Randomized Item Adjustments

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Author: Kaige

Last revision: 20 Aug, 2025 at 04:02 UTC (2)

File size: 682.34 KB

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Description:

Makes some adjustments to the way item randomization & generation work:

Fixes some of the weapon templates that "off" for one reason or another:

  • Oathsworn greatswords were doing less damage than other greatswords. That’s fixed now.
  • Flaming Greatclub from Ways of War is supposed to do less base damage than other 2-handed weapons since it has a better charge modifier, but that wasn’t true when crafting or randomly generating flaming greatclubs. Flaming Greatclub damage when crafted or randomly generated has been reduced.
  • Randomized or crafted Cestuses all have Combo now. They were just inferior to standard 1-handed options before
  • Throwing dagger damage has been reduced since they have perfect accuracy (in contrast to shooting crossbows which did the same damage but had to deal with accuracy)
  • Sword and Throwing Net no longer does more melee damage than every other 1-handed option
  • Increased the item tier scaling for Giant Axes and reduced the item tier scaling for Giant Obelisks

Some of the premade items have been buffed to match updates to the item forge:

  • Crossbows do 26 damage, up from 20

Stops the double elemental damage enchantments from appearing on physical weapons

The effect of elemental damage enchantments has been significantly reduced for low tier weapons, with increasing weapon tiers only increasing elemental damage

The pick weight for elemental resistance enchantments has been increased from 0 to 2. (Elemental resistance will literally not appear on random items right now in vanilla)

The Status Resistance enchantment has been increased from 1/2/3 to 1/3/4

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Revisions:

Old revisions of this mod are available below. Click the link to download.