Customization of weapons can be also done with the enchantment basin.
All the below-mentioned changes are in effect; if you classify to wield a weapon in one hand, you will not be able two use it as a two-handed even if you forego the use of a shield. The same way that the quarterstaff will always be considered a two-sided weapon, and will always attack as a two-sided weapon.
All double-sided and weapons held as two-handed by the character will grant an additional +2 AB.
- Bastard Sword:
- Can be toggled to one handed/two handed with the -twohand command. Bastard swords, however, don't receive the bonus above when they are two-handed using the command.
- Dwarven Waraxe:
- Dwarves can wield this weapon without taking the Exotic Weapon Proficiency feat.
- Taking feats that affect the Battleaxe (Weapon focus, Improved critical, etc) will also be granted for the Dwarven Waraxe - this is done since characters without the Exotic feat cannot normally put feats into the dwarven waraxe.
- Dwarves can also -twohand this weapon.
- Can be finessed.
- Size changed from medium to small (thus smaller races can dual-wield them or use them with shield).
- Weigh changed from 10 lbs to 6 lbs.
- Is now a double-sided weapon, like the double-axe and the two-bladed sword.
- The offhand damage is based on your base unarmed damage score (default is 1d3, or 1d4 and above for monks).
- Like other double-sided weapons, its STR damage bonus is 1.0x for the main hand and 0.5 for the offhand attacks.
- Can be finessed
- Benefits from monk's UBAB progression.
- Cannot be used with Flurry of Blows.
- Benefits from the monk's UBAB progression.
- Damage lowered from 1d8/x3 to 1d6/x3
- Size changed from large to Medium, thus they can be wielded with a shield. Smaller characters, such as halfings and kobolds may use them as two-handed weapons.
Note that due to a bug, a spear with shield may not be quickslotted, nor they will display the correct values in the sheet. There's a file to fix this available at Google Drive, just download and install in the Override folder.
- Throwing Axes:
- Works along with Arelith's Barbarian Rage.
- Dice changed from 1d8/x2 to 2d6/x3. They are still large weapons, and thus they cannot be wielded with shield.
- Weapon Focus feat will work for tridents. (Note that this is due to a work around in NWNX but it is unknown if this is a soft (i.e. counts towards +20 cap) or hard (as per normal weapon focus))
Some modified weapons will not be displayed correctly in the character sheet (the information displayed will not affect the performance of the weapon), such as the spear and trident. The same Google Drive file as above includes the fix.
Types of weapons
By type of damage caused:
Item Level Requirement
Arelith uses its own system to determine the level necessary to equip weapons, and for now, only weapons.
Weapons crafted through forging have their own requirement, but otherwise, all weapons follow these exact price/requirement tiers:
- 2000 GP = Level 1
- 4000 GP = Level 4
- 7000 GP = Level 7
- 15000 GP = Level 10
- 30000 GP = Level 13
- Higher cost = Level 16
- Increased UMD flagged items= Level 21
The cost of an item is determined the moment it is generated (?). Even if the item is enchanted, upgraded, essenced, or changes owner, the requirement will remain exactly the same.
Weapon visuals guide
- Standard Weapons with enhancement bonuses such as a +1, +2, +3, will all show an essence's effect.
- Visuals will show on a crafted weapon of Greensteel, Masterly Steel or Masterly Damask.
- Visuals will show on Basin Enchanted weapons.
- The only essences to grant visual effects are +4 and +1d6.
- Acid, Cold, Electrical, Fire and Sonic will all grant visual effects to these weapons.
- Divine, Positive and Negative will not show any visual effects.
- Gloves will never show any visual effects.
Note that when an essence is applied to a weapon, all previous elemental damage bonuses will be removed from that weapon (Acid, Cold, Divine, Electrical, Fire, Negative, Positive, and Sonic), regardless whether the bonus is original of the item or was added through essences or enchantment.
Arrow Management and Essencing
It is possible to have three types of elemental damage on each stack of arrows. To do this start off with an arrow bundle and apply both permanent and temporary essences of different types to it then 'split' the bundle to make the temporary essences become permanent. When using the arrow stacks created from the bundle you may add a temporary essence of a third type of damage to each.
If you feel that temporary essences becoming permanent is 'odd' try thinking of it this way; "How much temp essence is needed to coat my sword? A whole lot. So it is thinly coated so it doesn't last long. How much is needed to coat an arrow head?" Another way to look at it, is what has the arrow done to make the essence wear off? On a sword, it is assumed you're using it, ergo the timer. An arrow is a one-time use.
When a stack of arrows is emptied, the character will automatically equip another quiver from the inventory, if any. This may seem random, but the quiver selected is always the last one entering the inventory. Knowing this, you may carefully drop and repick which arrows you desire to use next when your current quiver is spent, and thus save other stacks of arrows that you may wish to keep for a different encounter.