+1 Weapon Shop in Caer Cyflen

TomReneth
Level 9
2 months ago (edited)

I've noticed that there doesn't seem to be any consistency with weapon drops apart from a couple of +1 daggers. Most other enchanted weapons seem to be randomly determined. I would suggest putting in a merchant in Caer Cyflen that sells +1 enchanted weapons of all types with a restocking supply to allow people to get their hands on the weapons they want for their characters with some reliability. The merchant could perhaps unlock when the faction merchants unlock. 

It's not fun having to hope for good loot rolls to get equipment to deal with weapon resistances and immunities or to be pigeonholden to items you might not want your character to use for roleplaying reasons (like bringing a dagger to a swordfight) because they are the only options for dealing with said resistances and immunities. It would help martial characters keep up better with spellcasters, which is something of a problem in Solasta and D&D in general.


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Anfindel
Level 7
2 months ago

The Antiquarian Faction NPC sells +1 weapons, shields and I think armor also as I recall.  Unfortunately, once you turn in the dwarf bones, he's bugged and won't give access to shop mode - and of course you need enough faction.

TomReneth
Level 9
2 months ago

The Antiquarian Faction NPC sells +1 weapons, shields and I think armor also as I recall.  Unfortunately, once you turn in the dwarf bones, he's bugged and won't give access to shop mode - and of course you need enough faction.

I've only ever seen +1 daggers in his inventory, so if he sells other weapons as well, that seems to fall under the issue of being dependent on random loot rolls.

What I would like to see is a merchant that is guaranteed to have +1 weapons of all types so we don't have to depend on said rolls.


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Anfindel
Level 7
2 months ago

Loot drops certainly aren't that great. Stuck at entry to the Monastery due to 30 plus Brood spawning, but so far I have found 2 leather +1, 1 breastplate +1, 2 +1 shields and dagger, longsword and shortbow +1 - half of which are of no use to my characters. And I just finally was able to create my first magic item, a lightbringer greatsword.  Not very impressive for better than half way to level 7. 

TomReneth
Level 9
2 months ago

Loot drops certainly aren't that great. Stuck at entry to the Monastery due to 30 plus Brood spawning, but so far I have found 2 leather +1, 1 breastplate +1, 2 +1 shields and dagger, longsword and shortbow +1 - half of which are of no use to my characters. And I just finally was able to create my first magic item, a lightbringer greatsword.  Not very impressive for better than half way to level 7. 

Exactly. I was in a similar position both times I got that far. Having some guarantee for usable equipment would be a nice improvement.


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Bourgui
Level 7
1 month ago (edited)

After a run through the scenario my loot is :

- 4 +1 armors (3 leathers and 1 half plate)

- 1 +1 shield

- 6 +1 weapons (1 lognsword, 2 shortbows, 2 Morgensterns, 1 dagger)

- 1 bracers of archery

- 2 pairs of boots of elvenkind

- 1 belt of Dwarvenkind

- 1 Headband of Intellect

- 5 x1.8 handy haversacks

- 5 oil of acuteness!!!!

It differs from one run to another. For instance, I once got 2 bracers of archery, 2 +1 shields, 1 staff of healing...I think you can loot at least 3 armors, 1 shield, the longsword,  the bracers, 4 haversacks, 2 oil of acuteness, 1 boots of Elvenkind.

Never seen +1  shortsword, longbow, mace.

picklesgrr
Level 9
1 month ago

I got 5 potions of giant strength STR 25 (frost Giant I think) one time. To go with my 2-3 other lesser ones. They seem to be capped at 20 anyway.  Otherwise I think I have the same as Bourgui but only 3 haversacks. 

Magic treasure is another fighter weakness - we used to say 1e fighter were defined by their magic items while casters were defined by their own choices. 

Anyway it would be good to have a "transfer magic property"  function somewhere in the game so your Maul using fighter is not held back by the lack of magic mauls. Pathfinder2 does this while of course 5e is not designed around using magic weapons for balance (ie not designed for balance) 

 

TomReneth
Level 9
1 month ago (edited)

After a run through the scenario my loot is :

- 4 +1 armors (3 leathers and 1 half plate)

- 1 +1 shield

- 6 +1 weapons (1 lognsword, 2 shortbows, 2 Morgensterns, 1 dagger)

- 1 bracers of archery

- 2 pairs of boots of elvenkind

- 1 belt of Dwarvenkind

- 1 Headband of Intellect

- 5 x1.8 handy haversacks

- 5 oil of acuteness!!!!

It differs from one run to another. For instance, I once got 2 bracers of archery, 2 +1 shields, 1 staff of healing...I think you can loot at least 3 armors, 1 shield, the longsword,  the bracers, 4 haversacks, 2 oil of acuteness, 1 boots of Elvenkind.

Never seen +1  shortsword, longbow, mace.

After 3 runs of my own, i have a similar list of stuff i typically get. I also haven't seen +1 scimitars or axes.

Seeing as we currently go all the way to lvl 6, not having reliable access to +1 weapons relevant to one's character is unfortunate. 

Edit: I don't count leather +1 as "real" +1 armor though, in the current build anyway. They seem to be fairly common as an alternative to studded leather, which has yet to be implemented.


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exsonic01
Level 9
1 month ago (edited)

Hmmm... I think the current Solasta EA is already in the "generous DM" side of item rarity. Once you clear the dark castle, you can access to Heddlon with high faction status. He sells some expensive goods, which I think should not be allowed to that level of players (Staff of fire, for example) I assume this is just because it is EA.  

https://rpg.stackexchange.com/questions/89814/how-rare-are-magic-items-and-how-many-should-i-be-handing-out

I wish difficulty setting also contains the modification of rare item drop rate, and modifiable ratio of uncommon/rare/veryrare items from vendors. 

TomReneth
Level 9
1 month ago

Hmmm... I think the current Solasta EA is already in the "generous DM" side of item rarity. Once you clear the dark castle, you can access to Heddlon with high faction status. He sells some expensive goods, which I think should not be allowed to that level of players (Staff of fire, for example) I assume this is just because it is EA.  

https://rpg.stackexchange.com/questions/89814/how-rare-are-magic-items-and-how-many-should-i-be-handing-out

I wish difficulty setting also contains the modification of rare item drop rate, and modifiable ratio of uncommon/rare/veryrare items from vendors. 

While there may be an argument to be made about the readily accessible items of significant power in this game, I don't think that relates to this discussion. Enemies that resist non-magical weapons (like wights. Or Talbut, who is immune) are fairly common and this disproportionally affects martial characters. 

Classes with a focus on spellcasting already tend to be stronger than martial ones in D&D and the lack of availability in even just basic magic weapons exaggerates this. Giving martial characters access to regular +1 weapons after they reach level 3 seems like a reasonable option that allows martial characters to remain relevant before going into wight territory without being dependent on good loot rolls.

In a setting with few to no enemies resistant to non-magical weapons, this wouldn't really be an issue, but around level 4 wights and similar creatures become common and they cut of 50% of the damage for non-magical weapons.


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Skryia
Level 8
1 month ago

Yeah, it’d be nice to have easier access to magic item staples. Like +1’s of all the weapons (I have 2x +1 shortbow, 2x +1 longsword, wish I had a +1 longbow and +1 warhammer). And +1 armors, AFAICT there’s no such thing as magical heavy armor in this game (aside from a magical chain mail pattern from a vendor hard to level faction with and even then you’d need all the crafting parts and skills). It feels like there’s an abundance of magical leather armor and medium armors (scale mail/half plate) and nothing in the way of magical robes or heavy armor. By level 6, I’d expect to mostly be rocking +1 gear.

exsonic01
Level 9
1 month ago

There is a mod in Nexusmod, which offers more magic items from vendors, but for some magic items, you need to clear to the point of magic tower, and faction vendors begin their business.  

exsonic01
Level 9
1 month ago (edited)

https://donjon.bin.sh/5e/magic_items/

https://rpg.stackexchange.com/questions/89814/how-rare-are-magic-items-and-how-many-should-i-be-handing-out

+1 Weapons are 'Uncommon' so, I think OP's idea might be a reasonable one even in D&D guidelines by Xanathar and DMG. Several uncommon items for a party of less than level 4 is acceptable or can be regarded as "standard" according to these books. But +1 Armor is 'Rare', so +1 Armor should be regarded as a bit more rare item. 

TomReneth
Level 9
1 month ago

https://donjon.bin.sh/5e/magic_items/

https://rpg.stackexchange.com/questions/89814/how-rare-are-magic-items-and-how-many-should-i-be-handing-out

+1 Weapons are 'Uncommon' so, I think OP's idea might be a reasonable one even in D&D guidelines by Xanathar and DMG. Several uncommon items for a party of less than level 4 is acceptable or can be regarded as "standard" according to these books. But +1 Armor is 'Rare', so +1 Armor should be regarded as a bit more rare item. 

Yeah, I'm specifically thinking about weapons. Enchanted armor tends to be more powerful.


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silverblade
Level 8
1 month ago

Agreed. There needs to be better access to magic weapons. In tabletop, the DM has the ability to customize the magic item drops to match the setting and needs of the party. Unfortunately that kind of customization is harder or impossible in a video game.

It’s not the most elegant solution but a magic shop could save a lot of headaches. Or perhaps the council can offer some weapons from their armory?