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Interesting Items: A Balanced Item Pack Mod

semiticgoddesssemiticgoddess Member Posts: 14,947
edited February 21 in General Modding
There's always been a fair number of underpowered or overly simple magic items in Baldur's Gate, and I always wanted a little more variety. Many mod items are extremely generous with powers, rendering vanilla items obsolete--or worse, breaking the difficulty outright. Mod items can be nerfed, but some really shouldn't be: they're designed to be used in high-powered modded fights, and nerfing them would cause problems. And if you introduce an underpowered item instead, players won't use it at all.

I made this mod to address this problem. This mod introduces over 60 new items to the game with a wide variety of unusual properties. The power level varies from item to item, but most of them are on par with Siege of Dragonspear items: they have good uses, but they don't grant immunities or big numbers. Most items are +1 or +2, but they are more than just a recolored Varscona. They do new things, from a ring that empowers acid spells to a shield that can cast Rigid Thinking to a shortbow that webs people.

Some items are for sale. Others are found on named enemies, a few of which will use the items against you. The stronger items usually are available later in the game, at late-game stores like Sorcerous Sundries or higher-difficulty enemies like liches. Currently this mod is only available for BG1 and BG2, since IWD relies more on random loot tables that I have little experience modifying.
Post edited by semiticgoddess on

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  • semiticgoddesssemiticgoddess Member Posts: 14,947
    Most items should come to you without much searching, but here is a spoiler list of where to find each item, for those who don't visit every dungeon or fight every major enemy:
    -Amethyst Medallion
    High Hedge, Crypt King

    -Agni Mani Charm
    Friendly Arm Inn, Copper Coronet

    -Pearl Pendant
    Sil, Kalah

    -Bloody Bauble
    Krystin, Rejiek Hidesman

    -Gentle Executioner +2
    Genthore, Tarnor the Hatchetman

    -Molchira's Belt
    Hareishan, Adventurer Mart

    -Darkmetal Star +1
    Jegg, Copper Coronet

    -Animal's Ally
    Aldeth Sashenstar, Beastmaster

    -Boots of the Wandering Priest
    Akanna, Gaal

    -Lizardskin Boots
    Greywolf, Prebek

    -Scholar's Slippers
    Ramazith, Tolgerias

    -Bewildering Bolt
    Nazramu, Drow merchant (Ust Natha)

    -Smoky, the Burning Bow
    Peter of the North, Merella

    -Madmage's Shackles
    Ragefast, Elemental Lich

    -Vampiric Talons
    Mulahey, Theshal

    -Iron Gauntlets
    Taurgosz Khosann, Smaeluv Orcslicer

    -Florin's Gloves
    Sorcerous Sundries, Rengaard

    -Hands of the Solar
    High Hedge, Kayardi

    -Razor Bands
    Ursa the Cave Bear, Togan

    -Mummy's Eye
    Natasha, Ruhk Transmuter

    -Mantle of the Red Prince
    Meilum, Mimic

    -Sylvan Cloak
    Sendai, Escaped Clone

    -Ebony Shroud
    Shop of Silence, Warden (Planar Prison)

    -Electrum Cloak
    Sorcerous Sundries, Drow merchant (Ust Natha)

    -Kuo-toan Fishmail
    High Hedge, Roger the Fence

    -Bloody Cowl
    Ulgoth Store, Roger the Fence

    -Phantomskin Cloak
    Shop of Silence, Shade Lord

    -Club of Defiance +1
    Nazramu, Joluv

    -Prison Ogre's Pal
    Yarok, Legdoril

    -Sanguine Ioun Stone
    Ulgoth Store, Bel Dalemark

    -Charred Helmet
    Grimgor, Stalman

    -Chimera's Bane +3
    Coldhearth Lich, Adventurer Mart

    -Bronze Basher +1
    Sorcerous Sundries, Adventurer Mart

    -Sun Ring
    Temple of Beregost, Adventurer Mart

    -Ring of Illusions
    High Hedge, Bel Dalemark

    -Moonlight Ring
    Kirinhale, Dalok

    -Midnight Ring
    Maneira, Bregg

    -Sseth's Boon
    Ziatar, Roger the Fence

    -Ring of Bodily Integrity
    Friendly Arm Inn, Yuan-ti Mage (2nd floor of de'Arnise Keep)

    -Murderer's Charm
    Akanna, Mook

    -Ring of the Gloomfrost
    Ulgoth Store, Deidre

    -Ring of Scorching
    Belegarm (special items), Guardian (Firkraag's dungeon)

    -Ring of Raw Energy
    Jhan Redmoons, Temple of Sekolah

    -Ring of the Alu-Fiend
    Belegarm (special items), Deidre

    -Ring of Corrosion
    Narcillicus, Shadow Jailer

    -Sahuagin's Revenge +1
    Ulgoth Store, Bel Dalemark

    -Pixie's Door
    Jegg, Bounty Hunter (Planar Prison)

    -Sling of Discord +1
    Jegg, Adventurer Mart

    -Nine Paces +2
    Belegarm (weapons), Joluv

    -Phantom Staff +2
    Waizahb, Raevilin Strathi

    -Demoralizer +1
    Waizahb, Temple of Sekolah

    -Savior of the Shaengarne
    Zhalimar Cloudwulfe, Baby Wyvern (Windspear Hills)

    -Robe of Nheero Futma
    Sorcerous Sundries, Gaius

    -Pesterer +1
    Zal, Copper Coronet

    -Vicious Impulse +2
    Erdane, Lehtinan

    -Sword of Sickness +1
    Tam, Roger the Fence

    -King's Deceit
    Morentherene, Samia

    -Messenger's Leather
    Telka, Anishai

    -Thunderclap +1
    Bassilus, Bel Dalemark

    -Plasma Shard +2
    Teleria, Aawill

    -Spite +2
    Tuth, Chieftain Digdag

    -Blizzard Arrow
    Shallen, Eldarin

    -Spider Strings +1
    Centeol, Pai'Na

    If you want to read what each item does, here is a awkwardly-formatted but complete list of each item's name followed by its description. There are more than 60 entries, so there's a lot of text here:
    @0 = ~Amethyst Medallion~
    @1 = ~This medallion is a chunk of polished amethyst, a svirfneblin artifact that protects the bearer from spells. It was briefly used to ward off drow magic before it was captured by drow raiders and eventually traded to the surface world.

    STATISTICS:

    Equipped abilities:
    - +15% Magic Damage Resistance.
    - +1 to saving throws vs. Illusion and Enchantment spells.
    ~
    @2 = ~Celestial Pendant~
    @3 = ~This pendant, made from a fallen celestial stone known as agni mani, has a simple enchantment that shields the wearer from fire. It was originally crafted to shield a young Cormyrian noble from a red dragon he was expected to slay, but ultimately, the noble instead delegated the task to his men. Unfortunately for all involved, the noble decided to keep the charm for himself, a fact which cost him his title, and his men, their lives.

    STATISTICS:

    Equipped abilities:
    - +20% Fire Resistance.
    ~
    @4 = ~Pearl Pendant~
    @5 = ~This pendant once belonged to Sollithibble, a kuo-toan adventurer who found the pearl while lost on the sea floor. She dreamed that the pendant would extend her lifespan, and as often happens with powerful kuo-toans, her delusion became reality. She lived for 120 years after finding the pearl. Even now, long after her death, the pearl still strengthens the wearer.

    STATISTICS:

    Equipped abilities:
    - +1 Constitution
    ~
    @6 = ~Bloody Bauble~
    @7 = ~A serial murderer named Rozifel once terrorized Neverwinter for eight weeks, leaving his victims in pieces in the streets night after night. This amulet has a tiny glass orb filled with the blood of multiple victims, and its mere presence inspires a similar reckless bloodthirstiness in the bearer. The effect is more intense when the bearer wields a weapon similar to Rozifel's chosen tool: a heavy cleaver.

    STATISTICS:

    Equipped abilities:
    - +1 THAC0 with slashing weapons
    - +5% damage with axes and halberds
    ~
    @10 = ~The Gentle Executioner +2~
    @11 = ~Goross was a soft-spoken, gentle half-orc who served as an executioner in Icewind Dale for some 20 years. He would whisper reassurances to the condemned before bringing the axe down on their heads, and that gentle spirit passed on to his axe. When a creature is struck by this axe, they hear the executioner's voice, whispering for them to be calm and accept their fate.

    STATISTICS:

    - Struck targets have a 50% chance of falling sleep for 1 round on a failed save vs. spell.

    THAC0: +2
    Damage: 1d10+2 (slashing)
    Speed Factor: 8
    Proficiency Type: Axe
    Type: Two-handed
    Requires:
    10 Strength

    Weight: 10
    ~
    @14 = ~Molchira's Belt~
    @15 = ~A mage named Molchira was poised to attain high status in Thay, gathering a horde of supporters and allies within a single year in the upper echelons of Thayan society. Her success was due to her belt, enchanted to give her a bit of extra luck in everything she did. Like many aspiring and talented mages in Thay, she was unseated by another, more cunning mage shortly after.

    STATISTICS:

    Equipped abilities:
    - +1 Luck

    Weight: 2~
    @16 = ~Darkmetal Star +1~
    @17 = ~Forged of a dark metal from a celestial meteorite, this mace is unnaturally heavy, with an enchantment that preserves its inertia, slowing down the wielder's swings but empowering each impact.

    STATISTICS:

    - Struck targets have a 50% chance of being knocked unconscious for 1 round and thrown backwards on a failed save vs. breath.

    THAC0: +1 bonus
    Damage: 1d6+2 (crushing)
    Speed Factor: 8
    Proficiency Type: Mace
    Type: One-handed
    Requires:
    13 Strength

    Weight: 15
    ~
    @18 = ~Animal's Ally~
    @19 = ~These boots, crafted by a coven of Tethyrian druids, allow the wearer to approach and befriend wild animals.

    STATISTICS:

    - May cast Charm Person or Mammal once per day.

    Equipped abilities:
    - +2 Armor Class and saving throws vs. animals.
    ~
    @20 = ~Boots of the Wandering Healer~
    @21 = ~Once worn by Sindamora of Waterdeep, a traveling priest, these boots allow the wearer to march all day without tiring. The enchantment on the boots also amplifies the user's priest spells, making them last longer.

    STATISTICS:

    Equipped abilities:
    - Immune to fatigue.
    - Priest spells have a +15% longer duration.
    ~
    @22 = ~Lizardskin Boots~
    @23 = ~Before the Time of Troubles, in Icewind Dale, the humans of Kuldahar and the lizardfolk and yuan-ti of the nearby Dragon's Eye caverns waged war with each other for generations. This pair of boots was crafted in the wake of a novel incident: after a major conflict, human women in Kuldahar began to give birth to half-yuan-ti children, many of whom were killed as infants by enraged husbands or cast out into Dragon's Eye to join their reptilian family.

    One such husband, Kigreath, killed both his wife's child and a string of lizardfolk and yuan-ti he ambushed outside of Dragon's Eye. With their scaly skin, he crafted this pair of boots, so he could stamp on his enemies even after their death. Kigreath died drunk in his home a year later, but his boots still hold his hatred and bloodlust.

    STATISTICS:

    Equipped abilities:
    - +1 melee THAC0
    - +2 to THAC0 and damage vs. yuan-ti and lizardfolk

    Weight: 3~
    @24 = ~Scholar's Slippers~
    @25 = ~A gnomish historian named Yorgeen commissioned these slippers to aid in his studies by combating his old habit of falling asleep at his desk. Anyone who wears the slippers will find it absolutely impossible to sleep. Yorgeen would later give the boots away, when he realized his new habit of studying 24 hours each day was pulling him towards an early grave.

    STATISTICS:

    Equipped abilities:
    - Immunity to sleep, unconsciousness, and fatigue.
    ~
    @26 = ~Bewildering Bolt +1~
    @27 = ~This bolt was originally designed to cure insanity. The mage Eowoth created a magic needle he used to drill into people's brains, thinking that the enchantment would treat their ailments. After several deaths, Eowoth abandoned the experiment, retooling the needle into a magic bolt that returns to the user when fired from a crossbow.

    STATISTICS:

    - Struck targets have a 50% chance of being confused for 1 round on a failed save vs. spell at +2.
    - Returns to the user after each attack.

    THAC0: +1 bonus
    Damage: 1D4 +1
    Damage Type: missile (piercing)
    Weight: 0
    Launcher: Crossbow
    ~
    @30 = ~Smoky, the Burning Bow +1~
    @31 = ~Affectionately named "Smoky" by its first owner, this bow was designed not for war, but for signaling. The archer would fire an arrow at a pile of tinder from afar, sending up a smoke signal. This bow is also enchanted to enhance the wielder's aim and fire each arrow with greater force.

    STATISTICS:

    - Struck targets must save vs. breath or suffer 1d4 fire damage.

    THAC0: +1
    Damage: +1
    Proficiency Type: Longbow
    Type: Two-handed
    Requires:
    12 Strength

    Weight: 3
    ~
    @32 = ~Madmage's Shackles~
    @33 = ~Blessed with arcane talent but cursed with a violent temper, the sorcerer Zersholyne once served as an apprentice to a Sembian archmage. Zersholyne's ability to call storms and raise infernos on command earned him no small amount of respect, and a staggering measure of fear, from most of his colleagues.

    After his Sembian master attained lichdom, Zersholyne received a pair of heavy metal bracers as a reward for helping his master complete the procedure. The bracers were cursed, but Zersholyne was too delighted to care. His new shackles may have slowed his movements and restricted his freedom, but they made his magic even more impressive and terrifying.

    Zersholyne continued serving his master even as a zombie (not as a lich, as he was promised), and eventually his soul was sealed within these shackles. Even now, he does not mind, so long as he gets to feel the surge of magic coursing through him once again.

    STATISTICS:

    Equipped abilities:
    - +2 penalty to casting time.
    - +15% to all fire, cold, electricity, acid, magic, and poison damage dealt by the wearer.
    ~
    @34 = ~Vampiric Talons~
    @35 = ~Small metal talons are embedded in these ghoulskin gloves, allowing the wearer to use them as weapons. Each talon is tipped with poison, and the gloves are enchanted to heal their owner, stealing their opponent's vitality in combat and regenerating their wounds after the battle.

    STATISTICS:

    Equipped abilities:
    - Regenerate 1 Hit Point per 5 rounds

    THAC0: +1 bonus
    Damage: 1d6 crushing damage, +1d6 poison damage (save vs. death negates; user gains Hit Points equal to the damage dealt)
    Speed Factor: 1
    Proficiency Type: Dagger (no penalty for lack of proficiency)
    Type: One-handed
    ~
    @36 = ~Iron Gauntlets~
    @37 = ~These plain gauntlets have a modest enchantment to protect the wielder but possess no other notable properties. The creator was a novice mage, and the results disappointed him.

    Its other owners were less disappointed. Two of them would have died in combat without the magic of the gauntlets.

    STATISTICS:

    Equipped abilities:
    - +1 Armor Class
    ~
    @38 = ~Florin's Gloves~
    @39 = ~Florin the Fierce was an undead hunter with a prolific history of putting down ghouls and zombies. He met his end when attempting to slay a lich, a far different kind of threat than the mindless undead he was accustomed to fighting. The gloves survived where Florin did not, and their magic still helps the wearer clear through herds of undead.

    STATISTICS:

    Equipped abilities:
    - +2 to minimum damage rolls (1d6 becomes 3-6).
    - +2 to Turn Undead rolls.
    ~
    @42 = ~Hands of the Solar~
    @43 = ~These gauntlets, a boon from Mystra to her faithful, have a modest enchantment that grants the wearer some control over magical energy. Whoever dons these gauntlets can use them to deflect magical damage and even fire back at their enemies.

    STATISTICS:

    - May cast Magic Missile once per day.

    Equipped abilities:
    - +15% Acid, Fire, and Electricity Resistance
    ~
    @44 = ~Razor Bands~
    @45 = ~The hill giant mage Hadrook once roamed the Sword Coast, using his massive size and cunning mind to plunder everything he desired from a population that struggled to best him. After a nearly fatal ambush in which Hadrook's hands were left bloodied and useless, he crafted a pair of spiny metal gloves to ward off any other threats to his spellcasting.

    The gloves were useless against a later barrage of crossbow bolts, however, and his gloves were repurposed, the metal from each massive finger being reworked into 5 pairs of bracers. The magic Hadrook gave them still lingers, and the spines on each bracer will attempt to shoot out and stab the wearer's attackers in melee combat.

    STATISTICS:

    Equipped abilities:
    - Whenever an enemy deals damage to the user while they are within 5 feet, the attacker must make a save vs. death or suffer 1d3 piercing damage.
    ~
    @46 = ~Mummy's Eye +1~
    @47 = ~This yellowish-green gemstone once sat in the eye socket of King Soriyale the Sage, who was mummified after his death just a few decades before the fall of Netheril. Graverobbers extracted the eye from his body, awakening King Soriyale's mummy and sending them on a lengthy chase across Faerun. It took three years before he finally tracked down the robbers and buried them himself, and another eight months before he managed to find out where his eye had been sold.

    On the long walk home to his mausoleum, King Soriyale gave the eye to a young man he passed by, who sold it to a mage and used the money to help rebuild his village and pay off debts for his neighbors. It is not known why King Soriyale saw fit to give away the eye, but that village still bears the late king's name in gratitude for his gift.

    The eye returns to its owner when thrown or used with a sling, and its magical aura puts undead to rest. Even now, the eye's magic imitates its history.

    STATISTICS:

    - Returns to the user after each attack.
    - Struck undead must save vs. spell or be held for 1 round.
    - Strikes undead as a +3 weapon.

    THAC0: +1 bonus
    Damage: 1D4 +2
    Damage Type: missile (piercing)
    Weight: 0
    Launcher: Sling
    ~
    @48 = ~Mantle of the Red Prince~
    @49 = ~Once the favorite outfit of an imperious young prince, this brilliant mantle has a subtle influence on the mind, focusing the wearer's attention and making them quicker to react. The mantle still remembers its former user, and it responds when it thinks the Red Prince is there. As long as the wearer is wielding a sword, the mantle's magic grows, thinking that the Red Prince is back, and once again terrorizing his people with a gilded longsword.

    STATISTICS:

    Equipped abilities:
    - +1 Dexterity.
    - +3 bonus to speed factor.
    - When wielding any sword, the user gets +1 to THAC0 and +3 bonus to movement rate.

    Weight: 3
    ~
    @50 = ~Sylvan Cloak~
    @51 = ~This cloak has traded hands many times all across Tethyr, though most of its history lies with the elves who created it. Anyone who wears the cloak will be slightly shielded from sight and from certain dangers like poisons, but elves who wear the cloak will also see a different property of the cloak, as the supple leaves will harden whenever the cloak senses a weapon.

    STATISTICS:

    Equipped abilities:
    - +15% to Hide in Shadows
    - +1 to saves vs. death
    - +1 Armor Class for elves and half-elves

    Weight: 3~
    @52 = ~Ebony Shroud~
    @53 = ~This dusty cloak lays heavy on the user's shoulders. It has been worn by countless killers, soldiers, executioners, mercenaries, and adventurers over the years, and while many of its owners died in combat, many more died at their hands. The cloak adds weight to the user's attacks and even bestows a slight enchantment to the user's ranged weapons.

    STATISTICS:

    Equipped abilities:
    - +2 bonus to critical hit rolls with melee attacks.
    - Ranged attacks reduce the target's movement rate by 3 points (cumulative) for 2 rounds on a failed save vs. breath.

    Weight: 7~
    @54 = ~Electrum Cloak~
    @55 = ~This cloak is one of the early inventions of Durrish the Sunny, a prolific wizard and machinist from Anauroch known for his brilliant work and cheerful disposition. Durrish used the cloak to play with electricity in his spare time, and his nephew did the same when the cloak passed on to him. The cloak has real power ensorcelled within, but Durrish and his family prized it simply for its ability to dazzle and entertain.

    STATISTICS:

    Equipped abilities:
    - +30% Electricity Resistance
    - Wearer deals +15% damage with electricity spells and items.

    Weight: 3~
    @56 = ~Kuo-toan Fishmail +2~
    @57 = ~This armor is stitched together from the scales of dozens of different fish, all woven together and enchanted with kuo-toan magic. The effects of this armor on a kuo-toan are hard to guess, but on a human or demi-human, it grants the user a portion of a kuo-toa's powers.

    STATISTICS:

    Equipped abilities:
    - Regenerate 2 Hit Points per round.
    - Level 12 wearers can target invisible creatures with weapons and spells.

    Armor Class: 3 (2 vs. slashing/piercing/missile, 4 vs. crushing)
    Requires:
    6 Strength

    Weight: 10
    ~
    @58 = ~Bloody Cowl~
    @59 = ~This bloodstained cloak still smells faintly of copper, and it leaves a trace of red on everything it touches, as if the cloth were still soaked in blood. The history of this cloak is hidden from conventional divination magic, but the enchantment remains visible: it grants the user some limited control over blood.

    STATISTICS:

    - May cast Vampiric Touch once per day.

    Equipped abilities:
    - +1 bonus to critical hit rolls.

    Weight: 3
    ~
    @62 = ~Phantomskin Cloak~
    @63 = ~The gods only know how this strange material came into being. The cloth appears to be the skin of a phantom, despite phantoms having no physical skin, and the cloak has a habit of vanishing and reappearing when it's not being watched. However this cloak came into existence, it has a latent necromantic energy that the user can tap into.

    STATISTICS:

    - Once per day, send all creatures in a 15-foot radius running in terror for 5 rounds on a failed save vs. spell.

    Equipped abilities:
    - +1 to saves vs. death and polymorph.
    - +40% Cold Resistance.

    Weight: 3
    ~
    @66 = ~Club of Defiance +1~
    @67 = ~This ancient club of stone is somehow still intact, original leather bindings and all. Little is known of its earliest history, but based on a few scattered visions of diviners who have studied the club, it's believed that the club was used in some sort of rebellion thousands of years ago. The club drains the victim's vitality much like a vampire, though whether vampires played a role in its creation is unclear.

    STATISTICS:

    - Struck targets must save vs. death or lose 2 levels for 1 hour

    THAC0: +1 bonus
    Damage: 1D6 +1 (crushing)
    Weight: 3
    Proficiency: Club~
    @68 = ~Prison Ogre's Pal +2~
    @69 = ~On the surface, this massive hunk of solid metal seems too heavy to be useful as a weapon. But whoever attempts to lift it finds a sudden strength in their arms, a boon from its original owner, a juvenile ogre imprisoned for stealing chickens--spared from immediate execution by a soft-hearted lord.

    This oversized ball and chain was commissioned to help keep the ogre imprisoned while awaiting trial. The iron ball was woefully insufficient to pin down even a juvenile ogre, but the ogre never attempted to escape. He simply stayed in his cell with its flimsy bars, chatting with his cold iron "pal."

    The ogre apologized to the chickens' owners and spent a year working on their farm before eventually marrying into the community. He left the ball and chain to the lord who saved his life by holding a trial, saying one sentence in explanation: "My pal is my strength."

    STATISTICS:

    Equipped abilities:
    - +3 Strength

    Damage: 1d12 (crushing), strikes as a +2 weapon
    Speed Factor: 9
    Proficiency Type: Flail/Morning Star
    Type: One-handed
    Requires:
    13 Strength

    Weight: 40
    ~
    @70 = ~Savior of the Shaengarne +2~
    @71 = ~This halberd once belonged to Sir Logan Coldberry, a knight of the Radiant Heart who fought off a crowd of 20 barbarians who had nearly overtaken a small village on the Shaengarne River. Sir Logan held the line outside a palisade wall while his comrades set up fortifications behind him. Ultimately, he did not survive the battle.

    But by the time he fell, his comrades had finished the wall. The barbarians were stymied, and the Targos militia arrived the next day. Just outside that wall, a cairn still stands in Sir Logan's honor.

    STATISTICS:

    -Struck targets must save vs. spell at -3 or suffer a cumulative -1 penalty to attack damage for 3 rounds.

    THAC0: +1 bonus
    Damage: 1d10 +1 (piercing), strikes as a +2 weapon
    Speed Factor: 6
    Proficiency Type: Halberd
    Type: Two-handed
    Requires:
    13 Strength

    Weight: 14
    ~
    @72 = ~Sanguine Ioun Stone~
    @73 = ~This brilliant red gem buzzes with energy, and its presence clears the mind of its user and focuses it on a single task: brute force.

    STATISTICS:

    Equipped abilities:
    - +1 to critical hit rolls
    - +1 to minimum damage rolls
    ~
    @74 = ~Charred Helmet~
    @75 = ~This helmet is covered in a thick layer of ash and charcoal, the result of the helmet's peculiar past. It once sat in an Amnian family's home shrine just above the ritual fire, and was exposed to countless roastings over years. Long after the helmet changed hands, it still holds that family's spiritual resilience and collective wisdom, though the family name can only be read on the helmet with divination magic: Laurencine.

    STATISTICS:

    Equipped abilities:
    - Protects against critical hits
    - +1 Wisdom and Constitution
    Weight: 2
    ~
    @76 = ~Chimera's Bane +3~
    @77 = ~This dwarven-forged blade's origin is unknown, but it witnessed one of the largest conflicts in Icewind Dale, being used by a Luskanite volunteer to combat the Legion of the Chimera in 1312 DR. It bears numerous nicks and scratches and radiates a faint chill.

    STATISTICS:

    Equipped abilities:
    - Gets +2 to hit and damage against chimeras, goblins, hobgoblins, orcs, ogres, bugbears, tieflings, driders, duergar, lycanthropes, half-dragons, and yuan-ti. Chimera's Bane strikes as a +4 weapon against such creatures.

    Damage: 1d8 + 2
    Attack Bonus: +2
    Enchantment: +3
    Damage Type: Slashing
    Weight: 3 lb.
    Proficiency: Longsword
    Type: One-handed
    ~
    @78 = ~mace~
    @79 = ~~
    @80 = ~Bronze Basher +1~
    @81 = ~This bronze mace is enchanted specifically to mangle armor and knock opponents off-balance, allowing the wielder and their allies to overcome an enemy's defenses even if their foe survives multiple attacks.

    STATISTICS:

    - Struck targets must make a save vs. spell or suffer a cumulative -1 penalty to Armor Class for 4 rounds.

    THAC0: +1 bonus, +4 vs. constructs
    Damage: 1d8 + 1, +4 vs. constructs
    Enchantment: +1, +4 vs. constructs
    Speed Factor: 5
    Proficiency Type: Mace
    Type: One-handed
    Requires:
    11 Strength

    Weight: 12
    ~
    @82 = ~Sun Ring~
    @83 = ~This is a simple golden ring first blessed by Amaunator. The color has faded and the shine has dulled, but it still shields the wearer from the attacks and spells of the undead.

    STATISTICS:

    Equipped abilities:
    - +2 Armor Class and saving throws vs. undead
    ~
    @84 = ~Ring of Illusions~
    @85 = ~This odd little artifact boasts a reflective gem and an enchantment that bends light. Rogues and monks can see in the shadows slightly better, and anyone can use the ring to cast minor illusion spells.

    STATISTICS:

    - May cast Color Spray once per day.
    - May cast Reflected Image once per day.

    Equipped abilities:
    - +15% Find Traps
    ~
    @86 = ~Moonlight Ring~
    @87 = ~This ring is made from moonlight itself, and shimmers with a faint light even in darkness.

    STATISTICS:

    Equipped abilities:
    - +2 bonus to saves vs. Transmutation spells.
    - Druids get +2 to caster level.
    - The user's attacks strike as silver and cold iron weapons.
    ~
    @88 = ~Midnight Ring~
    @89 = ~A priest of Mask created this ring as a favor to a family member, only to have it stolen days later by a teenage pickpocket who didn't realize its power until after taking it. The ring casts a shadow on prying eyes and helps its wearer flee from danger.

    STATISTICS:

    - Once per day, may blind a single target for 5 rounds on a failed save vs. spell.

    Equipped abilities:
    - +15% Hide in Shadows
    - Thieves, rangers, and monks get +3 to movement rate.
    ~
    @90 = ~Sseth's Boon~
    @91 = ~Crafted by yuan-ti abominations and blessed by Sseth, the snake god of poison, this ring alters the wearer's metabolism, making the wearer more resilient to injury but more vulnerable to poison. Stranger still, the venom transmutes any poison or venom in the wearer's body into a rejuvenating serum, leaving them in an excited state for as long as they remain poisoned. The yuan-ti's motives for creating such a ring were most likely to prolong torture, though it's also possible the ring has some connection with the histachii ritual or the yuan-ti's various twisted experiments.

    STATISTICS:

    Equipped abilities:
    - +1 Constitution
    - -3 penalty to saves vs. death
    - While the wearer is poisoned, they get a +2 bonus to THAC0 and damage rolls.
    ~
    @92 = ~Ring of Bodily Integrity~
    @93 = ~This ring is a simple attempt to extend one's natural lifespan, helping the body shrug off ordinary toxins and resist wear and tear. The enchantment is strong enough to also protect the wearer from hostile magic and exotic poisons.

    STATISTICS:

    Equipped abilities:
    - +1 to saves vs. death and polymorph
    - +1 to saving throws vs. Necromancy and Transmutation spells
    ~
    @94 = ~Murderer's Charm~
    @95 = ~A priestess of Bhaal crafted this ring to commit and commemorate the ritual murder of her husband, who suffered nearly 30 stab wounds before he finally fell. The ring's full magic has faded away, but a skilled rogue can still make excellent use of its powers.

    STATISTICS:

    Equipped abilities:
    - +1 to THAC0 with daggers
    - Whenever the wearer successfully backstabs a creature, the victim suffers a cumulative -4 penalty to Strength for 10 rounds, with a save vs. death at -2 to reduce the penalty by half.
    ~
    @96 = ~Ring of the Gloomfrost~
    @97 = ~This ring was once a plain silver ring worn by an adventurer attempting to explore the Gloomfrost. They died at the hands of a snow troll outside its den, and the ring fell into a deep crevasse. The ring was only found nearly 70 years later, when an exploring mage survived a fall into the same crevasse. While waiting for his comrades to rescue him and heal his broken bones, he noticed the ring's aura, and its magic kept him alive until his escape. Decades of exposure to the Gloomfrost have lent this ring the enchantments it holds today.

    STATISTICS:

    Equipped abilities:
    - +40% Cold Resistance.
    - +20% bonus to all cold damage dealt.
    ~
    @98 = ~Ring of Scorching~
    @99 = ~Kossuth granted this ring to a young acolyte who was struggling to cultivate their sorcerous talents. The acolyte never did develop the talent they believed they possessed, but the ring did allow them to show Kossuth's magic to the world in glorious displays, slowly winning converts over time.

    STATISTICS:

    - May cast Agannazar's Scorcher once per day.

    Equipped abilities:
    - +20% Fire Resistance
    - +10% bonus to all fire damage dealt.
    ~
    @100 = ~Ring of Raw Energy~
    @101 = ~This ring channels arcane energies around it, allowing the wearer to resist energy-based spells and convert any arcane magic they possess into movement. The ring is believed to have been an efreeti mage's experiment to attain godhood.

    STATISTICS:

    Equipped abilities:
    - +2 to saves vs. Invocation and Conjuration spells.
    - Thief/mages and cleric/mages get +1/2 attack per round.
    - Single-classed mages get +1 attack per round.

    ~
    @102 = ~Ring of the Alu-Fiend~
    @103 = ~The alu-fiend Rezora crafted this vibrant pinkish-red ring to augment her budding powers. Stunted by birth due to an unrelated condition, Rezora spent much of her life bedridden, but she was a dedicated reader and quickly proved herself a capable mage. Rezora was long disappointed in her inability to naturally attract people as her succubus mother could, but with magic and this ring, she could look however she wanted, go wherever she pleased, and have any man she desired.

    Rezora died in her early 40's due to her condition, but she lived a great deal in the years she had, leaving behind a staggering number of children and husbands who were all very surprised to learn of each other's existence. Only the ring was left to explain the aftermath.

    STATISTICS:

    Equipped abilities:
    - +1 Charisma
    - May cast Domination once per day.
    ~
    @104 = ~Ring of Corrosion~
    @105 = ~The secrets of how to forge these rings have unfortunately been lost to time. The alchemist D'hey-jazerrion created a suite of them in his lab at Dragon's Eye, but most of his lab and his research was destroyed by a volcanic eruption. This ring, originally intended to aid in refining potions, grants the wearer some control over acids both mundane and magical.

    STATISTICS:

    Equipped abilities:
    - +25% Acid Resistance.
    - +25% bonus to all acid damage dealt.
    ~
    @112 = ~Sahuagin's Revenge +1~
    @113 = ~This blade was once wielded by the pirate captain Ezzeritch, a cambion sorcerer who plagued the Sword Coast for nearly 20 years--and while it was little known to surfacers, he also raided sahuagin settlements with equal vigor. Ezzeritch only met his match after attempting to raid a powerful sahuagin city. The raid was successful, and Ezzeritch made it back to harbor with a trove of riches that baffled onlookers with its splendor, but the sahuagin counterattack brought down Ezzeritch and his entire crew along with a few luckless sailors who were too close to the water.

    His body and crew were never recovered, and his sunken ship was picked clean by sahuagin scavengers, but his saber remained on the surface. A sahuagin had planted it on the beach, still wet with Ezzeritch's blood, a reminder to the surfacers to never challenge their dominion again.

    STATISTICS:

    THAC0: +1 bonus
    Damage: 1d8 +1 (slashing), +1d3 acid damage
    Speed Factor: 5
    Proficiency Type: Scimitar/Wakizashi/Ninjatō
    Type: One-handed
    Requires:
    8 Strength

    Weight: 4
    ~
    @114 = ~Pixie's Door +1~
    @115 = ~While wandering through the Underdark, the pixie Norizoif found this shield on a dead duergar. Unable to find his way back to the surface, Norizoif made a temporary home in a small cave, using the shield as a door to keep out the local grells and drow until he could divine the way back to the surface. He gradually fed his magic into the shield to strengthen it, yielding the enchantments it has today.

    STATISTICS:

    - May cast Rigid Thinking twice per day.

    Equipped abilities:
    - Armor Class: +2
    - +1 to saves vs. death, breath, and polymorph

    Weight: 8~
    @118 = ~Sling of Discord +1~
    @119 = ~The prankster Errid Fizzlehopper crafted this sling to sow chaos in his own village. He would lob a rock at a group of people from afar, then watch as one of them accused another of rock throwing. The incidents would repeatedly end in violence.

    Errid made the mistake of trying to sow discord among a group of elderly villagers who were old friends. Since none of them was childish enough to throw rocks, they realized magic was afoot, and Errid was caught a week later.

    The authorities tried to impose an ironic punishment on Errid by giving the sling to his victims and allowing anyone with the sling to lob a rock at Errid, thinking that Errid's resulting rage would make him understand his mistake. The irony was never achieved, as the first rock thrown simply killed him.

    STATISTICS:

    - Struck targets have a 50% chance of going berserk for 2 rounds on a failed save vs. wands at +2.

    THAC0: +1 bonus
    Damage: 1d4 +1 (missile)
    Proficiency Type: Sling
    ~
    @124 = ~Nine Paces +2~
    @125 = ~This long oak spear was originally used to hunt arctic boars before being used in the war against the Legion of the Chimera. The runes on the haft help it reach out to strike enemies farther away than a typical polearm, and it has more recent enchantments to slow or halt an enemy's progress.

    STATISTICS:

    - May cast Hold Person once per day.
    - Strikes devils and demons as a +3 weapon.
    - Struck targets have a 25% chance of being slowed for 2 rounds on a failed save vs. polymorph at +3.

    THAC0: +2 bonus
    Damage: 1d6 +2 (piercing)
    Special:
    Reach of 4 lengths, rather than 2.
    Weight: 7 lb.
    Proficiency Type: Spear
    Type: Two-handed
    ~
    @130 = ~Phantom Staff +2~
    @131 = ~This staff was crafted by Thayvian wizards at the Severed Hand during the Hand's short time as a hub for the Legion of the Chimera and its various allies. The collapse of the Hand had the side effect of weakening the staff's enchantment, but it still retains its unique feature: the wielder can attack with the staff at a slight range, fighting with a "phantom" extension of the weapon.

    STATISTICS:

    THAC0: +2 bonus
    Damage: 1d6 +2 (crushing)
    Special:
    Phantom: Projects a ghostly image of the weapon that can strike an opponent from a distance of up to 10 feet.
    Weight: 4 lb.
    Proficiency Type: Staff
    Type: Two-handed
    ~
    @132 = ~Demoralizer +1~
    @133 = ~Sowing chaos in an enemy formation is a valuable tool in warfare, and this crossbow was designed for just that. Any bolt fired by this crossbow will assail the victim's mind with illusory dangers, tricking them into fleeing the battle unless they resist the effect.

    STATISTICS:

    - Struck targets have a 33% chance of fleeing in terror for 2 rounds on a failed save vs. spell.

    THAC0: +3 bonus
    Damage: +1 bonus
    Weight: 12 lb.
    Proficiency Type: Crossbow
    Type: Two-handed
    ~
    @134 = ~Robe of Nheero Futma~
    @135 = ~The scholar Nheero Futma crafted this robe after exhaustive research into the yuan-ti of Dragon's Eye. Nheero Futma found an alternate pathway to the yuan-ti's infamous histachii transformation, and is one of the few beings to ever undergo the transformation with their minds intact. This robe protects the wearer from all manner of poisons, a common hazard in his line of work.

    STATISTICS:

    Equipped abilities:
    - Armor Class: 7
    - Immunity to poison

    Weight: 6~
    @136 = ~Pesterer +1~
    @137 = ~Crafted by the cunning drow duelist Virzaw, this dart is designed to harass and distract rather than kill. Virzaw made the mistake of boasting too loudly about his victories in pit fights when a high-ranking female decided to challenge him in the pit and shame the upstart drow.

    Virzaw knew he had no chance against a powerful priestess of Lolth, so he designed this dart to thwart her spellcasting and give him enough time to gain an advantage. It extended his life for perhaps 30 seconds before the priestess summoned a yochlol to tear him apart.

    STATISTICS:

    -Struck targets must save vs. breath or suffer a cumulative -1 penalty to Armor Class and casting speed for 2 rounds.
    THAC0: +1
    Damage: 1d3+1 (missile)
    Speed Factor: 0
    Proficiency Type: Dart
    Type: One-handed

    Weight: 0~
    @138 = ~Vicious Impulse +2~
    @139 = ~This luminous dagger moves on its own even when held, always changing its angle to point at the nearest person's throat. The dagger is innately drawn to the jugular, and the shifting angle can be used as a compass to guess the location of a hidden creature.

    - May reveal invisible creatures in a 10-foot radius once per day.
    - Instantly kills creatures with 15 Hit Points or less on a failed save vs. death.

    STATISTICS:

    THAC0: +3
    Damage: 1d4+1 (piercing)
    Enchantment: +2
    Speed Factor: 0
    Proficiency Type: Dagger
    Type: One-handed
    Requires:
    4 Strength

    Weight: 2~
    @140 = ~Sword of Sickness +1~
    @141 = ~This sword's origin and creator are unknown. The enchantment carries a dangerous disease, but the majority of the magic in it is flawed and broken--the sword was supposed to be much more. Given the flesh-eating rot that the blade itself induces, it's probably for the best that this weapon's full purpose was never realized.

    STATISTICS:

    -Struck targets have a 25% chance of suffering 3 disease damage for 5 rounds on a failed save vs. death at -2.

    THAC0: +1
    Damage: 2d4+3
    Damage type: Slashing
    Speed Factor: 7
    Proficiency Type: Bastard Sword
    Type: One-handed
    Requires:
    10 Strength

    Weight: 8~
    @142 = ~King's Deceit +2~
    @143 = ~An ancient lord named King Zonwyn commissioned this armor in secret, beseeching his court wizard to craft a suit of armor that could let him flee if he was wounded. King Zonwyn had never seen battle, but he cultivated a false persona as a famous swordsman, and when war did come--largely due to Zonwyn's own poor statesmanship--he "bravely" led the charge, riding headlong into battle as if he had no fear of death.

    The war only lasted a single major battle, and it ended in a crushing defeat. King Zonwyn walked home alone and on foot, shaken by the horrors of war and the realization of his own hubris. He confessed to his advisors, doffed the armor, and pledged to be a peaceful leader... as if he was given any choice in the matter.

    STATISTICS:

    -While the wearer is below 50% Hit Points, there is a 15% chance each round that they will turn invisible for 1 round.

    Armor Class: 1 (0 vs. slashing)
    Requires:
    12 Strength

    Weight: 50~
    @144 = ~Messenger's Leather +2~
    @145 = ~A messenger is no use in war if they die en route, but armor is a heavy burden for a messenger. This armor was created to combat drow raids on the surface: the enchantment protects and accelerates the wearer, allowing a fleeing messenger to warn their comrades about the invasion before a hail of drow bolts can cut the message short.

    STATISTICS:

    -May haste the user for 4 rounds once per day.

    Armor Class: 5 (3 vs. slashing, 4 vs. piercing and missile)
    Requires:
    6 Strength

    Weight: 15~
    @146 = ~Thunderclap +1~
    @147 = ~This hammer produces an abnormally loud crack whenever it strikes. The Uthgardt shaman who created it had intended to imbue it with lightning, but a prior curse from a priest of Gruumsh sabotaged the ritual, resulting in the hammer's current state. It is still an effective weapon, with the ability to return when thrown and a chance of deafening the victim.

    STATISTICS:

    - Returns to the wielder's hand when thrown
    - Struck targets have a 25% chance of being deafened for 2 rounds on a failed save vs. breath. Deaf targets have a 50% chance of spell failure.

    THAC0: +1
    Damage: 1d4+2
    Damage type (melee): Crushing
    Damage type (thrown): Missile
    Speed Factor: 2
    Proficiency Type: Hammer
    Type: One-handed
    Requires:
    4 Strength

    Weight: 3
    ~
    @148 = ~Plasma Shard +2~
    @149 = ~A githyanki explorer discovered this strange shard of brilliant energy in Limbo and recognized its potential. With extensive mental effort, the githyanki reshaped the shard with psionics, crafting it into a wieldable short sword. The weapon saw little use, however, as it proved hopelessly ineffective against the githyanki's greatest foe: mind flayers, whose resistance to magic can negate the damage entirely.

    STATISTICS:

    -Deals 3d4 magic damage instead of piercing damage, with a save vs. spell for half. This weapon does not gain bonuses from Strength or similar effects. A successful backstab or critical hit will deal triple the damage, but magic resistance and Minor Globe of Invulnerability can block the effect.

    Enchantment: +2
    THAC0: +3
    Damage: 3d4 (magic), +6d4 on a successful critical hit or backstab
    Speed Factor: 2
    Proficiency Type: Short Sword
    Type: One-handed
    Requires:
    4 Strength

    Weight: 2~
    @150 = ~Spite +2~
    @151 = ~Once the prized weapon of the half-ogre bandit Chaldig, this sword absorbed the half-ogre's cruelty and brutality over time. Spite's enchantment lashes out at the wielder's enemies, cursing them with bad luck. The standard story goes that Chaldig resented the world for his outcast status and became a bandit as revenge, but, contrary to rumors and the current name of the sword, the half-ogre's banditry was likely motivated by greed rather than anger.

    STATISTICS:

    - Struck targets must save vs. spell at -1 or suffer 1d3 acid damage and a non-cumulative -1 penalty to luck for 5 rounds.

    Equipped abilities:
    - +30% Acid Resistance.

    THAC0: +2
    Damage: 1d10+2 (slashing), +1d3 acid (save vs. spell at -1 negates)
    Speed Factor: 8
    Proficiency Type: Two-handed Sword
    Type: Two-handed
    Requires:
    13 Strength

    Weight: 10~
    @152 = ~Blizzard Arrow +2~
    @153 = ~The archer's fingers go numb as they nock this frosty arrow. The arrowhead emanates a withering cold even at rest, but when the arrow strikes a target in flight, the full power is made evident: the arrow bursts into a rush of frozen air, instantly freezing the target and everything nearby. The arrow itself is clumsily-balanced and the archer must take extra time to fire it properly, but the arrow can freeze multiple creatures solid at once, and the arrow will reform in the archer's quiver after the burst, materializing from the fog.

    STATISTICS:

    -Attacks per round limited to 1.
    -Returns to the user after attacking.

    THAC0: +2 bonus
    Area of effect: 10-foot radius
    Damage: 4d6 (cold, save vs. spell for half), +4d6 on a critical hit
    Launcher: Bow

    Weight: 0
    ~
    @154 = ~Spider Strings +1~
    @155 = ~The woodsman Orilt designed this bow to hunt, taking inspiration from the giant spiders by enchanting this bow to string up its victims in a tangle of spiderwebs. The tactic was highly effective, but Orilt learned too late that the webs didn't stretch far enough to entangle larger creatures.

    STATISTICS:

    -Struck targets have a 25% chance of being webbed for 1 round on a failed save vs. breath. This web cannot bind large creatures or incorporeal beings such as mists, shadows, wraiths, ghosts, will o' wisps, and slimes. Spiders are also naturally immune to the webs.

    THAC0: +1
    Damage: +1
    Proficiency Type: Shortbow
    Type: Two-handed
    Requires:
    12 Strength

    Weight: 3
    ~
  • _DD__DD_ Member Posts: 72
    Thank you for your work! I only skimmed it to avoid spoilers, but I'm glad to see that each item has its own story. Something I always appreciate.
  • UlkeshUlkesh Member Posts: 327
    A really cool mod. Thanks.
  • Kensei_xXxKensei_xXx Member Posts: 424
    Could you make this available for EET as well?
  • semiticgoddesssemiticgoddess Member Posts: 14,947
    @Kensei_xXx I uploaded a small update to the first post of this thread, with a new component for EET. I can't really test to see if it installs, since I don't have EET, but I think it should work; it's just combining some of the code from the BG1 and BG2 components.

    You might find more than one copy of the same item, if you're going between BG1 and BG2 areas (or if you use Dragonspear Castle containers to smuggle BG1 items into Shadows of Amn!). Sorcerous Sundries and the Adventurer Mart should both sell Bronze Basher, for example.
  • Kensei_xXxKensei_xXx Member Posts: 424
    Installation worked. I'll see how it goes in game. :)
  • jmerryjmerry Member Posts: 4,194
    For a mod like this, the main thing to watch for in converting to EET is how the items get inserted into the world. So I took a look ... looks fine to me. Since none of the items are being placed in containers, you don't have to worry about area resource references changing.

    I did spot some other issues, though.
    - "make NPC items usable with UAI". The code you have here definitely won't accomplish this; that unusability isn't in the itm files at all. It's in item_use.2da - you'd have to wipe out the items' lines in that file to actually make them usable for anyone other than their original owner.
    - In the bits working with existing items, you just copy/override from a copy in the mod. Which is just pure clutter if those items aren't already in the game; no reason to copy Valygar's armor or the Sleeper to BGEE when you're not adding them to that campaign. Best to trim the lists down to what's relevant for the game that component goes with. (I'd also make the various small modifications by editing what's there already with COPY_EXISTING, but that's not something truly wrong with what you have.)
    - In its current form, this mod will error out if you attempt to install on a copy of BGEE that doesn't have SoD. Specifically, it'll fail at the first "COPY_EXISTING" of a CRE from SoD because they don't exist. To fix that and allow this mod for non-SoD BGEE, I recommend adding the IF_EXISTS condition to the copy commands for SoD resources that you add the new stuff to. In code terms:
    COPY_EXISTING ~bd******.cre~ ~override~
    	// Redacted. Spoilers.
    BUT_ONLY IF_EXISTS // Skip this block if this SoD character doesn't exist.
    
  • semiticgoddesssemiticgoddess Member Posts: 14,947
    @jmerry: Good advice! Thank you. My apologies for you having to look at my spaghetti code. :smile:

    I'll need to figure out how I want to approach vanilla item edits (I only have a few files right now), but I'll keep that in mind. I added the BUT_ONLY's to the lines I've got now.
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