About this mod
Little tweaks for adamantine weapons.
- Requirements
- Permissions and credits
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Translations
- Spanish
Adamantine wasn't that mythical material in original rules;
Though in Baldur's Gate 3, it has its own questline and seems like it should be a better weapon according to the game's lore.
It is disappointing that they're mainly just used for breaking doors, so I decided to make this mod.
There are just few tweaks.
1. Its rarity is now "Very rare", as i found wierd that they were rare while adamantine armors are very rare.
2. Increased enchantment to 2 as its rarity increased.
3. Now, Adamantine weapons not only ignore resistance but also remove it for 1 turn upon hitting. If there is no resistance, they apply vulnerability instead.
NOW YOU HAVE 2 MORE OPTIONS FOR FEATURE 3!!
Option 1. When you hit with adamantine weapons, they apply a debuff that deals extra 2 damage on any other hits this turn. Damage type is same as the weapon's
Option 2. Same feature, but will be removed on any next hit.
I was thinking about how to buff this weapon without breaking concept, and I came up with this after roughly referencing the Pathfinder(Which I never played).
In a way, it's not that different, but I believe this change makes it a weapon you can carry to the end of the game.
Q: Is it really okay to get such a weapon in Act 1?
A: You can get a Silver Sword in Act 1 too, so why not...
Next, I’m planning to modify Sussur weapons to include an sussur anti-magic field that can be toggled on and off, silencing only enemies instead of just adding a silence effect on hit.
There are so many weapons with great lore and concepts in Act 1, and what a tragedy that they end up getting unused...
Supported languages:
English
Korean
Though in Baldur's Gate 3, it has its own questline and seems like it should be a better weapon according to the game's lore.
It is disappointing that they're mainly just used for breaking doors, so I decided to make this mod.
There are just few tweaks.
1. Its rarity is now "Very rare", as i found wierd that they were rare while adamantine armors are very rare.
2. Increased enchantment to 2 as its rarity increased.
3. Now, Adamantine weapons not only ignore resistance but also remove it for 1 turn upon hitting. If there is no resistance, they apply vulnerability instead.
NOW YOU HAVE 2 MORE OPTIONS FOR FEATURE 3!!
Option 1. When you hit with adamantine weapons, they apply a debuff that deals extra 2 damage on any other hits this turn. Damage type is same as the weapon's
Option 2. Same feature, but will be removed on any next hit.
I was thinking about how to buff this weapon without breaking concept, and I came up with this after roughly referencing the Pathfinder(Which I never played).
In a way, it's not that different, but I believe this change makes it a weapon you can carry to the end of the game.
Q: Is it really okay to get such a weapon in Act 1?
A: You can get a Silver Sword in Act 1 too, so why not...
Next, I’m planning to modify Sussur weapons to include an sussur anti-magic field that can be toggled on and off, silencing only enemies instead of just adding a silence effect on hit.
There are so many weapons with great lore and concepts in Act 1, and what a tragedy that they end up getting unused...
Supported languages:
English
Korean