Jump to content

Item Revisions Mod


Demivrgvs

Recommended Posts

I'm working on a mod that will modify and possibly enhance all (yes pratically all) items in the game and currently it's proceeding very well.

 

What i've done and what i want to do is something along the line of:

- Making useless items worth to be found

- Tweaking overpowered weapons

- Extending many description (from Encyclopedia Magica,NWN,...or completely invented if needed)

- Changing restrictions (Fht/Druid can't wear metal, Kensai can wear bracers...)

- More useful or personalized Npc's unique items

- And so on...

 

 

GLOBAL CHANGES:

 

Allow arcane casting while wearing armors (optional)

As per Tweak Pack, though some values may be different.

 

Allow thieving skills while wearing medium and heavy armors (optional)

Similar to Tweak Pack's component, but penalties are only applied to stealth abilities (and pick pocketing perhaps). This should make the component more user-friendly for players who don't want to unequip their armor everytime they need to disarm a trap or open a lock, but still maintain its most important purpose which is penalizing stealth actions.

 

Armor's encumbrance (partially optional)

I never liked how wearing light, medium or heavy armor was pratically the same and i also dislike that a warrior can fully benefit from his 18 dexterity while wearing a full plate mail.

- (studded) leather armors: no penalties

- hide armors: 10% movement rate penalty

- chain mail armors: 10% movement rate penalty, 5% dexterity penalty

- plate mail armors: 20% movement rate penalty, 10% dexterity penalty

- full plate mail armors: 30% movement rate penalty, 15% dexterity penalty

Movement rate penalties will surely be optional while dexterity should be mandatory for balance purposes...but nothing is written in stone.

Characteristics set by items

Items that previously set a character attribute to X now increase the base value by Y. This change is aimed to remove some exploits (like having characters with Charisma 3 suddenly becaming more charismatic than Obama just equipping a single magic item; Aerie stronger than Arnold; Keldorn more agile than a cat), and to make character's starting attributes more important.

Items which previously set a characteristic to 18 or 19 now increses its base value by 2, 20-21 become +3, 22-23 become +4, and 24-25 become +5 (e.g. Gauntlets of Ogre Power instead of setting Strength to 18/00 will increase character's strength by 2; if the character had strength 16 it becomes 18/00).

 

Dual Wielding light/heavy weapons

Normally (in vanilla) characters with +++ in two weapon style fights with no penalty to main hand and -2 penalty to off-hand, in short 0/-2. This regardless the weapons size. At the moment we've done this:

- light one-handed weapons like short swords give a +1 bonus to off-hand thac0

- medium sized weapons like long swords give neither penalty nor bonus

- "heavy" melee weapons like bastard swords give a -1 penalty to it

The result is that:

- characters wielding two bastard swords will fight at 0/-4

- characters wielding a bastard sword and a long sword will fight at 0/-3

- characters wielding a bastard sword and a short sword will fight at 0/-2

- characters wielding two long sword will fight at 0/-2

- characters wielding a a long sword and a short sword will fight at 0/-1

- characters wielding two short swords will fight without penalties

 

Masterwork weapons

Plain +1 weapons are replaced by masterwork weapons, they retain the thac0 and speed factor bonuses but aren't considered magical anymore when determining what creatures they can hit.

 

Restriction changes

- Clerics can use edged weapons (at the moment only multi/dual clerics)

- Druids can't wear metal

- Kensai can wear bracers, still not gauntlets (more appropriate for a Kit Revisions mod :) )

- Thieves can use Wands (they require an INT bonus of 10-17, depending on wands "power level")

 

Shield's bonuses

Personally i don't like that small, medium and large shield pratically offer the same protection therefore i've opted to something like this:

- bucklers: +1 bonus to AC (none vs. missiles)

- small shields: +1 bonus to AC

- medium shields: +2 bonus to AC

- large shields: +4 bonus to AC, -2 penalty to attack rolls

Further enhancement bonuses apply normally.

 

Sensible Prices, Charisma/Reputation effects on Prices

Vanilla's prices were often quite random while I wanted to tie them to the item actual value.

I've used the following table as a guideline, adjusting it a little when needed.

Enhancement bonus -- Item's Price

Un-enchanted -- as per 2nd edition PH

Masterwork -- 500gp (adjustment example: masterwork daggers cost 250gp)

+1 bonus -- 1000gp (adjustment example: normal full plates cost as a +1 item)

+2 bonus -- 3000gp

+3 bonus -- 5000gp (e.g. Stonefire +2: +2 (base enchantment) +1 (flaming) = +3 enchantment)

+4 bonus -- 7500gp

+5 bonus -- 10000gp

And so on. Even the most powerful SoA items shouldn't have a total enchantment bonus > +5/+6, except rare cases.

Reputation won't give any discount (most stores shouldn't even know charname's reputation, and it doesn't make sense that neutral or evil parties are so heavily penalized).

Charisma will still offer a little discount as follow: CHR 15/16 (-5%), CHR 17/18 (-10%), CHR 19/20 (-15%), CHR 21/22 (-20%), CHR 23/24 (-25%), CHR 25 (-30%).

 

Sensible Lore System

Vanilla's lore system was broken imo, having random lore values and allowing a level 10 bard to identify just everything. I've changed both the lore table and the required lore to identify every item.

Lore Table: Fighters/Paladins/Rangers (+1 lore/level), Clerics/Druids (+2 lore/level), Thieves/Blades (+3 lore/level), Mages (+4 lore/level), Bards (+6 lore/level).

Required lore to identify: every item will require +10 lore per enchantment bonus, plus +5, +10 or +15 if the item is respectively common, rare or unique (e.g. Arrows +1 have a +1 bonus but are quite common, thus will require 15 lore to be identified).

 

Weapons global adjustments

This started as a way to make bastard swords more appealing, than I've extended the adjustments to many other weapons. The goal is to have more variety, while making every class of weapon appealing.

Bastard Swords: damage from 2D4 to 1D10

Composite Bows: strength requirements from 18 to 16 (some unique bows may require more)

Flails: damage from 1D6+1 to 1D10, speed factor from 7 to 9 (it's radical, but I like it!)

Spears: damage from 1D6 to 1D8

Two Handed Swords: damage from 1D10 to 2D6

Morning Stars: speed factor from 7 to 8 (because they inflict 0.5 points of damage more than maces)

Warhammers: damage from 1D4+1 to 1D8, speed factor from 5 to 7 (like vanilla's maces)

Xbows: +1 to THAC0 (still not comparable to +1 attack per round granted by bows imo)

 

 

ITEM INDEX (all items of the same type will be gradually gathered to be easily found)

 

Amulets can be found at page 16

Arrows can be found at page 6

Axes can be found at page 6

Bastard Swords can be found at page 9

Bolts can be found at page 6

Boots can be found at page 20

Bows can be found at page 7

Bracers and Gauntlets can be found at page 17

Bullets can be found at page 6

Cloaks can be found at page 19

Clubs can be found at page 7

Crossbows can be found at page 21

Daggers can be found at page 13

Darts can be found at page 21

Drow's Equipment can be found at page 21

Flails can be found at page 7

Halberds can be found at page 6

Heavy Armors can be found at page 15

Helmets can be found at page 18

Ioun Stones can be found at page 18

Katanas/Wakizashis can be found at page 24

Light Armors can be found at page 14

Long Swords can be found at page 13

Maces can be found at page 7

Medium Armors can be found at page 15

Morning Stars can be found at page 7

NPCs' Custom Items can be found at page 23

Rings can be found at page 18

Robes can be found at page 20

Scimitars can be found at page 11

Scrolls can be found at page 23

Shields can be found at page 10

Short Swords can be found at page 9

Slings can be found at page 22

Spears can be found at page 9

Staves can be found at page 11

Two Handed Swords can be found at page 7

Warhammers can be found at page 10

Link to comment

Well i know there are many item mods but they are all about new items or upgradeable items...and those items are mostly overpowered. What i was thinking is a revamping of existing ones.

 

Better description example:

 

Arbane's Sword of Agility +2

The first of these swords were created by the elf wizard, Lord Arbane of Mitth Drannor many centuries ago. His first was stolen, so he made a second with the aid of an apprentice, who sold the secret to two other wizard-swordsmiths. The form of manufacture is thought to be forgotten now -Elminster has heard of no one making one in the last 500 years- but there are over a dozen in existence. Some have even been created with sentience and further powers.

One of many created in the name of the mage who first discovered how to enchant a blade in this manner, this was the weapon of the outlaw Garno, and many a cleric died at its edge. Garno became disillusioned with the gods when his family was put to the torch by clerics of Loviatar, and spent his life seeking revenge. Despite his focussed hatred of the devout, it is thought that one of the gods of chaos had a hand in Garno's acquisition of this sword, delighting in the havoc that followed the young man.

 

Special Abilities (once a day):

Haste the character for 2 rounds

Equipped Abilities:

Immunity to Hold, Stun & Slow effects

THAC0: +2 bonus

Damage: 1D6 + 2

Damage type: piercing

Speed Factor: 1

Proficiency Type: Short Sword

Not usable by:

Druid

Beast Master

 

Slightly enhanced item example (also eliminates a bug with it's owner Mae'Var who's a Mage/Thief):

 

Shadow Armor +3

Shadow armor is studded leather armor +3 created for use by the Shadowmasters of Amn, who are at the highest levels of the Shadow Thief hierarchy. The essence of night has been woven into the dark set of armor so that it feels like normal armor but encloses the wearer in a mass of twisting shadows. Furthmore, being many Shadowmasters also able to use arcane magic the armor is crafted to allow casting movements without efforts.

 

STATISTICS:

 

Equipped Abilities:

Hide in Shadows: +15%

Allow arcane magic casting

Armor Class: 4

Type: Studded Leather Armor

Usable By:

Thief

 

Better description + enhanced abilities example:

 

Boots of Stealth: 'Spiders legs'

'Spider' was the nickname of a (in)famous thief of the city of Athkatla. No one knew his real name, origin, or anything else about him, which was precisely the way the thief wanted it. Spider was a loner, a half-elf who never formed a close relationship with anyone in the Shadow Thieves Guild.

There could be no doubt that he was one of the finest and most succesful burglar in living memory, and his loyalty to the guild was never in question.Still, those in the guild considered him a malevolent menace. He was openly, undeniably evil. That fact and his appearence and dress, led to rumors that he worshiped Lolth, the spider queen.

Spider was obsessed with his alias and nickname, and very flamboyant when on a caper. His face was tattoed in a web-pattern, and much of his clothing was embroidered with similar motifs. His boot and cloak were known to be enchanted, and speculation was rife whether he had found the items in his travels and they had subsequently shaped his personality and tastes. Regardless, it was known he had at least three additionl pairs of the enchanted boots made so that one pair would always be clean.

 

Equipped Abilities:

Move Silently Bonus: +20%

Hide in Shadows Bonus: +15%

Immunity to Web effects

Link to comment

Well i was hoping for some suggestions... :)

For example...which equipped abilities would you give to:

 

Mail of the Dead +2

A mage can make an extremely effective assassin, as Vorusta illustrated over 400 years ago. He would create skeleton warriors equipped with this enchanted armor and a powerful blade, and give their circlet of power to the target as a friendly gift. When the killing machine was through with its work, Vorusta retrieved the equipment and started the entire process over. In spite of the centuries passed without been worn by an undead minion it still emanates a dark taint and has mantained some of the previous owner's powers.

 

Equipped Abilities:

Immunity to disease

Save vs. Death/Poison: +2 bonus

Armor Class: 3

Type: Chain Mail

 

The other idea i had in mind was:

Equipped Abilities:

10% Missile, Piercing & Slashing resistance ---> if it was made of bones

Usable by Druid ---> Miloch pointed out the idea was absurd

Link to comment
I'm working on a mod that will modify and possibly enhance all (yes pratically all) items in the game and currently it's proceeding very well.

 

If i have the permission (don't know who i have to ask for it) i could post here some examples to share your opinion.

You don't need special permission just to post your ideas :).

 

It's not a bad idea - just one suggestion if you are modifying existing items rather than creating your own - you probably want to use WeiDU patching rather than overwriting with items you've changed with an editor (maybe you're already using WeiDU code) so your mod is more compatible with others.

I had two ideas:

Equipped Abilities:

Immunity to Disease

Save vs. Death: +2 bonus

"or"

Equipped Abilities:

10% Missile, Piercing & Slashing resistance

Usable by Druid (?)

I think your first idea makes more sense for "mail of the dead." Plus it's hard to reconcile making chain mail wearable by druids and metal armour unwearable by F/Ds (I think there's an existing component for that somewhere - maybe Divine Remix).
Link to comment

Well the physical res and druid avaibility is taken from the exoskeleton armor you can find in the magic item compendium. It would mean the armor is made of bones of skeletons...but i guess i agree the first solution is better...

 

For patching rather than overwriting it will be done...i'm using weidu but sometimes overwriting is still better. Anyway i don't think there will be any incompatibility at all with other mods.

 

And if you have any suggestion for whichever item let me know!

Link to comment

If the mail were to be made from bones rather than metal, then fair enough for druids to wear it, but you you would want to make that clear in the description. And I agree that +2 to saves vs. Death would fit the theme better.

 

 

STATISTICS:

 

Armor Class: 3

Miscast Arcane Magic: +30%

Weight: 10

Not Usable By:

Druid

Mage

Thief

Kensai

Monk

Archer

Beast Master

Stalker

Something you might want to think about is that no mage is going to be able to cast while in this armour anyway, so the Miscast magic to Arcane magic is redundant, unless you also want to add it to Divine casters.

Link to comment
I could see splint or plate mail being made from bones, but chain mail? That'd be a toughie
You got a point! The only flawness is that disease that are also applying slow effect will not slow the character (and that is good) but they'll display the slow portrait icon (and that is not good).
Something you might want to think about is that no mage is going to be able to cast while in this armour anyway, so the Miscast magic to Arcane magic is redundant, unless you also want to add it to Divine casters.
Mages who can wear chain mails (fht/mage i suppose) will be able to cast while in this armor but will have 30% mistcast effect. It's the same thing that G3 tweak (allow arcane magic in armor) does. Do you think it shoudn't be allowed?

 

Right now i was thinking how to redoing Valygar's equipment...and then giving them some decent description. Have you any suggestion?

I had in mind the Occult Slayer abilities because they fit well his character...

Armor:

- Remove the fire, acid, magic damage resistance

- Leave the immunity to charm (which is exactly an Occult slayer ability)

- Non-Detection (Is it too strong? I always hated to kill Mencar with good parties to get the cloak)

- The armor seems to be a chain mail, have you ever noticed it? Should i say it in the description?

Katana: (here i really don't know what to do)

- Adding mistcast effect on hit?

- Or the ability to destroy combat protection (like breach)?

Link to comment

For now i've done something like this:

 

Corthala Family Armor +3

This armor, long in the Corthala bloodline, is a heavily enchanted mithral chain mail. The armor has been crafted by powerful mages of the Corthala family in order to effectively fight other mages. The armor makes the wearer immune to charm and detection by magical means ensuring he can plans his actions and pursues his targets without worring about external interference. As it is specially fitted for Valygar, few other than he may wear it.

 

Equipped Abilities:

Non-Detection

Immunity to charm & confusion effects

Armor Class: 2

Type: Mithral Chain Mail

Usable By:

Valygar

Link to comment

The adding of non-detection to Valygar's armour does fit the Stalker type fairly well, and it shifts the protection for direct protection form damage spells inthe form of fire and acid, to protection for detection.

 

One thing, however, does Non-detection actually work in game? Despite most of my thieves wearing the Cloak of Non-detection at various times, a good True Sight always seems to pick them out (especially those annoying scripted True Sights). If the power doesn't work, I'd say it's not worth trading off.

 

 

As for Valygar's sword, the bleeding effect it already does disrupt casters, and for that reason it's something I keep on him for a long time. The ability to cast Breach on hit would be too powerful, I think. Mages would die against him in seconds.

 

 

Mages who can wear chain mails (fht/mage i suppose) will be able to cast while in this armor but will have 30% mistcast effect. It's the same thing that G3 tweak (allow arcane magic in armor) does. Do you think it shoudn't be allowed?

 

Ah, Ok. For people who might not be using the "Cast in armuor" component, you might want to specify inthe description that "Fighter/mages may ast in this armour, but suffer a 30% chance of casting failure" or some such.

Link to comment
One thing, however, does Non-detection actually work in game? Despite most of my thieves wearing the Cloak of Non-detection at various times, a good True Sight always seems to pick them out (especially those annoying scripted True Sights). If the power doesn't work, I'd say it's not worth trading off.

 

It works, yes. I like to use the cloak in the Underdark with the Staff of the Magi: the difference shows immediately. Without the clock, I have to re-equip the staff every round to hide myself. With the cloak, I remain invisible.

Link to comment
One thing, however, does Non-detection actually work in game? Despite most of my thieves wearing the Cloak of Non-detection at various times, a good True Sight always seems to pick them out (especially those annoying scripted True Sights). If the power doesn't work, I'd say it's not worth trading off.
Non-Detection works but non entirely as it should:

- protects against "detect invisibility" spells (Inv Purge, Thieves'Detect Illusion,...)

- protects from True Sight only if the invisibilty is provided by the hide in shadow ability (or by some items that grants invisibility without using an illusion spell)

As for Valygar's sword, the bleeding effect it already does disrupt casters, and for that reason it's something I keep on him for a long time.
But what about changing the poison (bleeding damage) to slashing (bleeding damage)?
The ability to cast Breach on hit would be too powerful, I think. Mages would die against him in seconds.
Well as a matter of fact i prefer the ability to cast breach twice a day. And a side note is that mages with PFMW or any type of mantle would be completly immune to the breach effect on hit.
Link to comment

Rings of Elemental Control:

- charm elemental effects should have a save at -2 penalty instead of bonus

Ring of Air:

- what about giving an electrical resistance? (ring of fire already has it)

Ring of earth:

- remove +1 bonus to all saves (i think fixpack had already done this...)

- protection from pietrification (maybe instead of stone to flesh)

- 1 or 2 bonus to AC (but i think +2 would be too much...)

- stoneskin once per day as per 10 lvl mage (for 1 turn only)

Ring of fire:

- do you think 50% fire resistance is too much?

- burning hands & flame strike should be changed?

At the moment i've made them as follow...

 

Ring of Air Control

Special Abilities (once a day) :

Charm Air Elemental (save at -2 penalty negates)

Improved Invisibility (1 turn)

Equipped Abilities:

Electrical Resistance: +50%

 

Ring of Earth Control

Special Abilities (once a day) :

Charm Earth Elemental (save at -2 penalty negates)

Stoneskin (5 skins, 1 turn)

Equipped Abilities:

Physical Damage Resistance: +15%

 

Ring of Fire Control

Special Abilities (once a day) :

Charm Fire Elemental (save at -2 penalty negates)

Fireshield Red (1 turn)

Equipped Abilities:

Fire Resistance: +50%

Link to comment
Guest rich0203

I've always enjoyed using all three rings in my party. Improving them would be much appreciated.

 

For the Ring of Earth: I don't think I've ever used the stone to flesh ability. So changing that to Prot. from Petrification would be nice. Also, instead of the stoneskin, maybe use the barkskin ability from that druid staff(just change the name to sound more earthly...eg. skin of stone). This would give the character that nice brown color.

 

Ring of Air: I can't think of any low level air spells that would fit(possibly haste). Maybe just add a resistance and change Invisibility to 3/day.

 

Ring of Fire: I always thought burning hands was wasted on this ring. If you're a fighter, you attack for more. If you're a spellcaster, you don't want to be that close.

 

 

P.S. another suggestion would be to just make them Elemental Summoning Items. Either a good elemental and Charm, or a weak elemental and some abilities.

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...