With the addition of playable races such as troglodytes, wild dwarves, and other tribal creatures, there has long been a desire to add more primitive weapons to Arelith, so as to fully represent the less 'civilised' cultures of Faerun. The 'Summer Weapon Update' includes new models created exclusively for Arelith, in addition to an entirely new weapon proficiency group and a number of adjusted existing weapons.
Katar (2d2 19-20/x2, Slashing and Piercing , Tiny, Exotic or Assassin) - Unarmed or 1H Edged
Macuahuitl (2d4 x3, Slashing, Medium, Exotic or Primitive) - 1H Concussion or 1H Edged
Dire_Macuahuitl (2d6 x3, Slashing, Large, Exotic or Primitive) - 1H Concussion or 2Handed;
View the Animations here:
https://i.gyazo.com/3c3c49b295b67288683a0516d2fdfe58.mp4
https://i.gyazo.com/a4630b7a5e5f9b127247324b33365068.mp4
https://i.gyazo.com/cfa95132e286c6e302130939bfc3a257.mp4
- Macuahuitl (Driftwood) / Dire Maca (Driftwood)
AB +1
Extra Dmg Type: Bludgeoning
Keen
Massive Crit: 1d4 (1d8 for Dire Maca)
On Hit: Wounding DC-14 (DC-16 for Dire)
- Macuahuitl (Solid Oak) / Dire Maca (Solid Oak)
AB +2
Extra Dmg Type: Bludgeoning
Keen
Massive Crit: 1d6 (2d4 for Dire Maca)
On Hit: Wounding DC-18 (DC-20 for Dire)
- Macuahuitl (Ironwood) / Dire Maca (Ironwood)
AB +3
Extra Dmg Type: Bludgeoning
Keen
Massive Crit: 1d8 (2d6 for Dire Maca)
On Hit: Wounding DC-22 (DC-24 for Dire)
- Macuahuitl (Petrified Yew) / Dire Maca (Petrified Yew)
Enhancement +3
Extra Dmg Type: Bludgeoning
Keen
Massive Crit: 2d4 (2d8 for Dire Maca)
On Hit: Wounding DC-24 (DC-26 for Dire)
- Scalebeast Render (Dire Macuahuitl)
AB +3
Dmg Bonus: +6 Bludgeoning
Dmg Bonus vs Racial: Beast/Magical Beast/Aberration/Vermin: 1d6 Piercing
Keen
Extra Dmg Type: Bludgeoning
- Vile Maw (Macuahuitl)
AB +3
2d6 Acid
1d6 Negative vs Reptilian
Keen
Extra Dmg Type: Bludgeoning
- "Primitive Weapon Proficiency"
Allows Forest Gnome, Ghostwise Halfling, Gobling, Troglodyte, Wild Elf, and Wild Dwarf to wield the following weapons:
Club, Dart, Dire Macuahuitl, Great Club, Macuahuitl, Short Bow, Sling, and Spear
Note: All of the aforementioned races will retroactively gain Primitive Weapon Proficiency except Wild Elf. Old Wild Elves are grandfathered with Elven Weapon Proficiency. New Wild Elves will gain Primitive Weapon Proficiency instead of Elven Weapon Proficiency, not both.
- "Assassin Weapon Proficiency"
Allows Assassins to wield Katars, Sai, and Kamas without penalty. They also scale with Hidden Danger.
All UBAB weapons except Kamas no longer scale with UBAB APR. Their stats are also improved and noted in the overall weapon changes below.
Note: Kama remains a UBAB weapon due to it being hardcoded, but we have put in future Beamdog update changes that will decouple Kama from monk UBAB as Soon™ as NWN:EE is updated to a newer version. Build into Kama Monk at your own risk.
Sickle (changed from 1d6 x2 to 1d4 x3)
Light Hammer (changed from 1d4 x3 to 1d6 x3)
Morningstar (changed from 1d8 x2 to 1d8 x3)
Light Mace (changed from Small to Tiny)
Heavy Flail (changed from 3d6 x2 to 1d12 19-20/x2) - counted as both 1H Concussion and 2Handed Weapon Groups
Maul (no stat change) - counted as both 1H Concussion and 2Handed Weapon Groups
Whip (changed from x2 to 19-20/x2) - now a Rogue Weapon, Drow continues to be proficient with Whip
Twobladed Sword (changed from 1d8 19-20/x2 to 1d6 18-20/x2) - counted as both 2Handed and Polearm Weapon Groups
Double Axe (changed from 1d8 x3 to 3d4 x3) - counted as both 2Handed and Polearm Weapon Groups
Dire Mace (changed from 1d8 x3 to 1d12 x3) - counted as both 2Handed and Polearm Weapon Groups
Quarterstaff (changed from 1d6 x2 to 1d6 19-20/x2)
Naginata (changed from 1d10 x2 to 1d10 19-20/x2)
Sai (changed from 1d4 x2 to 1d4 19-20/x2) - now an Assassin Weapon, monk continues to be proficient with Sai
Kama (NOT LIVE BUT PLANNED AFTER UBAB DECOUPLED: changed from 1d6 x2 to 1d6 19-20/x2) - now an Assassin Weapon, monk continues to be proficient with Kama
For full details and feedback, please see our forums.