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*Spoiler!* :) Umm... new weapons :D

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#21 Quitch



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Posted 07 October 2002 - 10:30 AM

As far as I can tell, because they're +3 and +4 "can't hurt". So, no reason then.

#22 -C0w-

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Posted 04 December 2002 - 11:49 PM

it just seems to me that carsomyr is supposed to be the most powerful weapon in the forgotten realms and all these other +6 weapons come close to usurping it just my paladiny opinion

#23 Uther

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Posted 05 December 2002 - 04:04 PM

I thought that in DnD, weapons could only be +5 or lower. I know in ToB there were some +6 items, but still, isn't it really not legitimate?
"Do not follow where the path may lead. Go instead where there is no path and leave a trail."

#24 Cuv


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Posted 05 December 2002 - 06:55 PM

The Hand of Torm is another holy relic not unlike Carsomyr. If you think +6 is too much, then I will happily reduce its enchantment. I wont spoil what special powers it has... but they are not the same as Carsomyr at all... and it is quite a bit weaker than Carsomyr.

#25 Althernai

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Posted 05 December 2002 - 07:16 PM

In fact, anything that makes Ascension significantly easier is unbalanced.  Just about every other mod out there grossly violates this principle and (unlike many, apparently) I don't consider that a good thing.

Can someone please inform me of which items make Ascension significanly easier? Off the top of my head, I can think of exactly one: the Robe of Vecna and that comes with the Official Patch and not any mod. Ascension creatures are immune to almost every non-damaging effect that it really doesn't matter which +4/+5/+6 weapon you are using (possible exception being something that level drains). I have not seen many items that are better than the stuff you get in unmodded ToB.

I thought that in DnD, weapons could only be +5 or lower. I know in ToB there were some +6 items, but still, isn't it really not legitimate?

Uther, they are as legitimate as Improved Alacrity, Greater Whirlwind, Assassination and the rest of the HLAs. You are playing BG2:ToB, not DnD.

#26 Uther

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Posted 05 December 2002 - 11:43 PM

I have no problem with it being plus six. I was just curious if it was truly legitiment. Thank you for answering my question. :)
"Do not follow where the path may lead. Go instead where there is no path and leave a trail."

#27 Hendryk

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Posted 06 December 2002 - 12:01 AM

Even in DnD, the Sword of Kas was always +6, so +5 is not a theoretical limit.
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#28 Uther

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Posted 06 December 2002 - 01:00 AM

Well, then it legitamacy certainly has no problems. :)
"Do not follow where the path may lead. Go instead where there is no path and leave a trail."

#29 -Tempest-

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Posted 08 December 2002 - 08:16 PM

The Sword of Kas, I was wonderring when someone would mention it. Sure enough, you fell into my trap and so I shall taint you all with the words of Tempest. I won't pretend to know thefull details of my favored item of history but let s think for a moment. The sword of Kas was, if I am not mistake, imbued with a portion of Vecna's essaince. Vecna, who by simply wearing a piece of clothing caused it to be, in my opinion, the best Mage item in the Baldur's Gate serries. How much more so then should the sword of Kas be deamed a relic, an artifact of power? Surely it shoud be held on high much like the paladin's legendary sword, the Holy Avenger.

So I a little obssesed.

#30 Raistlin

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Posted 08 December 2002 - 08:47 PM

What is it?

#31 Uther

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Posted 08 December 2002 - 09:29 PM

What were its effects?
"Do not follow where the path may lead. Go instead where there is no path and leave a trail."

#32 -COw-

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Posted 09 December 2002 - 04:26 PM

found this on another board not sure what the tables are


Another item connected with the legend of the lich Vecna is the Sword of Kas, his onetime bodyguard. This sword is said to have a thin, grey blade of some metallic substance. Its powers are only dimly hinted at by legend, but Kas was said to be the mightiest swordsman of his age.

The Sword has +3 bonus, +5 vs. undead, demons and godlings, and an Intelligence of 18 and ego of 18. It also has one extraordinary power that is normally available to swords. It is evil, and if possible, it will control any fighter who picks it up and turn him evil. Additionally, it has One power from TABLE I, two from TABLE II, and one from TABLE IV and one from TABLE V. This sword will, of course, attempt to dominate its owner.

Suggested powers:

Plus the normal die rolls for powers of swords.


The Hand of Vecna appears to be a dried, shriveled and blackened hand, such as could have been caused by having been burned. The hand (and it is also rumored in dark passageways, an eye) is the sole remains of an ancient lich who was so powerful that he was able to imbue his hand with wondrous/horrible powers and to enable it to survive even after his long-undead body had teased to exist.

If the hand is pressed against the stump of an arm, the "wearer" is able to use its various powers, although he must determine them by trial and error. The hand causes the user to become totally evil, but even a "detect evil" spell will not reveal this. Once the hand is pressed to the stump of an arm. it affixes itself to the arm, and can only be removed under certain conditions. Until one of the "primary powers" (listed below) is used, the hand may be removed at will (of course, the user is still minus his normal hand). With each use of a "primary power," the chance of removing the hand is reduced from 100% by 10%. After ten uses, the hand can never be removed. Secondary powers may be used as often as desired, without the drastic effects of use of
primary powers. Each time a primary power is used successfully, the user is subject to one of the penalties listed in Table II I of the ARTIFACTS & RELICS TABLES. NONE OF THE EFFECTS OF THE HAND MAY BE ALTERED IN ANY WAY. EVEN WISHES OR ACTS OF THE GODS ARE USELESS IN THIS REGARD.

The secondary powers include one from TABLE IV and four from TABLE I.

The "primary powers" are used by extending the fingers of the hand in different combinations. Use about sixteen combinations (i.e.. clenched fist, index finger extended, all fingers extended, etc.) and have about six do nothing. Use ten powers from TABLE II and one from TABLE V. Also, the touch of the Hand of Vecna has the effect of one power from TABLE II.

Once again, nothing may alter the effect of the hand on the user!

Suggested powers:


It is also said, but not in the hearing of strangers, that when the mighty lich, Vecna, finally met his doom, that one of his eyes survived along with his hand. The eye may or may not have originally belonged to Vecna, as it is said to glitter much in the same manner as the eye of a feline. If the eye is pressed in the empty socket of a human's head, it grafts itself to the head of the user and gives him remarkable powers!

Once placed, the eye cannot be removed, and it turns the user unalterably chaotic. The eye has three "secondary powers" from TABLE I and one from TABLE II, which can be used with no adverse effect on the user. However, the eye has one "primary power" from TABLE V which, when used, causes the user to suffer the effects of one of the powers from TABLE III.


Suggested powers:


#33 -COw-

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Posted 09 December 2002 - 04:30 PM

or this
the sword of kaas is a cool example. a +6 keen, unholy, vorpal longsword. 1d8+6 17-20/death (392,000gp)
+10 enhancement bonus to Strength, the +2d6 points of damage to creatures of Good alignment, Call Lightning, Blasphemy, and Unhallow each once per day, and Slay Living once per week.

The Sword of Kas is one hell of a blade, truly worthy of the title "Artifact

#34 Althernai

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Posted 09 December 2002 - 06:22 PM

Can someone please inform me of which items make Ascension significanly easier?

+6 weapons. Because they go through Divine Mantle.

But do they make it significantly easier? By the time you need to go through Divine Mantle, the battle is already won. Sure, she may summon some more demons and such, but if you've handled what came before, you probably couldn't care less. The only thing Divine Mantle does is draw a quick Breach from one of the mages standing by.

#35 Uther

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Posted 10 December 2002 - 06:49 PM

Thanks Cow, very interesting. :)
"Do not follow where the path may lead. Go instead where there is no path and leave a trail."

#36 -COw-

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Posted 11 December 2002 - 11:42 PM

ah i finally found all the info
The Sword of Kas is a +6 unholy keen vorpal longsword. It grants the wielder a +10 enhancement to Strength. +2d6 points of damage to creatures of Good alignment, The sword is intelligent (Int 15, Wis 13, Cha 16, Ego 34) and chaotic evil. It can used to cast the follower spells, once per day each: call lightning, blasphemy, and unhawllo. Once per week it can be used to slay living.

Third edition variant..

The archlich Vecna may have been the most powerful wizard
ever to have lived. He may also have been the most evil.
Apparantly risen now to deityhood, he left behind relics
embodying remnants of his power - the mummified remains
of hius hand and his eye.

The Eye of Vecna

In order to function, the Eye of Vecna must be
placed in the empty socket of a character's skull. The
bearer of the eye loses two points of Charisma and these
points may never be restored. The Eye may not thereafter
be removed without resulting in the death of the host. It
grants the host continuous DARKVISION and TRUE SEEING.
Three times per day each, the host can use the spells
EYEBITE and DOMINATION. Once per day the bearer of the
Eye can call forth DESTRUCTION and UNHALLOW. A nonevil
character must make a Will save each weak against DC 17
to avoid becoming evil. All powers are at a caster level
of 20th.

The Hand of Vecna

In order to function the Hand of Vecna must be
placed on the end of a left arm whose original hand had
been severed. The bearer of the Hand loses two points of
Dexterity that may never be regained. Removal of the hand
thereafter results in the death of the host. The Touch
of the Hand once so placed, deals 1D10 Cold Damage to a
target. Three times each day, its touch can permanently
drain one ability score point (host's choice of ability)
from a target. The host gains the points drained for the rest of the day. (They last until the next sunrise) Once
per day the bearer of the hand can call upon BLASPHEMY
and UNHOLY AURA. A nonevil character must make a Will
save each weak against DC 17 to avoid becoming evil. All
powers are at level 20.

Powers with both artifacts

If a single character bears both the Hand of Vecna and
the Eye of Vecna, all powes have a DC of 25 to resist
The host is ganted a +2 to Strength and +2 Intelligence
but suffers a -2 Penalty to Wisdom. Furthermore she
can call upon MONSTER SUMMONING IX once per day (evil
outsiders only) A non evil character must make the
weekly Will save against DC 23 to avoid becoming evil.
and then we should all know what the robe does

#37 T.G.Maestro



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Posted 25 December 2002 - 05:54 AM

About Strohm's swords: it is true, he is a kensai, but is he from Kara-Tur? Across Faerun there are MANY kensai that use ither weapons than simply katanas. That weapon style is almost every time connected to kara-turan traditions, or some strong relations to that culture. And if I remember well, Strohm had no connection to that at all. Not to mention that those weapons should be extremely RARE in this part of the world (because of many add-ons and mods they aren't of course). Dual wielding two katanas is absolutely not common in Faerun, it is only used and popular by powergamers in SoA/ToB :lol: . Dual wielding a katana and a wakizashi is way more realistic.
I know that it is planned as it is, but please reconsider the weapon choice of King Strohm III. (Remember the weapon and armors you can find in the false tomb of the king!) I would advise to have him use two long or bastard swords instead, or - if you don't want to change that katana stuff - maybe the left hand weapon should be a wakizashi (another reason is that the game heavily lacks this type of weapon).
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#38 Cuv


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Posted 25 December 2002 - 12:57 PM

Strohm isnt from Kara-tur... and how he aquired the weapons and the skill is a bit of foreshadowing of another story I am pondering for another mod... one that pre-dates the current events. This wont be for ToB, but for a NWN module series. I am planning to take everything you see in RTW back to the beginnings... particularly the whole backstory of the Dragon and the Fall of Valier. Strohm may play a minor role in those events. I will discuss this story at another time and most likely at the Bioware forums.

I will keep in mind your suggestion about the Wakizashi. I would have to make a new bam for that... but one of the swords could simply be renamed. The current story about the swords works much better if they are both of the same type: Katanas. You wont understand until you read the description... and I wont spoil that here. ... but I will consider it.


#39 ak404


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Posted 11 March 2003 - 04:05 PM

Cuv, I'd also have to agree with Maestro on the katana x2 vs daisho set. I'd have to agree - without even looking at the blades - that a katana/wakizashi set is far more plausible than a katana/katana set, but a daisho will also make some powergamers upset since they have to invest in katana, scimitar, then two-weapon style.

Of course, I'm always in favor of upsetting powergamers. :lol:

So...er, what're the details on these weapons?

#40 Cuv


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Posted 13 March 2003 - 12:01 PM

Here is the current discription of one of the pair of swords.

To enchant a katana is no simple process. Unlike conventional weapons, the katana is already a near-perfect sword. To improve it usually requires a sacrifice, which is the story behind this weapon. Details are sketchy, but during the dynasty of Wu Nzien a terrible plague inflicted an expanse of Kara-Tur, leaving the many kingdoms open to invasion. King Analuk was determined to route the invading armies. He forced master weaponsmith Barton Kol to equip his specialised army with weapons. Barton was not happy to be removed from his home while his daughters, Lian and Sani, were ill with the plague. When he returned months later, he found that they were both on the brink of the abyss. He used all his skill to call upon their departing spirits to infuse these swords with their life force and magical energy. These became The Daughters of Destruction. These are a matching pair of magical katanas that found their way into the possession of King Strohm III. The aura of magic is thick around this weapon and draws heavily on the life force of the bearer draining one point of constitution with each sword equipped. In addition to its magical enchantment, this sword has a chance to inflict chilling damage upon the target. This sword is the complement to Kol-Lian.


THAC0: +4 bonus
Damage: 1D10 +4
Damage type: slashing
Weight: 3
Speed Factor: 1
Proficiency Type: Katana
Type: 1-handed
Requires: 6 Strength
Equiping Penalty: -1 Constitution
Special: 30% chance to do 1d6 Cold damage (no save)

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