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INTRODUCTION: "The
VAULT V5.0" |
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ABOUT: ---------------------------------------------------------------------------------- This MOD is a re-release of the NEW and IMPROVED BG:TotSC Items Pack. It has since evolved to include more difficult encounters and new quests to accomodate these new and enhanced magical items in the expansive world of Baldur's Gate and its add-on Tales of the Sword Coast, both outstanding products from Interplay, Black Isle and BioWare. The summary and technical changes that have been made are duly documented on the version history near the end of this document. As was stated earlier, the new and improved items are distributed in the various encounters in Baldur's Gate: Tales of the Sword Coast and, being in the possession of these enemies, makes the game significantly harder in its entirety. These items NEED NOT be ported in through CLUAConsole (although it is still very much possible), since they will be carried by the different monsters, stores, and treasure hordes throughout the game. Version 3.01 introduced "The Vestibule", a new subquest that humbly begins in the vestibule just north of the Song of the Morning Temple and invites the party to journey to a previously "unused" area of the Sword Coast. It is a short adventure designed for an experienced party, around levels 7-9. This version also included the "Ulcaster Hell" quest improvement which made the search for the wraith mage's coveted book slightly more challenging. Version 4.0 expanded MOD compatibility to allow its use with BG1TUTU, a project undertaken by Japheth and his associates to convert BG1 and make it playable using the streamlined and sophisticated BG2 engine. The BG1TUTU project has given new life to the BG1 and TotSC experience and this small modification shares in its hopes to bring a new perspective into the original game. Version 5.0 offers three new quests. The first is a minor quest entitled the "Gullykin Ogre" and is set in the quiet halfling village. A new threat arises and seeks to drive the inhabitants out of their homes. Can the party stand against this terror that lies in the hills of Gullykin? It is designed for characters of levels 5-7. The second one, entitled "Return to Nashkel", is a major quest as it spans over six main areas in the Sword Coast, involves a rather intriguing storyline, and an equally intriguing and unpredictable cast of friends and foes with varying outcomes depending on the choices made during its course. The quest is a long and tedious one and should be undertaken by characters of levels 11 or higher. The last is a BONUS quest and is more of a mystery than a hack and slash adventure. It is aptly named "The Vault" and can be undertaken by characters of ANY level, since it requires more thinking than anything else. These quests blend seamlessly into the existing Baldur's Gate and Tales of the Sword Coast setup and should provide for an additional two hours of gameplay. |
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NEW ITEMS: ---------------------------------------------------------------------------------- AMULTF.ITM Talisman of Ravenscar This mysterious talisman was crafted by the Shadow Thieves of Amn and given to one of their guild leaders, Alatos "Ravenscar". The talisman boosts dexterity and grants its wearer heightened thieving skills and night vision. How it came to be in your possession only proves that there is truly no honor among thieves. Special: +1 Dexterity while equipped Infravision while equipped Invisibility for 10 turns (limited charges) Find/Remove traps: +5% bonus Pick pockets: +5% bonus Pick locks: +5% bonus Hide in shadows: +5% bonus Usable by: Thief (Single, Multi, Dual Class) BELTGNT.ITM Girdle of Hill Giant Strength This ordinary looking belt makes the wearer as strong as a hill giant, but does not make him or her giant size. Many a cocky warrior has been surprised by a much smaller opponent with remarkable strength. More often than not a belt such as this is the reason. STATISTICS: Strength: set to 19 Not Usable By: Mage BLUNDAG.ITM Club +1: Dageid's Wrath A barbarian from the tribes of the Uthgodt, Dageid was a terrible savage who traveled the realms wreaking havoc and destruction where he passed. His reign of terror ended in a bloody ambush set by the noblemen of Silverymoon. The club is still rumored to unleash the dead barbarian's wrath at certain instances during combat, slaying the unfortunate victim with a few critical blows. STATISTICS: Damage: 1D6 +1 THAC0: +1 bonus Special: +1 Strength while equipped 50% of the time, the target hit by Dageid's Wrath must make a Save vs Death or receive an additional +10 crushing damage Damage type: crushing Weight: 2 Speed Factor: 3 Proficiency Type: Blunt Weapons Type: 1-handed Not Usable By: Mage BLUNDTH.ITM Mace +1: Death Dealer The Death Dealer emanates of pure chaos and, by this virtue, renders itself unusable by those who deem themselves adherent to law. The weapon pulses of an unearthly charge, seeming to draw its energy from lightning of the fiercest storms. To this day, no one knows when this mace was created, who crafted its design, and for what purpose it served. What is surmised is that it was intended to be a weapon that could kill its victim in an instant through endless shocks of lightning. Its creator, however, was unable to contain this power despite imbuing it with some magical protection from the element of its use, for it sends equally intense bolts through its wielder's hands, killing almost instantaneously. Its name, apparently, is indeed appropriate. STATISTICS: Damage: 1D6 + 2 THACO: +1 bonus Special: 5% chance the target hit by Death Dealer is killed instantly and wielder suffers 6D6 of electrical damage (Save vs. Death for half) +10% Electrical resistance Damage type: Crushing Weight: 4 Speed Factor: 4 Proficiency Type: Blunt Weapons Type: 1-handed Not Usable By: Lawful Aligned Characters Druid Mage Thief BLUNPOI.ITM Club +1: Poisoned Brambles The Poisoned Brambles is a deadly weapon designed by the Shadow Druids to assist them in their protection of the forests and its creatures and as well to punish those who would dare harm them. With each successful hit, the target is struck with two or more poisoned tips from the branches of the enchanted weapon, adding to the the effect of the poison's potency. STATISTICS: THAC0: +2 Damage: 1D6 +1 Special: Any target hit by Poisoned Brambles must make a Save vs Poison with a +2 bonus or receive 1 poison damage for 8 seconds Damage type: crushing Weight: 3 Speed Factor: 3 Proficiency Type: Blunt Weapons Type: 1-handed Not Usable By: Mage BLUNRAG.ITM Flail +2: Chaos Rage Created by the Duergar for the purposes of war,the Chaos Rage walks a long history of bloody wars and terrible seiges between the grey dwarves and their many enemies. The flail is made of a reinforced wooden handle and its spiked iron ball is enchanted allowing additional damage to be inflicted with each landed blow. STATISTICS: Damage: 1D6 + 3 THACO: +2 Special: +3 piercing damage Damage type: crushing Weight: 11 Speed Factor: 5 Proficiency Type: Spiked Weapons Type: 1-handed Not Usable By: Druid Mage Thief BLUNSLP.ITM Mace +2: The Sleeper This belonged to Ssitalc, an uncharacteristically evil elf known as the Slaver of the Sword Coast. Until his sudden death several years ago, Ssitalc commanded a large force of human, dwarf and gnomish brigands, using the Sleeper to keep them in line. It has a chance to incapacitate any creature inducing deep slumber. STATISTICS: Damage: 1D6 + 3 THACO: +2 Special: Any target hit by The Sleeper must make a Save vs. Poison with a +2 bonus or fall asleep for 12 seconds Damage type: crushing Weight: 6 Speed Factor: 4 Proficiency Type: Blunt Weapons Type: 1-handed Not Usable By: Druid Mage Thief BOOTFOX.ITM Boots of the Fox Not much is known of these magical boots except that they came from the northern region of Faerun known as the Spine of the World. It is said that these were acquired by a brave band of adventurers who travelled through the treacherous and windswept mountains in a quest to destroy an ultimate evil. STATISTICS: Armor Class: +1 bonus Special: +40% movement rate Weight: 3 BOWPHA.ITM Short Bow +1: Phantom Long thought to be an item only existing in myth or conceived by old adventurers in their amusing but tall tales, the Phantom is said to have been forged in the very bowels of a mystical realm apart from our own and awarded to watchers tasked with guarding the gateways between the planes. As such, it was used in preventing the unwarranted travels of evil and mischievous creatures who sought to threaten the delicate balance of order and chaos. The bow is said to open a portal through the planes and through it craft an elemental arrow each time that its fine ethereal string is pulled, making it a source of limitless arrows for those who wield it. It also provides the user an uncanny sense of mastery over the weapon, momentarily increasing his or her accuracy when firing. However, it also diminishes its user's strength each time the bow's mysterious power is used, as it channels his or her energies to the plane of its unearthly creation. STATISTICS: Damage: 1D3 +1 THACO: +1 bonus Special: -1 to Strength and +1 to Dexterity when equipped Needs no arrows Damage Type: Piercing Weight: 3 Speed Factor: 4 Proficiency Type: Bow Weapons Type: 2-handed Not Usable By: Druid Cleric Mage BULLFIR.ITM Bullet of Fire This rare, well-balanced stone has been imbued with magical properties which allow it to be more accurate and lethal. It has also been imbued with the power to burst into a small flame upon impact, making it a potentially dangerous missle when placed in skilled hands. STATISTICS: Damage: 1D4 + 3 Special: 1D4 fire damage (Save vs. Spell for none) THACO: +2 Damage type: missile (piercing) Weight: 0 Launcher: sling CLCKST1.ITM The Steel Robe These heavy robes bear some of the resiliency and durability of Drow steel without the flaw of crumbling to dust under the light of the sun. It also provides the wearer with resistance to many of the elemental magics used in the realms, making for a truly formidable mage to be reckoned with. STATISTICS: Armor Class: 6 Saving Throw: +1 bonus Magic Resistance: 20% Fire Resistance: 20% Cold Resistance: 20% Electricity Resistance: 20% Weight: 9 Only usable by: Mage (single, dual, & multi-class) CLCKST2.ITM The Lesser Robe of Resistance These heavy robes bear some of the resiliency and durability of Drow steel without the flaw of crumbling to dust under the light of the sun. It also provides the wearer with resistance to some of the elemental magics used in the realms. STATISTICS: Armor Class: 7 Magic Resistance: 5% Fire Resistance: 20% Cold Resistance: 20% Electricity Resistance: 20% Weight: 9 Only usable by: Mage (single, dual, & multi-class) CLCKST3.ITM The Scholar's Robe These heavy robes bear some of the resiliency and durability of Drow steel without the flaw of crumbling to dust under the light of the sun. It also provides the wearer with resistance to some of the elemental magics used in the realms. STATISTICS: Armor Class: 7 Saving Throw: +1 bonus Magic Resistance: 5% Weight: 9 Only usable by: Mage (single, dual, & multi-class) CROWN.ITM Crown of Fallen Kings First uncovered in ancient ruins to the South of Amn, this crown has seen the rise and fall of countless empires. It was revered by many as both a ruler's symbol for keeping the peace and as well a means for declaring and waging wars. History indicates that the crown was last seen at the hands of a ruthless tyrant fleeing from his fallen kingdom to the Sea of Swords, only to be lost in its harsh waters. STATISTICS: THAC0: +1 bonus Armor Class: +2 bonus Special: Protects against critical hits +20% Magic resistance Weight: 2 Not Usable By: Thief ECHAN01.ITM Elven Chainmail +2 It was during the Golden Age between the Elves of the Seldarine's Hand and the Dwarves of Dorn Deep that these illustrious elven armor were said to have been crafted. Made of fine interlocking metal rings, the light elven chain allows its wearer movement without hindrance and protection from lesser magics. STATISICS: Armor Class: 3 Magic Resistance: 10% Weight: 25 Not Usable By: ECHAN02.ITM Underdark Mail +1 This finely crafted elven chain is made of illithium, a rare ore found only within the deepest recesses of Faerun, and as such radiates of a strong dweomer. The intricate designs and runes etched onto the armor's surface indicates that this was especially made for drow priestesses since it allows its wearer greater attunement with the deities and demigods of the realms, and although this might have been highly revered in the Underdark, it is repulsive to the eyes of surface-dwellers and any who wear it suffer this consequence. STATISICS: Armor Class: 4 Magic Resistance: 33% Special: Wisdom: set to 18 Charisma: -2 Weight: 25 Not Usable By: Druids HAMMLAT.ITM Lathander's Influence Once a hammer with only minor enchantments, this holy weapon was granted the blessing of Lathander by Dawn Priest Bran for <CHARNAME>'s heroic prevention of the release of the demon Ranthis into the Sword Coast. The hammer bestows upon its wielder an uncanny strength and even provides immunity against lesser magics. Only those of pure heart and stout faith are able to lift the hammer. STATISTICS: Damage: 1D4 + 3 THACO: +2 bonus Special: +1 to strength while equipped +20% magic resistance while equipped Damage type: crushing Weight: 5 Speed Factor: 3 Proficiency Type: Blunt Weapons Type: 1-handed Not Usable By: Evil aligned characters Druid Mage Thief HAT01.ITM * Rogue's Hat The felt hat is a favorite of the bards and thieves alike, though they offer little in the way of protection. This hat, however has been enchanted, though it appears as flimsy as the typical cloth or felt cap, it has the resiliance to withstand a good blow. STATISTICS: Armor Class Bonus: None Special: Protects Against Critical Hits +1 Saving Throws Weight: 2 Usable By: Bard Thief HELM04A.ITM Helm of Defense: 'Gift of Peace' Prized for its noble origin as much as for its benefits to the wearer, this helm was originally intended to be a simple gift. There was no great crisis at hand, nor dangerous evil to be overthrown; just a wish for friend to give a gift to another. It could just have easily been a good book or bottle of wine, but adventurers are eminently more practical in their gift giving. The helm has seen many great battles since its creation, but the simple virtue at its core is what has always been remembered. Taerom "Thunderhammer" Fuiruim has enhanced the strength of this particular helm, providing better protection to the wearer. STATISTICS: Armor Class Bonus: 1 Saving Throws: +1 bonus Electrical resistance: +20% Cold resistance: +20% Fire resistance: +20% Special: Protects Against Critical Hits Weight: 3 Not Usable By: Mage Bard Thief HELM05A.ITM Helm of Infravision: 'The Eyes of Truth' Being a scavenger of a sort, Babette Maelestrom had this helm created to aid her in her dungeon excursions. She would later attributed her gathered wealth solely to its power, though likely it was as much her keen eyes as anything. Taerom "Thunderhammer" Fuiruim has enhanced the strength of this particular helm, providing better protection to the wearer. STATISTICS: Armor Class Bonus: 1 Special: Protects Against Critical Hits Grants wearer infravision up to 120 ft Weight: 3 Not Usable By: Mage Bard Thief HELM06A.ITM Helm of Charm Protection: 'The Unbiased' As its name suggests, the Helm of Charm Protection protects its wearer from any magical attempts at emotional manipulation. As a precaution, some high-profile mercenary groups regularly equip their members with such helmets to ensure that they can perform their prescribed duties without external interference. Taerom "Thunderhammer" Fuiruim has enhanced the strength of this particular helm, providing better protection to the wearer. STATISTICS: Armor Class Bonus: 1 Special: Protects Against Critical Hits Wearer is immune to charm Weight: 4 Not Usable By: Mage Bard Thief LEATBAL.ITM Bala's Leather +4 Originally worn by the infamous foul-tempered prince of a gully dwarf clan, Bala, this hide armor was thought to have been crafted many years after his murder of the cruel elven mage in Thesk who had imprisoned him. It is of shoddy workmanship, quite resembling the way Bala's legendary axe itself was crafted but possess a strong aura, imbuing its wearer with the uncanny resistance to even the most powerful of magics. STATISTICS: Armor Class: 2 Magic Resistance: 60% Stealth: -10% Lockpicking: -5% Find/Remove Traps: -5% Pick Pockets: -10% Weight: 30 Not Usable By: Mage LEATBAR.ITM Barbarian Hide +1 This particular hide armor is made from many layers of tanned and hardened leather obtained from mountain bears, thus providing greater protection to its wearer. But being made of such bulky material, it is inflexible and cumbersome to be used Even though it does offer more protection than leather armor, one must get by the offensive odor and shoddy appearance in order to wear it effectively. Even though thieves can wear this armor, it has a negative effect on their abilities. STATISTICS: Armor Class: 5 Stealth: -10% Lockpicking: -10% Find/Remove Traps: -10% Pick Pockets: -20% Weight: 35 Not Usable By: Mage PLATWY.ITM Wyvern's Scale This armor was crafted for <CHARNAME> by Taerom Fuiruim, reknowned blacksmith of Beregost. Fashioned from the hide of a dead wyvern, the armor is as cumbersome as scalemail but provides the protection of magical platemail and imbues the wearer with resistance against certain poisons. STATISTICS: Armor Class: 2 Special: +5 to Saves vs. Poison/ Paralysis Weight: 20 Not Usable By: Bard Druid Mage Thief POTNGR8R.ITM * Potion of Greater Healing When wholly consumed, this potion restores 24 hit points to the person. The effect is instantaneous and the potion is destroyed in the process. RINGMYST.ITM * Mystic Ring The exact origins of this ring are unknown, however, it is believed that this ring was in the possesion of an older mage living in a small villiage and acting as their 'wise man' before he died. STATISTICS: Special: adds one 2nd and 3rd level spells Usable By: Mage (Single, Multi, Dual Class) RINGPERC.ITM Lesser Ring of Perception Commissioned by the guild leaders of the Baldur's Gate underworld for their trusted allies, this ring heightens the sensory perception of its wearer, which allows for better performance of "delicate" and often grim tasks. STATISTICS: Find/Remove traps: +10% bonus Pick pockets: +10% bonus Pick locks: +10% bonus Hide in shadows: +10% bonus Usable by: Thief (Single, Multi, Dual Class) STAFCAD.ITM Staff of the Ram +3 This staff is the personal weapon of Cadderly. Enchanted by his friend, the great wizard Belisarius in his small dwelling on the outskirts of Caradoon, the staff has aided the Deneiran priest and scholar in his many efforts against the forces of Castle Trinity. The staff is said to have received the blessing of Deneir and Oghma, being in the faithful cleric's possession for such a long time, allowing for greater recall of prayers and magic. STATISTICS: Saving throws: +1 bonus THAC0: +3 bonus Damage: 1D6 +3 Special: +1 extra 2nd and 3rd level priest spells Damage type: crushing Weight: 3 Speed Factor: 2 Proficiency Type: Blunt Weapons Type: 2-handed Usable By: Cleric (Single, Multi, Dual Class) Druid Paladin Good or Neutral aligned characters STAFOAK.ITM Staff of Dark Oaks +2 Only the highest ranking of the Shadow Druids are said to possess these mythical staves which grant them skin as tough as the dark oaks, resilience against fire, and resistance against the most potent of poisons. STATISTICS: THAC0: +2 bonus Damage: 1D6 +2 Special: +30% Fire resistance +3 Saves vs Poison/ Death Barkskin while equipped Damage type: crushing Weight: 3 Speed Factor: 1 Proficiency Type: Blunt Weapons Type: 2-handed Usable By: Druid STAFTHA.ITM Staff of Withstanding Markings on the edges of the staff indicate that it was crafted in ages of magic long forgotten and has seen its share of many power struggles for dominance in the material planes. Its last known owner was said to be a cruel tyrant-sorceror slain in a duel with a slave--- a mage of lesser experience who sought to escape the dark prisons of his captor. Tales and rumors indicate that the prisoner took the staff, escaped into a portal, and disappeared into the Sword Coast. STATISTICS: THAC0: +1 bonus Armor Class: +1 bonus Damage: 1D6+1 Saving throws: +2 bonus Special: +10% Magic Resistance Damage type: crushing Weight: 2 Speed Factor: 1 Proficiency Type: Blunt Weapons Type: 2-handed Usable By: Mage (Single, Multi, Dual Class) Bard SW2HAV.ITM Two-Handed Sword +2: Havok Wrested from the clutches of the evil demon messenger Ranthis by a band of adventurer's led by <CHARNAME>, this two-handed blade still bears with it the mark of its original wielder and fills any who touches it with hate and rancor. It is a powerful weapon, able to paralyze all but the most resilient of foes in one swing, but can only be held by those who share Ranthis' evil desires. STATISTICS: Damage: 1D10 +2 THACO: +2 bonus Special: 75% of the time, target hit by Havok must make a Save vs. Paralyzation with a -1 penalty or be paralyzed for 12 seconds +20 maximum hitpoints Damage Type: slashing Weight: 8 Speed Factor: 8 Proficiency Type: Large Sword Type: 2-handed Not usable by: Good aligned characters Druid Cleric Mage Thief SW2VAL.ITM Two Handed Sword +1: Valiant Taken from the self-proclaimed "Greatest Ogre Mage" Kahrk, Valiant was originally given to Sir Gregory of the Pillar, leader of a band of crusaders on a quest to rid the Sword Coast of a vicious ogre horde. The crusaders failed in their task, massacred by an overwhelming monster force in the infamous Battle of Tyrad Pass. Valiant was taken by the ogres as a prize of the human defeat and have carried it around ever since as a reminder of the frightening power of ogres. The blade, however, has maintained its purity throughout the decades in the ogre's possession. Legends say that a hero will rise and reclaim the holy weapon and this will mark a series of changes on the face of the Sword Coast unlike anything that Faerun has ever witnessed. STATISTICS: Armor Class: +1 bonus THACO: +2 bonus Special: +10 maximum hitpoints Damage: 1D10 +1 Damage type: slashing Weight: 10 Speed Factor: 4 Proficiency Type: Large Sword Type: 2-handed Not Usable By: Druid Cleric Mage Thief Bard Evil aligned characters |
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IMPROVED ITEMS: ---------------------------------------------------------------------------------- AMUL16.ITM Amulet of metaspell influence: 'The Amplifier' Known for its ability to enhance spellcasting, the Amulet of Metaspell Influence is highly sought after by magic practitioners. It was created by Elairdrin Mellwith who resided in the Star Mountains. His reasons for fabricating such an item stemmed from his womanizing habits, and to this extent the Amplifier served his purpose well. It was later taken from him by a mage with a more destructive intent, but records detailing the change of hands vary widely. STATISTICS: Special: Memorize one extra first and second level spell Usable By: Mage (Single, Multi, Dual Class) AROW*.ITM All Arrows now have a stack maximum of 40 AX1H04.ITM Throwing Axe now has a stack maximum of 40 BOLT*.ITM All Bolts now have a stack maximum of 40 BRAC03.ITM Bracers of defense A.C. 4: 'Bracers to the Death' These bracers were held for decades by an undefeated gladiator, and found extensive use in arena combat. The death of this champion marked the disappearance of this magical item, but rumors persist that they are used to this day in competitive combat across the lands. STATISTICS: Armor Class: 4 Weight: 2 Not Usable By: BULL*.ITM All Bullets now have a stack maximum of 40 CLCK11.ITM Mage Robe of Electrical Resistance now confers 20% Electricity Resistance as it should CLCK21.ITM Holy Cloak This cloak is a holy artifact of the inhabitants of the werewolf village. An item with great symbolic value and enchantment, it is a remnant from when they first arrived on the island. STATISTICS: Armor Class: +1 Bonus Special: Bless while equipped Not Usable by: Thief Bard CLCK22.ITM Shandalar's Cloak This cloak was originally stolen from Shandalar by the powerful mage Semia, presumably for the powerful magics woven into the fabric. Although, how it has come to be in your possession and the fate of Semia are complete mysteries, and ones not likely to be solved. Much like the exact workings of the cloak which would remain a mystery even to a powerful mage. STATISTICS: Armor Class: +1 Bonus Special: +2 to Intelligence +15 to Lore One extra 4th level spell Usable by: Mage (Single, Multi, Dual Class) DAGG05.ITM Throwing Dagger now has a stack maximum of 40 DART*.ITM All Darts now have a stack maximum of 40 MISC53.ITM Band of Water Elemental Control This magical band holds great power in that it grants the owner a certain degree of control over magical creatures known as water elementals. As is the case with all elemental forces, this control can be turned towards either good or evil, law or chaos. One would therefore be well advised to use discretion when dealing with any such creatures. STATISTICS: Armor Class: +1 Bonus Saving Throws: +1 Bonus Special: +10% Magic Resistance +25% Cold Resistance +25% Fire Resistance Regeneration 1 hit point every round SW1H15.ITM Scimitar +3, Frostbrand now confers 50% COld Resistance as it should SW1H20.ITM Scimitars are now usable by thieves. SW1H23.ITM Scimitar of Speed +1: Savant's Talon Origins of this magical curved blade remains largely unknown. Said to have been crafted by the great dwarven smith and warrior Durlag and taken from the guardians of the now infamous and cursed tower, the scimitar bestows upon its user unearthly dexterity in combat--- allowing for another deadly strike with each swing. STATISTICS: Special: +1 extra attack per round THAC0: +2 bonus Damage: 1D8+1 Damage type: slashing Weight: 4 Speed Factor: 1 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Cleric Evil Aligned Characters SW1H24.ITM Flame Tongue Sword : 'The Burning Earth' There was a time before Neverwinter was warm and before the great Anauroch was dry...or so it is said. Few relics remain to prove such an age existed, and fewer still have an identifiable purpose. "The Burning Earth" seems straightforward enough -it burns a victim with magical fire, and a cryptic rune seems to suggest that the power comes from the ground itself- but whomever constructed it remains a mystery. It looks a perfectly serviceable weapon, but something in the balance or grip is...wrong. It strains the forearm a touch, and does not fit the hand just right. It doesn't seem to hurt a warrior's performance, aside from the nagging doubt that the blade was not made for him...or any other humanoid. STATISTICS: Damage: 1D8 +1 THACO: +1 bonus Special: +2 vs. Regenerating Creatures +3 vs. Cold-Using Creatures +4 vs. Undead +1 Fire Damage Damage type: slashing Weight: 4 Speed Factor: 3 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage |
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INSTALLATION: ---------------------------------------------------------------------------------- TALES OF THE SWORD COAST Install BG: TotSC is REQUIRED. The VAULT v5.0 will install correctly over (or without) any other WeiDU mods. It is, however, advised that this be installed first. Unzip the main ZIP file into your BG main directory. This is normally: C:\Program Files\Black Isle\Baldur's Gate\ Run (click on) "Setup-Vault.exe" It is unnecessary to start a new game to take advantage of The VAULT of new items although it is, HIGHLY RECOMMENDED, since some items may be missed because of this. ---------------------------------------------------------------------------------- BGTUTU Install BG: TotSC is REQUIRED. The VAULT v5.0 will install correctly over (or without) any other WeiDU mods. The VAULT must be installed BEFORE running bg1tutu.exe. This will allow all the mod's files to be converted along with the main BG files. Unzip the main ZIP file into your BG main directory. This is normally: C:\Program Files\Black Isle\Baldur's Gate\ Run (click on) "Setup-Vault.exe" Go to your BG2 main directory. This is normally: C:\Program Files\Black Isle\BGII - SoA\ Run (click on) "bg1tutu.exe" Conversion should take 3 to 6 minutes Go back to your BG main directory Go to Vault directory, and then the _Bam directory C:\Program Files\Black Isle\Baldur's Gate\Vault\_Bam Copy all the files in _Bam directory. 27 files total Paste them into your BG2 Override directory C:\Program Files\Black Isle\BGII - SoA\Override It is unnecessary to start a new game to take advantage of The VAULT of new items although it is, HIGHLY RECOMMENDED, since some items may be missed because of this. |
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OTHER: ---------------------------------------------------------------------------------- Unfortunately, this MOD is not compatible with the Original TeamBG BG: ToTSC MOD entitled DARK SIDE of the SWORD COAST. Some of their items (marked with an "*") are utilized in this MOD and are marked with an "*", giving credit where it is due. Fortunately, this MOD IS compatible with the WeiDU-based BG: ToTSC MOD DARK SIDE of the SWORD COAST revamped by the Chosen of Mystra. Follow the link in the section below to download it. Also included are the following: James Schumacher's Level 50 Rules Pack Kai's Arrow, Bolt, and Bullet Pack (stack maximum=40) THE INFINITY ENGINE IS ON FIRE! |
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THANKS: ---------------------------------------------------------------------------------- * TeamBG, inspired me to start this "item pack" venture * WeiDU, helped me make this item pack easier to distribute * Wes Weimer, maker of the WeiDU utility, for programming support * Japheth and Jcompton for programming support in the Forgotten Wars Studios * clanREO for the Spanish translation * FairyBlue for inspiration * Cristiano Messaad for suggestions * James Schumacher * Kai |
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VERSION HISTORY: ---------------------------------------------------------------------------------- Version 1.0 * initial public release * .TBG format * named NEW and IMPROVED BG:TotSC Items * found at Arundor's Abode BG1 Misc Section Version 1.01 * forgot to include AMARAN.CRE to the pack, updated Version 2.0 * changed name to "The Vault" * WeiDU v95 used for easier distribution and solved most compatibility issues * changed ISTAFCAD.BAM because it kept producing errors * changed IECHAN01.BAM just for the fun of it * corrected the HP max bonus provided by VALIANT * changed the stack maximum of DART*.ITM which was previously only 20 Version 2.01 * got a bug that erased the names of the modified creatures after the MOD was installed Version 3.0 * added 3 new items * changed the rewards to some quests to yield more appropriate experience points/ rewards * "The Vestibule" MOD initial public release * WeiDU v124 used Version 3.01 * fixed bug that removed *.STO file signatures and thus caused games to crash Version 4.0 1 January 2004 * fixed bug that removed *.STO file signatures and thus caused games to crash without altering store names or misplacing dialogues seen in Version 3.01 * "Ulcaster Hell" quest improvement included * WeiDU v144 used * BG1Tutu supported Version 5.0 24 April 2006 * over 90 new and improved creatures * over 90 new and improved items * "The VAULT", "Return to Nashkel", and "Gullykin Ogre" MODs initial public release * WeiDU v185 used * BG1Tutu supported |
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An Unofficial Expansion for Baldur's Gate: Tales of the Sword Coast and BG1Tutu Release Date: 24 April 2006
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Miscellaneous: |
Baldur's Gate and Tales of the Sword Coast Walkthrough the definitive walkthrough for BG and TotSC by Dan Simpson
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the Vault Walkthrough COMING SOON the definitive walkthrough for the Vault MOD by josh_clue
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Email: |
josh_clue@hotmail.com |
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Links: | Arundor's Abode mirror site for The Vault and home to countless other customized items, spells, scripts, etc. | |
WeiDU home of the Weimer Dialogue Utility and other WeiDU based mods | ||
Near Infinity home of the popular Infinity Engine editing and resource-creating tool | ||
Forgotten Wars Studios Forums forums for technical support and new mod updates | ||
BG1Tutu home of the BG1 to BG2 conversion project | ||
TeamBG TeamBG, nuff said | ||
Home | ||
Baldur's Gate, Tales of the Sword Coast, Baldur's Gate 2, Throne of Bhaal, are © BioWare. Dungeons & Dragons material is © Wizards of the Coast. All original content is © Realm of Azengaard |