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dawn13245

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dawn13245

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About this mod

This mod adds 24 new weapons and a shield throughout the world and the Nautiloid tutorial chest.

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I created this mod for myself but decided to share with others. There are a lot of sword mods but not many hammer or axe mods.

Want to dual wield axes or hammers? Do you like to swing around big sticks with a chunk of metal on the end? Or do you prefer some versatility?

Look no further than this Weapon Pack!





Current Weapons

Stalwart Greataxe and Stalwart Battleaxe:
Greataxe: 1d12 + 3 Slashing / Battleaxe: 1d10 (1d8) +3 Slashing
Improved Critical & When rolling 1 or 2 on damage dice, reroll the dice
Rend: This weapon has a chance to bleed its target.
Hemorrhage: This weapon has advantage on bleeding opponents.
*Purchased from Dammon the weaponsmith.*

Stalwart Maul and Warhammer:
Maul: 2d6 + 3 Bludgeoning / Warhammer: 1d10 (1d8) +3 Bludgeoning
Ignore Bludgeoning Resistance
Wallop: This weapon has a chance to daze its target.
Concussion: This weapon has advantage on dazed opponents.
*Purchased from Dammon the weaponsmith.*

Stalwart Morningstar:
1d8 + 3 Piercing
Ignore Piercing Resistance
Rend: This weapon has a chance to bleed its target.
Hemorrhage: This weapon has advantage on bleeding opponents.
*Purchased from Dammon the weaponsmith.*

Stalwart Halberd:
1d10 + 3 Slashing
Improved Critical
+3 Initiative & Cannot be Surprised
Rend: This weapon has a chance to bleed its target.
Hemorrhage: This weapon has advantage on bleeding opponents.
*Purchased from Dammon the weaponsmith.*

Stalwart Hardy Hand Axe & Stalwart Sturdy Hand Axe (2 Hand Axes):
1d6 +3 Slashing
Improved Critical for both axes (stack).
Chance to apply bleed to enemies.
Gain advantage on bleeding enemies.
Returns when thrown.
*Purchased from Dammon the weaponsmith.*

Stalwart Hardy Light Hammer & Stalwart Sturdy Light Hammer (2 Light Hammers):
1d6 +3 Bludgeoning
Ignore Bludgeoning Resistance.
Chance to apply daze to enemies.
Gain advantage on dazed enemies.
Returns when thrown.
*Purchased from Dammon the weaponsmith.*

Stalwart Longsword:
1d8 (1d10 Two Handed) +3 Slashing
Improved Critical & When rolling 1 or 2 on damage dice, reroll the dice
Chance to bleed enemies
Gain advantage on bleeding enemies
*Purchased from Dammon the weaponsmith.*

Stalwart Greatsword:
2d6 +3 Slashing
Improved Critical & When rolling 1 or 2 on damage dice, reroll the dice
Chance to bleed enemies
Gain advantage on bleeding enemies
*Purchased from Dammon the weaponsmith.*

Stalwart Spear:
1d6 (1d8 Two Handed) +3 Piercing
Improved Critical & When rolling 1 or 2 on damage dice, reroll the dice
Chance to bleed enemies
Gain advantage on bleeding enemies
Extra Reach
*Purchased from Dammon the weaponsmith.*

Stalwart Longbow:
1d8 +3 Piercing
Improved Critical
Chance to bleed enemies
Gain advantage on bleeding enemies
*Purchased from Dammon the weaponsmith.*

Stalwart Heavy Crossbow:
1d10 +3 Piercing
Ignore Piercing Resistance
Chance to bleed enemies
Gain advantage on bleeding enemies
*Purchased from Dammon the weaponsmith.*

Stalwart Shield:
+3 Armor Class
+3 Initiative and cannot be Surprised
Shield Bash
*Purchased from Dammon the weaponsmith.*

Stalwart Greatclub:
1d8 Bludgeoning (Ignores Bludgeon Resistance) +3, 1d4 Piercing
Chance to knock enemies prone
Improved Critical & when rolling 1 or 2 on damage dice, reroll
*Can be looted off the smart Ogre in Blighted Village, Act 1*

Smoldering Demise (Warhammer):
1d10 (1d8 One Handed) +3 Bludgeoning, 1d6 Fire
Ignore Bludgeoning Resistance
Generate two turns of heat with attack.
Burn targets with attack.
Gain advantage on burning enemies.
Gain fire resistance.
Cleave of Avernus: Once per Turn, Cleave up to 3 enemies and apply burning.
*Purchased from Devil's Fee in Act 3.*

Full Moon (Longsword):
1d10 (1d8) +3 Slashing, 1d4 Radiant
Improved Critical, reroll damage dice if 1 or 2
Generate three turns of Radiating Orb.
Turns undead for three turns on successful melee attack.
Gain advantage on enemies with Radiating Orb status.
Radiant Rend: Once per Turn, Cleave up to 3 enemies and apply 3 turns of Radiating Orb.
*Found in Last Light Inn, Hidden Planks where Snowburst Ring is.*

Ansur's Cry & Ansur's Breath (2 Hand Axes):
1d6 +3 Slashing, 1d4 Lightning
Improved Critical for both axes (stack).
Generate 3 turns of electric charges.
Apply electrocuted to enemies.
Gain advantage on electrocuted enemies.
Returns when thrown.
Deal 1d4 lightning damage when thrown.
Shocking Strike: Swing down a bolt of lightning on the area in front of you, electrocute all enemies hit.
*Potential Spoiler. Can be looted in Act 3 from a certain underground boss. See 1.4 changelog for exact boss.*

Hail and Hoarfrost (2 Light Hammers):
1d6 +3 Bludgeoning, 1d4 Cold
Ignore Bludgeoning Resistance
Generate two turns of Chilled
Generate two turns of Encrusted with Frost
Gain advantage on Chilled Enemies
Gain cold resistance.
Returns when thrown.
Cleave of Stygia: Cleave up to three enemies once per turn and apply chilled.
*Purchased from Devil's Fee in Act 3.*

Venom (Halberd):
1d10 +3 Slashing, 1d4 Poison
Improved Critical
+3 Initiative & Cannot be Surprised
3 turns of Poison on Successful Attack
Gain advantage on Poisoned enemies
*Purchased from Gith Quartermaster at Mountain Pass Creche in Act 1*

Spite (Morningstar):
1d8 +3 Piercing, 1d4 Fire
Ignore Piercing Resistance
Apply two turns of burning on hit
Gain advantage on burning enemies
Generate two turns of heat on successful hit
Gain heat resistance
Unlock LvL3 Scorching Ray Spell (Usable once per turn)
*Can be looted from Yurgir in Act 2, Temple of Shar*



Known Issues:

1. Dual Wield and Halberd "Swing" Sound Effects do not play for the Type 4 Male Body. Unfortunately this seems to be a vanilla game bug. This happens even with the weapons in the game not added by mods.

2. If you purchase the Stalwart Shield from Dammon, he will not restock it the next day. Similarly, if you are using the tutorial chest version (with the chest summoning mod from wesslen), it will not be restocked. So you get 2 shields per playthrough if you are using the chest version of this mod. Or just 1 shield for the no tutorial chest version. *Fixed in V2.2*

3. For improved critical stacking; I made two of each Dual Wield weapon for a reason. The improved critical passive, despite its description, does not actually stack. If you look inside the game files, you'll see that the equipment in the game have unique "improved critical passives" from each other. I also made my own unique improved critical passives and put them on each weapon. SO WHAT DOES THIS MEAN? To stack improved critical, make sure to use a different weapon in each hand. You can know for sure if your critical passives are stacking by checking your passive buffs in the inventory screen (you will see two icons).



Mod Conflictions:

1. Versions 1.4 of this mod and below are not combatable with V1.5 and up. Updating between V1.4 - and V1.5 + on an existing save will crash your game.

2. Do not use this mod with my old mod titled "Axe and Hammer Weapon Pack". They will not work together. I have set it to hidden status.



Check out my other mods:
Underwood's Weapon Pack
https://www.nexusmods.com/baldursgate3/mods/3252
Underwood's Adamantine Pack
https://www.nexusmods.com/baldursgate3/mods/3523
Underwood's Blood of Lathander
https://www.nexusmods.com/baldursgate3/mods/3552
Underwood's Barbarian Armor
https://www.nexusmods.com/baldursgate3/mods/3597
Underwood's Eldritch Knight Armor
https://www.nexusmods.com/baldursgate3/mods/3650