +2 bless bonus to thac0 and damage against evil extra-planar beings (demons, devils, fallen devas/planetars/solars, Rakshasas, ...) and undead creatures. The enchantment lvl now counts as +3 (instead of +1) to make sure they can be used against such powerful creatures, and to provide xbows a highly enchanted ammo type.
  21. Clubs Gnasher +2 Combat Abilities: Slivers: inflicts 2 points of piercing damage each round for 2 rounds THAC0: +2 bonus Damage: 1D4 + 2 Notes: almost unchanged. Blackblood +2 Combat Abilities: Acidic: creatures struck suffer 1D4 additional points of acid damage Acid Splash: 5% chance of dealing 20 additional points of acid damage THAC0: +2 bonus Damage: 1D4 + 2 Notes: previously a +3 weapon (too easily obtainable), acid damage has been changed from +3 to +1D4 but I've also added a critical hit like effect, which I'm thinking to further refine by adding it a small AoE (using an imported IWD animation). Bone Club +3 Combat Abilities: Dooming: target must save vs. spell or suffer a -2 penalty to attack rolls, damage rolls and saving throws for 1 turn (non-cumulative) Undead Bane: additional +2 bonus to THAC0 and +8 to damage against undead THAC0: +1 bonus Damage: 1D4 + 1 Notes: slightly increased the damage vs. undead; added the Dooming ability to make it useful against non-undead creatures. The Root of the Problem +3 Combat Abilities: Entangling: 33% chance target must save vs. breath or be entangled for 2 rounds Monster Bane: additional +2 bonus to THAC0 and +8 to damage against monsters THAC0: +1 Damage: 1D4 + 1 Notes: now uses IR standardized Bane effects but the concept is till the same of vanilla version. The only real new entry is the entangle ability. I think this weapon deserves to be a good one as only druids can get it and not so easily. Club of Detonation +3 Equipped Abilities: Immunity to normal weapons Combat Abilities: Detonation: 10% chance a 5d6 fireball will detonate with each successful attack Flaming: creatures struck suffer 1D6 additional points of fire damage Fiery Blow: 5% chance target will take an additional 20 points of fire damage THAC0: +3 bonus Damage: 1D4 + 3 Notes: now use the wonderful UB's extended description, which tells the demon trapped inside the weapon was completely immune to weapons, and the only way to deafeat it resulted in trapping it inside this club. Compared to vanilla it deals slightly less fire damage in exchange for the weapon immunity. Club of Detonation +4 Special Abilities (once per day): Protection from Magical Weapons Equipped Abilities: Immunity to normal weapons Fire Resistance: +40% bonus Combat Abilities: Detonation: 5% chance a 10d6 fireball will detonate with each successful attack Flaming: creatures struck suffer 1D6 additional points of fire damage Fiery Blow: 5% chance target will take an additional 20 points of fire damage THAC0: +4 bonus Damage: 1D6 + 4 Notes: further expanded the concepts of the total immunity to weapons (the Ring of Fire Resistance makes the demon's powers more controllable). I've decreased the enchantment bonus by one as trade-off for the once/day PfMW and the added fire resistance.
  22. Short Bows Tuigan Bow +1 Combat Abilities: Rapid Shot: +1 attack per round THAC0: +1 bonus Damage: +1 bonus Notes: unchanged. Eagle Bow +2 Combat Abilities: Entangle: 50% chance target must save vs. breath or be entangled for 2 rounds THAC0: +2 bonus Damage: +2 bonus Notes: previously a plain short bow +2. I've added the entangle effect, but I need some feedback to balance it. BG1 only at the moment. Tansheron's Bow +3 Requires no ammunition, but normal arrows cannot be fired with this bow. Phantom Arrows are considered to be of +3 enchantment when determining what they can hit Combat Abilities: Phantom Arrow: 20% chance target must save vs. spell or flee in terror for 2 rounds THAC0: +3 bonus Damage: 1D6 + 3 Notes: Normal arrows cannot be fired from this bow anymore. I wanted to make Phantom Arrows more "unique" adding an effect (e.g. chill touch or fear) or some damage (e.g magic or cold). At the moment I've opted for a fear effect. What do you say? Iron Bow of Gesen +4 Requires no ammunition, but normal arrows cannot be fired with this bow. Lightning spears are considered to be of +4 enchantment when determining what they can hit Combat Abilities: Lightning Spear: inflicts additional 2D6 points of electrical damage (save vs. breath half) THAC0: +4 Damage: 1D6 + 4 piercing Notes: mostly unchanged. Normal arrows cannot be fired from this bow anymore. As above, we may add something special (e.g. 5% chance of chain lightning on hit). Any suggestion? Darkfire Bow +4 Special Abilities (once per day): Darkfire Shield: a shield of crakling violet flames grants the wielder +50% fire/cold resistance and inflicts 5 points of fire/cold damage to whoever succesfully hit him Equipped Abilities: Fire Resistance: +10% bonus Cold Resistance: +10% bonus Darkfire: inflicts additional 1D4 points of either fire or cold damage THAC0: +4 bonus Damage: +4 bonus Notes: I've raised resistances by 5% and added elemental damage to make it appealing. I've also replaced Improved Haste with Darkfire Shield (though this ability may be not too suited for a ranged weapon). Darkfire Bow +5 Special Abilities (once per day): Darkfire Shield: a shield of crakling violet flames grants the wielder +50% fire/cold resistance and inflicts 5 points of fire/cold damage to whoever succesfully hit him Equipped Abilities: Fire Resistance: +20% bonus Cold Resistance: +20% bonus Darkfire: inflicts additional 1D4 points of fire and 1D4 of cold damage THAC0: +5 bonus Damage: +5 bonus Notes: same as above, the improved version at the moment "only boost" every ability. Long Bows Long Bow of Marksmanship +2 Equipped Abilities: Marksmanship: +10% chance to score critical hits THAC0: +2 bonus Damage: +3 bonus Notes: previously a plain unique bow +2. BG1 only at the moment. Elven Court Bow +3 Equipped Abilities: Elvencraft: +4 bonus to AC vs. melee attacks THAC0: +3 bonus Damage: +4 bonus Usable by: Elf Half-Elf Notes: Its new Elvencraft feature should simulate the ability to fight in melee with the bow without serious penalties, and it should be pretty good for an Archer (kitted) character imo. Mana Bow +4 Equipped Abilities: Magic Resistance: +10% bonus Combat Abilities: Illusion Bane: 20% chance to dispel illusionary protections and creatures THAC0: +4 bonus Damage: +5 bonus Notes: I've added the Illusion Bane ability (20% chance to dispel illusionary protections and creatures), and instead of 20% magic damage resistance I've put a 10% magic resistance. This is obviously intended to be a Wizard Slayer oriented bow. Taralash +4 Equipped Abilities: Movement Rate: +2 bonus Combat Abilities: Crippling: 20% chance to reduce target's movement rate by half for 4 rounds THAC0: +4 bonus Damage: +5 bonus Notes: unchanged for now. It deserves to be very powerful considering its found at the very end of Watcher's Keep! Taralash +5 Equipped Abilities: Movement Rate: +2 bonus Combat Abilities: Crippling: 20% chance to reduce target's movement rate by half for 4 rounds Rapid Shot: +1 attack per round THAC0: +5 bonus Damage: +6 bonus Notes: I've yet to find a good way to make the improved version. I've temporarily added the rapid shot ability, but I don't like it to "steal" the Tuigan's main feature. Composite Long Bows Ripper +2 Equipped Abilities: Sunder Armor: each hit reduces target's armor class by 1 for 2 rounds THAC0: +2 bonus Damage: +5 bonus Requires: 18 Strength Notes: I've added the sunder armor ability to make it unique. Strong Arm +2 THAC0: +2 bonus Damage: +9 bonus Requires: 19 Strength Notes: I think its phenomenal damage is enough even without any other special feature. Heartseeker +3 Combat Abilities: Seeking: additional +3 to attack rolls Heartseeking: 10% chance target must save vs. death or die THAC0: +3 bonus Damage: +5 bonus Requires: 16 Strength Notes: I've replaced the +7 on attack rolls once/day with the Seeking ability, and I've added PnP Heartseeking ability. Arrows Arrow of Biting Combat Abilities: Envenomed: target must save vs. poison or suffer 1 point of damage each second for 4 rounds Damage: 1D6 Notes: after having discovered that % damage from poison opcode doesn't work at all (it dealt 1 dmg per sec for 20 secs), thus I had to replace it with a more common damage output: it now works as a double strength Envenomed weapon. I've considerably reduced their price from 75 per arrow to 25. Arrow of Detonation Combat Abilities: Explosion: 6d6 fire damage in a 30' radius on impact (save vs. breath half) Damage: 1D6 Notes: unchanged. Arrow of Fire +1 Combat Abilities: Flaming: creatures struck suffer 1D3 additional points of fire damage THAC0: +1 Damage: 1D6 + 1 Notes: I've made them properly enchanted, and they are improved in pratically all aspects. Arrow of Ice +1 Combat Abilities: Icy: creatures struck suffer 1D3 additional points of fire damage THAC0: +1 Damage: 1D6 + 1 Notes: I've made them properly enchanted, and they are improved in pratically all aspects. Arrow of Dispelling +1 Combat Abilities: Dispelling: remove any magical effect on target unless a save vs. spell is made THAC0: +1 Damage: 1D6 + 1 Notes: they were previously considered non-magical. The dispelling effect now allow a save vs. spell, making these overpowered arrows a lot more balanced. Note that they will now bypass SR's Protection from Missile. Should I raise enchantment lvl to let them hit powerful creatures? Arrow of Slaying +1 Combat Abilities: Monster Slaying: target must save vs. death or be killed THAC0: +1 Damage: 1D6 + 1 Notes: afaik they were previously unused. They now work as an Arrow of Monster Slaying (e.g. it doesn't work on golems, undead, elementals, and so on), and allow a save vs death to negate the effect. I used the 'slay' opcode instead of vorpal's 'kill', and most boss-like characters are immune to it. Their price is sky high (1000gp for a single arrow), and they are available (thanks to Ardanis) only in very limited amounts. Acid Arrow +2 Combat Abilities: Acidic: inflicts 1d4 additional points of acid damage each round for 2 rounds THAC0: +2 Damage: 1D6 + 2 Notes: I've raised its enchantment by 1 (and consequently its price), and instead of BG1 2d6 points of acid damage on hit (which I previously nerfed to 1d3 like Arrows of Fire/Ice) I've made them deal 1d4 points of damage after 6 seconds, and other 1d4 after 12 seconds (no elemental damage on hit). Arrow of Piercing +3 Combat Abilities: Piercing: target must save vs. death or suffer additional 2D6 piercing damage THAC0: +3 Damage: 1D6 + 3 Notes: I've changed them somewhat though the concept is unchanged. I've made it +3 enchanted to allow archers to have something to hit Demons and the like.
  23. Bastard Swords Albruin +1 Equipped Abilities: Immunity to poison effects Combat Abilities: Luminous: target must save vs. spell or be outlined by a pale glowing light, suffering -2 penalty to AC and being unable to hide for 4 rounds THAC0: +1 bonus Damage: 1D10 + 1 Notes: almost impossible and worthless to get in vanilla, we've moved this sword early on (it's the easiest to get within SoA now). I've added a quite unique Luminous effect which combined with its immunity to poison should make this weapon a very useful anti-thief weapon for all those early encounters with them. Taragarth +2 Combat Abilities: Acidic: creatures struck suffer 1D4 additional points of acid damage THAC0: +2 bonus Damage: 1D10 + 2 Notes: previously unused (except by UB). I've restored its PnP background and based on it I've decided for a classic anti-troll weapon. Lawgiver +2 Equipped Abilities: Immunity to confusion effects Combat Abilities: Axiomatic: inflicts 2 points of additional damage against non-lawful creatures and 4 additional points against creatures of chaotic alignment THAC0: +2 bonus Damage: 1D10 + 2 Notes: it replaces "Kondar +1, +3 vs. shapshifter". At players request I've slightly modified PnP Axiomatic effect, making it work not only against chaotic creatures but also all non-lawful ones. Such change should help keeping the sword effective/appealing in much more circumstances. Jhor The Bleeder +2 Combat Abilities: Wounding: target suffer 1 point of bleeding damage every round for 1 turn THAC0: +2 bonus Damage: 1D10 + 2 Notes: the damage inflicted is the same as vanilla (10hp) but the effect lasts twice as long with a slower damage rate. Furthmore bleeding damage doesn't use "poison opcode" anymore, making it a completely separate/different effect. Sword of Balduran +2 Equipped Abilities: Magic Resistance: +10% bonus Combat Abilities: Silverblade: inflicts 4 additional points of damage against lycanthropes & vampires THAC0: +2 bonus Damage: 1D10 + 2 Notes: I merged the concepts of both BG1 Sword of Balduran and its BG2 version (which for some reason was using a different filename and was available only via bonus merchant). Its silver blade now inflicts +4 dmg vs werewolves and vampires (instead of +2 thac0/dmg as vanilla BG1), but it also grants +10% magic resistance much like BG2 version of this sword. Blade of Searing +3 Combat Abilities: Burning Wounds: target must save vs. death or suffer -2 penalty to attack rolls and 1 point of fire damage each round for 3 rounds THAC0: +3 bonus Damage: 1D10 + 3 Notes: In an effort to always do something relatively unique I've replaced its common Flaming effect (it did only +1 fire dmg in vanilla) with the Burning Wounds effect (target must save vs. death or suffer -2 penalty to attack rolls and 1 point of fire damage each round for 3 rounds). Purifier +3 Equipped Abilities: Magic Resistance: +10% bonus Combat Abilities: Holy: deals 3 additional points of damage against all of evil alignment Cleansing: 15% chance evil creatures hit must save vs. spell at -4 or be purified by this blade, suffering various effects depending on their level Target's Hit Dice - Effects of Cleansing 14 or more - Deafened <14 - Blinded, and deafened <10 - Paralyzed, blinded, and deafened <5 - Killed THAC0: +4 bonus Damage: 1D10 + 4 Notes: I've halved the magic resistance bonus, extended additional damage to all evil creatures (previously only chaotic evil ones), and added the Cleansing effect (which is a lesser Holy Word). Purifier +4 Special Abilities: Draw Upon Holy Might (twice per day) Greater Restoration (once per day) Equipped Abilities: Magic Resistance: +15% bonus Combat Abilities: Holy: deals 6 additional points of damage against all of evil alignment Cleansing: 15% chance evil creatures hit must save vs. spell at -4 or be purified by this blade, suffering various effects depending on their level Target's Hit Dice - Effects of Cleansing 19 or more - Deafened <19 - Blinded, and deafened <15 - Paralyzed, blinded, and deafened <10 - Killed THAC0: +5 bonus Damage: 1D10 + 5 Notes: upgrading the sword improves all its effects. I've changed Mass Cure with Greater Restoration and Dispel with Draw Upon Holy Might. Foebane +4 Equipped Abilities: Saving Throws: +1 bonus Combat Abilities: Foe Bane: additional +2 bonus to THAC0 and damage against undead, shapeshifters, and all extra-planar beings Vampiric: drains one to four hit points from the target and transfers it to the wielder THAC0: +2 bonus Damage: 1D10 + 2 Notes: it's a long story. Vanilla's Foebane had +3 enchantment and dealt +6 damage against undead creatures, dopplegangers, Lycanthropes, Rakshasas, and Demons (there also was an unused SW1H63A.EFF dealing +6 damage vs. evil creatures). PnP Foebane has +4 enchantment, +6 damage to all those creatures (evil ones included), +4 to all saves, a spell turning effect and the vampiric effect. I've re-introduced the additional damage against evil creatures, but I've tied it to its holy scabbard, and thus to the upgraded version. I've instead given the vampiric effect to the unimproved version as this feature plays a major role in the extensive background now assigned to this blade. Foebane +5 Equipped Abilities: Saving Throws: +2 bonus Combat Abilities: Foe Bane: additional +2 bonus to THAC0 and damage against undead, shapeshifters, and all extra-planar beings; deals +6 additional damage against evil creatures Vampiric: drains one to four hit points from the target and transfers it to the wielder THAC0: +3 bonus Damage: 1D10 + 3 Notes: Once upgraded this sword should be more or less as powerful as in vanilla. It usually deals more damage, but works as a full +5 weapon only against selected foes. As always I'm open to suggestions, especially regarding such powerful weapons.
  24. Battle Axes Bala's Axe Combat Abilities: Dispel: removes all magical effects upon the target (save vs. spell neg.) THAC0: +1 bonus Damage: 2D4 Notes: I've "exploited" its original description (which was really good for once!) to make it quite a special weapon. It's considered non-magical, and combined with the new dispel effect which is clearly hinted by the description itself, this axe can be really powerful against mages protected with PfMW. Frostreaver +1 Combat Abilities: Icy: creatures struck suffer 1D4 additional points of cold damage Chilling: 33% chance target must save vs. spell or be slowed for 3 rounds THAC0: +1 bonus Damage: 2D4 + 1 Notes: previously a +3 weapon (too easily obtainable), I've replaced vanilla's +1 cold +1 acid with +1D4 cold damage. It was still too similar to Stonefire (just cold damage instead of fire), thus I've further reduced its enchantment lvl while adding a Chilling effect. Stonefire +2 Combat Abilities: Flaming: creatures struck suffer 1D4 additional points of fire damage THAC0: +2 bonus Damage: 2D4 + 2 Notes: previously a +3 weapon (too easily available), fire damage increased from a fixed 2 to 1D4. Axe of the Unyielding +3 Equipped Abilities: Armor Class: +1 bonus Maximum Hit Points: +10 bonus Regeneration: 3hp/turn THAC0: +3 bonus Damage: 2D4 + 3 Notes: I've decreased regeneration rate from 1hp/round to 3hp/turn, and added the hit points bonus. Axe of the Unyielding +4 Equipped Abilities: Armor Class: +1 bonus Maximum Hit Points: +10 bonus Regeneration: 4hp/turn Combat Abilities: Vorpal: 5% chance of severing target's head (save vs. death at -6 neg.) THAC0: +4 bonus Damage: 2D4 + 4 Notes: I've used its vanilla vorpal effect as model to standardize it, though I've halved the % chance. Anyway I think this item is still uber powerful imo. The recipient required to upgrade it is a Baalor's Claw and thus the vorpal effect is the most appropriate effect I can think of. Hand Axes Hangard's Axe +1 Combat Abilities: Returning: returns to the wielder's hand instantly after an attack is made Shocking: creatures struck suffer 1D4 additional points of electrical damage THAC0: +1 bonus Damage: 2d3 + 1 Damage type (melee): slashing Damage type (thrown): missile Notes: previously a plain +2 throwing axe, the elemental damage should make it far more interesting. Rifthome Axe +2 Combat Abilities: Screaming: 20% chance target must save vs. spell or flee in terror Returning: returns to the wielder's hand instantly after an attack is made THAC0: +2 bonus Damage: 2d3 + 2 Damage type (melee): slashing Damage type (thrown): missile Notes: previously a plain +3 throwing axe. Azuredge +3 Combat Abilities: Disruption: undead creatures must save vs. death or be destroyed Undead Bane: additional +2 bonus to THAC0 and +8 to damage against undead Returning: returns to the wielder's hand instantly after an attack is made THAC0: +1 bonus Damage: 2d3 + 1 Damage type (melee): slashing Damage type (thrown): missile Notes: removed the "only good characters" usability restriction, the disruption effect had a -4 penalty on its save to avoid the effect but it was way too powerful imo. K'logarath +4 Combat Abilities: Slicing: inflicts additional 2D6 points of slashing damage (save vs. death neg.) Knockback: target is knocked back and unconscious for 1 round (save vs. death neg.) Returning: returns to the wielder's hand instantly after an attack is made THAC0: +4 bonus Damage: 2d3 + 4 Damage type (melee): slashing Damage type (thrown): missile Notes: almost unchanged.
  25. Rings Ring of Energy Special Abilities (once per day): Energy Blast: inflicts 2D6 points of magic damage to one target Equipped Abilities: Magic Damage Resistance: +25% bonus Notes: I've added the energy resistance. This ring is now used as a component to upgrade Erinne Sling. Ring of the Ram Special Abilities (Once per day): Battering Ram: target is knocked back 20 feet suffering 5d6 points of crushing damage, and must save vs. death or be unconscious for 1 round Notes: I've slightly tweaked its once/day ability (making it more similar to SR's Battering Ram spell). This ring is now used to upgrade the Staff of the Ram, instead of vanilla's Roranach's Horn helmet. Ring of Fire Resistance Equipped Abilities: Fire Resistance: +50% Notes: I don't like that RoFR is pretty much a lesser Ring of Fire Control, but the former performs well within BG1, where RoFC doesn't exist, and RoFR is also used as a component to upgrade the Club of Detonation, thus I can probably live with it. Ring of Invisibility Special Abilities (three times per day): Invisibility Notes: not as overpowered as it would be with its PnP true ability (invisibility while equipped) but at least it's now usable three times per day instead of vanilla's one/day. Once again, I can live with it performing as a semi-wand only because it is later used as a component to forge the Master Thief's Hood. Night's Embrace Equipped Abilities: Infravision Hide in Shadows: +40% bonus Notes: it "replaces" the Ring of Infravision expanding its base concept. It still grants infravision but now it also gives +40% bonus to hide in shadows. Ring of the Burglar Equipped Abilities: Dexterity: +1 bonus Lock Picking: +20% bonus Usable By: Thief Notes: I've added +1 DEX bonus to vanilla's Ring of Lockpicking, and renamed it to better reflect its wider use. Ring of Danger Sense Equipped Abilities: Immunity to backstab Saving Throws: +2 bonus vs breath Trap detection: +20% bonus Usable By: Thief Monk Notes: vanilla's version only granted trap detection bonus while I've tried to make it much more valuable. Band of the Forest Equipped Abilities: Memorize one extra spell of each level from 1st to 4th Usable By: Druid Ranger Notes: I've turned the Ring of Animal Friendship into a druid/ranger version of the Ring of Holiness, and I've renamed it (stealing a bit of lore from NWN to extend the item's background). It was pointless imo to grant Charm Animal ability (a rather weak ability) to two classes that already have it by themselves, and V2's +1 WIS already granted an additional spell slot or two but only for druids, excluding rangers. Ring of Holiness Equipped Abilities: Memorize one extra spell of each level from 1st to 4th Usable By: Cleric Paladin Notes: druids cannot use it anymore, but paladins can now benefit from it. Ring of Wizardry Equipped Abilities: Memorize one extra spell of each level from 1th to 4th Usable By: Mage Notes: one minor change (a 1st level slot has replaced one 2nd level one). The real change is that I've actually switched it with the Ring of Acuity for two reasons. 1) The Ring of Wizardry is also found in BG1 (where it originally doubled 1st level spell slots) and a ring which gives high lvl spell slots is useless within BG1. 2) Within BG2 you can get up to two Ring of Wizardry and only one Ring of Acuity, thus making the more powerful one available only once seems reasonable, not to mention it's now available even to players who don't play a charname Mage or don't take along Jaheira. Ring of Acuity Equipped Abilities: Memorize one extra spell of each level from 5th to 7th Usable By: Mage Notes: see above. Ring of Human Influence Special Abilities (once per day): Charm Person: target humanoid must save vs. spell at -2 or being charmed for 1 turn Equipped Abilities: Charisma: +1 bonus Human Influence: +2 bonus to AC and saving throws vs. humans Notes: it now raises Charisma by 1 instead of setting it to 18, and I've tried to give it a decent while equipped ability. Ring of Free Action Equipped Abilities: Free Action: the wearer is immune to everything, magical and otherwise, that limits his mobility in any way Notes: minor changes. It now doesn't prevent the use the Boots of Speed and doesn't "protect" from being hasted anymore. Ring of Djinni Summoning Special Abilities (once per day): Limited Wish Notes: I've replaced Summon Djinni with Limited Wish (you stiil summon a Djinni though). Considering there's the Efreeti's Bottle which does pratically the same I was thinking Limited Wish would be more interesting but I fear it may be too powerful...what do you think? Ring of Air Control Special Abilities (once per day): Conjure Lesser Air Elemental Gaseous form Equipped Abilities: Wearer is immune to cloud based spells Notes: I've replaced V2's +50% electrical resistance (which it hadn't in vanilla) with immunity to cloud spells (Stinking Cloud, Cloudkill, Acid Fog, Incendiary Cloud), and vanilla's Improved Invisibility with Gaseous Form (as per SR's genies). Instead of Charm Air Elemental I've moved here Conjure Lesser Air Elemental. Ring of Earth Control Special Abilities (once per day): Conjure Lesser Earth Elemental Stoneskin Equipped Abilities: Armor Class: +2 bonus Notes: I've replaced Stone to Flesh with Stoneskin and vanilla's hidden +1 to saves with another +1 AC (thus a total of +2 AC bonus). Ring of Fire Control Special Abilities (once per day): Conjure Lesser Fire Elemental Fire Shield Equipped Abilities: Fire Resistance: +50% bonus Notes: Burning Hands has been replace with Fire Shield (red), while Flamestrike has been removed (two x/day abilities are more than enough). Ring of Regeneration Equipped Abilities: Regeneration: 1 hp every 6 seconds Notes: unchanged. I've only assigned it a different bam, giving it the aspect of a jade ring as per description (you won't confuse it with the Ring of Human Influence anymore). Ring of Spell Turning Special Abilities (once per day): Spell turning (reflect 9 spell levels) Equipped Abilities: Magic Resistance: +10% bonus Notes: I've replaced Minor Spell Turning with the higher level one. It needed a while equipped effect, and I could imagine something more appropriate than magic resistance. Ring of Gaxx Special Abilities: Finger of Death (once per day) Vampiric Touch (three times per day) Equipped Abilities: Armor Class: +2 bonus Saving Throws: +2 bonus Regeneration: 1hp every 6 seconds Immunity to disease & poison effects Notes: I've halved its regeneration rate, and removed its +10% magic resistance, while replacing its x/day abilities with more appropriate ones (the short lasting 3xday Improved Haste has been replaced by 3xday Vampiric Touch; 1xday Invisibility by Finger of Death). It still is a bit OP, but at least it's not as ridiculously OP as before. Heartwood Ring Equipped Abilities: Elemental Resistance: +10% bonus Memorize one additional 5th, 6th and 7th level spell Usable By: Druids Notes: I've added elemental resistances and a 5th lvl spell slot (which combined with vanilla's ones and Band of the Forest means +1 spell for each lvl). Now its enchantment level is comparable to cleric's Holy Symbols. Larloch's Soul Stealer Equipped Abilities: Maximum Hit Points: +10 bonus Life Drain: wearer heal 1-4 hp on each melee hit Notes: It replaces the pathetic Ring of Anti-venom. Ring of the Phantom Wraith Special Abilities (once per day): Improved Invisibility Equipped Abilities: Wraith Form: the wearer cannot be harmed by non-magical weapons or attacks, is immune to spells that don't affect incorporeal creatures, and gains +50% to move silently Usable By: Thief Notes: it replaces the Ring of Improved Invisibility which was quite useless considering you get it at the end of ToB. While equipped the user is permantly affect by a Wraith Form effect, which more or less is a lesser version of SR's Ghost Form. It currently grants immunity to non-magical weapons and spell or spell-like effects which shouldn't affect incorporeal targets (e.g. entangle, web, polymorph, disintegrate, implosion, and few others). Furthermore a character under WF is supposed to almost float above the ground (I cannot reproduce it within BG), thus he/she is immune to effects which shouldn't affect flying creatures (e.g. Grease, Earthquake, ...) and moves silently (+50% bonus). It still grants a 1/day use of Improved Invisibility, and it still is thief-only (though thief-mages can use it).
×
×
  • Create New...