Wildermyth

Wildermyth

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Fable Legendary Melée Weapons
   
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Tags: Items
File Size
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1.187 MB
Sep 24, 2022 @ 5:58am
Mar 26, 2023 @ 4:22am
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Fable Legendary Melée Weapons

Description
As I first started to play Wildermyth the estetic and the feel of the game reminded me of the game Fable, and as I got into modding I decided created this mod. This mod includes all legendary melee weapons from the first Fable game (The Lost Chapters expansion) as well as some weapons (not all) from Fable 2.

These weapons are very powerfull, therefore none of the weapons can be crafted, only found by chance. All the weapons are technicaly tier 1 artifact weapons but has the stats of a tier 3 weapon. The reason for this is that artifact weapons are quite rare to find and by making them tier 1 you could get one of these weapons in the first chapter of a campaing, thus increassing the chances slightly. Odds are however that you might not see one of these weapons at all. I've tried my best to give all weapons lore accurate stats and ablilities.

Weapon List:

Fable (TLC):
The Avenger
Avo's Tear
The Bereaver
Cutlass Bluetane
Dollmasters Mace
The Harbinger
Katana Hiryu
Murren Greataxe
Murren Greathammer
Orkon's Club
Ronok the Axe
The Sentinus
Solus Greatsword
Sword of Eons
Wellow's Pickhammer

Fable 2:

The Chopper
The Daichi
The Hammerthyst
The Maelstrom
The Rising Sun

Side notes:
All weapons carry over between legacy which may cause an unbalanced start to some campaings, but since they might also be quite rare to find I thought: You've earnt it!
If the mod were to be removed for a campaing and a character that has a Fable weapon were to be used in that campaing, the weapon will be replaced with a tier 0 weapon. So it should be safe to remove the mod without breaking your character.
6 Comments
Robur Velvetclaw Mar 26, 2023 @ 4:05am 
Well, I did re-adjust the rating for some items in Kavacham. I managed to spawn in my first Heavy Pavise with no cheats.
I had to keep them uncraftable, because my mod has so many of them.
Sebbelanian  [author] Mar 26, 2023 @ 3:17am 
(Part 2)
If this made no sense, I recomend checking out these sites:
https://wildermyth.com/wiki/Equipment
https://wildermyth.com/wiki/Drop_rates
They explain everything I have said here in more detail.

Long story short, you could change the tier of your weapon to 1 for increased chances, but it may not appear anyway, or maybe making it craftable to guarantee acquiring it.
Sebbelanian  [author] Mar 26, 2023 @ 3:16am 
@Robur (Part1) The way Wildermyth generates loot tier is determined by what chapter you aquire them in. In the file "\Wildermyth\assets\data\loot\missionSpoils" it says what tier that can appear in which chapter and its chances. Here it says that tier 3 weapons (and armor) can only appear in chapter 3 with increased chances beyond chapter 3. If the weapon is an artifact weapon the chances are even lower, but increasses everytime you get a non-artifact item.

So, if your weapon is specifically designated to be tier 3 it can only appear as mission loot in chapter 3 and beyond, but it also might not appear at all because of just bad luck. I tried to get around this by making all the weapons tier 1 (but with tier 3 stats), that way they can appear in chapter 1 and beyond, increasing the chances. However, the chances are still pretty low so I am considering just making them craftable.
Robur Velvetclaw Mar 25, 2023 @ 8:54pm 
Hey I have a question about spawning items.
Can you tell me if Wildermyth spawned your Tier 3 items in game as loot? my Battlemage Pack has a powerful Tier 3 battlestaff, but so far I have not seen it spawn (it is very, very powerful). I neeed to know if I just need to be patient, or if I need to make some drastic changes to Tier designation.
Computica Nov 1, 2022 @ 8:28pm 
Awesome!
Bit Pardner Oct 3, 2022 @ 9:57am 
Very fun idea for a mod! I was a big fan of the fable games growing up, I can't wait to use some of these :)