I find it funny that this mod is so controversial, but I'll outline my reasoning here for posterity. It's all about opportunity cost:
1. You can only make two pieces of adamantine gear. If you're making weapons, you're not making armor. Either way, you can only outfit one or two characters. 2. If you're using the longsword two handed, you probably already have a flat +10 from GWM. +1d10 is +5.5. Compare that to the myriad weapons with +1d4/+1d6 and powerful magic effects. 3. If you're dual wielding longswords, it's only +1d8 or +4.5, and you need the feat and the fighting style. If anything, this makes dual wielding viable! 4. If you're dual wielding scimitars, it's only +1d6 or +3.5. 5. That's it.
Here is why i think this is a great take on adamantine weapons for bg3; The adamantine armors all play into the same gimmick of inflated AC values and the reeling effect which boosts your effective AC even higher. not to mention the flat DR, which itself is incredibly powerful on heavy armor master builds or on any barbarian outright. buffing the weapons to this degree makes it an actual choice instead of "always make 2 scale mails or shields"
Nobody really seems to complain about the +2 change so i wont address it. The best late game melee weapons are usually the utility weapons (Sussur weapons) or consistency weapons (Unseen Menace) because the bonus damage you get from most weapons is so inconsequential when compared to the raw damage bonuses you can get from things like Wrath, Heat, Lightning Charges, GWM, Smites, Sneak attack, Rage, or even dippings and poisons. Giving the adamantine weapons raw damage numbers like this without giving them any of that utility makes them powerful enough to go head to head with weapons like the Unseen Meanace or Vision of the Absolute, or even tavern brawler monk, all of which are also available in act 1. but its a choice between raw power and consistency. Is it better to have free advantage for you and/or your entire party so you hit more attacks? or is it better to have more raw damage numbers when you do hit those attacks. Its a choice made based on your build and team comp rather than an obvious one.
I would honestly argue that the Unseen Menace is better than the 2d10 longsword and could easily match its effectiveness, and the Unseen Menace doesn't require mithril to craft. and if all you care about is raw damage? Tavern brawler monk deals more damage per hit with double the attacks. and you can wear scale mail if you pick the race that gives medium armor proficiency.
Thank you for the levelheaded take. I didn't like how it stacked with GWF + GWM, but I addressed that in Better Kitchen Sink by making those not work with finesse weapons.
Thats kind of funny actually, the finesse property on the longsword is the only thing i have issue with. it makes the longsword a direct upgrade to the scimitar in every way that matters. It also doesn't really need to have it because any dex build is inherently going to be capable of using ranged weapons, which will usually deal the same damage from a safer distance. and allows for kiting with LoS blockers. Thats something this mod fixes with the adamantine weapons, it makes them outdamage ranged weapons in most cases. justifying the shorter range and higher risk outside of a tank character that wants everything to shoot at them.
So about that "only two piece of adamantine gear" there is a workaround found by people :
use hammer lever to craft your piece of adamantine gear
remove your piece of adamantine gear
put a mithril ore in the center
eject mould
put a new mould or the same one
push the elevator button to go up
use the hammer lever to go down
use the lava valve
go back to 1.
This allow unlimited adamantine gear by basically doing a reset on the scripted quest *limited by mithril ore supply but in the event this supply is unlimited to you 😉🏴☠️
Interesting. I'm not sure I understand how that's different from the normal process for crafting your second piece, and isn't mithril ore the only limiting factor anyway?
Yeah, I'm not sure what this person is smoking... Maybe they didn't know that you're SUPPOSED to be able to make 2 items? As far as I'm aware, there's only 2 mithril ore anyways.
Having just used the just dupe it mod to increase my mithril ore amount, I found out it isn't the only limiting factor. After using the forge to make 4 items the lava valve gets stuck. The above poster's method of bypassing that limitation does actually work too. The crucial step is raising and lowering the platform again before releasing the lava.
Hard agree with the "OP AF" situation. I thought this was just boosting it to +2 instead of +1, but now I see that it's adding a GWM-worth of free damage without an accuracy penalty. The damage dice on these weapons are now equivalent to weapons not wieldable by Humanoid types, e.g., https://bg3.wiki/wiki/Greatclub_(Minotaur)
Your own description of the mod says they're the best "mundane" weapons in the game, "not particularly magical", but they've been made MORE magical. Tbh, I hoped this was just a +1 -> +2 mod, or add the extra damage die but truly drop the magical +1 altogether. I'm going to have to turn this mod off now that I'm at the Adamantine Forge for a solo semi-honour run. It's a bummer I didn't read the damage dice description sooner.
Thank you for this, I also thought that the adamantine weapons were very underwhelming and I was shocked when the longsword didn't have finesse on it. Of all the longswords in the game to not be balanced for precision maneuvers...
Oddly enough, my assassin is one of those dual wielding finesse builds and I can tell folks that claim it's OP that with this mod the adamantine longsword has a range of exactly two more points of damage than the very rare shortswords Knife of the Mountain King and Sword of Life Stealing. There're probably better weapons out there, but I'm only in Act 2 and haven't finished the game yet.
Funniest part about this mod is despite this making weapons Viable (even strong) til the endgame, the shield is still more OP. It's just that disgusting.
Hey man just so you're aware I think something in one of the recent hotfixes or patches might have broken the damage dice values. Right now the enchantment is +3, but the die is reverted to 1d10/8 for sword and 1d6 for the other weapons
Thanks for the quick response. I think I figured out the conflict; I was using Underwood's Adamantine Gear mod and it was higher in the load order (I think at least, I haven't loaded the game to test that theory yet). It's also likely where the +3 is coming from
Seems kind of strange that a weapon you can get about 20 minutes into the game makes every single weapon up until Act 3 obsolete. There is a reason the literally no weapons in the game, TTRPG or BG3 have their dice doubled as a default
Seems kind of strange you made this garbage worthless comment on a mod you weren't going to use anyways? The entire game has been speedrun in 3 minutes but that still doesn't mean Grymforge is a place you get to "in 20 minutes" when a standard playthrough might have barely have gotten off the Nautiloid at that point. There's a reason why words have meanings and you don't just spew out arbitrary hyperbole when trying to make a point, or you seem like an absolute idiot. There's a reason why damage riders in the TTRPG don't stack ridiculously like they do in BG3, but they and other broken builds and items exist in the base game, and yet weapons that have no particular magical effects aside from having an additional damage die seem to have offended your delicate sensibilities. These are weapons which don't scale as well as other items or builds you can set up, in the base game, at a similar point in game progression or even earlier. Elixir of Hill Giant Strength, TB thrower, infinity goombastomping build are all things that can break the game in half before you even reach Grymforge, or "pre-20 minutes" to borrow your braindead language. Lots of those builds don't even have any opportunity cost, you just spec into them if you feel like winning the game for free. Meanwhile, you can only craft 2 Adamantine items, and there's absolutely no armor at this point in the game that's better than the Adamantine armor. Even if you try to argue that better armor comes soon after, it doesn't exist at this point in the game, while there are absolutely damage builds and combos that are far more broken than a weapon with an additional damage die. So not only is it strange that you decided to complain about a mod that you didn't even download, you're also just impressively wrong and you come across as an insufferable know-it-all while actually knowing nothing at all which is a hilarious combination.
hello, thank you for the mod, but I have 2 questions, what program do you use to edit your file because with the notepad it is unreadable 2nd question how do we add force / necrotic / sacred damage or blows critical? thank you in advance for your response
That's odd. I use Notepad for .txt files and VS Code for the rest. To your second question, I don't know offhand. Most of the time I look for a vanilla item or a mod that has the effect I want and copy that.
double damage dice is definitely not "overpowered", but i think +1d4 would have been a better choice for balance.
that would put it at a total of +4.5 damage (2.5 from 1d4 and 2 from enchantment) and +2 to hit over regular weapons. That is already stronger than "typical" d&d 5e lower powered magical weapons, which generally only have 1d4+1 instead of +2.
Or make it +1d6 if you think 1d4 is too whimpy. But double dice means daggers for example are far worse than long swords, due to the different base dice.
47 comments
1. You can only make two pieces of adamantine gear. If you're making weapons, you're not making armor. Either way, you can only outfit one or two characters.
2. If you're using the longsword two handed, you probably already have a flat +10 from GWM. +1d10 is +5.5. Compare that to the myriad weapons with +1d4/+1d6 and powerful magic effects.
3. If you're dual wielding longswords, it's only +1d8 or +4.5, and you need the feat and the fighting style. If anything, this makes dual wielding viable!
4. If you're dual wielding scimitars, it's only +1d6 or +3.5.
5. That's it.
The adamantine armors all play into the same gimmick of inflated AC values and the reeling effect which boosts your effective AC even higher. not to mention the flat DR, which itself is incredibly powerful on heavy armor master builds or on any barbarian outright. buffing the weapons to this degree makes it an actual choice instead of "always make 2 scale mails or shields"
Nobody really seems to complain about the +2 change so i wont address it.
The best late game melee weapons are usually the utility weapons (Sussur weapons) or consistency weapons (Unseen Menace) because the bonus damage you get from most weapons is so inconsequential when compared to the raw damage bonuses you can get from things like Wrath, Heat, Lightning Charges, GWM, Smites, Sneak attack, Rage, or even dippings and poisons.
Giving the adamantine weapons raw damage numbers like this without giving them any of that utility makes them powerful enough to go head to head with weapons like the Unseen Meanace or Vision of the Absolute, or even tavern brawler monk, all of which are also available in act 1. but its a choice between raw power and consistency.
Is it better to have free advantage for you and/or your entire party so you hit more attacks? or is it better to have more raw damage numbers when you do hit those attacks. Its a choice made based on your build and team comp rather than an obvious one.
I would honestly argue that the Unseen Menace is better than the 2d10 longsword and could easily match its effectiveness, and the Unseen Menace doesn't require mithril to craft. and if all you care about is raw damage? Tavern brawler monk deals more damage per hit with double the attacks. and you can wear scale mail if you pick the race that gives medium armor proficiency.
Thats something this mod fixes with the adamantine weapons, it makes them outdamage ranged weapons in most cases. justifying the shorter range and higher risk outside of a tank character that wants everything to shoot at them.
- use hammer lever to craft your piece of adamantine gear
- remove your piece of adamantine gear
- put a mithril ore in the center
- eject mould
- put a new mould or the same one
- push the elevator button to go up
- use the hammer lever to go down
- use the lava valve
- go back to 1.
This allow unlimited adamantine gear by basically doing a reset on the scripted quest*limited by mithril ore supply but in the event this supply is unlimited to you 😉🏴☠️
Yeah, I'm not sure what this person is smoking... Maybe they didn't know that you're SUPPOSED to be able to make 2 items? As far as I'm aware, there's only 2 mithril ore anyways.
Your own description of the mod says they're the best "mundane" weapons in the game, "not particularly magical", but they've been made MORE magical. Tbh, I hoped this was just a +1 -> +2 mod, or add the extra damage die but truly drop the magical +1 altogether. I'm going to have to turn this mod off now that I'm at the Adamantine Forge for a solo semi-honour run. It's a bummer I didn't read the damage dice description sooner.
Oddly enough, my assassin is one of those dual wielding finesse builds and I can tell folks that claim it's OP that with this mod the adamantine longsword has a range of exactly two more points of damage than the very rare shortswords Knife of the Mountain King and Sword of Life Stealing. There're probably better weapons out there, but I'm only in Act 2 and haven't finished the game yet.
that would put it at a total of +4.5 damage (2.5 from 1d4 and 2 from enchantment) and +2 to hit over regular weapons. That is already stronger than "typical" d&d 5e lower powered magical weapons, which generally only have 1d4+1 instead of +2.
Or make it +1d6 if you think 1d4 is too whimpy. But double dice means daggers for example are far worse than long swords, due to the different base dice.