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Item Revision v4?


DarkWon

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I really like your mod. I would love to see a version of it the plays nice with Item Revision 3.

It's already technically compatible, if that's your worry (was for v2 at least, don't think any of the new changes modify that). There's only a small handful of item overlappings for the Free Action stuff and Tweaked Items components. You can leave those out or manually customize which ones are installed by editing the .tp2 file. You can see an example of it in the SHS thread for the mod. Or did you mean including the new items of my mod in IR's global item changes?

 

 

That's great but is it possible to install only that one change rather than them all?

You mean all the items in the component or all the components of the mod? All the components of the mod are optional, and you can manually customize what items are installed for each component if you edit the mod's .tp2 file (any text editor will do, there's an example in the mod's thread). I don't want to hijack Demi's thread with self-promotion, so if you have more questions regarding my own mod please go to the proper thread (link in my sig).

 

As a general question, how can a person, particularly a non-modder, know whether any mod is safe or compatable with the patches and the more widely recognised fixpacks?

Since practically all mods nowadays use WeiDU (an exe tool used to install IE mods), compatibility is greatly enhanced between mods. You can check the ReadMe of each mod for further notes. Save for the last toB beta patch (which mangles savegames) which is NOT recommended, all mods are compatible with official patches, and in fact, require them. BG2 Fixpack is likewise recommended by a big amount of mods (my own being one of them, if you check the ReadMe).

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Moderator: please split this discussion into a new thread.

 

All but the most ancient mods are compatible with patches. Patches and the fixpack is the base and most readmes will confirm that. It is also standard to include compatibility notes, especially on install order.

I'm not trying to be difficult, Lynx. I really appreciate your comment here. I am feeling deeply up to my neck in the contents of these boards and I only came here to find out the install order for the BG series, and patches. Contrary to what you seem to imagine, I've actually been working down the mods list, carefully reading all the ReadMe notes contained therein, only to find myself sinking ever deeper in the mass of information. It becomes clear after a while that some of these tweaks and fixes are not 'cannon' and that some will surely be duplicated somewhere. In my ignorance on this subject, this might matter. Does it? I don't know. Another concern that becomes obvious is the varying degrees of skill of the modders involved. Some are professionals with a Bioware background et al. while others aren't in the same league. This has had me wondering how to feel sure about which mod. Here your answer helps greatly - there's a widely accepted 'base' and fixpack to start from. Phew! I sense light at the end of the tunnel. :)

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Official patch is a necessary requirement actually.

 

As far as BG2Fixpack is concerned, only mods hosted on BWL are commonly incompatible with it. Not all though.

Thanks but... :D ...I could have done without the acronym. It took me 5 minutes to find out the meaning of BWL (and it was because I came across a post of someone asking what it meant) - (The) Black Wyrm's Lair!

I'm building up a picture of what is 'safe' or 'standard' and what may be risky. :)

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On Demi's commission I'm posting whatever I've got about upgrading items.

 

Vanilla upgrades first. ToB's standard price is 5k per item. I'd raise it thrice to 15k.

 

Sword of Mask, Angurvadal, Foebane, Purifier

Short Sword of Mask +5

Components: Short Sword of Mask +4, Heart of the Damned

Price: 5,000

Combat Abilities:

Stealthblade: 20% chance of making the user improved invisible for 5 rounds

 

THAC0: +4 bonus

Damage: 1D6 + 4

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Combat Abilities:

Envenomed: creatures struck suffer 1D6 points of additional damage

Paralyzing: 50% chance target must save vs. paralyze or be held for 2 rounds

Stealthblade: 20% chance of making the user improved invisible for 5 rounds

 

THAC0: +5 bonus

Damage: 1D6 + 5

 

Angurvadal +5

Components: Angurvadal +4, Liquid Mercury

Price: 10,000

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

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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

 

Foebane +5

Components: Foebane +4, Fflar's Scabbard

Price: 5,000

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: 2D4 + 2

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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: 2D4 + 3

 

Purifier +4

Components: Purifier +3, Eye of Tyr

Price: 5,000

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 struck by this weapon must save vs. spell at -4 or suffer various effects depending on their level

 

Target's Hit Dice - Effects of Cleansing

15 or more - Deafened

<15 - Blinded, and deafened

<10 - Paralyzed, blinded, and deafened

<5 - Killed

 

THAC0: +3 bonus

Damage: 2D4 + 3

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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 struck by this weapon must save vs. spell at -4 or suffer various effects depending on their level

 

Target's Hit Dice - Effects of Cleansing

20 or more - Deafened

<20 - Blinded, and deafened

<15 - Paralyzed, blinded, and deafened

<10 - Killed

 

THAC0: +4 bonus

Damage: 2D4 + 4

 

Gram, Carsomyr, Ixil's Spike, Staff of the Ram, Ravager

Gram the Sword of Grief +5

Components: Gram the Sword of Grief +4, Heart of Damned

Price: 5,000

Equipped Abilities:

Magic Resistance: +10% bonus

 

Combat Abilities:

Sharpness: target must save vs. death or suffer -1 penalty to strength and dexterity for 5 rounds

Envenomed: 20% chance of dealing 2D12 additional points of damage

 

THAC0: +4 bonus

Damage: 1D10 + 4

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Equipped Abilities:

Magic Resistance: +15% bonus

 

Combat Abilities:

Wounding: target suffer 1 point of bleeding damage every round for 5 rounds

Sharpness: target must save vs. death or suffer -1 penalty to strength and dexterity for 5 rounds

Envenomed: 20% chance of dealing 2D12 additional points of damage

 

THAC0: +5 bonus

Damage: 1D10 + 5

 

Carsomyr +5

Components: Carsomyr +4, Eye of Tyr

Price: 5,000

Special Abilities (once per day):

Dispel Magic: dispels all magical effects upon any creature in a 30 feet radius

 

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: 1D10 + 4

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Special Abilities (once per day):

Dispel Magic: dispels all magical effects upon any creature in a 30 feet radius

 

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: 1D10 + 5

 

Ixil's Spike +5

Components: Ixil's Nail +4, Ixil's Spike +3

Price: 5,000

Equipped Abilities:

Free Action: the wielder is immune to everything, magical and otherwise, that limits his mobility in any way

 

THAC0: +4 bonus

Damage: 1D6 + 4

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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: 1D6 + 5

 

Staff of the Ram +5

Components: Staff of the Ram +4, Ring of the Ram

Price: 5,000

Combat Abilities:

Striking: creatures struck suffer 6 additional points of crushing damage

 

THAC0: +4 bonus

Damage: 2D6 + 4

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Combat Abilities:

Battering Ram: target must save vs. death or be knocked back unconscious for 1 round and suffer 2d6 additional points of damage

Striking: creatures struck suffer 6 additional points of crushing damage

 

THAC0: +5 bonus

Damage: 1D6 + 5 crushing

 

Ravager +5

Components: Ravager +4, Serpent Shaft +3

Price: 5,000

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

 

THAC0: +4 bonus

Damage: 1D10 + 4

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Special Abilities (three times 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

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

 

Dagger of the Star, Axe of the Unyielding, Spectral Brand, Hindo's Doom

Dagger of the Star +5

Components: Dagger of the Star +4, five Star Sapphires

Price: 5,000

Combat Abilities:

Stardust: 20% chance of blinding every opponent within 5 feet for 4 rounds unless they successfully save vs. breath at -4

Starmetal: deals additional 4 points of damage to extraplanar creatures

 

THAC0: +4 bonus

Damage: 1D4 + 4

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Combat Abilities:

Stardust: 20% chance of blinding every opponent within 5 feet for 4 rounds unless they successfully save vs. breath at -4

Starmetal: inflicts 4 additional points of damage against extraplanar creatures

Starbolt: 15% chance of dealing 4D4 additional points of magic damage

Returning: returns to the wielder's hand instantly after an attack is made

 

THAC0: +5 bonus

Damage: 1D4 + 5

 

Axe of the Unyielding +4

Components: Axe of the Unyielding +3, Baalor's Claw

Price: 5,000

Equipped Abilities:

Armor Class: +1 bonus

Maximum Hit Points: +10 bonus

Regeneration: wearer regenerates 1 hit point every 4 rounds

 

THAC0: +3 bonus

Damage: 1D8 + 3

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Equipped Abilities:

Armor Class: +1 bonus

Maximum Hit Points: +10 bonus

Regeneration: wearer regenerates 1 hit point every 4 rounds

 

Combat Abilities:

Vorpal: 5% chance target must save vs. death at -4 penalty or die

 

THAC0: +4 bonus

Damage: 1D8 + 4

 

Spectral Brand +4

Components: Spectral Brand +3, Skull of the Lich

Price: 5,000

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, and 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

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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, and 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 1D4 additional points of cold damage and must save vs. death or lose 1 point of strength

 

THAC0: +4 bonus

Damage: 1D8 + 4

 

Hindo's Doom +4

Components: Hindo's Doom +3, Hindo's Hand

Price: 5,000

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

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Special Abilities (once per day):

Greater Restoration

 

Equipped Abilities:

Immunity to death effects

Magic Resistance: +15% bonus

 

Combat Abilities:

Tenchu: 15% chance of casting Holy Smite upon the target (5th caster level)

 

THAC0: +4 bonus

Damage: 1D10 + 4

 

Club of Detonation, Storm Star, Flail of Ages, Runehammer

Club of Detonation +4

Components: Club of Detonation +3, Ring of Fire Resistance

Price: 5,000

Equipped Abilities:

Immunity to normal weapons

 

Combat Abilities:

Detonation: 10% chance a 5d6 fireball will detonate with each successful attack

Fiery Blow: 5% chance of dealing 20 additional points of fire damage

Flaming: creatures struck suffer 1D6 additional points of fire damage

 

THAC0: +3 bonus

Damage: 1D6 + 3

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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 5d6 fireball will detonate with each successful attack

Fiery Blow: 5% chance of dealing 20 additional points of fire damage

Flaming: creatures struck suffer 1D6 additional points of fire damage

 

THAC0: +4 bonus

Damage: 1D6 + 4

 

Storm Star +4

Components: Storm Star +3, Starfall Ore

Price: 5,000

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: 1D6 + 4

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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: 1D6 + 5

 

Flail of Ages +4

Components: Flail of Ages +3, Flail Head (Poison)

Price: 5,000

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: 1D6 + 4

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Combat Abilities (20% chance each):

Cold Head: 1D4 additional cold damage, slow target for 3 rounds

Fire Head: 1D4 additional fire damage, -2 penalty to THAC0 for 3 rounds

Acid Head: 1D4 additional acid damage, -2 penalty to AC for 3 rounds

Poison Head: 1D4 additional poison damage, further 1hp/sec for 2 rounds

 

Note: targets can save vs. spell at a -2 penalty to avoid the secondary effects but will still suffer elemental damage.

 

THAC0: +4 bonus

Damage: 1D6 + 5

 

Flail of Ages +5

Components: Flail of Ages +4, Flail Head (Electric)

Price: 5,000

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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: 1D6 + 6

 

Runehammer +4

Components: Runehammer +3, Rune of Clangeddin

Price: 5,000

Equipped Abilities:

Magic Resistance: +5%

 

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: 1D4 + 4

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Special Abilities (once per day):

Champion's Strength (20th caster level)

Mass Cure (20th caster level)

 

Equipped Abilities:

Immunity to Fear

Magic Resistance: +10%

 

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: 1D4 + 5

 

Given various curcumstances, I think 15k is fine for the most. Ravager gets a heavy boost - roughly +6 damage per hit, - but it requires the Serpent Shaft to be purchased (~12k).

 

Gram's improvement is quite weak for the ultimate two-handed sword in game. Not to mention it can only be upgraded after killing Abazigal and raiding Sendai's lair, leaving precious few time to play with it.

Imo 7500 here, else it's a waste of money imo.

 

Flail of Ages - since the upgrade is two steps, each not quite impressive by itself, I would consider it 15k split in two.

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Taralash, Darkfire, Firetooth, Erinne

Taralash +5

Components: Taralash +4, Bowstring of Gond

Price: 5,000

Equipped Abilities:

Movement Rate: +2 bonus

 

Combat Abilities:

Crippling: 20% chance to reduce target's movement rate by half for 4 rounds

 

THAC0: +5 bonus

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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: +6 bonus

 

Darkfire Bow +5

Components: Darkfire Bow +4, Bowstring of Gond

Price: 5,000

Special Abilities (once per day):

Darkfire Shield: a shield of crackling violet flames grants the wielder +50% fire/cold resistance and inflicts 5 points of fire/cold damage to all who strike the wielder in melee

 

Equipped Abilities:

Fire Resistance: +10% bonus

Cold Resistance: +10% bonus

Darkfire: inflicts additional 1D4 points of either fire or cold damage

 

THAC0: +4 bonus

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Special Abilities (once per day):

Darkfire Shield: a shield of crackling violet flames grants the wielder +50% fire/cold resistance and inflicts 5 points of fire/cold damage to all who strike the wielder in melee

 

Equipped Abilities:

Fire Resistance: +20% bonus

Cold Resistance: +20% bonus

Darkfire: inflicts additional 1D4 points of fire and 1D4 points of cold damage

 

THAC0: +5 bonus

 

Firetooth +5

Components: Firetooth +4, Bowstring of Gond

Price: 5,000

Note: requires no ammunition, but normal bolts cannot be fired with this crossbow. Fire Bolts are considered to be of +4 enchantment when determining what they can hit.

 

STATISTICS:

 

Combat Abilities:

Fire Bolts: inflict additional 2D4 points of fire damage (save vs. breath half)

 

THAC0: +4 bonus

Damage: 1D8 + 4

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Note: requires no ammunition, but normal bolts cannot be fired with this crossbow. Fire Bolts are considered to be of +5 enchantment when determining what they can hit.

 

STATISTICS:

 

Combat Abilities:

Fire Bolts: bolts explode upon contact inflicting 2D6 points of fire damage to opponents within 5 feet (save vs. breath half)

 

THAC0: +5 bonus

Damage: 1D8 + 5

 

Erinne Sling +4

Components: Erinne Sling +3, Ring of Energy

Price: 5,000

Note: requires no ammunition, but normal bullets cannot be fired with this sling. Energy Bullets are considered to be of +3 enchantment when determining what they can hit.

 

STATISTICS:

 

Combat Abilities:

Energy Bullet: deals 1D4 additional points of magic damage

 

THAC0: +3 bonus

Damage: 1D4 + 4

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Note: requires no ammunition, but normal bullets cannot be fired with this sling. Energy Bullets are considered to be of +4 enchantment when determining what they can hit.

 

STATISTICS:

 

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

 

As with other weapons, 15k for all. Taralash's +1 ApR is partly dimmed by bows' general +1/2 bonus.

 

Bag/Case/Quiver of Plenty, Golem Manual

Bag of Plenty +3

Components: Bag of Plenty +1, King's Tear

Price: 10,000

 

Case of Plenty +3

Components: Case of Plenty +1

Price: 5,000

 

Quiver of Plenty +3

Components: Quiver of Plenty +1, Rogue Stone

Price: 10,000

 

Clay Golem Manual

Components: Golem Manual, Clay Golem Page

Price: 5,000

Summon a Flesh Golem for 10 rounds once/day

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Summon a Clay Golem for 10 rounds once/day

 

Stone Golem Manual

Components: Clay Golem Manual, Stone Golem Page

Price: 10,000

Summon a Clay Golem for 10 rounds once/day

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Summon a Stone Golem for 10 rounds once/day

 

Juggernaut Golem Manual

Components: Stone Golem Manual, Juggernaut Golem Page

Price: 15,000

Summon a Stone Golem for 10 rounds once/day

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Cast Juggernaut once/day (see below)

 

This spell causes an Iron Golem to appear at the caster's side for 10 rounds. The golem serves two purposes:

 

First, it will attack any enemies it can see.

Second, the golem acts as a magical shield for the wizard, absorbing all melee damage inflicted on the caster for up to 5 blows. If the caster is struck 5 times the golem is dispelled.

 

Juggernaut Golem:

AC: -2, hit only by +2 or better weapons.

HP: 99

THAC0: -1, fists act as +2 weapons.

Damage: 8D8, +2D6 and stunned if target fails save vs spell

 

First thing of all, Case of Plenty upgrade should be brought up to match Quiver/Bag.

Perhaps use Laeral Tears necklace as a gem component? Or rather one kind of gem for each? Then there can be a little competition, as with Bowstring of Gond.

Next, I do believe that unlimited +3 ammo is a huge thing, so 20k for these, if not 25k.

 

Golem Manual - unless each new page adds another 1/day golem instead of replacing the previous one, the item doesn't seem interesting enough. And golems themselves are hardly that useful in ToB anyway.

Either 5k per page, or 15k per added page.

 

 

Aslyferund, White/Blue Dragon Armor, Helm of Rock, Thief's Hood, Circlet of Netheril

Aslyferund Elven Chain +5

Components: Bladesinger Chain +4, Protection from Normal Weapons

Price: 40,000

Equipped Abilities:

Casting Speed: +1 bonus

 

Armor Class: 1

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Equipped Abilities:

Casting Speed: +1 bonus

Immunity to normal weapons

 

Armor Class: 0

 

White Dragonscale Armor +5

Components: White Dragon Scales

Price: 5,000

Special Abilities (3 times/day):

Cone of Freezing Cold: inflicts 10d4 + 10 points of cold damage and slows targets for 5 rounds, a successful save vs. breath at -4 halves the damage and negates slowness

 

Equipped Abilities:

Cold Resistance: +50% bonus

 

Armor Class: -1

 

Blue Dragonplate Armor +5

Components: Blue Dragon Scales

Price: 5,000

Equipped Abilities:

Electrical Resistance: +50%

 

Armor Class: -4

 

Horned Helm of the Rock

Components: Helm of the Rock, two Horns

Price: 5,000

Equipped Abilities:

Elemental Resistance: +15% bonus

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Special Abilities (three times per day):

Gaze of Despair: target must save vs. spell or be paralyzed by fear for 2 rounds

 

Equipped Abilities:

Elemental Resistance: +25% bonus

 

Master Thief's Hood

Components: Thieves' Hood, Ring of Invisibility, Antidote

Price: 10,000

Equipped Abilities:

Non-detection

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Special Abilities (three times per day):

Improved Invisibility

 

Equipped Abilities:

Non-detection

Immunity to poison effects

 

Circlet of Netheril

Components: Bronze Ioun Stone, Circlet of Netheril

Price: 5,000

Equipped Abilities:

Magic Resistance: +10% bonus

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Equipped Abilities:

Magic Resistance: +10% bonus

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

 

Aslyferund Elven Chain - immunity to normal weapons is pointless, so the only benifit is +1 AC. Probably not even worth 15k.

 

Cloak of Mantle, Montolio's Cloak, Blessed Gracers, Wondrous Gloves, Heartwood Ring

Improved Cloak of Protection +2

Components: Cloak of Protection +2, Mantle

Price: 20,000

Equipped Abilities:

Armor Class: +2 bonus

Saving Throws: +2 bonus

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Special Abilities (once per day):

Mantle

 

Equipped Abilities:

Armor Class: +2 bonus

Saving Throw: +2 bonus

 

Montolio's Cloak

Components: Montolio's Cloak, Montolio's Clasp

Price: 5,000

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

 

Blessed Bracers

Components: Paladin's Bracers

Price: 10,000

Equipped Abilities:

THAC0: +1 bonus

Saving Throws: +1 bonus

Maximum Hit Points: +5 bonus

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Special Abilities (once per day)

Resurrection

Righteous Magic

 

Equipped Abilities:

THAC0: +2 bonus

Saving Throws: +1 bonus

Maximum Hit Points: +10 bonus

 

Wondrous Gloves

Components: Bard's Gloves, Diamond, Sapphire, Emerald, Rogue Stone

Price: 5,000

Equipped Abilities:

Wearer can memorize one extra spell of each level from 1st to 4th

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Equipped Abilities:

Armor Class: +1 bonus

Casting Speed: +1 bonus

Wearer can memorize one extra spell of each level from 1st to 4th

 

Heartwood Ring

Components: Oaken Ring, Nymph's Tear

Price: 5,000

Equipped Abilities:

Elemental Resistance: +10% bonus

Memorize one extra spell of each level from 5th to 7th

 

Cloak of Mantle - 15k. With SR's Mantle it's gonna be useful (though still only for few rounds per day), without SR I wouldn't even bother to upgrade.

Montolio's Cloak - ranger only, and +1 thaco is not overly helpful for a warrior class. Blindfight is also rarely neede in ToB. 10k.

Blessed Bracers - here I agree with developers, that upgraded version is significantly superior to basic one. 25k.

Wondrous Gloves - casting speed bonus should explain it all, 25k.

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Cromwell upgrades

I think they should cost what the item forged is worth.

Equalizer, Gesen, Wave, Silver and red/shadow dragon armor - all are 15k.

MoD is 5k (12,5k - 7,5k) - imo the upgrade is not that great, not to mention an additional illithium expense.

Crom (25k) - upgraded from Hammer of Thunderbotls (7,5k), but also requires to waste two STR enhancing items (4k each). And since it's now +4 item, I think 12,5k is well enough.

Ankheg Plate - 5k as in vanilla.

 

 

 

New Cromwell Upgrades

First of all, I have to say I disagree with the "SoA's Cespenar" image he seems to have earned in BG community. Cromwell is a blacksmith and says it plain that he repairs broken weapons/armor and works on exotic metals/scales, does mend not torn cloaks!

 

Flail of Ages (each head for 5k) is an obvious addition, as is the White dragon armor (15k).

 

Next is the repairing for Spiderbane sword that Unfinished Business provides in a rather poor condition.

 

Then I imagine he can do something with adamantine dust from UD. I'm thinking about fullplate +3, without the drowcraft ability (Cromwell is a dwarf) and slightly weakened physical resistance (10% instead of 15%) due to adamantine's sunlight weakness. Twenty piles of dust ought to suffice, but something else must be used as a special component to restrict the quantity to one item (or not?).

 

Lastly there're mithral tokens from Spellhold. Two mithral fieldplates are already available (Gromnir and Order of the Radiant Heart), though, so even if paladins shoo you away there's little reason to forge +2 fullplate in Ch.6, lightweight it may be.

 

 

 

New Cespenar Upgrades

One major issue with this guy is the voicing. I fear it's way beyond my skill to Soundforge it, and without voicing we'll have the infamous "mod-added" feel to it. Then again, I hate his sound and disable it, and the Case of Plenty upgrade is already voiceless.

 

As already mentioned earlier, the elemental staff plus ring upgrade is the most plausible. I do think, however, that a special component available in a single copy must be used as well, partly to balance out the feared by Demi "staves as wands" exploit, partly to stay true to vanilla (single bowstring and three launchers).

 

Another thing missing in game is a +5 shield. Darksteel shield and Rune of Clangeddin just beg to be married. Extra +5% resistance, plus Rune's immunity to fear and 20th Champion's Strength 1/day.

 

Circlet of Netheril - nothing says it can't use other Ioun stones, and we've got Golden (INT, caster level), Obsidian (CON, save vs death), Silver (WIS, save vs spell), Lavender (DEX, save vs breath), all of whom imo are a viable replacement for Bronze (10% MR). The circlet's own bonus (8th and 9th slots) I'd either keep unchanged, or made five new abilities. The latter is better, but requires more brainstorming.

 

 

 

More Upgrades

Namarra and Adjatha are two swords with "wizardslayer" etched on them. I would upgrade each by +1 with Liquid Mercury (Angurvadal) as a component, add a second vial to the Ust Natha alchemist.

 

Similar to the swords above, Blade of Roses is hinted to be a bard's weapon. Here I'd go with +2 increase, but unsure about the component. Imo not Mercury again.

 

Ring of Spell Turning - remove the initial MR bonus (background describes the spell turning effect, but says no word about MR) and bring it back to 10% with 1-3 star sapphires (as their description suggests).

 

Cloak of Nymph is available in BG1, and currently overenchanted for it. As with the ring, I'd make a lower version upgradable to v3's.

 

Talos' Fury - how about shooting real lightning bolts, similar to v2's Staff of Rynn? The enchantment itself should stay +2 for balance purpose, but bolts will ignore AC (ok, just +4 thaco bonus) and deal pure electrical damage (3d6+2?). Suggested component - the Storm Ring (the one you retrieve from Borinall), that might be given a property or two of it's own.

Alternatively, the enchantment does go up by +1, but Impaler loses the same in exchange and is moved a bit earlier - as you may remember, there was no consensus on spears' locations (and power?).

 

Cleric's Staff - fairly widespread item, so keep the basic version +1 (no Undead Bane) and upgrade with Ring of Holiness for Undead Bane and bonus slots.

 

Nymph's Tear ought to be a reward for the dryad acorns quest - Questpack already offers a slightly different tear for the alternative solution. Perhaps it can be used as a component for Blade of Roses or the cloak?

 

Emerald gems - vitality bonus to something?

 

If Cespenar can utilize a Heart of the Damned, he might as well find a use for demon hearts.

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