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This 2da is used to supply values of effect for several different melee and ranged weapon, and general armor and bonus properties.

Usage

  • Armor bonus (plus variants versus alignment/racial type/etc)
  • Enchantment bonus (plus variants versus alignment/racial type/etc.)
  • Saving Throw bonuses
  • Mighty bonuses
  • Regeneration
  • Vampiric Regeneration

Additional Values

This is used by so many properties it is worth listing them here and the relevant reasons for extending this 2da or not:

Item Property FamilySettings Maximum / Maximum NotesWorth Extending the 2da?Notes

Attack Bonuses

max-attack-bonus = 20

Only if settings.tml is altered or SetAttackBonusLimit is used.
Enchantment Bonuses

max-attack-bonus = 20

max-damage-bonus = 100

Only if settings.tml is altered or SetAttackBonusLimit is used.

Usually damage bonus is not reached, but you can increase it up to 255 using SetDamageBonusLimit.


Armor Bonuses

Dodge bonus combined caps at 20

Other AC is highest applies, so 20 again

Not really
MightyNone knownOnly if strength modifiers can go past +20 (requires 52 strength to get +21, nearly impossible to achieve unless ability bonuses are uncapped)
RegenerationNone knownYes if you want insane regen per round but this is a very powerful ability

Vampiric Regeneration

None knownYes if you want insane regen per round but this is a very powerful ability

TLK Value Notes

The TLK values are simply numbers - so TLK entry 1954 is "11" for instance. To extend further you can find the other numbers by using the values from iprp_skillcost.2da which go up to number 50, to not have to use custom TLK entries (2355 is "44" for instance).

2da Columns

Note that value 0 is "invalid" and not selectable in the toolset as such. Possibly a holdover for having toolset generate randomised item properties?

Column LabelExample

Valid Values

Description and Notes
Name1045Dialog.tlk string reference

The TLK entries simply state the number - eg; 1954 is "11".

Label1Human readable stringUnused by the game
Value1IntegerValue of the modifier, eg; 5 would add 5 AC or or Enchantment Bonus or whatever.
Cost1IntegerSee parent page on how costs are calculated
VFX1BooleanOnly works for Vampiric Regeneration. It applies the "Negative damage" (shiny red) VFX to the weapon if set to 1 for that amount of vampiric regen.

2da Contents

2DA V2.0                                  
                                          
           Name   Label    Value   Cost   VFX
0          ****   Random   0       0      0
1          1045   1        1       0.9    0
2          1046   2        2       1.9    0
3          1047   3        3       2.9    0
4          1048   4        4       3.9    1
5          1049   5        5       4.9    1
6          1910   6        6       8.5    1
7          1925   7        7       11     1
8          1939   8        8       14     1
9          1944   9        9       16     1
10         1952   10       10      26     1
11         1954   11       11      30     1
12         1992   12       12      34     1
13         2113   13       13      38     1
14         2119   14       14      42     1
15         2139   15       15      44     1
16         2163   16       16      46     1
17         2164   17       17      50     1
18         2187   18       18      54     1
19         2191   19       19      58     1
20         2192   20       20      62     1
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