Augment Crystals

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Revision as of 21:06, 28 February 2019 by Gorgon (talk | contribs) (Added a note about featherweights being unavailable, and some spacing fixes.)
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Description / Types

Augment Crystals in Avlis augment enchanted items. Unlike most spells or other means of improving an item with magic, these crystals will only work on an item with an existing enchantment. All crystals can be used once per day, and using a second crystal on the same item will remove the previous effect (though you can use multiple crystals on different items at the same time). Higher quality crystals require the item to have a stronger enchantment (see Crystal Quality below).

Since these crystals augment an existing enchantment on an item, their effects are meant to stack with other effects when possible, with a few limitations. Casting another spell of the same type on an item, after using a crystal, will remove the effect (if that is what normally happens with the spell), but the crystals do not remove other spell effects.

e.g. Casting a flame weapon spell removes any other previous versions of it, and would also remove the effects of an elemental assault crystal, but using the crystal after a flame weapon spell would keep both effects (NWN only uses the better of the 2 if both use the same elemental damage type).

Standard stacking limitations with NWN still apply for armor class and damage reduction. Multiple damage immunity sources will stack to 100%.


The crystals come in 2 different types. Offensive and defensive augmentation. Offensive crystals will only augment melee weapons, while defensive crystals will augment armor and shields. Use of the crystals in game is the same as targeting with a greater magic weapon spell for offensive crystals (targeting the weapon or PC with it equipped in their main hand both work - offhand weapons must be targeted directly or moved to the main hand), and like the magic vestment spell for defensive crystals (target the shield or armor directly, or PC with armor equipped - shields must always be targeted directly, unless the PC has no armor equipped).

Offensive crystals require the weapon to already have a minimum enhancement bonus , while defensive crystals require a minimum AC bonus (armor or shield bonus). These must be a permanent bonus, so using a spell or other means to improve the item will not help. A bonus vs a specific creature or type of effect will not be considered either (like +4 vs animals or an alignment). An attack bonus or extra damage on a weapon are not the same as an enhancement bonus, so augment crystals will not work on gloves.


Crystal Quality

An augment crystal's quality determines how well it augments an item, and the existing enchantment required to use it on the item. There are 4 different qualities of crystals. Minor, lesser, greater and superior. The minimum enchantment requirements and durations are the same for all augment crystals of the same quality.

Minor Augment Crystal

  • Minimum enhancement or AC bonus required: +1
  • Duration: 4 minutes

Lesser Augment Crystal

  • Minimum enhancement or AC bonus required: +2
  • Duration: 8 minutes

Greater Augment Crystal

  • Minimum enhancement or AC bonus required: +3
  • Duration: 12 minutes

Superior Augment Crystal

  • Minimum enhancement or AC bonus required: +4
  • Duration: 16 minutes


Offensive Subtypes

The 4 offensive augment crystal subtypes are listed below with descriptions and their effects (based on crystal quality).

Elemental Assault

There are 5 elemental assault crystals. They are acid, cold, electric, fire and sonic. They are similar to an energy substituted flame weapon spell, as they add a variable amount of elemental damage to a weapon. This effect will stack with a flame weapon or darkfire spell if used after casting either, as well as any elemental damage the weapon has, as long as it is a different type of element.

Damage Bonus

Minor: 1d6
Lesser: 1d8
Greater: 2d6
Superior: 2d8


Demolition

These add a divine damage bonus vs. constructs to the weapon. As with the elemental assault crystals, this effect will stack with other damage bonuses, except other divine damage, like from bless weapon (NWN only uses the best bonus when it is the same type of damage).

Damage Bonus

Minor: 1d10
Lesser: 2d6
Greater: 2d8
Superior: 2d10


Truedeath

These add a divine damage bonus vs. undead to the weapon. The effects will stack with other damage bonuses, except other divine damage like from bless weapon (NWN only uses the best bonus when it is the same type of damage).

Damage Bonus

Minor: 1d10
Lesser: 2d6
Greater: 2d8
Superior: 2d10


Phoenix Ash

Adds an On-Hit: Cast Spell "Darkfire" effect to the weapon. Since the On-Hit version is not hooked in Avlis, it uses the standard BioWare version (1d6 + 1 per two caster levels, maximum of +10). The damage is done separately from other damage, and is not multiplied in a critical hit, but will still work if the weapon already has a fire (or other) damage bonus.

On-Hit Damage

Minor: 1d6+3
Lesser: 1d6+5
Greater: 1d6+8
Superior: 1d6+10


Defensive Subtypes

The 4 defensive augment crystal subtypes are listed below with descriptions and their effects (based on crystal quality).

Elemental Defense

Adds a damage immunity increase vs. one of 5 elements to the armor or shield. The element types are acid, cold, electric, fire and sonic.

Damage Immunity Increase

Minor: 10%
Lesser: 25%
Greater: 50%
Superior: 75%


Arrow Deflection

Adds an AC bonus vs. piercing attacks to the armor or shield.

AC Bonus

Minor: 3
Lesser: 5
Greater: 7
Superior: 9


Iron Ward

Adds x/+6 damage reduction to the armor or shield.

Damage Reduction

Minor: 5/+6
Lesser: 10/+6
Greater: 15/+6
Superior: 20/+6


Featherweight

Reduces the weight of the armor or shield.

Weight Reduction

Minor: 10%
Lesser: 20%
Greater: 40%
Superior: 60%

NOTE: Featherweight augment crystals are no longer available from "Token Shop" merchants (see: Recycling System), but there may still be several IG from when they were available.