While trying to install the mod in my huge multimod installation I get this error:
ERROR: [tooltip.2da] -> [override] Patching Failed (COPY) (Failure("Failed to Find enough lines to perform an INSERT_2DA_ROW") )
Stopping installation because of error
Any idea what to do?
Install my mod first.
Oh, I see.
I though that kits, new items and tweaks should be installed last but I guess it was not a good idea.
Generally speaking, that is indeed the case. But some mods, such as EE trilogy require my mod to be installed prior.
It does? I installed it after EET just fine though? My only issue is I have two tongue of acids lol.
@Daeros_Trollkiller Hey, would you be willing to part with the secrets of what the upgraded Acid Tongue does?
By popular demand, I updated the readme on my mod page with the stats of all the new items. Check the spoiler below for the answer to your question:
These new items are the result of the various upgrades available in this mod
Tongue of Acid +4
Equipped abilities: – Immunity to confusion and all psionic attacks Combat abilities: – 15% chance per hit of slowing the target for 3 rounds (Save vs. Spell negates) THAC0: +4 Damage: 1d8+4, 1d3+1 (acid) Damage Type: Slashing Speed Factor: 2 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 2
Tongue of Acid +5
Equipped abilities: – Immunity to confusion and all psionic attacks
Combat abilities: – 20% chance per hit of slowing the target for 3 rounds (Save vs. Spell negates) – 10% chance per hit of corrosive burst Damage: 2d3 Acid per round (Save vs. Spell at -4 halves) Special: Blinds targets in area of effect (Save vs. Spell at -4 negates) Duration: 4 rounds Area of Effect: 5-ft. radius
Combat abilities: – 15% chance per hit of crippling pain on target for 3 rounds Special: -4 AC, -4 THAC0, -6 to dexterity, -1 attacks per round, movement rate slowed by 50% (Save vs. Spell at -2 negates)
Charge Abilities: – Caustic Fog once per day Damage: 2d4 (acid) per round (No Save) Special: Movement rate slowed by 50% for one round (No Save) Chance per round of -2 penalty to dexterity, -2 penalty to strength, and unconcious for one round (Save vs. Spell at -2 negates) Special: No effect on unbreathing creatures Range: 40 ft. Area of Effect: 12-ft. radius Duration: 1 turn
Combat abilities: – 20% chance per hit of crippling pain on target for 3 rounds Special: -4 AC, -4 THAC0, -6 to dexterity, -1 attacks per round, movement rate slowed by 50% (Save vs. Spell at -2 negates)
Equipped abilities: – Saving Throws +1 – Move Silently: +50% – Immunity to Grease, Entangle, Web, Stun, and Slow
Charge abilities: – Shadowstep once per day Move for seven seconds while others are frozen in time, may not attack or cast spells while in the Shadow Plane
Weight: 1
Crown of Truths Equipped abilities: – Can memorize 2 extra 3rd-level, 1 extra 4th-level, and 1 extra 5th-level wizard spell – Lore: +30
Weight: 1
Horned Helm of Dumathoin
Equipped abilities: – Armor Class +1 – Physical Damage Resistance: +10% – Constitution: +2 – Protects against critical hits
Weight: 1
Archer's Eagle Eyes
Equipped abilities: – Chance to score a critical hit: +10% (ranged attacks only) – Dexterity: +1 (+2 for Archers)
Charge abilities: – Wizard Eye twice per day Special: Creates an invisible eye that can see with normal vision in brightly lit areas, user is subject to gaze attacks Range: 60 ft.
Weight: 1
Belt of the Blademaster
Equipped abilities: – Slashing Damage: +20% bonus – THAC0: +2 bonus with the off hand (Fighters, Rangers, Paladins, Swashbucklers, and Blades only)
Weight: 2
Biter +3
Combat abilities: – 15% chance per hit of penalizing the target's Armor Class by 1 for 1 turn (Save vs. Breath negates) – Returns to the wielder's hand when thrown
Combat abilities: – The target suffers -1 to Strength for 5 rounds per hit (minimum 1 Strength; Save vs. Spell negates) – Does no damage to the undead – Bonuses to hit and damage based on strength do not apply to this weapon – 30% chance on hit of 2d3 damage (magic) and -1 to Strength for 5 rounds to enemies in 15' radius(No Save), weilder is healed for amount of damage done.
Combat abilities: – The target suffers -1 to Strength for 5 rounds per hit (minimum 1 Strength; Save vs. Spell negates) – Does no damage to the undead – Bonuses to hit and damage based on strength do not apply to this weapon – 30% chance on hit of 2d3 damage (magic) and -1 to Strength for 5 rounds to enemies in 15' radius(No Save), weilder is healed for amount of damage done.
– Intelligence: +1 – Armor Class: +1 – Saving Throws: +1 – Immunity to silence and deafness – Bard song effects linger on for 2 additional rounds after the bard stops singing
Weight: 0
Robe of Roaring Flames
Equipped abilities: – Armor Class: 5 – Magic Resistance: 10% – Improves casting speed by 3 – Fire Resistance: +30% – All fire damage inflicted by the wearer is increased by 10%
Weight: 4
Mirrored Buckler of the Fist +2
Equipped abilities: – Armor Class: +3 – No protection against missile and piercing attacks – Immunity to Hold Person – Immunity to Gaze attacks – Reflects missiles back at their user
Requires: 4 Strength
Weight: 1
Sundermaul +5
Equipped abilities – Immunity to fear
Charge Abilities: – Earthquake once per day First tremor: 6d6 crushing damage in area of effect, victims fall to ground for 4 rounds (Save vs. Spell at -6 negates, halves damage) Second tremor: 3d6 crushing damage in area of effect (Save vs. Spell at -2 negates, halves damage) Third tremor: 2d6 crushing damage in area of effect (Save vs. Spell halves damage) 2% chance that an earth elemental will appear and attack Range: 40 ft. Area of Effect: 30 ft. radius
Combat abilities: – 20% chance per hit of inflicting a -1 penalty to Armor Class for 1 turn (Save vs. Spell negates)
Combat abilities: – 10% chance per hit of immolating the target in flames, causing 1d6 fire damage per round (Save vs Spell at -2 to avoid). Creatures within 5 ft. of immolated target take 1d4 fire damage, and can be immolated by the damage. (Save vs. Spell negates)
STATISTICS:
THAC0: +3, +4 vs. cold-using, and regenerating creatures, +5 vs. undead Damage: 1d8+3, 1d3+1 fire damage, +4 vs. cold-using and regenerating creatures, +5 vs. undead Damage type: Slashing Speed Factor: 4 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength
Weight: 4
The Scorched Earth +5
Combat abilities: – 25% chance per hit of immolating the target in flames, causing 1d6 fire damage per round (Save vs Spell at -2 to avoid). Creatures within 5 ft. of immolated target take 1d4 fire damage, and can be immolated by the damage. (Save vs. Spell negates)
THAC0: +5, +6 vs. cold-using, regenerating creatures, and vs. undead Damage: 1d8+5, 1d6+1 fire damage, +6 vs. cold-using, regenerating creatures, and vs. undead Damage type: Slashing Speed Factor: 4 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength
Charge Abilities: – Minor Antimagic Shell Dispels all magical effects on user and prevents further spells from affecting user for 5 rounds. Disables Wizard and Priest spells for the duration of the effect.
Weight: 4
Verdant Crimson Dragon Plate
Equipped abilities: – Immunity to poison – Fire Resistance +50%
Charge abilities: – Produce Fire twice per day Damage: 1d4+20 fire to all creatures in area of effect once per round Range: 40 ft. Radius: 4 ft.
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Verdant Shadow Dragonscale
Equipped abilities: – Immunity to poison – Acid Resistance +50%
Charge abilities: – Vitriolic Sphere twice per day Damage: 10d4 acid, 8d4(2nd round), 6d4(3rd round), 4d4(4th round, Save vs. Spell after each round after the first to avoid) + 4d4 acid (5 ft. radius, Save vs. Polymorph to avoid) Radius: 5 ft. Range: 30 ft.
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Chromatic Crimson Dragon Plate (Blue Scales)
Equipped abilities: – Immunity to poison – Fire Resistance +50% – Electrical Resistance +50% – Physical Damage Resistance: +5%
Charge abilities: – Thunder Thrust once per day Damage: 12d8 electrical (Save vs. Spell for half), 4d8 electrical ( 5ft. radius Save vs. Spell for half) Special: knocks target back and unconscious for one round Range: 80 ft. – Produce Fire once per day Damage: 1d4+20 fire to all creatures in area of effect once per round Range: 40 ft. Radius: 4 ft.
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Chromatic Crimson Dragon Plate (Shadow Scales)
Equipped abilities: – Immunity to poison – Fire Resistance +50% – Acid Resistance +50% – Physical Damage Resistance: +5%
Charge abilities: – Produce Fire once per day Damage: 1d4+20 fire to all creatures in area of effect once per round Range: 40 ft. Radius: 4 ft. – Vitriolic Sphere once per day Damage: 10d4 acid, 8d4(2nd round), 6d4(3rd round), 4d4(4th round, Save vs. Spell after each round after the first to avoid) + 4d4 acid (5 ft. radius, Save vs. Polymorph to avoid) Radius: 5 ft. Range: 30 ft.
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Chromatic Crimson Dragon Plate (White Scales)
Equipped abilities: – Immunity to poison – Fire Resistance +50% – Cold Resistance +50% – Physical Damage Resistance: +5%
Charge abilities: – Cone of Cold once per day Damage: 10d4+10 cold (Save vs. Spell for half) Range: 8 ft. Area of Effect: 25-ft. cone with 90-deg. arc – Produce Fire once per day Damage: 1d4+20 fire to all creatures in area of effect once per round Range: 40 ft. Radius: 4 ft.
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Chromatic Crimson Dragon Plate (Silver Scales)
Equipped abilities: – Immunity to poison – Fire Resistance: +50% – Magic Resistance: +10% – Charisma: -2
Charge abilities: – Writhing Fog once per day 1d6+1 cold damage per round, 25% chance of being slowed for 1 round (save vs. death negates) Range: 30 ft. Area of Effect: 15 ft. radius – Produce Fire once per day Damage: 1d4+20 fire to all creatures in area of effect once per round Range: 40 ft. Radius: 4 ft.
Combat abilities: – Heals wearer 2 Hit Points each time damage is taken
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Charge abilities: – Thunder Thrust once per day Damage: 12d8 electrical (Save vs. Spell for half), 4d8 electrical ( 5ft. radius Save vs. Spell for half) Special: knocks target back and unconscious for one round Range: 80 ft.
– Vitriolic Sphere once per day Damage: 10d4 acid, 8d4(2nd round), 6d4(3rd round), 4d4(4th round, Save vs. Spell after each round after the first to avoid) + 4d4 acid (5 ft. radius, Save vs. Polymorph to avoid) Radius: 5 ft. Range: 30 ft.
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Chromatic Shadow Dragonscale (Red Scales)
Equipped abilities: – Immunity to poison – Acid Resistance +50% – Fire Resistance +50% – Physical Damage Resistance: +5%
Charge abilities: – Produce Fire once per day Damage: 1d4+20 fire to all creatures in area of effect once per round Range: 40 ft. Radius: 4 ft. – Vitriolic Sphere once per day Damage: 10d4 acid, 8d4(2nd round), 6d4(3rd round), 4d4(4th round, Save vs. Spell after each round after the first to avoid) + 4d4 acid (5 ft. radius, Save vs. Polymorph to avoid) Radius: 5 ft. Range: 30 ft.
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Charge abilities: – Cone of Cold once per day Damage: 10d4+10 cold (Save vs. Spell for half) Range: 8 ft. Area of Effect: 18-ft. cone with 90-deg. arc – Vitriolic Sphere once per day Damage: 10d4 acid, 8d4(2nd round), 6d4(3rd round), 4d4(4th round, Save vs. Spell after each round after the first to avoid) + 4d4 acid (5 ft. radius, Save vs. Polymorph to avoid) Radius: 5 ft. Range: 30 ft.
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Charge abilities: – Writhing Fog once per day 1d6+1 cold damage per round, 25% chance of being slowed for 1 round (save vs. death negates) Range: 30 ft. Area of Effect: 15 ft. radius – Vitriolic Sphere once per day Damage: 10d4 acid, 8d4(2nd round), 6d4(3rd round), 4d4(4th round, Save vs. Spell after each round after the first to avoid) + 4d4 acid (5 ft. radius, Save vs. Polymorph to avoid) Radius: 5 ft. Range: 30 ft.
Combat abilities: – Heals wearer 2 Hit Points each time damage is taken
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Stalker's Gauntlets of Blinding Strike
Equipped abilities: – Extra 1/2 attack per round (Thieves, rangers only) – Dexterity: +1 – Hide in Shadows: +30%
– Backstab Multiplier: +1 (Stalkers, thieves only)
Weight: 2
Cloverleaf +1 Equipped abilities: – Luck
Charge abilities: – Luck once per day on all party members. Duration: 2 turns
Weight: 2
The Uncursed Staff of Antipode
Equipped abilities: – Strength: 18
Charge Abilities: – Frost-Fire ball of Antipode Damage: 10d5 fire or 10d5 cold (Save vs. Spell for half) Range: 90 ft. Area of Effect: 15-ft. radius
Combat abilities: – Renders the target unconscious for 2 rounds when a backstab is performed (Save vs. Death negates)
THAC0: +4 Damage: 1d6+4 (crushing), slivers add 2 points piercing damage each round for 4 rounds, +5 poison (Save vs. Poison negates) Speed Factor: 2 Proficiency Type: Club Type: One-handed Requires: 5 Strength
Weight: 3
Bow of the Wailing Banshee +4
Combat abilities: – 20% chance per hit of releasing a banshee's scream on impact, dealing 4d4 magic damage and deafening affected enemies in a 15ft. radius (Save vs. Spell negates deafness and halves damage)
Equipped abilities: – Unlimited Bullets of Darkness +3
Weight: 0
Illusory Cloak of Arcana
Equipped abilities:
– Can memorize two extra 2nd-level wizard spells, and one extra 4th-level wizard spell – Caster Level: +2 (Mages, Sorcerers, and Bards) – Lore: +20 – Armor Class: +4 vs. missile attacks – Save vs. Death: +2 – Save vs. Breath: +2 – Save vs. Wand: +2
Weight: 3
Element's Fury +3
Combat abilities: – Returns to the weilder's hand when thrown – Deals an extra 1d4 cold damage to fire elementals – Deals an extra 1d4 fire damage to water elementals – Deals an extra 1d4 acid damage to earth elementals – Deals an extra 1d4 electrical damage to air elementals
Combat abilities: – Returns to the weilder's hand when thrown – Deals an extra 1d4 cold damage to fire elementals – Deals an extra 1d4 fire damage to water elementals – Deals an extra 1d4 acid damage to earth elementals – Deals an extra 1d4 electrical damage to air elementals – 10% chance of Snilloc's Snowball Swarm centered on target Damage: 4d3 cold (Save vs. Spell for half) Area of Effect: 15-ft. radius
Combat abilities: – Returns to weilder's hand when thrown – 15% chance per hit of stunning the target for 1 round (Save vs. Spell negates) – Slays fire elementals, efreet, and salamanders
THAC0: +3 Damage: 1d6+3, +1d3 (electrical) or +1d3 (cold) Damage type (melee): Slashing Damage type (thrown): Missile Speed Factor: 1 Proficiency Type: Axe Type: Two-handed Requires: 4 Strength
Weight: 2
Maelstrom Pike +4
Combat abilities: – 15% chance per hit of stunning the target for 1 round (Save vs. Spell negates) – Slays fire elementals, efreet, and salamanders
THAC0: +4 Damage: 1d10+4 (slashing or piercing, whichever is better), +1d4 (cold) or +1d4 (electrical) Speed Factor: 7 Proficiency Type: Halberd Type: Two-handed Requires: 11 Strength
Weight: 12
Maelstrom Axe +4
Combat abilities: – Returns to weilder's hand when thrown – 15% chance per hit of stunning the target for 1 round (Save vs. Spell negates) – Slays fire elementals, efreet, and salamanders – 10% chance per hit of cloudburst centered on target 2d3 magic damage to cold and fire dwelling creatures. 50% chance of 2d6 electrial damage per round (Save vs. Spell for half) Cancels flame blade, shroud of flame, and salamnder auras Area of effect: 17ft. radius
THAC0: +4 Damage: 1d6+4, 1d3+1 (electrical) or 1d3+1 (cold) Damage type (melee): Slashing or Crushing, whichever is better Damage type (thrown): Slashing or Crushing, whichever is better Speed Factor: 1 Proficiency Type: Axe Type: Two-handed Requires: 4 Strength
Weight: 2
Maelstrom Pike +5
Combat abilities: – 15% chance per hit of stunning the target for 1 round (Save vs. Spell negates) – Slays fire elementals, efreet, and salamanders – 10% chance per hit of smashing wave 2d10 crushing damage, 25% chance of stun, 5% chance of being knocked unconcious (Save vs. Breath for half, avoids stun and sleep)
THAC0: +5 Damage: 1d10+5 (crushing or piercing, whichever is better), +1d8 (cold) or +1d8 (electrical) Speed Factor: 7 Proficiency Type: Halberd Type: Two-handed Requires: 11 Strength
Weight: 12
Trollkiller's Ioun Stone
Equipped abilities: – Protects against all forms of panic and boosts morale – THAC0: +2 – +2 damage vs. trolls – Hit Points +10% – Regenerate 1 Hit Point per round
Charge Abilities: – Aura of Minor Trollish Regeneration once per day Special: Regenerate 1 Hit Point per round Duration: 2 turns Area of Effect: Party
Weight: 0
Trollkiller's Ioun Stone +1
Equipped abilities: – Protects against all forms of panic and boosts morale – THAC0: +2, +4 vs. trolls – +2 damage vs. trolls – Hit Points +20% – Regenerate 2 Hit Points per round
Charge Abilities: – Aura of Trollish Regeneration once per day Special: Regenerate 2 Hit Points per round Duration: 3 turns Area of Effect: Party
Combat abilities: – Inflicts 4 points of bleeding damage per hit (two points per round) – 20% chance of insect swarm on target 3 points of piercing damage per round for 7 rounds, -2 THAC0, -2 AC, 50% chance of spell failure (Save vs. Breath at -4 negates) – Drains 2 points of Strength from the target and transfers them to the wielder for 5 rounds when a successful backstab is performed (non-cumulative) – Blinds target on successful backstab (no save)
Equipped abilities: – Armor Class: +5, +6 vs. missile attacks – Magical Resistance: 10% – Turn Undead Level: +3 – Negative plane protection – Permanent Minor Boon of Lathander: +1 to hit and damage, +1 to saving throws, extra 1/2 attack per round
Requires: 12 Strength
Weight: 6
Astral Crossbow +4
Combat abilities: – On a critical hit, +4d4 damage (magic), target is knocked back and unconscious for 2 rounds (no save)
Combat abilities: – 20% chance per hit to teleport to a random enemy and receive a +4 THAC0 bonus for 1 round – 5% chance per hit to teleport to a random enemy and become ethereal for 1 round
Charge abilities: – Etherealness Special: Wearer is immune to normal weapons. Spells may still be cast, and weapons may still be used. Duration: 1 round – Wind Slash Damage: 1d6+4 (slashing, strength bonus to hit and damage does not apply) Range: 20ft.
Combat abilities: – 20% chance per hit to teleport to a random enemy and receive a +4 THAC0 bonus for 1 round – 5% chance per hit to teleport to a random enemy and become ethereal for 1 round – Whirlwind on critical hit Damage: 1d8 (slashing), 1d8 (crushing), stunned for 2 rounds (Save vs. Breath negates), creatures of 2 or fewer hit dice are instantly slain, elementals and huge creatures unaffected Range: Special Area of Effect: Special
Charge abilities: – Etherealness Special: Wearer is immune to normal weapons. Spells may still be cast, and weapons may still be used. Duration: 1 round – Wind Slash Damage: 1d6+6 (slashing, strength bonus to hit and damage does not apply) Range: 20ft.
Charge abilities: – Produce Fire once per day Damage: 1d4+20 fire to all creatures in area of effect once per round Range: 40 ft. Radius: 4 ft. – Poison Weapon once per day Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at +2 penalty negates), and also immediately suffers 6 poison damage (no save)
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Charge abilities: – Vitriolic Sphere once per day Damage: 10d4 acid, 8d4(2nd round), 6d4(3rd round), 4d4(4th round, Save vs. Spell after each round after the first to avoid) + 4d4 acid (5 ft. radius, Save vs. Polymorph to avoid) Radius: 5 ft. Range: 30 ft. – Poison Weapon once per day Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at +2 penalty negates), and also immediately suffers 6 poison damage (no save)
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Green Dragonscale +4
Equipped abilities: – Immunity to poison
Charge abilities: – Neutralize Poison twice per day Special: Heals 10 Hit Points and cures poison,
disease, deafness, and blindness Range: 10 ft. Area of Effect: 1 creature
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 7
Vorpal Dragon Blade +4
Equipped abilities: – Slashing Damage: +10% bonus – Chance to score a critical hit: +10% (this weapon only) – While enraged, the chance to score a critical hit is increased by 10% (Berserkers, Barbarians and Rashemi warriors only)
Combat abilities: – Deals an extra 2d4 points of cold damage and slows the target for 1 round (no save) on a critical hit
Equipped abilities: – Slashing Damage: +10% bonus – Chance to score a critical hit: +15% (this weapon only) – While enraged, the chance to score a critical hit is increased by 10% (Berserkers, Barbarians and Rashemi warriors only)
Combat abilities: – On critical hit, deals an extra 5d6 points of cold damage (Save vs. Spell for half) and stuns target for 1 round (no save) – On critical hit, 1d8 cold damage and slows creatures for 1 round in 7ft. radius (Save vs. Spell for half, negates slow)
Equipped abilities: – Armor Class: +4 – Save vs. Death: +3 – Physical Damage Resistance: +15%
Requires: 8 Strength
Weight: 5
The Night's Embrace +6
Equipped abilities: – If the wearer is rendered helpless (e.g. by a Hold Person spell), <PRO_HESHE> becomes invisible for 1 turn – If the wearer recieves damage from any source, there is a 25% chance <PRO_HESHE> becomes invisible for 1 turn – Hide In Shadows: +30% – Slashing Damage Resistance: +10% – Crushing Damage Resistance: +10%
Armor Class: 1 (3 vs. piercing and missile) Requires: 3 Strength
Weight: 5
Wicked Jester's Bracers
Equipped abilities: – Armor Class: 2 – Charisma: -4 (+4 for Jesters) – May only be removed with a Remove Curse spell
Charge abilities: – Cacophony of Chaos twice per day Special: All enemies within the area of effect must make a Saving Throw vs. Spell at -4 every round that they remain in the area of effect. If the Saving Throw is failed, one of the following random effects occurs: – target is polymorphed into a squirrel – target is confused – target is paralyzed – target is deafened – target is blinded – target is panicked – target is rendered unconscious – target is silenced Range: 40 ft. Duration: 1 turn Area of Effect: 15-ft. radius
– Knife Trick twice per day Special: A dagger is thrown and once it reaches its target, it shatters, sending shards flying into enemies in a 15-ft. radius. Enemies must Save vs. Death at -4 or be affected by: –3d7 damage (piercing) (No Save) –target is intoxicated for one turn –target is blinded for one turn –target is poisoned for one damage per second for 24 seconds
Weight: 2
Holy Ring of Purity
Equipped abilities: – Armor Class: +2 vs. evil creatures – Magic Resistance: +10% – Hit Points: +20 – Chant
Charge abilities: – Mass Exaltation once per day – Mass Cure once per day
Weight: 0
Dervish Crescent of Speed +3
Equipped abilities: – Movement Speed: +1
Combat abilities: – 15% chance per kill that the wielder will be affected by Fireshield (Red) – 1 extra attack per round
Combat abilities: – 10% chance of icy thorns ensnaring the victim for one round and 1d8 cold damage(Save vs. spell at -4 to avoid snare and halves damage)
Combat abilities: – 15% chance of icy thorns ensnaring the victim for one round and 1d8 cold damage(Save vs. spell at -4 to avoid snare and halves damage)
Charge abilities: – Ice Spikes once per day Damage: 2d4 Cold per round (Save vs. Spell at -2 halves) Special: Slows target for one round (Save vs. Spell at -2 negates) Duration: 6 rounds Range: 30 ft. Radius: 8 ft.
Combat abilities: – 15% Chance on hit of Magma Burst Damage: 3d4 Fire per round (Save vs. Spell at -2 halves) Special: Puts target into a panic state Duration: 6 rounds (Save vs. Spell at -2 each round negates ongoing effects and damage) Area of Effect: 5-ft. radius
Equipped abilities: – Hit Points: +10 – Casting Speed: +2 – Spell memorization reduced by 1 for levels 1-4 – May memorize two extra level 5 and level 6 spells
Weight: 0
Sourceror's Cap +1
Equipped abilities: – Hit Points: +10 – Casting Speed: +2 – Spell memorization reduced by 1 for levels 1-4 – May memorize two extra level 5 and level 6 spells – May memorize one extra level 7 and level 8 spell
Weight: 0
Raiment of the Lich +4
Equipped abilities: – Armor Class: 3 – Improves casting speed by 2 – Magic Resistance: +15% – All magic and cold damage inflicted by the wearer is increased by 15% – Charisma: -4
Combat abilities: – Lich's Grasp: Any opponent within 6 ft. that successfully hits the wearer suffers 3d2 magic damage, healing the wearer for the amount done (No Save), attacker must also Save vs. Death or be paralyzed for one round.
Weight: 5
Raiment of the Lich +5
Equipped abilities: – Armor Class: 3 – Improves casting speed by 3 – Magic Resistance: +15% – All magic and cold damage inflicted by the wearer is increased by 20% – Saving Throws: +1 – Charisma: -4
Combat abilities: – Lich's Grasp: Any opponent within 6 ft. that successfully hits the wearer suffers 3d2 magic damage, healing the wearer for the amount done (No Save), attacker must also Save vs. Death or be paralyzed for one round.
Weight: 5
Crimson Dawn +3
Equipped abilities: – Critical Hit Chance: +5% (with this weapon only)
Combat abilities: – 15% chance per kill of hasting the wielder for 3 rounds
Combat abilities: – 20% chance per hit of draining 1d4 Hit Points from the target and transferring them to the wielder. This will not heal beyond the wielder's maximum.
Combat abilities: – 25% chance per hit of draining 1d4 Hit Points from the target and transferring them to the wielder. This will not heal beyond the wielder's maximum.
New spells that can be created by Cromwell and Cespenar
Conjure Death
1st – 14th: a 7 HD burning skeleton weilding a +1 melee or ranged weapon and +1 shield or buckler. 10% chance that two burning skeletons, or a 9 HD Drowned in Blood will be summoned instead.
15th – 17th: a 9 HD burning skeleton weilding a +2 melee or ranged weapon and +2 shield or buckler. 10% chance that two burning skeletons, or a 11 HD Drowned in Blood will be summoned instead.
18th and up: an 11 HD burning skeleton weilding a +3 melee or ranged weapon and +3 shield or buckler. 10% chance that two burning skeletons, or a 13 HD Drowned in Blood will be summoned instead.
Trollkiller's Fireball
1d6 points of damage for each level of the spellcaster (up to a maximum of 16d6) in a 15-ft. radius Chance of 1d4 additional fire dmg per round, and panic if save is failed
Thunder Thrust
12d8 points of electrical damage, plus an additional 1d8 points per level of the caster, up to a maximum of 21d8 4d8 of electrical damage, plus 1d8 per two levels up to a maximum of 8d8 to creatures in a 7-ft. radius Creatures knocked back and unconcious if save is failed
Corrosion
1d10 of acid damage per round in area of effect, 15-ft radius, up to a maximum of 1d10+5 15% physical damage resistance penalty for 3 rounds if save is failed, up to a maximum of 20%
Hoar of Frost
1d5+1 of cold damage per level, up to a maximum of 20d5+20 in a 90-degree arc Affected creatures slowed for 3 rounds if save is failed
While trying to install the mod in my huge multimod installation I get this error:
ERROR: [tooltip.2da] -> [override] Patching Failed (COPY) (Failure("Failed to Find enough lines to perform an INSERT_2DA_ROW") )
Stopping installation because of error
Any idea what to do?
Install my mod first.
Oh, I see.
I though that kits, new items and tweaks should be installed last but I guess it was not a good idea.
Generally speaking, that is indeed the case. But some mods, such as EE trilogy require my mod to be installed prior.
It does? I installed it after EET just fine though? My only issue is I have two tongue of acids lol.
That's news to me. Other folks using EET reported that my mod had to be installed first. I admittedly haven't done anything with EET. I checked into it, but it just seems like it's all over the place and disjointed, especially in terms of installation. That was awhile back though, so maybe it's improved since I last checked.
Melodius Bard Hat: The standard English spelling of that adjective is "Melodious", with a second "o".
Trollkiller's Ioun Stone +1: On armor items such as body armor and shields, the "+N" label is used to refer to pieces that give better AC. Using it for a headpiece that doesn't give any AC improvement is weird, and there should probably be something else in its place.
Sourceror's Cap: The class name is spelled "sorcerer". I've only ever seen a spelling with a "u" in it in a Discworld novel, and that was a deliberate pun by the author.
Sourceror's Cap +1: See previous two notes.
Raiment of the Lich +4/+5: probably shouldn't have +N labels at all, since no other mage robes do. And they've got the same AC as each other anyway.
Vorpal Dragon Blade: In D&D, "Vorpal" is consistently used to refer to weapons that have a chance to instantly kill enemies, presumably by cutting off their heads. Since you didn't give that ability to the sword in question, you should probably change the name.
Various "+N" armor pieces: the number should consistently refer to how much better the AC is than the "base" version of that armor. In the following list of discrepancies, I'm assuming the stat description is correct.
- Bulwark of Egons +3: should be +2, since it's a shield with +3 AC.
- Dragonscale Aegis +4: should be +3, since it's a shield with +4 AC.
- The Night's Embrace +6: Should be +7 if it's based on leather armor, or +5 if it's based on hide armor.
Melodius Bard Hat: The standard English spelling of that adjective is "Melodious", with a second "o".
- Yep, typo on my part, corrected for next revision.
Trollkiller's Ioun Stone +1: On armor items such as body armor and shields, the "+N" label is used to refer to pieces that give better AC. Using it for a headpiece that doesn't give any AC improvement is weird, and there should probably be something else in its place.
- For this and others of the like you mentioned, below, I have made name changes for the next release.
Sourceror's Cap: The class name is spelled "sorcerer". I've only ever seen a spelling with a "u" in it in a Discworld novel, and that was a deliberate pun by the author.
- This was 100% intentional and a play on words. This is an upgraded version of the "Wizzard" Hat. Since the "Wizz" referred to the speed increase, "Source" refers to the extra spells it grants
Sourceror's Cap +1: See previous two notes.
Raiment of the Lich +4/+5: probably shouldn't have +N labels at all, since no other mage robes do. And they've got the same AC as each other anyway.
Vorpal Dragon Blade: In D&D, "Vorpal" is consistently used to refer to weapons that have a chance to instantly kill enemies, presumably by cutting off their heads. Since you didn't give that ability to the sword in question, you should probably change the name.
- Noted, I've already changed the name for the next revision.
Various "+N" armor pieces: the number should consistently refer to how much better the AC is than the "base" version of that armor. In the following list of discrepancies, I'm assuming the stat description is correct.
- Bulwark of Egons +3: should be +2, since it's a shield with +3 AC.
-oversight, the AC has been corrected for the next update.
- Dragonscale Aegis +4: should be +3, since it's a shield with +4 AC.
-corrected name for next release
- The Night's Embrace +6: Should be +7 if it's based on leather armor, or +5 if it's based on hide armor.
All right, that's a good reason for the "Sourceror". Upgrade one Discworld reference joke into another Discworld reference joke.
But even then, the last vowel should be an "e". Quoting the first page of the Discworld novel "Sourcery":
And then he had an eighth son...
A wizard squared. A source of magic.
A sourcerer.
As for "Wizzard" - well, here's the introduction of the protagonist, a few pages later.
Examine Rincewind, as he peers around the sullen shelves. There are eight levels of wizardry on the Disc; after sixteen years Rincewind has failed to achieve even level one. In fact it is the considered opinion of some of his tutors that he is incapable even of achieving level zero, which most normal people are born at; to put it another way, it has been suggested that when Rincewind dies the average occult ability of the human race will actually go up a fraction.
He is tall and thin and has the scrubby kind of beard that looks like the kind of beard worn by people who weren't cut out by nature to be beard wearers. He is dressed in a dark red robe that has seen better days, possibly better decades. But you can tell he's a wizard, because he's got a pointy hat with a floppy brim. It's got the word "Wizzard" embroidered on it by big silver letters, by someone whose needlework is even worse than their spelling. There's a star on top. It has lost most of its sequins.
The hat doesn't grant speed because of a pun. It grants speed because Rincewind was always best at running away.
All right, that's a good reason for the "Sourceror". Upgrade one Discworld reference joke into another Discworld reference joke.
But even then, the last vowel should be an "e". Quoting the first page of the Discworld novel "Sourcery":
And then he had an eighth son...
A wizard squared. A source of magic.
A sourcerer.
As for "Wizzard" - well, here's the introduction of the protagonist, a few pages later.
Examine Rincewind, as he peers around the sullen shelves. There are eight levels of wizardry on the Disc; after sixteen years Rincewind has failed to achieve even level one. In fact it is the considered opinion of some of his tutors that he is incapable even of achieving level zero, which most normal people are born at; to put it another way, it has been suggested that when Rincewind dies the average occult ability of the human race will actually go up a fraction.
He is tall and thin and has the scrubby kind of beard that looks like the kind of beard worn by people who weren't cut out by nature to be beard wearers. He is dressed in a dark red robe that has seen better days, possibly better decades. But you can tell he's a wizard, because he's got a pointy hat with a floppy brim. It's got the word "Wizzard" embroidered on it by big silver letters, by someone whose needlework is even worse than their spelling. There's a star on top. It has lost most of its sequins.
The hat doesn't grant speed because of a pun. It grants speed because Rincewind was always best at running away.
- I have absolutely zero experience with discworld and know nothing about it, thank you for educating me on the "Wizzard" reference. I will update the spelling of the cap to "Sourcerer" in the next release.
For those who are following this mod, the next update I am working on will include a few new items, a few item revisions, and a few name changes and corrections based on the feedback I have received.
For those who like things as they are: don't fret, this is mostly about filling some gaps and making corrections.
@Daeros_Trollkiller I'm really excited to try this mod on my next playthrough of BG2. I love mods that add new items and crafting/upgrade recipes, and just looking at that spoiler list of items you gave above gives me a massive dopamine hit. By the way, do you have an approximate ETA for the next update? No pressure, I'm just asking so I can plan my playthrough, as having to update the mod install with a big modlist may break things mid-playthrough, so I'd happily wait till your next update comes out.
@Daeros_Trollkiller I'm really excited to try this mod on my next playthrough of BG2. I love mods that add new items and crafting/upgrade recipes, and just looking at that spoiler list of items you gave above gives me a massive dopamine hit. By the way, do you have an approximate ETA for the next update? No pressure, I'm just asking so I can plan my playthrough, as having to update the mod install with a big modlist may break things mid-playthrough, so I'd happily wait till your next update comes out.
I am glad to hear about your interest in my mod!
As I have been working on the next update, the creative juices got flowing as they tend to do when I start working on a mod, and it's turning out to be a larger update than I initially intended. That means while there will be a lot more included in the next update than I initially planned, it is taking a bit longer to do.
For an ETA - 2-4 weeks is the best estimate I can give at the moment. Maybe sooner depending on work, etc...
I'm making pretty good progress on the update, and I thought I would give a bit of a preview:
The upgraded versions of Severance +2 are being changed to something I think bastard sword fans will *really* like.
There will be fifteen (yes, 15) new variants of the upgrades possible for the green dragonscale armor.
For the curious - creating a dialogue that takes 7 different possible components and every possible combination of those components into consideration takes a long damned while
I'm making pretty good progress on the update, and I thought I would give a bit of a preview:
The upgraded versions of Severance +2 are being changed to something I think bastard sword fans will *really* like.
There will be fifteen (yes, 15) new variants of the upgrades possible for the green dragonscale armor.
For the curious - creating a dialogue that takes 7 different possible components and every possible combination of those components into consideration takes a long damned while
Will hold off on my next playthrough so I can try the update. Looking forward to it!
The v1.2 update is coming along. I have completed most of the new items and dialogues for them. Working on some icons, and figuring out where to put a few things. I don't like giving out ETAs, because I never know what kind of issues I may run into, but it's coming together!
I've been hammering away at the next update, and what I had initially planned to be a minor update is ending up being *much* bigger. So, yes, it will take more time, but I think the end result will be worth it.
I've done a much deeper dive into the new things that SoD brought into the game, and as many times as I've played through the campaign, I'm discovering things in the game files that I never actually found in-game.
So, for a high level preview of things to come (all subject to change):
1. More spells - Both new and brought in from SoD.
2. Enhanced audiovisual effects for the new spells in previous releases.
3. More items imported from SoD.
4. A focus on more unique effects and re-play value.
5. New icons.
I've been making steady, if somewhat slower, progress on the 1.3 update. I'ts a pretty ambitious update, which will be apparent for any whom have been following this mod over it's iterations.
Currently, I am working on placement of the additional SoD items I am bringing in, and there are quite a few!. As I've done with previous releases, I always try to place items in places that "fit" where possible. This of course does take more time than just throwing them all on a vendor, but I feel that it adds more to gameplay and feels more natural this way.
@Daeros_Trollkiller
If you haven't already, may we have an option to add all the items to BG2 which are normally import only, like the Claw of Kazgaroth?
@Daeros_Trollkiller
If you haven't already, may we have an option to add all the items to BG2 which are normally import only, like the Claw of Kazgaroth?
Those aren't really the focus of this mod, but I will take it under consideration, keeping in mind several of them are mutually exclusive.
Progress continues on the next update, though at a slower pace than I would like. I'm about done with adding and placing new items. For fun, I've decided to toss in a few IWD items in places that I think make sense.
For the IWD items, I am having to create description images, since they don't have them, which is time consuming, as I am not exactly an artist
From here I move onto creating some new upgrades, spells, and reworking some of upgraded items/spells with new/more unique abilities.
Lastly, I will be moving onto updating/replacing the icons for some of the upgraded items that I wasn't really happy with. I will try to upload one such example as a teaser tonight.
@Daeros_Trollkiller I have a semi-random question about the new update. Will some of the new recipes take advantage of the left over materials? Unless I missed something on my last platrhough, there was no use for the pommel of the equalizer if I went or the second piece of the silver sword after using one of them. Its a minor thing, but it nagged at me to have them sitting in my bag, unused.
@Daeros_Trollkiller I have a semi-random question about the new update. Will some of the new recipes take advantage of the left over materials? Unless I missed something on my last platrhough, there was no use for the pommel of the equalizer if I went or the second piece of the silver sword after using one of them. Its a minor thing, but it nagged at me to have them sitting in my bag, unused.
I've got an idea regarding the equalizer parts, but there are uses for both pieces of the silver sword already:
The silver blade can be used to upgrade the Dragon Blade +3, the silver hilt can be used to upgrade the Tongue of Acid +3 as an alternate path
Progress on the 1.3 update continues, and it's going to be a big one. Certainly more ambitious than the update I set out to do, as once I got to work, the creative juices got flowing again.
In addition to my previous list for this update, I have decided to add in more of the unique items from IWD for more variety and to shore up areas that lack in options. And, to what I am sure will be many folk's liking, I am putting a *much* bigger focus on EE trilogy, both in terms of compatibility, and even item placement. I will be peppering several of the aforementioned IWD items into the BG1/SoD portion of EE trilogy, along with three very neat spells that beamdog *sorta* included in SoD, but needed more fleshing out, IMHO.
If time allows, I will add in the BG1/SoD content of the mod into a separate component that can be installed into a standalone BG1 w/SoD game as well.
Currently, I am working on finishing up item placement, then I will be moving onto upgraded item changes, new recipes, a few new spells, recipe changes, and new icons. Once all that's done, I will do some compatibility testing and finally onto release. It's been a long road, but I think the end result will be well worth it.
I've played some with your mod, it's cool work, I was wondering however, and I understand if you wouldn't do this or if it would entail too much work or if you feel it'd be wronging Beamdog potentially.
I like having more items, and I particularly like some of the stuff you added that isn't SoD related like the ability to upgrade Varscona (which I just have a fondness for because it's often my go to weapon in the first game). I can't say I like Dragonspear itself though or any of Beamdog's added NPCs in BG1 and 2.
So I use Argent77's mod to disable the NPCs, thereby disabling their quests, and a small handful of items are placed in their quests. Would you consider offering alternate placement for someone who plays with the Beamdog content disabled?
Comments
It does? I installed it after EET just fine though? My only issue is I have two tongue of acids lol.
By popular demand, I updated the readme on my mod page with the stats of all the new items. Check the spoiler below for the answer to your question:
Tongue of Acid +4
Equipped abilities: – Immunity to confusion and all psionic attacks Combat abilities: – 15% chance per hit of slowing the target for 3 rounds (Save vs. Spell negates) THAC0: +4 Damage: 1d8+4, 1d3+1 (acid) Damage Type: Slashing Speed Factor: 2 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength Weight: 2
Tongue of Acid +5
Equipped abilities: – Immunity to confusion and all psionic attacks
Combat abilities: – 20% chance per hit of slowing the target for 3 rounds (Save vs. Spell negates) – 10% chance per hit of corrosive burst Damage: 2d3 Acid per round (Save vs. Spell at -4 halves) Special: Blinds targets in area of effect (Save vs. Spell at -4 negates) Duration: 4 rounds Area of Effect: 5-ft. radius
THAC0: +5 Damage: 1d8+5, 1d6+1 (acid) Damage Type: Slashing Speed Factor: 2 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength
Weight: 2
Tongue of Burning Acid +4
Equipped Abilities: – Negative Plane Protection
Combat abilities: – 15% chance per hit of crippling pain on target for 3 rounds Special: -4 AC, -4 THAC0, -6 to dexterity, -1 attacks per round, movement rate slowed by 50% (Save vs. Spell at -2 negates)
THAC0: +4 Damage: 1d8+4, 1d2+1 (acid), 1d2+1 (fire) Damage Type: Slashing Speed Factor: 2 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength
Weight: 2
Tongue of Burning Acid +5
Equipped Abilities: – Negative Plane Protection
Charge Abilities: – Caustic Fog once per day Damage: 2d4 (acid) per round (No Save) Special: Movement rate slowed by 50% for one round (No Save) Chance per round of -2 penalty to dexterity, -2 penalty to strength, and unconcious for one round (Save vs. Spell at -2 negates) Special: No effect on unbreathing creatures Range: 40 ft. Area of Effect: 12-ft. radius Duration: 1 turn
Combat abilities: – 20% chance per hit of crippling pain on target for 3 rounds Special: -4 AC, -4 THAC0, -6 to dexterity, -1 attacks per round, movement rate slowed by 50% (Save vs. Spell at -2 negates)
THAC0: +5 Damage: 1d8+5, 1d3+1 (acid), 1d3+1 (fire) Damage Type: Slashing Speed Factor: 2 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength
Weight: 2
Quicksilver Sabatons
Equipped abilities: – Saving Throws +1 – Move Silently: +50% – Immunity to Grease, Entangle, Web, Stun, and Slow
Charge abilities: – Shadowstep once per day Move for seven seconds while others are frozen in time, may not attack or cast spells while in the Shadow Plane
Weight: 1
Crown of Truths Equipped abilities: – Can memorize 2 extra 3rd-level, 1 extra 4th-level, and 1 extra 5th-level wizard spell – Lore: +30
Weight: 1
Horned Helm of Dumathoin
Equipped abilities: – Armor Class +1 – Physical Damage Resistance: +10% – Constitution: +2 – Protects against critical hits
Weight: 1
Archer's Eagle Eyes
Equipped abilities: – Chance to score a critical hit: +10% (ranged attacks only) – Dexterity: +1 (+2 for Archers)
Charge abilities: – Wizard Eye twice per day Special: Creates an invisible eye that can see with normal vision in brightly lit areas, user is subject to gaze attacks Range: 60 ft.
Weight: 1
Belt of the Blademaster
Equipped abilities: – Slashing Damage: +20% bonus – THAC0: +2 bonus with the off hand (Fighters, Rangers, Paladins, Swashbucklers, and Blades only)
Weight: 2
Biter +3
Combat abilities: – 15% chance per hit of penalizing the target's Armor Class by 1 for 1 turn (Save vs. Breath negates) – Returns to the wielder's hand when thrown
THAC0: +3 Damage: 1d3+3 (missile), +2 acid Speed Factor: 0 Proficiency Type: Dart Type: One-handed
Weight: 0
Vampiric Voidsword +5
Equipped abilities: – Strength: -1
Combat abilities: – The target suffers -1 to Strength for 5 rounds per hit (minimum 1 Strength; Save vs. Spell negates) – Does no damage to the undead – Bonuses to hit and damage based on strength do not apply to this weapon – 30% chance on hit of 2d3 damage (magic) and -1 to Strength for 5 rounds to enemies in 15' radius(No Save), weilder is healed for amount of damage done.
THAC0: +5 Damage: 1d8+5 (magic) Speed Factor: 2 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength
Weight: 2
Vampiric Voidhammer +5
Equipped abilities: – Strength: -1
Combat abilities: – The target suffers -1 to Strength for 5 rounds per hit (minimum 1 Strength; Save vs. Spell negates) – Does no damage to the undead – Bonuses to hit and damage based on strength do not apply to this weapon – 30% chance on hit of 2d3 damage (magic) and -1 to Strength for 5 rounds to enemies in 15' radius(No Save), weilder is healed for amount of damage done.
THAC0: +5 Damage: 1d8+5 (magic) Speed Factor: 2 Proficiency Type: Long Sword Type: One-handed Requires: 9 Strength
Weight: 4
Melodius Bard Hat
Equipped abilities:
– Intelligence: +1 – Armor Class: +1 – Saving Throws: +1 – Immunity to silence and deafness – Bard song effects linger on for 2 additional rounds after the bard stops singing
Weight: 0
Robe of Roaring Flames
Equipped abilities: – Armor Class: 5 – Magic Resistance: 10% – Improves casting speed by 3 – Fire Resistance: +30% – All fire damage inflicted by the wearer is increased by 10%
Weight: 4
Mirrored Buckler of the Fist +2
Equipped abilities: – Armor Class: +3 – No protection against missile and piercing attacks – Immunity to Hold Person – Immunity to Gaze attacks – Reflects missiles back at their user
Requires: 4 Strength
Weight: 1
Sundermaul +5
Equipped abilities – Immunity to fear
Charge Abilities: – Earthquake once per day First tremor: 6d6 crushing damage in area of effect, victims fall to ground for 4 rounds (Save vs. Spell at -6 negates, halves damage) Second tremor: 3d6 crushing damage in area of effect (Save vs. Spell at -2 negates, halves damage) Third tremor: 2d6 crushing damage in area of effect (Save vs. Spell halves damage) 2% chance that an earth elemental will appear and attack Range: 40 ft. Area of Effect: 30 ft. radius
Combat abilities: – 20% chance per hit of inflicting a -1 penalty to Armor Class for 1 turn (Save vs. Spell negates)
THAC0: +5 Damage: 1d4+6 (crushing) +1d3 (crushing) Speed Factor: 1 Proficiency Type: War Hammer Type: One-handed Requires: 9 Strength
Weight: 4
The Scorched Earth +3
Combat abilities: – 10% chance per hit of immolating the target in flames, causing 1d6 fire damage per round (Save vs Spell at -2 to avoid). Creatures within 5 ft. of immolated target take 1d4 fire damage, and can be immolated by the damage. (Save vs. Spell negates)
STATISTICS:
THAC0: +3, +4 vs. cold-using, and regenerating creatures, +5 vs. undead Damage: 1d8+3, 1d3+1 fire damage, +4 vs. cold-using and regenerating creatures, +5 vs. undead Damage type: Slashing Speed Factor: 4 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength
Weight: 4
The Scorched Earth +5
Combat abilities: – 25% chance per hit of immolating the target in flames, causing 1d6 fire damage per round (Save vs Spell at -2 to avoid). Creatures within 5 ft. of immolated target take 1d4 fire damage, and can be immolated by the damage. (Save vs. Spell negates)
THAC0: +5, +6 vs. cold-using, regenerating creatures, and vs. undead Damage: 1d8+5, 1d6+1 fire damage, +6 vs. cold-using, regenerating creatures, and vs. undead Damage type: Slashing Speed Factor: 4 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength
Weight: 4
Star-Strewn Boots of Antimagic
Equipped abilities: – Magic Resistance: +10%, +20% (Wizard Slayers)
Charge Abilities: – Minor Antimagic Shell Dispels all magical effects on user and prevents further spells from affecting user for 5 rounds. Disables Wizard and Priest spells for the duration of the effect.
Weight: 4
Verdant Crimson Dragon Plate
Equipped abilities: – Immunity to poison – Fire Resistance +50%
Charge abilities: – Produce Fire twice per day Damage: 1d4+20 fire to all creatures in area of effect once per round Range: 40 ft. Radius: 4 ft.
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Verdant Shadow Dragonscale
Equipped abilities: – Immunity to poison – Acid Resistance +50%
Charge abilities: – Vitriolic Sphere twice per day Damage: 10d4 acid, 8d4(2nd round), 6d4(3rd round), 4d4(4th round, Save vs. Spell after each round after the first to avoid) + 4d4 acid (5 ft. radius, Save vs. Polymorph to avoid) Radius: 5 ft. Range: 30 ft.
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Chromatic Crimson Dragon Plate (Blue Scales)
Equipped abilities: – Immunity to poison – Fire Resistance +50% – Electrical Resistance +50% – Physical Damage Resistance: +5%
Charge abilities: – Thunder Thrust once per day Damage: 12d8 electrical (Save vs. Spell for half), 4d8 electrical ( 5ft. radius Save vs. Spell for half) Special: knocks target back and unconscious for one round Range: 80 ft. – Produce Fire once per day Damage: 1d4+20 fire to all creatures in area of effect once per round Range: 40 ft. Radius: 4 ft.
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Chromatic Crimson Dragon Plate (Shadow Scales)
Equipped abilities: – Immunity to poison – Fire Resistance +50% – Acid Resistance +50% – Physical Damage Resistance: +5%
Charge abilities: – Produce Fire once per day Damage: 1d4+20 fire to all creatures in area of effect once per round Range: 40 ft. Radius: 4 ft. – Vitriolic Sphere once per day Damage: 10d4 acid, 8d4(2nd round), 6d4(3rd round), 4d4(4th round, Save vs. Spell after each round after the first to avoid) + 4d4 acid (5 ft. radius, Save vs. Polymorph to avoid) Radius: 5 ft. Range: 30 ft.
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Chromatic Crimson Dragon Plate (White Scales)
Equipped abilities: – Immunity to poison – Fire Resistance +50% – Cold Resistance +50% – Physical Damage Resistance: +5%
Charge abilities: – Cone of Cold once per day Damage: 10d4+10 cold (Save vs. Spell for half) Range: 8 ft. Area of Effect: 25-ft. cone with 90-deg. arc – Produce Fire once per day Damage: 1d4+20 fire to all creatures in area of effect once per round Range: 40 ft. Radius: 4 ft.
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Chromatic Crimson Dragon Plate (Silver Scales)
Equipped abilities: – Immunity to poison – Fire Resistance: +50% – Magic Resistance: +10% – Charisma: -2
Charge abilities: – Writhing Fog once per day 1d6+1 cold damage per round, 25% chance of being slowed for 1 round (save vs. death negates) Range: 30 ft. Area of Effect: 15 ft. radius – Produce Fire once per day Damage: 1d4+20 fire to all creatures in area of effect once per round Range: 40 ft. Radius: 4 ft.
Combat abilities: – Heals wearer 2 Hit Points each time damage is taken
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Chromatic Shadow Dragonscale (Blue Scales)
Equipped abilities: – Immunity to poison – Acid Resistance +50% – Electrical Resistance +50% – Physical Damage Resistance: +5%
Charge abilities: – Thunder Thrust once per day Damage: 12d8 electrical (Save vs. Spell for half), 4d8 electrical ( 5ft. radius Save vs. Spell for half) Special: knocks target back and unconscious for one round Range: 80 ft.
– Vitriolic Sphere once per day Damage: 10d4 acid, 8d4(2nd round), 6d4(3rd round), 4d4(4th round, Save vs. Spell after each round after the first to avoid) + 4d4 acid (5 ft. radius, Save vs. Polymorph to avoid) Radius: 5 ft. Range: 30 ft.
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Chromatic Shadow Dragonscale (Red Scales)
Equipped abilities: – Immunity to poison – Acid Resistance +50% – Fire Resistance +50% – Physical Damage Resistance: +5%
Charge abilities: – Produce Fire once per day Damage: 1d4+20 fire to all creatures in area of effect once per round Range: 40 ft. Radius: 4 ft. – Vitriolic Sphere once per day Damage: 10d4 acid, 8d4(2nd round), 6d4(3rd round), 4d4(4th round, Save vs. Spell after each round after the first to avoid) + 4d4 acid (5 ft. radius, Save vs. Polymorph to avoid) Radius: 5 ft. Range: 30 ft.
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Chromatic Shadow Dragonscale (White Scales)
Equipped abilities: – Immunity to poison – Acid Resistance +50% – Cold Resistance +50% – Physical Damage Resistance: +5%
Charge abilities: – Cone of Cold once per day Damage: 10d4+10 cold (Save vs. Spell for half) Range: 8 ft. Area of Effect: 18-ft. cone with 90-deg. arc – Vitriolic Sphere once per day Damage: 10d4 acid, 8d4(2nd round), 6d4(3rd round), 4d4(4th round, Save vs. Spell after each round after the first to avoid) + 4d4 acid (5 ft. radius, Save vs. Polymorph to avoid) Radius: 5 ft. Range: 30 ft.
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Chromatic Shadow Dragonscale (Silver Scales)
Equipped abilities: – Immunity to poison – Acid Resistance +50% – Magic Resistance: +10% – Charisma: -2
Charge abilities: – Writhing Fog once per day 1d6+1 cold damage per round, 25% chance of being slowed for 1 round (save vs. death negates) Range: 30 ft. Area of Effect: 15 ft. radius – Vitriolic Sphere once per day Damage: 10d4 acid, 8d4(2nd round), 6d4(3rd round), 4d4(4th round, Save vs. Spell after each round after the first to avoid) + 4d4 acid (5 ft. radius, Save vs. Polymorph to avoid) Radius: 5 ft. Range: 30 ft.
Combat abilities: – Heals wearer 2 Hit Points each time damage is taken
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Stalker's Gauntlets of Blinding Strike
Equipped abilities: – Extra 1/2 attack per round (Thieves, rangers only) – Dexterity: +1 – Hide in Shadows: +30%
– Backstab Multiplier: +1 (Stalkers, thieves only)
Weight: 2
Cloverleaf +1 Equipped abilities: – Luck
Charge abilities: – Luck once per day on all party members. Duration: 2 turns
Weight: 2
The Uncursed Staff of Antipode
Equipped abilities: – Strength: 18
Charge Abilities: – Frost-Fire ball of Antipode Damage: 10d5 fire or 10d5 cold (Save vs. Spell for half) Range: 90 ft. Area of Effect: 15-ft. radius
THAC0: -2 Damage: 1d6-2 (crushing), +2d3 (fire) or +2d3 (cold) Speed Factor: 3 Proficiency Type: Quarterstaff Type: Two-handed Requires: 5 Strength
Weight: 4
Nasty Backwhacker +4
Combat abilities: – Renders the target unconscious for 2 rounds when a backstab is performed (Save vs. Death negates)
THAC0: +4 Damage: 1d6+4 (crushing), slivers add 2 points piercing damage each round for 4 rounds, +5 poison (Save vs. Poison negates) Speed Factor: 2 Proficiency Type: Club Type: One-handed Requires: 5 Strength
Weight: 3
Bow of the Wailing Banshee +4
Combat abilities: – 20% chance per hit of releasing a banshee's scream on impact, dealing 4d4 magic damage and deafening affected enemies in a 15ft. radius (Save vs. Spell negates deafness and halves damage)
THAC0: +5 Damage: +4 Speed Factor: 5 Proficiency Type: Longbow Type: Two-handed Requires: 6 Strength
Weight: 3
Adventurer's Nimble Gloves of Guarding
Equipped abilities: – Armor Class: 3 – THAC0 +2 with missile weapons – Dexterity: +2 – Pick Pockets: +45% – Set Traps: +25%
Weight: 2
Quiver of Void-Tipped Arrows +3
Equipped abilities: – Unlimited Void-Tipped Arrows +3
Weight: 0
Bag of Darkness +3
Equipped abilities: – Unlimited Bullets of Darkness +3
Weight: 0
Illusory Cloak of Arcana
Equipped abilities:
– Can memorize two extra 2nd-level wizard spells, and one extra 4th-level wizard spell – Caster Level: +2 (Mages, Sorcerers, and Bards) – Lore: +20 – Armor Class: +4 vs. missile attacks – Save vs. Death: +2 – Save vs. Breath: +2 – Save vs. Wand: +2
Weight: 3
Element's Fury +3
Combat abilities: – Returns to the weilder's hand when thrown – Deals an extra 1d4 cold damage to fire elementals – Deals an extra 1d4 fire damage to water elementals – Deals an extra 1d4 acid damage to earth elementals – Deals an extra 1d4 electrical damage to air elementals
THAC0: +3 Damage: 1d4+3, +1 fire, cold, electrical, or acid damage (random) Damage type: Piercing Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength
Weight: 1
Element's Fury +4
Combat abilities: – Returns to the weilder's hand when thrown – Deals an extra 1d4 cold damage to fire elementals – Deals an extra 1d4 fire damage to water elementals – Deals an extra 1d4 acid damage to earth elementals – Deals an extra 1d4 electrical damage to air elementals – 10% chance of Snilloc's Snowball Swarm centered on target Damage: 4d3 cold (Save vs. Spell for half) Area of Effect: 15-ft. radius
THAC0: +4 Damage: 1d4+4, +1d3 fire, cold, electrical, or acid damage (random) Damage type: Piercing Speed Factor: 0 Proficiency Type: Dagger Type: One-handed Requires: 3 Strength
Weight: 1
Maelstrom Axe +3
Combat abilities: – Returns to weilder's hand when thrown – 15% chance per hit of stunning the target for 1 round (Save vs. Spell negates) – Slays fire elementals, efreet, and salamanders
THAC0: +3 Damage: 1d6+3, +1d3 (electrical) or +1d3 (cold) Damage type (melee): Slashing Damage type (thrown): Missile Speed Factor: 1 Proficiency Type: Axe Type: Two-handed Requires: 4 Strength
Weight: 2
Maelstrom Pike +4
Combat abilities: – 15% chance per hit of stunning the target for 1 round (Save vs. Spell negates) – Slays fire elementals, efreet, and salamanders
THAC0: +4 Damage: 1d10+4 (slashing or piercing, whichever is better), +1d4 (cold) or +1d4 (electrical) Speed Factor: 7 Proficiency Type: Halberd Type: Two-handed Requires: 11 Strength
Weight: 12
Maelstrom Axe +4
Combat abilities: – Returns to weilder's hand when thrown – 15% chance per hit of stunning the target for 1 round (Save vs. Spell negates) – Slays fire elementals, efreet, and salamanders – 10% chance per hit of cloudburst centered on target 2d3 magic damage to cold and fire dwelling creatures. 50% chance of 2d6 electrial damage per round (Save vs. Spell for half) Cancels flame blade, shroud of flame, and salamnder auras Area of effect: 17ft. radius
THAC0: +4 Damage: 1d6+4, 1d3+1 (electrical) or 1d3+1 (cold) Damage type (melee): Slashing or Crushing, whichever is better Damage type (thrown): Slashing or Crushing, whichever is better Speed Factor: 1 Proficiency Type: Axe Type: Two-handed Requires: 4 Strength
Weight: 2
Maelstrom Pike +5
Combat abilities: – 15% chance per hit of stunning the target for 1 round (Save vs. Spell negates) – Slays fire elementals, efreet, and salamanders – 10% chance per hit of smashing wave 2d10 crushing damage, 25% chance of stun, 5% chance of being knocked unconcious (Save vs. Breath for half, avoids stun and sleep)
THAC0: +5 Damage: 1d10+5 (crushing or piercing, whichever is better), +1d8 (cold) or +1d8 (electrical) Speed Factor: 7 Proficiency Type: Halberd Type: Two-handed Requires: 11 Strength
Weight: 12
Trollkiller's Ioun Stone
Equipped abilities: – Protects against all forms of panic and boosts morale – THAC0: +2 – +2 damage vs. trolls – Hit Points +10% – Regenerate 1 Hit Point per round
Charge Abilities: – Aura of Minor Trollish Regeneration once per day Special: Regenerate 1 Hit Point per round Duration: 2 turns Area of Effect: Party
Weight: 0
Trollkiller's Ioun Stone +1
Equipped abilities: – Protects against all forms of panic and boosts morale – THAC0: +2, +4 vs. trolls – +2 damage vs. trolls – Hit Points +20% – Regenerate 2 Hit Points per round
Charge Abilities: – Aura of Trollish Regeneration once per day Special: Regenerate 2 Hit Points per round Duration: 3 turns Area of Effect: Party
Weight: 0
Bulwark of Egons +3
Equipped abilities: – Armor Class: +3, +4 vs. missile attacks – Magical Resistance: 10% – Turn Undead Level: +2 – Negative plane protection
Requires: 12 Strength
Weight: 6
Vexation +5
Combat abilities: – Inflicts 4 points of bleeding damage per hit (two points per round) – 20% chance of insect swarm on target 3 points of piercing damage per round for 7 rounds, -2 THAC0, -2 AC, 50% chance of spell failure (Save vs. Breath at -4 negates) – Drains 2 points of Strength from the target and transfers them to the wielder for 5 rounds when a successful backstab is performed (non-cumulative) – Blinds target on successful backstab (no save)
STATISTICS:
THAC0: +5 Damage: 1d6+5 (piercing) Speed Factor: 1 Proficiency Type: Short Sword Type: One-handed Requires: 4 Strength
Weight: 2
Bulwark of Egons +4
Equipped abilities: – Armor Class: +5, +6 vs. missile attacks – Magical Resistance: 10% – Turn Undead Level: +3 – Negative plane protection – Permanent Minor Boon of Lathander: +1 to hit and damage, +1 to saving throws, extra 1/2 attack per round
Requires: 12 Strength
Weight: 6
Astral Crossbow +4
Combat abilities: – On a critical hit, +4d4 damage (magic), target is knocked back and unconscious for 2 rounds (no save)
THAC0: +4, +6 vs. evil creatures Damage: +4 (missile), +6 vs. evil creatures Speed Factor: 3 Proficiency Type: Crossbow Type: Two-handed Requires: 8 Strength
Weight: 5
Shadowed Spear of the Tempest +4
Equipped abilities: – Armor Class: +2
Combat abilities: – 20% chance per hit to teleport to a random enemy and receive a +4 THAC0 bonus for 1 round – 5% chance per hit to teleport to a random enemy and become ethereal for 1 round
Charge abilities: – Etherealness Special: Wearer is immune to normal weapons. Spells may still be cast, and weapons may still be used. Duration: 1 round – Wind Slash Damage: 1d6+4 (slashing, strength bonus to hit and damage does not apply) Range: 20ft.
THAC0: +4 Damage: 1d6+4 (piercing) Speed Factor: 4 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength
Weight: 3
Shadowed Spear of the Tempest +6
Equipped abilities: – Armor Class: +2
Combat abilities: – 20% chance per hit to teleport to a random enemy and receive a +4 THAC0 bonus for 1 round – 5% chance per hit to teleport to a random enemy and become ethereal for 1 round – Whirlwind on critical hit Damage: 1d8 (slashing), 1d8 (crushing), stunned for 2 rounds (Save vs. Breath negates), creatures of 2 or fewer hit dice are instantly slain, elementals and huge creatures unaffected Range: Special Area of Effect: Special
Charge abilities: – Etherealness Special: Wearer is immune to normal weapons. Spells may still be cast, and weapons may still be used. Duration: 1 round – Wind Slash Damage: 1d6+6 (slashing, strength bonus to hit and damage does not apply) Range: 20ft.
THAC0: +6 Damage: 1d6+6 (piercing) Speed Factor: 4 Proficiency Type: Spear Type: Two-handed Requires: 5 Strength
Weight: 3
Carmine Viridian Dragon Plate
Equipped abilities: – Immunity to poison, disease, blindness, deafness – Fire Resistance +50% – Missile Damage Resistance: +10% – Piercing Damage Resistance: +10%
Charge abilities: – Produce Fire once per day Damage: 1d4+20 fire to all creatures in area of effect once per round Range: 40 ft. Radius: 4 ft. – Poison Weapon once per day Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at +2 penalty negates), and also immediately suffers 6 poison damage (no save)
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Umbral Viridian Dragonscale
Equipped abilities: – Immunity to poison, disease, blindness, deafness – Acid Resistance +50% – Slashing Damage Resistance: +10% – Crushing Damage Resistance: +10%
Charge abilities: – Vitriolic Sphere once per day Damage: 10d4 acid, 8d4(2nd round), 6d4(3rd round), 4d4(4th round, Save vs. Spell after each round after the first to avoid) + 4d4 acid (5 ft. radius, Save vs. Polymorph to avoid) Radius: 5 ft. Range: 30 ft. – Poison Weapon once per day Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at +2 penalty negates), and also immediately suffers 6 poison damage (no save)
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Green Dragonscale +4
Equipped abilities: – Immunity to poison
Charge abilities: – Neutralize Poison twice per day Special: Heals 10 Hit Points and cures poison,
disease, deafness, and blindness Range: 10 ft. Area of Effect: 1 creature
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 7
Vorpal Dragon Blade +4
Equipped abilities: – Slashing Damage: +10% bonus – Chance to score a critical hit: +10% (this weapon only) – While enraged, the chance to score a critical hit is increased by 10% (Berserkers, Barbarians and Rashemi warriors only)
Combat abilities: – Deals an extra 2d4 points of cold damage and slows the target for 1 round (no save) on a critical hit
THAC0: +4 Damage: 1d10+4, +1d3 cold Damage Type: Slashing Speed Factor: 7 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength
Weight: 9
Vorpal Dragon Blade +5
Equipped abilities: – Slashing Damage: +10% bonus – Chance to score a critical hit: +15% (this weapon only) – While enraged, the chance to score a critical hit is increased by 10% (Berserkers, Barbarians and Rashemi warriors only)
Combat abilities: – On critical hit, deals an extra 5d6 points of cold damage (Save vs. Spell for half) and stuns target for 1 round (no save) – On critical hit, 1d8 cold damage and slows creatures for 1 round in 7ft. radius (Save vs. Spell for half, negates slow)
THAC0: +5 Damage: 1d10+5, +2d3 cold Damage Type: Slashing Speed Factor: 7 Proficiency Type: Two-handed Sword Type: Two-handed Requires: 14 Strength
Weight: 9
Dragonscale Aegis +4
Equipped abilities: – Armor Class: +4 – Save vs. Death: +3 – Physical Damage Resistance: +15%
Requires: 8 Strength
Weight: 5
The Night's Embrace +6
Equipped abilities: – If the wearer is rendered helpless (e.g. by a Hold Person spell), <PRO_HESHE> becomes invisible for 1 turn – If the wearer recieves damage from any source, there is a 25% chance <PRO_HESHE> becomes invisible for 1 turn – Hide In Shadows: +30% – Slashing Damage Resistance: +10% – Crushing Damage Resistance: +10%
Armor Class: 1 (3 vs. piercing and missile) Requires: 3 Strength
Weight: 5
Wicked Jester's Bracers
Equipped abilities: – Armor Class: 2 – Charisma: -4 (+4 for Jesters) – May only be removed with a Remove Curse spell
Charge abilities: – Cacophony of Chaos twice per day Special: All enemies within the area of effect must make a Saving Throw vs. Spell at -4 every round that they remain in the area of effect. If the Saving Throw is failed, one of the following random effects occurs: – target is polymorphed into a squirrel – target is confused – target is paralyzed – target is deafened – target is blinded – target is panicked – target is rendered unconscious – target is silenced Range: 40 ft. Duration: 1 turn Area of Effect: 15-ft. radius
– Knife Trick twice per day Special: A dagger is thrown and once it reaches its target, it shatters, sending shards flying into enemies in a 15-ft. radius. Enemies must Save vs. Death at -4 or be affected by: –3d7 damage (piercing) (No Save) –target is intoxicated for one turn –target is blinded for one turn –target is poisoned for one damage per second for 24 seconds
Weight: 2
Holy Ring of Purity
Equipped abilities: – Armor Class: +2 vs. evil creatures – Magic Resistance: +10% – Hit Points: +20 – Chant
Charge abilities: – Mass Exaltation once per day – Mass Cure once per day
Weight: 0
Dervish Crescent of Speed +3
Equipped abilities: – Movement Speed: +1
Combat abilities: – 15% chance per kill that the wielder will be affected by Fireshield (Red) – 1 extra attack per round
THAC0: +3 Damage: 1d8+3, +1d3 fire Damage Type: Slashing Speed Factor: 3 Proficiency Type: Scimitar/Wakizashi/Ninjatō Type: One-handed Requires: 10 Strength
Varscona +3
Combat abilities: – 10% chance of icy thorns ensnaring the victim for one round and 1d8 cold damage(Save vs. spell at -4 to avoid snare and halves damage)
THAC0: +3 Damage: 1d8+3, 1d3+1 cold damage Damage type: Slashing Speed Factor: 3 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength
Weight: 3
Varscona +5
Combat abilities: – 15% chance of icy thorns ensnaring the victim for one round and 1d8 cold damage(Save vs. spell at -4 to avoid snare and halves damage)
Charge abilities: – Ice Spikes once per day Damage: 2d4 Cold per round (Save vs. Spell at -2 halves) Special: Slows target for one round (Save vs. Spell at -2 negates) Duration: 6 rounds Range: 30 ft. Radius: 8 ft.
THAC0: +5 Damage: 1d8+5, +2d3 cold damage Damage type: Slashing Speed Factor: 3 Proficiency Type: Long Sword Type: One-handed Requires: 6 Strength
Weight: 3
Stonefire +5
Equipped abilities: – Cold Resistance +40%
Combat abilities: – 15% Chance on hit of Magma Burst Damage: 3d4 Fire per round (Save vs. Spell at -2 halves) Special: Puts target into a panic state Duration: 6 rounds (Save vs. Spell at -2 each round negates ongoing effects and damage) Area of Effect: 5-ft. radius
THAC0: +5 Damage: 1d8+5, +2d3 fire damage Damage type: Slashing Speed Factor: 4 Proficiency Type: Axe Type: One-handed Requires: 10 Strength
Weight: 7
Sourceror's Cap
Equipped abilities: – Hit Points: +10 – Casting Speed: +2 – Spell memorization reduced by 1 for levels 1-4 – May memorize two extra level 5 and level 6 spells
Weight: 0
Sourceror's Cap +1
Equipped abilities: – Hit Points: +10 – Casting Speed: +2 – Spell memorization reduced by 1 for levels 1-4 – May memorize two extra level 5 and level 6 spells – May memorize one extra level 7 and level 8 spell
Weight: 0
Raiment of the Lich +4
Equipped abilities: – Armor Class: 3 – Improves casting speed by 2 – Magic Resistance: +15% – All magic and cold damage inflicted by the wearer is increased by 15% – Charisma: -4
Combat abilities: – Lich's Grasp: Any opponent within 6 ft. that successfully hits the wearer suffers 3d2 magic damage, healing the wearer for the amount done (No Save), attacker must also Save vs. Death or be paralyzed for one round.
Weight: 5
Raiment of the Lich +5
Equipped abilities: – Armor Class: 3 – Improves casting speed by 3 – Magic Resistance: +15% – All magic and cold damage inflicted by the wearer is increased by 20% – Saving Throws: +1 – Charisma: -4
Combat abilities: – Lich's Grasp: Any opponent within 6 ft. that successfully hits the wearer suffers 3d2 magic damage, healing the wearer for the amount done (No Save), attacker must also Save vs. Death or be paralyzed for one round.
Weight: 5
Crimson Dawn +3
Equipped abilities: – Critical Hit Chance: +5% (with this weapon only)
Combat abilities: – 15% chance per kill of hasting the wielder for 3 rounds
THAC0: +3 Damage: 1d10+3 (slashing) +1d3 (fire) Speed Factor: 2 Proficiency Type: Katana Type: One-handed Requires: 6 Strength
Weight: 4
Severance +3
Equipped abilities: – Hit Points: +10
Combat abilities: – 20% chance per hit of draining 1d4 Hit Points from the target and transferring them to the wielder. This will not heal beyond the wielder's maximum.
THAC0: +3 Damage: 2d4+3 (slashing) Speed Factor: 6 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength
Weight: 7
Crimson Dawn +5
Equipped abilities: – Critical Hit Chance: +10% (with this weapon only)
Combat abilities: – 20% chance per kill of hasting the wielder for 3 rounds
THAC0: +5 Damage: 1d10+5 (slashing) 1d4+1 (fire) Speed Factor: 2 Proficiency Type: Katana Type: One-handed Requires: 6 Strength
Weight: 4
Severance +5
Equipped abilities: – Hit Points: +15
Combat abilities: – 25% chance per hit of draining 1d4 Hit Points from the target and transferring them to the wielder. This will not heal beyond the wielder's maximum.
THAC0: +5 Damage: 2d4+5 (slashing) Speed Factor: 6 Proficiency Type: Bastard Sword Type: One-handed Requires: 11 Strength
Weight: 7
New spells that can be created by Cromwell and Cespenar
Conjure Death
1st – 14th: a 7 HD burning skeleton weilding a +1 melee or ranged weapon and +1 shield or buckler. 10% chance that two burning skeletons, or a 9 HD Drowned in Blood will be summoned instead.
15th – 17th: a 9 HD burning skeleton weilding a +2 melee or ranged weapon and +2 shield or buckler. 10% chance that two burning skeletons, or a 11 HD Drowned in Blood will be summoned instead.
18th and up: an 11 HD burning skeleton weilding a +3 melee or ranged weapon and +3 shield or buckler. 10% chance that two burning skeletons, or a 13 HD Drowned in Blood will be summoned instead.
Trollkiller's Fireball
1d6 points of damage for each level of the spellcaster (up to a maximum of 16d6) in a 15-ft. radius Chance of 1d4 additional fire dmg per round, and panic if save is failed
Thunder Thrust
12d8 points of electrical damage, plus an additional 1d8 points per level of the caster, up to a maximum of 21d8 4d8 of electrical damage, plus 1d8 per two levels up to a maximum of 8d8 to creatures in a 7-ft. radius Creatures knocked back and unconcious if save is failed
Corrosion
1d10 of acid damage per round in area of effect, 15-ft radius, up to a maximum of 1d10+5 15% physical damage resistance penalty for 3 rounds if save is failed, up to a maximum of 20%
Hoar of Frost
1d5+1 of cold damage per level, up to a maximum of 20d5+20 in a 90-degree arc Affected creatures slowed for 3 rounds if save is failed
That's news to me. Other folks using EET reported that my mod had to be installed first. I admittedly haven't done anything with EET. I checked into it, but it just seems like it's all over the place and disjointed, especially in terms of installation. That was awhile back though, so maybe it's improved since I last checked.
Trollkiller's Ioun Stone +1: On armor items such as body armor and shields, the "+N" label is used to refer to pieces that give better AC. Using it for a headpiece that doesn't give any AC improvement is weird, and there should probably be something else in its place.
Sourceror's Cap: The class name is spelled "sorcerer". I've only ever seen a spelling with a "u" in it in a Discworld novel, and that was a deliberate pun by the author.
Sourceror's Cap +1: See previous two notes.
Raiment of the Lich +4/+5: probably shouldn't have +N labels at all, since no other mage robes do. And they've got the same AC as each other anyway.
Vorpal Dragon Blade: In D&D, "Vorpal" is consistently used to refer to weapons that have a chance to instantly kill enemies, presumably by cutting off their heads. Since you didn't give that ability to the sword in question, you should probably change the name.
Various "+N" armor pieces: the number should consistently refer to how much better the AC is than the "base" version of that armor. In the following list of discrepancies, I'm assuming the stat description is correct.
- Bulwark of Egons +3: should be +2, since it's a shield with +3 AC.
- Dragonscale Aegis +4: should be +3, since it's a shield with +4 AC.
- The Night's Embrace +6: Should be +7 if it's based on leather armor, or +5 if it's based on hide armor.
-corrected name for next release
But even then, the last vowel should be an "e". Quoting the first page of the Discworld novel "Sourcery":
As for "Wizzard" - well, here's the introduction of the protagonist, a few pages later.
The hat doesn't grant speed because of a pun. It grants speed because Rincewind was always best at running away.
For those who like things as they are: don't fret, this is mostly about filling some gaps and making corrections.
I am glad to hear about your interest in my mod!
As I have been working on the next update, the creative juices got flowing as they tend to do when I start working on a mod, and it's turning out to be a larger update than I initially intended. That means while there will be a lot more included in the next update than I initially planned, it is taking a bit longer to do.
For an ETA - 2-4 weeks is the best estimate I can give at the moment. Maybe sooner depending on work, etc...
The upgraded versions of Severance +2 are being changed to something I think bastard sword fans will *really* like.
There will be fifteen (yes, 15) new variants of the upgrades possible for the green dragonscale armor.
For the curious - creating a dialogue that takes 7 different possible components and every possible combination of those components into consideration takes a long damned while
Will hold off on my next playthrough so I can try the update. Looking forward to it!
Stay tuned!
I've done a much deeper dive into the new things that SoD brought into the game, and as many times as I've played through the campaign, I'm discovering things in the game files that I never actually found in-game.
So, for a high level preview of things to come (all subject to change):
1. More spells - Both new and brought in from SoD.
2. Enhanced audiovisual effects for the new spells in previous releases.
3. More items imported from SoD.
4. A focus on more unique effects and re-play value.
5. New icons.
Currently, I am working on placement of the additional SoD items I am bringing in, and there are quite a few!. As I've done with previous releases, I always try to place items in places that "fit" where possible. This of course does take more time than just throwing them all on a vendor, but I feel that it adds more to gameplay and feels more natural this way.
If you haven't already, may we have an option to add all the items to BG2 which are normally import only, like the Claw of Kazgaroth?
Those aren't really the focus of this mod, but I will take it under consideration, keeping in mind several of them are mutually exclusive.
For the IWD items, I am having to create description images, since they don't have them, which is time consuming, as I am not exactly an artist
From here I move onto creating some new upgrades, spells, and reworking some of upgraded items/spells with new/more unique abilities.
Lastly, I will be moving onto updating/replacing the icons for some of the upgraded items that I wasn't really happy with. I will try to upload one such example as a teaser tonight.
Thank you and stay tuned!
I too am eager for your next polished release!
The thing about art is that it's difficult for someone else to create *your* vision. I'll get there, patience
A little later than promised, but here is an example of one of the new icons. Those familiar with this mod can probably guess what it goes to:
I've got an idea regarding the equalizer parts, but there are uses for both pieces of the silver sword already:
In addition to my previous list for this update, I have decided to add in more of the unique items from IWD for more variety and to shore up areas that lack in options. And, to what I am sure will be many folk's liking, I am putting a *much* bigger focus on EE trilogy, both in terms of compatibility, and even item placement. I will be peppering several of the aforementioned IWD items into the BG1/SoD portion of EE trilogy, along with three very neat spells that beamdog *sorta* included in SoD, but needed more fleshing out, IMHO.
If time allows, I will add in the BG1/SoD content of the mod into a separate component that can be installed into a standalone BG1 w/SoD game as well.
Currently, I am working on finishing up item placement, then I will be moving onto upgraded item changes, new recipes, a few new spells, recipe changes, and new icons. Once all that's done, I will do some compatibility testing and finally onto release. It's been a long road, but I think the end result will be well worth it.
I've played some with your mod, it's cool work, I was wondering however, and I understand if you wouldn't do this or if it would entail too much work or if you feel it'd be wronging Beamdog potentially.
I like having more items, and I particularly like some of the stuff you added that isn't SoD related like the ability to upgrade Varscona (which I just have a fondness for because it's often my go to weapon in the first game). I can't say I like Dragonspear itself though or any of Beamdog's added NPCs in BG1 and 2.
So I use Argent77's mod to disable the NPCs, thereby disabling their quests, and a small handful of items are placed in their quests. Would you consider offering alternate placement for someone who plays with the Beamdog content disabled?