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Demivrgvs

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Posts posted by Demivrgvs

  1. 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.

  2. 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.

  3. 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.

  4. 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 :D ). 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.

  5. 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?!?).

  6. 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.

  7. 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! :D ).

     

     

    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! ;)

  8. 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!).

  9. 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.

  10. 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.

  11. 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.
  12. 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.

  13. 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.

  14. 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).

  15. 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).

  16. 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.

  17. 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.

  18. 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.
  19. 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.

  20. 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.

  21. 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.

  22. 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.

  23. 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).

  24. Ioun Stones

     

    All ioun stones now use WoRm's wonderful animations.

     

    Pearly White Ioun Stone

    Special Abilities (once per day):

    Polymorph Self (Troll)

    Equipped Abilities:

    Regeneration: 1 hp every 12 seconds

     

    Notes: I've moved here Cloak of the Sewer's ability to polymorph into a troll. I've also slightly raised regeneration rate to match Cloak of the Wolf one. I'd probably prefer to rename the item to be more "recognizeable", but I can live with the current one.

     

    Troll

    STR 17, DEX 11, CON 21, AC 4, THAC0 12, Attacks per Round 3, 1D8+1 slashing damage (Claws +2)

    Regeneration: 3 hp/round

     

    Stone of Good Luck

    Equipped Abilities:

    Luck: +1 bonus (+5% for skills)

     

    Notes: replaces the Dusty Rose Ioun Stone which granted +1 to AC. As I've done for SR I've "fixed" luck effects to really affects most things it's supposed to affect (attack/damage rolls, saving throws, thieving skills, ...).

     

    Trueblood's Ioun Stone

    Equipped Abilities:

    THAC0: +1 bonus

    Hit Points: +10% bonus

     

    Notes: mostly unchanged. I've renamed it from Pale Green Ioun Stone (though in the description it's still mentioned) just because the item should be quite unique, and because I find quite confusing having all those white/dusty rose/lavander/obsidian/... names. :thumbsup:

     

    Golden Ioun Stone

    Equipped Abilities:

    Intelligence: +1 bonus

    Caster Level: +2 bonus

     

    Notes: I've replaced V2's 5% magic resistance with +2 caster lvl bonus.

     

    Obsidian Ioun Stone

    Equipped Abilities:

    Constitution: +1 bonus

    Saving Throws: +3 bonus vs. death

     

    Notes: I've replaced V2's 5% physical resistance with +3 to saves vs death. Despite my hate for the "infinite instant Heal" glitch I'd really want to keep +1 CON here, and as long as it's +1 (not Girdle's +2) I think my old sub-optimal fix is fine (equipping it deals 10 points of damage), and I've tried to justify it in the description. I assume the item will mostly be worn only by those character who can actually benefit from having +1 CON, making the fix much less noticeable (whereas +2 CON grants a really too random amount of hp).

     

    Silver Ioun Stone

    Equipped Abilities:

    Wisdom: +1 bonus

    Saving Throws: +3 bonus vs. spell

     

    Notes: I've added the +3 bonus vs. spell that simulates what a PnP character would gain from having a high wisdom value (even BG's manual mentions it, but apparently they didn't include the feature).

     

    Lavender Ioun Stone

    Dexterity: +1 bonus

    Saving Throws: +3 bonus vs. breath

     

    Notes: I've replaced +1 AC with +1 DEX, and +3 to saves vs death with +3 to saves vs breath.

     

    Bronze Ioun Stone

    Equipped Abilities:

    Magic Resistance: +10% bonus

     

    Notes: This stone is now usable by anyone (not only mages) and grants 10% magic resistance instead of an 8th lvl spell slot. When upgraded into the Circle of Netheril it's usable only by mages and grant mr plus one additional 8th and 9th lvl spell slots (as per V2, with magic resistance replacing hit points bonus).

     

    Circlet of Netheril

    Equipped Abilities:

    Magic Resistance: +10% bonus

    Arcane casters can memorize one extra spell of 8th and 9th level

     

    Notes: it previously granted +10hp instead of magic resistance.

     

    Wong Fei's Ioun Stone

    Equipped Abilities:

    Armor Class: +1 bonus

    Immunity to confusion & feeblemindness

    Regeneration: 1 hp every 6 seconds

    Usable By:

    Monk

    Fighter

     

    Notes: For now I've only replaced vanilla's +15 hp with immunity to confusion and feeblemindness (to complement monk's innate resistances). I've not restricted it to monks, but monks and fighters. Should I open it to all warriors? Btw, I'm not 100% satisfied with it yet.

  25. Cloaks

     

    Algernon's Cloak

    Equipped Abilities:

    Charisma: +1 bonus

     

    Notes: mostly unchanged. Anyway I think something have to be done with it cause right now it's a mere copy of the Nymph Cloak with a different name.

     

    Cloak of the Shield

    Equipped Abilities:

    Protection from Spell: Magic Missile

    Armor Class: 5 (+2 vs. missile)

     

    Notes: instead of casting Shield Spell it has a permanent effect. I've made it for monks who favor Gauntlets of Crushing over a pair of Bracers of Defense, and even mages and kensai can quite benefit from it. I previously made it add +2 to AC instead of setting it to 5, but it would now be a copy the Cloak of Displacement.

     

    Cloak of Non-detection

    Equipped Abilities:

    Non-detection

     

    Notes: unchanged.

     

    Cloak of Displacement

    Equipped Abilities:

    Displacement: opponents suffer -2 penalty to attack rolls when fighting the wearer with melee weapons, -4 with ranged ones

     

    Notes: previously granted +3 AC vs. missile and +3 bonus to save vs. breath. Due to technical issues I've made it more "simple" than its V2 version, though it still is almost identical to its AD&D PnP version (it only miss the "first hit always misses" feature). Note that unlike the "classic" AC bonus this cloak's effects are not affected by the hardcoded minimum AC cap.

     

    Nymph Cloak

    Special Abilities (once per day):

    Blinding Beauty: opponents within 15 feet must save vs. spell or being blinded for 1 turn

    Equipped Abilities:

    Charisma: +2 bonus

    Saving Throws: +2 bonus vs. spell

     

    Notes: I've replaced Charm (which made this item identical to Ring of Human influence) with Blinding Beauty, and added a bonus to saves vs. mind affecting effects to make it appealing as something more than a "wear to go shopping" item. Any suggestion?

     

    Cloak of the Wolf

    Special Abilities (once per day):

    Polymorph Self (Werewolf)

    Equipped Abilities:

    Regeneration: 1 hp every 12 seconds

     

    Notes: the description suggests Polymorph (werewolf) instead of a normal wolf and I think it makes the item much more interesting. It didn't have a single 'while equipped' effect, and I've opted for a "moderate" regeneration rate.

     

    Werewolf

    STR 19, DEX 16, CON 15, AC 1, THAC0 7, Attacks per Round 2, 1D8+7 slashing damage (Pawns +2)

    Regeneration: 2 hp/round, Magic Resistance: 20%

     

    Cloak of the Sewers

    Special Ability (once a day):

    Polymorph Self (rat, troll, or mustard jelly)

    Equipped Abilities:

    Armor Class: +1 bonus

    Charisma: -1 penalty

    Immunity to disease effects

     

    Notes: Mustard jelly form has been hugely revised (more similar to PnP now), while I the rat form still needs some (non PnP) improvement to be appealing imo, and I've removed the Troll form (moved to a more appropriate item). I've also added immunity to disease effects (including SR's Stinking Cloud and ghast's stench) and a small charisma penalty.

     

    Rat

    STR 9, DEX 18, CON 9, AC 0, THAC0 15, Attacks per Round 1, 1D2 + Disease (Bite +0)

    Physical Damage Resistance: 90%

     

    Mustard Jelly

    STR 14, DEX 9, CON 16, AC 4, THAC0 10, Attacks per Round 1, 5D5 acid damage (acidic pseudopod +2, range 20 feet)

    On Hit: target must save vs. polymorph or being slowed for 2 rounds

    Immunity to backstab and non-magical weapons

    Immunity to charm, confusion, hold, poison & stun effects

    Magic Resistance 10%, Electrical Resistance 100%, Cold Resistance 50%

     

    Nature's Vengeance

    Special Abilities:

    Retribution: any who strikes the wearer in melee suffers 5 points of electrical damage

     

    Notes: replaces the Cloak of the Stars.

     

    Stormlord's Cloak

    Equipped Abilities:

    Fire Resistance: +25% bonus

    Cold Resistance: +25% bonus

    Electrical Resistance: +25% bonus

     

    Notes: replaces the cloak of reflection. It now has a really extensive background which ties it to its whereabouts.

     

    Cloak of Elvenkind

    Equipped Abilities:

    Hide In Shadows: +50% bonus

    Fade Away: 10% chance to turn invisible when struck by either a spell or a weapon

     

    Notes: I've added Fade Away ability to make it more interesting.

     

    Cloak of Bravery

    Equipped Abilities:

    Immunity to fear effects

    THAC0: +2 bonus

    Maximum Hit Points: +10% bonus

    Usable By:

    Evil-aligned Characters

     

    Notes: It now works similarly to PnP Heroism spell, granting immunity to fear, +10 hit points and +2 to thac0. In theory it should also grant +2 to damage, but I'd go for it only if we make it work as a non-stackable "bless" bonus.

     

    Cloak of Balduran

    Equipped Abilities:

    Armor Class: +1 bonus

    Saving Throws: +1 bonus

    Magic Resistance: +10% bonus

     

    Notes: Magic Resistance has been toned down a lot. In BG1's 25% magic resistance affected even friendly spells, a drawback which is missing in BG2 and makes vanilla's cloak way too powerful imo.

     

    Cloak of Mirroring

    Equipped Abilities:

    Reflected Image: 50% miss chance

     

    Notes: completely changed. I do like the new concept and it should be much less exploitable, but it still remains the most powerful cloak in the game.

     

    Improved Cloak of Protection +2

    Special Abilities (once per day):

    Mantle

    Equipped Abilities:

    Armor Class: +2 bonus

    Saving Throw: +2 bonus

     

    Notes: I've replaced once/day Improved Haste/Invisibility with Mantle. I'm actually thinking to turn it into a CoP +3 to justify (we do have a Ring of Protection +3 after all).

     

    Montolio's Cloak

    Equipped Abilities:

    THAC0: +1 bonus

    Armor Class: +1 bonus

    Saving Throws: +1 bonus

    Blind-Fight: wielder fights without penalties even if unable to see and cannot be backstabbed

    Usable By:

    Ranger

     

    Notes: +2 to off-hand thac0 would create strange behaviours with the Dual Wielding Tweak (and with a Refinements HLA too) thus I've changed it with a plain +1 to global thac0. I've added Blind-Fight inspired by the new extended background (which pratically is Montolio's biography taken from Forgotten Realms Wiki).

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