ToB weapons & items
- Drakron Du´Dark
- Posts: 1597
- Joined: Sat Dec 23, 2000 11:00 pm
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I dont go back from the days of Interplay forum (gone there, got confused, come here, like it, stayed here).
But Foebane I know, its on "fall of myth Drannor", perhaps its enhanced from that version (Foebane can be upgraded, its says that in the description [also the history so far is correct] and sould be considerated now as a artifact) I really cannot tell it now.
Besides it makes sense, after all its a bastard sword, those weapons with anything above +2 were very few to find in the game (Clubs....there is only one +3 club in the whole game) so BioWare is putting more powerful types of those weapons.
I dont agree with the "Fingernail of Vecna", if anything, it sould start to be a dagger (like Ravel Fingernail) and not to be that powerfull, those stats are even MORE powerfull that the Hand of Vecna(and the hand have 5 fingernail does it not ).
Edit:
No, She have something similar to the "does not need arrows" short bows in the game, but hers is a longbow (if not mistaken).
[ 05-06-2001: Message edited by: Drakron Du´Dark ]
But Foebane I know, its on "fall of myth Drannor", perhaps its enhanced from that version (Foebane can be upgraded, its says that in the description [also the history so far is correct] and sould be considerated now as a artifact) I really cannot tell it now.
Besides it makes sense, after all its a bastard sword, those weapons with anything above +2 were very few to find in the game (Clubs....there is only one +3 club in the whole game) so BioWare is putting more powerful types of those weapons.
I dont agree with the "Fingernail of Vecna", if anything, it sould start to be a dagger (like Ravel Fingernail) and not to be that powerfull, those stats are even MORE powerfull that the Hand of Vecna(and the hand have 5 fingernail does it not ).
Edit:
No, She have something similar to the "does not need arrows" short bows in the game, but hers is a longbow (if not mistaken).
[ 05-06-2001: Message edited by: Drakron Du´Dark ]
- Waterdeep city constrution.
- Shadowdale low level adventure module.
- Rashmare /Thay high level adventure module.
- Shadowdale low level adventure module.
- Rashmare /Thay high level adventure module.
No, I specifically remember that her quiver is always filled with 20 arrows, and keeps replenishing itself after one is drawn. It makes me wonder why she doesn't open up an arrow selling business, what with her unlimited supply and all.
"I was talking aloud to myself. A habit of the aged: they choose the wisest person present to speak to." - Gandalf
- Drakron Du´Dark
- Posts: 1597
- Joined: Sat Dec 23, 2000 11:00 pm
- Contact:
The same thing that happens with the "infinite arrows" short bows in the game (were do you think that the arrows come from , of course that the arrows can only be used with that bow)
The Quiver of Plenty is just a "arrow" item that have a diferent icon and is infinte, good for the "require arrows, does not come with infinite supply" bows in the game, like the "elven court".
The Quiver of Plenty is just a "arrow" item that have a diferent icon and is infinte, good for the "require arrows, does not come with infinite supply" bows in the game, like the "elven court".
- Waterdeep city constrution.
- Shadowdale low level adventure module.
- Rashmare /Thay high level adventure module.
- Shadowdale low level adventure module.
- Rashmare /Thay high level adventure module.
- Drakron Du´Dark
- Posts: 1597
- Joined: Sat Dec 23, 2000 11:00 pm
- Contact:
Hand of vecna.
constant abilities:
Immunity to Magic Missiles
19 str in left hand
Withering touch which causes2d6 damage to plants and plant-based creatures.
Invoked Abilities:
Light - at will
Hypnotic Pattern - 3 per day
Color spray - 5 per day
Cone of cold - 3 per day
Disintegrate - 1 per day
cause light wounds - at will (touch)
cause serious wounds - 5 per day
remove fear - at will
animate dead(by touch) 3 per day
Instant death: Touch with whole hand, no saving throw
Extinguish all normal and magical fires at will
Time Stop: once per day
Darkness 15' rad at will
Monster summoning IV 3 times per day
Audible glamer 5 times a day
animate object 3 times per day.
In addition to this lengthy list of powers,
the following powers occur if you have the
eye and the hand.
Constant abilities:
detect magic
comprehend languages
non-detection
protection from good
70% magic resistance
Invoked abilities:
esp at will
control temperature 10' rad(cold only) 3 per day.
For the Hand to work, you must attach it to your arm (if you currently have a hand you must cut it off to make room for the hand) wherein it instantly grafts to your skin. The Hand is corruptive, the weaer begins to think he is the Lich Vecna and soon they become the embodiment of evil, eventually turning on friends and allies - no matter what. Also, all who see the Hand will covet it and attempt to take it from it's current owner. Finally, the Hand forsees its owner's doom and its powers will fail at that time.
constant abilities:
Immunity to Magic Missiles
19 str in left hand
Withering touch which causes2d6 damage to plants and plant-based creatures.
Invoked Abilities:
Light - at will
Hypnotic Pattern - 3 per day
Color spray - 5 per day
Cone of cold - 3 per day
Disintegrate - 1 per day
cause light wounds - at will (touch)
cause serious wounds - 5 per day
remove fear - at will
animate dead(by touch) 3 per day
Instant death: Touch with whole hand, no saving throw
Extinguish all normal and magical fires at will
Time Stop: once per day
Darkness 15' rad at will
Monster summoning IV 3 times per day
Audible glamer 5 times a day
animate object 3 times per day.
In addition to this lengthy list of powers,
the following powers occur if you have the
eye and the hand.
Constant abilities:
detect magic
comprehend languages
non-detection
protection from good
70% magic resistance
Invoked abilities:
esp at will
control temperature 10' rad(cold only) 3 per day.
For the Hand to work, you must attach it to your arm (if you currently have a hand you must cut it off to make room for the hand) wherein it instantly grafts to your skin. The Hand is corruptive, the weaer begins to think he is the Lich Vecna and soon they become the embodiment of evil, eventually turning on friends and allies - no matter what. Also, all who see the Hand will covet it and attempt to take it from it's current owner. Finally, the Hand forsees its owner's doom and its powers will fail at that time.
- Waterdeep city constrution.
- Shadowdale low level adventure module.
- Rashmare /Thay high level adventure module.
- Shadowdale low level adventure module.
- Rashmare /Thay high level adventure module.
OK here it is:
VECNA'S FINGERNAILS
The lesser-known item of the ultra-powerful lich, it is used in very special occasions, only when Vecna tries to take down a huge group of awesome spellcasters who don't bother to protect themselves from physcial attacks. As if anything COULD protect against these...
Count as Darts +5
Fired in two groups of five; only two groups of five exist in the game.
After damage is dealt, darts return to hand in groups of five.
Have to be attached to Hand of Vecna: if wearer does not possess hand of Vecna, cannot be used. If wearer possesses one hand of Vecna(see very bottom), only five can be used at a time.
Equipped abilities:
each dart intetwines the nature of its wearer with the evil nature of the lich, lowering his/her reputation by a point
The extensive contact each dart has had with the magic flowing through Vecna's arms gives it the ability to "store" many forms of magic, but these forms can only be memorized after resting. As a result, each fingernail can contain up to two mage and/or cleric spells of any level below 4th. The spells can then be released instantly by activating one of the fingernails. Upon the release of spells, however, the fingernail loses all power: it cannot be used in combat for a day, and cannot store additional spells for 1d4+3 days. Also, if a mage wishes to release the full power of the fingernails by activating more than two at once, dangerous side effects may occur...
(Dangerous side effects: if three fingernails are used, 15% chance of spell reflecting back at caster. If four fingernails are used, 30% chance of reflecting back at caster and 15% chance of spells randomly changing to other spells of the same level. Five or more fingernails: 50% chance of reflecting back at caster, 20% chance of random spell change)
Speed factor:1
THACO:+5
DEX:-1
CON:-1 (due to the draining magical power of the nails)
Damage:1d10+5 instantly, then 12 additional damage over 1d5 rounds.
MR:+20%
All saving throws increased by 2
Wearable by:
Non-Good aligned Mages
All right, this is the modified version. I put a big emphasis on the drawbacks (need to have hand, less spells, dangerous side effects, no damage prevention, less #d#).
On the other hand, I gave saving throws, and MR. My reasoning: first, there are enough drawbacks to prevent all but the most powerful mages from using these, and these mages will need the MR and throws to become even more powerful. Second: this is ToB we're talking about, so all items are super-powerful (note: hand of vecna may be replaced by another artifact as appropriate to ToB).
BTW, the hand-taking-over-wielder thing is interesting. I will have to incorporate this later on.
Again, having 5 fingernails equipped will result in -5 CON, -5 DEX, -5 rep. I am not really sure about the existence of two Hands of Vecna (but hedoes have two hands, right?), so I don't know about having 10 fingernails equipped.
See what y'all think
VECNA'S FINGERNAILS
The lesser-known item of the ultra-powerful lich, it is used in very special occasions, only when Vecna tries to take down a huge group of awesome spellcasters who don't bother to protect themselves from physcial attacks. As if anything COULD protect against these...
Count as Darts +5
Fired in two groups of five; only two groups of five exist in the game.
After damage is dealt, darts return to hand in groups of five.
Have to be attached to Hand of Vecna: if wearer does not possess hand of Vecna, cannot be used. If wearer possesses one hand of Vecna(see very bottom), only five can be used at a time.
Equipped abilities:
each dart intetwines the nature of its wearer with the evil nature of the lich, lowering his/her reputation by a point
The extensive contact each dart has had with the magic flowing through Vecna's arms gives it the ability to "store" many forms of magic, but these forms can only be memorized after resting. As a result, each fingernail can contain up to two mage and/or cleric spells of any level below 4th. The spells can then be released instantly by activating one of the fingernails. Upon the release of spells, however, the fingernail loses all power: it cannot be used in combat for a day, and cannot store additional spells for 1d4+3 days. Also, if a mage wishes to release the full power of the fingernails by activating more than two at once, dangerous side effects may occur...
(Dangerous side effects: if three fingernails are used, 15% chance of spell reflecting back at caster. If four fingernails are used, 30% chance of reflecting back at caster and 15% chance of spells randomly changing to other spells of the same level. Five or more fingernails: 50% chance of reflecting back at caster, 20% chance of random spell change)
Speed factor:1
THACO:+5
DEX:-1
CON:-1 (due to the draining magical power of the nails)
Damage:1d10+5 instantly, then 12 additional damage over 1d5 rounds.
MR:+20%
All saving throws increased by 2
Wearable by:
Non-Good aligned Mages
All right, this is the modified version. I put a big emphasis on the drawbacks (need to have hand, less spells, dangerous side effects, no damage prevention, less #d#).
On the other hand, I gave saving throws, and MR. My reasoning: first, there are enough drawbacks to prevent all but the most powerful mages from using these, and these mages will need the MR and throws to become even more powerful. Second: this is ToB we're talking about, so all items are super-powerful (note: hand of vecna may be replaced by another artifact as appropriate to ToB).
BTW, the hand-taking-over-wielder thing is interesting. I will have to incorporate this later on.
Again, having 5 fingernails equipped will result in -5 CON, -5 DEX, -5 rep. I am not really sure about the existence of two Hands of Vecna (but hedoes have two hands, right?), so I don't know about having 10 fingernails equipped.
See what y'all think
Darksteel Shield
The dwarven clan of Clangeddin were famous for their work in darksteel – a material not to be found anywhere but within the Clangeddin clan homes within the Marching Mountains. In their efforts to find more and more darksteel, the Clangeddin delved ever deeper into the bowels of the earth.
It was on one such expedition that the seven sons of Argeld Heavyhand, the Clangeddin leader, were lost. The only survivor from the ill-fated expedition was Glimred Heavyhand, youngest son of Argeld. The lad returned with tales of drow and illithid and other darker, nameless horrors the like of which had never before been seen.
Desperate as he was to avenge his sons, Argeld could not send more of his people down into the depths of the mountain to face such horrors. Glimred himself, however, could not be dissuaded. To aid Glimred in his quest for vengeance, the dwarven smiths set about constructing the Darksteel Shield, a heavily enchanted shield that provides more protection than most suits of armor.
But Glimred was impatient, his lust for vengeance could not be deferred, and he disappeared into the bowels of the Marching Mountains before the work was completed – never to be seen again. The disappearance and presumed death of his sole surviving son proved too much for Argeld, who died from the grief of a broken heart.
With their leader dead and their hero Glimred gone, the dwarves knew it was only a matter of time before their clan was overrun by their Underdark enemies. Before dispersing across the face of Faerun, the clan sold the shield to the highest bidder - though the dwarven smiths to this day have refused to divulge the mysterious buyer's identity.
STATISTICS:
Abilities: +10% resistance to fire, cold, acid and poison
Armor Class Bonus: 5
Weight: 8
Requires: 15 Strength
Not Usable By:
Bard
Druid
Mage
Thief
The dwarven clan of Clangeddin were famous for their work in darksteel – a material not to be found anywhere but within the Clangeddin clan homes within the Marching Mountains. In their efforts to find more and more darksteel, the Clangeddin delved ever deeper into the bowels of the earth.
It was on one such expedition that the seven sons of Argeld Heavyhand, the Clangeddin leader, were lost. The only survivor from the ill-fated expedition was Glimred Heavyhand, youngest son of Argeld. The lad returned with tales of drow and illithid and other darker, nameless horrors the like of which had never before been seen.
Desperate as he was to avenge his sons, Argeld could not send more of his people down into the depths of the mountain to face such horrors. Glimred himself, however, could not be dissuaded. To aid Glimred in his quest for vengeance, the dwarven smiths set about constructing the Darksteel Shield, a heavily enchanted shield that provides more protection than most suits of armor.
But Glimred was impatient, his lust for vengeance could not be deferred, and he disappeared into the bowels of the Marching Mountains before the work was completed – never to be seen again. The disappearance and presumed death of his sole surviving son proved too much for Argeld, who died from the grief of a broken heart.
With their leader dead and their hero Glimred gone, the dwarves knew it was only a matter of time before their clan was overrun by their Underdark enemies. Before dispersing across the face of Faerun, the clan sold the shield to the highest bidder - though the dwarven smiths to this day have refused to divulge the mysterious buyer's identity.
STATISTICS:
Abilities: +10% resistance to fire, cold, acid and poison
Armor Class Bonus: 5
Weight: 8
Requires: 15 Strength
Not Usable By:
Bard
Druid
Mage
Thief
"I was talking aloud to myself. A habit of the aged: they choose the wisest person present to speak to." - Gandalf
- cheesemage
- Posts: 1044
- Joined: Tue Mar 27, 2001 11:00 pm
- Location: Inside a water proof fish tank
- Contact:
These weapons are gonna kick ass
BUT....
If the hand of vecna were to be made i still would not use it, infact i don't think i ever use any evil weapons as it were..
I think playing as evil is unrealistic (my opinion) as nobody here wants to kill innocent people (i hope!) and so using evil weapons seems pointless to me.
BUT....
If the hand of vecna were to be made i still would not use it, infact i don't think i ever use any evil weapons as it were..
I think playing as evil is unrealistic (my opinion) as nobody here wants to kill innocent people (i hope!) and so using evil weapons seems pointless to me.
Perverteer Paladin
- Red Inquisition
- Posts: 168
- Joined: Sat Apr 28, 2001 10:00 pm
- Location: The shadows behind you
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Roleplaying is not always playing as ones self. You can roleplay and be in different character. Sometimes it can be fun to be evil and take out your agression on the innocent.
Member of the Shadow Guild- Slayers of good, masters of the night.
"All things blessed and holy shall perish, for I am Black Death wearing Red".
"All things blessed and holy shall perish, for I am Black Death wearing Red".
Ql,the dart problem seams to be solved ! Here's what the Official ToB FAQ says on the new items...
Whoa,a 5 head FoA?Hmm,good thing I kept thatQ: Will I get to find more lost relics that I can forge together to create new powerful weapons and items?
A: Yes, there are numerous items that can be both created or upgraded. You can even upgrade some of the items you've found during BGII: Shadows of Amn. For example, you can find new heads to add to the Flail of Ages, eventually turning it into 5 headed flail that strikes down your enemies with ease. You can also forge and create new items such as Blue Dragon Scale.
There is no knowledge,that is not power...
- Lucian_Garland
- Posts: 172
- Joined: Mon Jun 04, 2001 10:00 pm
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