Version 1.2.0 is up!
What this mod does:
Imports more Siege of Dragonspear items into logical (to me at least) locations in BG2:EE during the Shadows of Amn campaign. They are attainable in a variety of ways – quest rewards, drops from enemies killed, shops, and containers.
Includes an optional component to force all import-able SoD items to be present in their normal locations. Since the Voidsword +3 and Voidhammer +3 are mutually exclusive, a choice is given for which to import. I included this component since many players (myself included) have had trouble with these items not importing into BG2:EE properly.
Adds upgrade options for the majority of the imported SoD items via Cromwell and Cespenar. All recipes are on both, so the player should not run into any issues upgrading items. Many of these new recipes require existing upgrade components within the game, keeping in the spirit of having to choose one upgrade over another for strategizing and replay-ability. In addition, I have also created a few entirely new upgrade components to fit with the theme for some of the upgraded items. I included an upgrade path for one importable item from BG1 as well, since I felt it deserved a future in BG2.
Adalon now drops silver scales, correcting what I felt was an oversight. (These scales are used in some of the new upgrades.)
Saladrex now drops red scales, correcting what I felt was an oversight.
Adds green and black scales to the Green and Black dragons in the game.
Adds a few new component items for use in the new upgrade recipes on Cromwell and Cespenar.
Imports Helm of Opposition from BG1 - simply because it's fun, and if you know how to use it, it can be very useful.
Includes an optional component to change Cromwell's equipment to something more in-line with his skills as a forger of highly magical items.
Includes five new mage spells, their scrolls created through Cromwell and Cespenar.
Includes alternate completion and upgrade path for the human flesh armor.
Includes upgrade paths for a two importable weapons from Baldur's Gate:EE
Adds Ben-Hadar, the elemental prince of water to the Greater Elemental Summoning HLA (the default spell only has the princes of fire, wind, earth)
All of the upgrades were created with balance in mind, and most have unique effects to keep things fun and fresh.
You can download this mod here:
https://gibberlings3.net/mods/items/sod-to-bg2ee-item-upgrade/
New SoD Items This Mod Imports:
KeyRing
Tongue of Acid +3
Soft Feet
Crown of Lies
Star-Strewn Boots
"Green" Dragonscale Armor
Stalker's Gauntlets
Sundermaul +3
Cloverleaf
Uncursed Staff +1
Backwhacker +2
Bow of the Banshee +2
Nimblefinger Gloves
Screaming Bagpipes
Bullet of Darkness +3
Void-Tipped Arrow +3
Cloak of Minor Arcana
Element's Fury +2
Storm Pike +2
Trollblood Ioun Stone
Green Dragon Scales
Shield of Egons +2
Vexation +2
Astral Crossbow +2
Shadowed Spear +2
Dragonscale Shield +3 (forged using green scales)
The Forest Queen's Benediction
Jester's Bracers (corny joke component does not currently work properly, I temporarily removed from item until it can be implemented properly)
The Night's Embrace +3
Ring of Purity
Dervish Crescent +2
Headband of Focus
Wizzard Hat
Severance +2
Crimson Dawn +2
Martyr's Morningstar +2
Bolt of Fire +1
Bolt of Ice +1
Bullet of Fire +1
Bullet of Ice +1
Existing SoD Items Force-Imported by Optional Component:
These items can be imported normally.
Archer's Eyes
Robe of Red Flames
Belt of the Skillful Blade
Biter +2
Voidhammer +3/Voidsword +3
Bard Hat
Helm of Dumathoin
Buckler of the Fist +2
Dragon Blade +3
Tangled Strings
Location Spoilers:
KeyRing
Table by Jailkeep Golem in Irenicus' dungeon
Tongue of Acid +3
Shadow Dragon (Thaxll'ssillyia), Shade Lord's Dungeon
Vexation +2
Pirate Captain in Hideout of Sea's Bounty Tavern
Crown of Lies
Firkraag, Windspear Hills Dungeon
Star-Strewn Boots
Unseeing Eye, Beholder Area in Sewers (Unseeing Eye sidequest)
"Green" Dragonscale Armor
Kyland Lind, Druid Grove Area
Stalker's Gauntlets
Shade Lord, Umar Hills Dungeon
Sundermaul +3
Therndle Daglefodd, Underdark, reward for rescuing the Svirfneblin child
Cloverleaf
Haer'Dalis' starting equipment
Uncursed Staff +1
Sorcerous Amon, Den of Seven Vales in Waukeen's Promenade
Backwhacker +2
Cohrvale, Slums
Bow of the Banshee +2
Gallchobhair, Temple Distric sewers
Nimblefinger Gloves
Renal Bloodscalp, reward for killing Mae'Var after proving his treachery
Screaming Bagpipes
Pooky, Den of Seven Vales in Waukeen's Promenade
Bullet of Darkness +3
Enge's Shop, Waukeen's Promenade
Void-Tipped Arrow +3
Enge's Shop, Waukeen's Promenade
Cloak of Minor Arcana
Mekrath, Sewers, Haer' Dalis sidequest
Element's Fury +2
Pai'Na, Lower Tombs in Graveyard District
Storm Pike +2
Anarg, Bridge District (Fallen Paladins quest)
Trollblood Ioun Stone
Nalia's starting equipment
Green Dragon Scales
Green Dragon, Watcher's Keep, Test of Bravery
Shield of Egons +2
Guardian Terpfen, Helmite Camp, Dorn's quest
Vexation +2
Ithafeer, Druid Grove Area
Astral Crossbow +2
Keldorn's starting equipment
Shadowed Spear +2
Tor'Gal, De'Arnise Keep
Dragonscale Shield +3
Forged using green scales
The Forest Queen's Benediction
Vaelasa, Windspear Hills (reward for returning dryad's acorns, or by killing her)
Jester's Bracers
Enge's Shop, Waukeen's Promenade
The Night's Embrace +3
Mae'Var, his guild hall, Docks District
Ring of Purity
Guardian, King Strohm's tomb, Windspear Hills dungeon
Dervish Crescent +2
Trademeet, reward from Djinn for Ithafeer's head
Headband of Focus
Alorgoth, Rasaad's quest (SoA)
Wizzard Hat
Lanneth, Neera's quest (SoA)
Archer's Eyes
Kuo-Toa Lair, Underdark
Robe of Red Flames
Edwin's starting equipment
Belt of the Skillful Blade
Ust Natha shop, Underdark
Biter +2
Jaye's store (at night), Waukeen's Promenade
Voidhammer +3/Voidsword +3
Blood pool near Lassal, Bodhi's Lair
Bard Hat
Aawill, Planar Prison
Helm of Dumathoin
Tarnor, Temple District sewers
Buckler of the Fist +2
Shop near temple (at night), Slums
Dragon Blade +3
Tazok, Firkraag's dungeon, Windspear Hills
Tangled Strings
Shop, Bridge District
Heart of Flame
Saladrex, Watcher's Keep, Level 4 (Machine of Lum the Mad level)
Eye of Ichor
Chromatic Demon, Watcher's Keep (Elemental Level)
Soul of Frost
Ka'Rashur, Watchers Keep (Maze Level)
Breath of Wind
Bookshelf, Watcher's Keep (Ritual Level)
Black Dragon Scales
Black Dragons in Suldanessellar, Hell (if you decide to fight it)
Helm of Opposition
Undead Mayor, Unseeing Eye Cult Area
Martyr's Morningstar +2
Anomen's starting equipment
Crimson Dawn +2
Dragomir the Red, Dragomir's Tomb
Severance +2
Lady Galvena, Lady Galvena's Festhall, Brynnlaw
Sealed Ancient Scroll (Trollkiller's Fireball)
Firkraag, Windspear Hills Dungeon
Sealed Ancient Scroll (Thunder Thrust)
Revanek, Twisted Rune Building, Athkatla Bridge District
Sealed Ancient Scroll (Corrosion)
Vault, Watcher's Keep, Level 4 (Machine of Lum the Mad level)
Sealed Ancient Scroll (Hoar of Frost)
Fire Pit, Yaga-Shura's Lair
Shadow Dragon's Blood
Shadow Dragon (Thaxll'ssillyia), Shade Lord's Dungeon
Blood-stained Ancient Scroll (Conjure Death)
Robe of Vecna, Adventurer's Mart, Waukeen's Promenade (obtained by using the charge ability once purchased)
Bolt of Fire +1
Enge's shop, various other shops througout SoA and ToB
Bolt of Ice +1
Enge's shop, various other shops througout SoA and ToB
Bullet of Fire +1
Enge's shop, various other shops througout SoA and ToB
Bullet of Ice +1
Enge's shop, various other shops througout SoA and ToB
Bullet of Electricity +1
Enge's shop, various other shops througout SoA and ToB
Recipe Spoilers
Tongue of Acid +3 — can be upgraded twice with branching paths
1st upgrade: Silver Hilt +10,000gp
2nd upgrade: Eye of Ichor + 15,000gp
1st upgrade (alternate): Angurvadal + scroll of disintegrate +10,000gp
Soft Feet
Liquid Mercury + 7500gp
Crown of Lies
emerald + star sapphire + diamond + potion of insight + 5,000gp
Star-Strewn Boots
2x potions each magic protection, magic blocking, magic shielding + 5,000gp
"Green" Dragonscale Armor — can be upgraded twice with branching paths
Path 1:
1st upgrade: Red Dragon Scales + 7,500gp (Plate or Leather variant choice)
2nd upgrade: shadow, white, silver, blue, green, black, or red scales + 15,000gp (Plate or Leather variant based on 1st upgrade choice)
Path 2:
1st upgrade: Shadow Dragon scales + 7,500gp (Plate or Leather variant choice)
2nd upgrade: red, white, blue, silver, green, or black scales + 15,000gp (Plate or Leather variant based on 1st upgrade choice)
Stalker's Gauntlets
Bracers of Blinding Strike + Improved Haste Scroll +2 potions of power +2 potions of master thievery + 10,000gp
Sundermaul +3
Rune of Clangeddin + 5,000gp
Cloverleaf
5 scrolls of Luck + 5,000gp
Uncursed Staff +1
Wand of Fire + Wand of Frost + 5,000gp (can be repeated to recharge)
Backwhacker +2
Wyvern Tail + Gnasher + 5,000gp
Bow of the Banshee +2
Screaming Bagpipes + Gesen Bowstring (or Gond) + 10,000gp
Nimblefinger Gloves
Bracers of Archery + Bracers of Defense AC3 + Gloves of Pickpocketing + 5,000gp
Bullet of Darkness +3
Bag of plenty +2 and 5,000gp
Void-Tipped Arrow +3
Quiver of plenty +2 and 5,000gp
Cloak of Minor Arcana
Amulet of Metaspell Influence + Cloak of Displacement + 5,000gp
Element's Fury +2 — can be upgraded twice
1st upgrade: Boomerang dagger +2 and 5,000gp
2nd upgrade: Soul of Frost + 5,000gp
Storm Pike +2 — can be upgraded twice with branching paths
1st upgrade: Wave Shaft + 7,500gp
2nd upgrade: Hammer of Thunderbolts +3 + Scroll of Crom Faeyr + 10,000gp
2nd upgrade (alternate): Wave Blade + Scroll of Crom Faeyr + 10,000gp
Trollblood Ioun Stone — can be upgraded twice
1st upgrade: Pale Green Ioun Stone + 5 scrolls of Resist Fear + 5 potions of regeneration + 5 potions of heroism + 5,000gp
2nd upgrade: Wong Fei's Ioun Stone + 5,000gp
Shield of Egons +2 — can be upgraded twice
1st upgrade: Shield of the Lost +2 + Illithium ore + 7,500gp
2nd upgrade: Symbol of Amaunator + 5,000gp
Vexation +2
Heart of the Damned + 7,500gp
Astral Crossbow +2
Gesen bowshaft + 5,000gp
Shadowed Spear +2 — can be upgraded twice
1st upgrade: Breath of Wind + 7,500gp
2nd upgrade: Ixil's spike + 7,500gp
Jester's Bracers
2 Demon Hearts + 5,000gp
The Night's Embrace +3
Black Dragon Scales + 7,500gp
Ring of Purity
Eye of Tyr + 5,000gp
Dervish Crescent +2
Belm +2 + Oil of Speed (murky variant) + 5,000gp
The Burning Earth +1 — can be upgraded twice
1st upgrade: Sword of Flame +1, + Blade of Searing +3, + 5 scrolls of Agannazar's scorcher + 7,500gp
2nd upgrade: Heart of Flame + 15,000gp
Dragonscale Shield +3
Black dragon scales + 7,500gp
Archer's Eyes
Scroll of Wizard Eye + scroll of Farsight + 2 potions of perception + 5,000gp
Robe of Red Flames
Robe of Vecna + 10,000gp
Belt of the Skillful Blade
Gauntlets of Weapon Expertise + Gauntlets of Weapon Skill + scroll of disintegrate + 10,000gp
Biter +2
5 scrolls of Melf's Acid Arrow + 5 sphene gems + 5,000gp
Voidhammer +3/Voidsword +3
Skull of the Lich + 15,000gp
Bard Hat
Gold Ioun Stone + Dusty Rose Ioun Stone + 7,500gp
Helm of Dumathoin
Left Horn + Right Horn + 5,000gp
Buckler of the Fist +2
Reflection Shield +1 + 2 scrolls of protection against normal missiles + 2 potions of mirrored eyes + 10,000gp
Dragon Blade +3 — can be upgraded twice
1st upgrade: Silver Blade + 7,500gp
2nd upgrade: Soul of Frost + 10,000gp
Varscona +2 – can be upgraded twice
1st upgrade: Hilt or Blade of the Equalizer + 5,000gp
2nd upgrade: Soul of Frost + 10,000gp
Stonefire +3
Heart of Flame + 10,000gp
Wizzard Hat – can be upgraded twice
1st upgrade: Circlet of Netheril(component version) + 10,000gp
2nd upgrade: Bronze Ioun Stone + 5,000gp
Crimson Dawn +2 – can be upgraded twice
1st upgrade: Light Gem + 5,000gp
2nd upgrade: Starfall Ore + 10,000gp
Severance +2 – can be upgraded twice
1st upgrade: Light Gem + 5,000gp
2nd upgrade: Starfall Ore + 10,000gp
Human Flesh - can be upgraded twice (new, alternate path)
1st upgrade: Robe of Vecna + Shadow Dragon Blood + 10,000gp
2nd upgrade: Skull of the Lich + 10,000gp
Sealed Ancient Scroll (4 available)
dragon scales (red, blue, shadow, white, black, or green) + 10,000gp
Martyr's Morningstar +2
1st upgrade: King's Tear + Scroll of Champion's Strength + 3,000gp
2nd upgrade: Nymph's Tear + 5,000gp
Green Dragon Plate
Green scales + 7,500gp
Black Dragon Plate
Black scales + 7,500gp
Black Dragonscale Armor +4
Black scales + 7,500gp
Dragonscale Shield +3 (black scale variant)
Black scales + 7,500gp
Bolt of Frostfire +2 (Stack of 80)
40 Bolt of Fire +1 + 40 Bolt of Ice +2 + 1,000gp
Heartwood Ring of Fire
Oaken Ring + Heart of Flame + 5,000gp
Heartwood Ring of Wind
Oaken Ring + Breath of Wind + 5,000gp
Heartwood Ring of Earth
Oaken Ring + Eye of Ichor + 5,000gp
Heartwood Ring of Water
Oaken Ring + Soul of Frost + 5,000gp
Upgraded item stats spoilers
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
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: – Move Silently: +50% – Non-detectable by magical means such as Detect Invisibility and scrying – Immunity to all effects that impair movement – Movement rate increased by 1
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 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
Verdant Shadow Dragonscale
Equipped abilities: – Immunity to poison – Acid Resistance +50%
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.
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
Tymora's Cinch 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
Combat abilities: – The target suffers -1 to Strength for 5 rounds per hit (minimum 1 Strength; Save vs. Spell negates) – Does no damage to undead
THAC0: +3 Damage: 1d6+3 (magic) Launcher: Bow
Weight: 0
Bag of Darkness +3
Equipped abilities: – Unlimited Bullets of Darkness +3
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
THAC0: +3 Damage: 1d4+4 (magic) Launcher: Sling
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 Vigorous Ioun Stone
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: +4, +5 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: – Fire Resistance +20% – Immunity to poison, disease, blindness, deafness – Physical Damage Resistance: +5%
Charge abilities: – 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: 7
Silver 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
Silver 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 +3
Equipped abilities: – Armor Class: +4 – Save vs. Death: +3 – Physical Damage Resistance: +15%
Requires: 8 Strength
Weight: 5
The Night's Embrace +7
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
Sourcerer'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
Sourcerer's Chapeau
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
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 Demi-Lich
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 – Extra 1/2 attack per round
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 – 1 extra attack per round
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
Martyr's Morningstar +3
Equipped abilities: – Hit Points: -15 – Chance to score a critical hit: +5% (this weapon only)
Combat abilities: – On a critical hit, target loses 15% of their maximum Hit Points – On a critical hit, 50% chance target is stunned for 1 round (No Save)
THAC0: +3 Damage: 2d4+3 (crushing) Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 11 Strength
Weight: 9
Martyr's Morningstar +5
Equipped abilities: – Hit Points: -20 – Chance to score a critical hit: +10% (this weapon only)
Combat abilities: – On a critical hit, target loses 15% of their maximum Hit Points – On a critical hit, target is stunned for 1 round (No Save)
THAC0: +5 Damage: 2d4+5 (crushing) Speed Factor: 5 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 11 Strength
Weight: 9
Bolt of Frostfire +2
THAC0: +2 Damage: 1d8+2, +1d3 (fire), +1d3 (cold) Damage Type: Missile Launcher: Crossbow
Weight: 0
Black Dragonscale Armor +4
Equipped abilities: – Fire Resistance +20% – Acid Resistance +20% – Physical Damage Resistance: +10%
Combat abilities: – Caustic Scales: Any opponent within 6 ft. that successfully hits the wearer suffers 1d3 points of acid damage.
Armor Class: 1 (-1 vs. slashing, 0 vs. piercing and missile) Requires: 6 Strength
Weight: 7
Black Dragon Plate
Equipped abilities: – Fire Resistance +25% – Acid Resistance +25% – Physical Damage Resistance: +10%
Combat abilities: – Caustic Scales: Any opponent within 6 ft. that successfully hits the wearer suffers 1d3 points of acid damage.
Armor Class: -1 (-4 vs. slashing, -2 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Dragonscale Shield +3 (Black Scales)
Equipped abilities: – Armor Class: +4 – Fire Resistance +15% – Acid Resistance +15% – Physical 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.
Requires: 8 Strength
Weight: 5
Green Dragon Plate
Equipped abilities: – Fire Resistance +25% – Immunity to poison, disease, blindness, deafness – Physical Damage Resistance: +5%
Charge abilities: – 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
Verdant Crimson Dragonscale
Equipped abilities: – Immunity to poison – Fire Resistance +50%
Charge abilities: – Dread Flame once per day Damage: 8d6 fire to all creatures in area of effect, 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) Range: 40 ft. Radius: 15 ft.
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Verdant Shadow Dragon Plate
Equipped abilities: – Immunity to poison – Acid Resistance +50%
Charge abilities: – Acid Storm once per day Damage: 1d4 acid per round for 3 rounds, 1d6 acid per round for next 3 rounds, 1d8 acid per round for final 3 rounds (Save vs. Spell for half per round) Range: 60 ft. Radius: 12 ft.
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Chromatic Crimson Dragonscale (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.
– Dread Flame once per day Damage: 8d6 fire to all creatures in area of effect, 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) Range: 40 ft. Radius: 15 ft.
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Chromatic Crimson Dragonscale (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: 18-ft. cone with 90-deg. arc
– Dread Flame once per day Damage: 8d6 fire to all creatures in area of effect, 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) Range: 40 ft. Radius: 15 ft.
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Chromatic Crimson Dragonscale (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
– Dread Flame once per day Damage: 8d6 fire to all creatures in area of effect, 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) Range: 40 ft. Radius: 15 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
Chromatic Crimson Dragonscale (Black Scales)
Equipped abilities: – Immunity to poison – Acid Resistance +20% – Fire Resistance +70% – Piercing Damage Resistance: +10% – Crushing Damage Resistance: +10%
Charge abilities: – Acid Storm once per day Damage: 1d4 acid per round for 3 rounds, 1d6 acid per round for next 3 rounds, 1d8 acid per round for final 3 rounds (Save vs. Spell for half per round) Range: 60 ft. Radius: 12 ft.
– Dread Flame once per day Damage: 8d6 fire to all creatures in area of effect, 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) Range: 40 ft. Radius: 15 ft.
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Chromatic Crimson Dragonscale (Shadow Scales)
Equipped abilities: – Immunity to poison – Fire Resistance +50% – Acid Resistance +50% – Crushing Damage Resistance: +10% – Piercing 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.
– Dread Flame once per day Damage: 8d6 fire to all creatures in area of effect, 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) Range: 40 ft. Radius: 15 ft.
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Carmine Viridian Dragonscale (Green Scales)
Equipped abilities: – Immunity to poison, disease, blindness, deafness – Fire Resistance +50% – Slashing Damage Resistance: +10% – Crushing Damage Resistance: +10%
Charge abilities: – 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)
– Dread Flame once per day Damage: 8d6 fire to all creatures in area of effect, 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) Range: 40 ft. Radius: 15 ft.
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Scarlet Viridescent Dragonscale (Red Scales)
Equipped abilities: – Immunity to poison – Fire Resistance +80% – 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.
– Dread Flame once per day Damage: 8d6 fire to all creatures in area of effect, 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) Range: 40 ft. Radius: 15 ft.
Armor Class: 0 (-2 vs. slashing, -1 vs. piercing and missile) Requires: 6 Strength
Weight: 10
Scarlet Viridescent Dragon Plate (Red Scales)
Equipped abilities: – Immunity to poison – Fire Resistance +80% – 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.
– Dread Flame once per day Damage: 8d6 fire to all creatures in area of effect, 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) Range: 40 ft. Radius: 15 ft.
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Umbral Viridian Dragon Plate (Green Scales)
Equipped abilities: – Acid Resistance +50% – Immunity to poison, disease, blindness, deafness – Missile Damage Resistance: +10% – Piercing Damage Resistance: +10%
Charge abilities: – 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)
– Acid Storm once per day Damage: 1d4 acid per round for 3 rounds, 1d6 acid per round for next 3 rounds, 1d8 acid per round for final 3 rounds (Save vs. Spell for half per round) Range: 60 ft. Radius: 12 ft.
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Chromatic Shadow Dragon Plate (Red Scales)
Equipped abilities: – Immunity to poison – Fire Resistance +50% – Acid Resistance +50% – Physical Damage Resistance: +5%
Charge abilities: – Acid Storm once per day Damage: 1d4 acid per round for 3 rounds, 1d6 acid per round for next 3 rounds, 1d8 acid per round for final 3 rounds (Save vs. Spell for half per round) Range: 60 ft. Radius: 12 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 Shadow Dragon Plate (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.
– Acid Storm once per day Damage: 1d4 acid per round for 3 rounds, 1d6 acid per round for next 3 rounds, 1d8 acid per round for final 3 rounds (Save vs. Spell for half per round) Range: 60 ft. Radius: 12 ft.
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Chromatic Shadow Dragon Plate (White Scales)
Equipped abilities: – Immunity to poison – Acid Resistance +50% – Cold Resistance +50% – Physical Damage Resistance: +5%
Charge abilities: – Acid Storm once per day Damage: 1d4 acid per round for 3 rounds, 1d6 acid per round for next 3 rounds, 1d8 acid per round for final 3 rounds (Save vs. Spell for half per round) Range: 60 ft. Radius: 12 ft.
– 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
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Chromatic Shadow Dragon Plate (Silver Scales)
Equipped abilities: – Immunity to poison – Acid Resistance: +50% – Magic Resistance: +10% – Charisma: -2
Charge abilities: – Acid Storm once per day Damage: 1d4 acid per round for 3 rounds, 1d6 acid per round for next 3 rounds, 1d8 acid per round for final 3 rounds (Save vs. Spell for half per round) Range: 60 ft. Radius: 12 ft.
– 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
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 Dragon Plate (Black Scales)
Equipped abilities: – Immunity to poison – Acid Resistance +70% – Fire Resistance +20% – Missile Damage Resistance: +10% – Slashing 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.
– Acid Storm once per day Damage: 1d4 acid per round for 3 rounds, 1d6 acid per round for next 3 rounds, 1d8 acid per round for final 3 rounds (Save vs. Spell for half per round) Range: 60 ft. Radius: 12 ft.
Armor Class: -2 (-5 vs. slashing, -3 vs. piercing and missile) Requires: 8 Strength
Weight: 30
Heartwood Ring of Fire
Equipped abilities: – Can memorize two extra 3rd–level, one extra 5th–level and one extra 7th-level Druid spells – Fire Resistance +50% – Improves casting speed by 2 – All fire damage inflicted by the wearer is increased by 10%
Charge abilities: – May summon Zaaman Rul, Elemental Prince of Fire once per day for 3 turns
Weight: 1
Heartwood Ring of Wind
Equipped abilities: – Can memorize two extra 3rd–level, one extra 5th–level and one extra 7th-level Druid spells – Electricity Resistance +50% – Improves casting speed by 2 – All electrial damage inflicted by the wearer is increased by 10%
Charge abilities: – May summon Chan, Elemental Prince of Air once per day for 3 turns
Weight: 1
Heartwood Ring of Earth
Equipped abilities: – Can memorize two extra 3rd–level, one extra 5th–level and one extra 7th-level Druid spells – Acid Resistance +50% – Improves casting speed by 2 – All acid damage inflicted by the wearer is increased by 10%
Charge abilities: – May summon Sunnis, Elemental Prince of Earth once per day for 3 turns
Weight: 1
Heartwood Ring of Water
Equipped abilities: – Can memorize two extra 3rd–level, one extra 5th–level and one extra 7th-level Druid spells – Cold Resistance +50% – Improves casting speed by 2 – All cold damage inflicted by the wearer is increased by 10%
Charge abilities: – May summon Ben-Hadar, Elemental Prince of Water once per day for 3 turns
Weight: 1
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
Comments
I shouldn't ask, but would it possible to make an item using the Symbol of Amaunator from the Temple Ruins? I always thought that item should be used to upgrade a staff of some sort, or a Long Sword. Maybe with a ability of True Sight or Sunrray once a day ala the daystar?
Anyway, can't wait to try the mod!
I am fairly certain the symbol is used in Weimer's old Item Upgrade mod for a shield of some sort, going from memory. That's not to say I couldn't use it for one of mine, but there is a rather nice shield in my mod already you may like. In any case, I will be soliciting input and feedback from the community once I release V1.0
Evin's mod puts most of the SoD items on Ribald, mine doesn't. What will end up happening is you will get duplicates. Also, the tongue of acid +3 from Edvin's mod doesn't work correctly, it's missing the slow spell that is triggered on a hit. My version works correctly, and produces an acid splash visual effect occasionally on hits. Not even Beamdog's version does that
Congrats man!
One thing I have tried to do with this mod (and focusing moreso on in the next update) is to make the items have some unique abilities that aren't in vanilla BG2EE. Another thing I am thinking of doing is to have a few more items with branching paths, allowing players to upgrade a base item in different ways depending on the components used, ending up with different results for replay-ability. I am also testing out creating SOME custom upgrade components, but these will be very limited, as I don't want to stray too far from my original idea of using existing components.
That type of thing makes for some very complicated dialogues I have to make, but after working on the first item with branching paths, I have a pretty good grasp of it now, it's just very tedious and time-consuming.
I hope to have the next update done within the next month. In the meantime, please enjoy the mod as is, and if there are any problems you run into with the new items or recipes, or if there are some other items from SoD you would like to see imported, I would like to see the feedback.
For those who use it, I am also working with Alien to ensure my mod is compatible with Project Infinity.
I am very happy you like them, creating the dialogues for those was a flipping nightmare
I think Star-strewn boots should bump that MR to 10 to be inline with others, like Helm of Dumathoin.
For the crown, look more closely, its definitely improved 😃
The next update will include the keyring, as it seems to be quite popular
You will be happy. Not only is it in the next update, it will be upgradeable
It looks very promising - I will look forward to using it.
Is it possible to get the same item changes displayed in this thread like you did with the dragon scale revamp mod?
I will do so once things are more finalized. I am still in process of adding new items, upgrades for them and tweaking already completed items.
My current plan for the next release is to get it out once the new items and recipes are completed so I can get feedback on them, and do small fixes and icon updates afterwards.
Thanks
Could you please add some magic spear or make some of them upgradable so it would be strong enough to be usable thorought the whole game? There are so few of them