I was wondering if there was any way to add some simple feats to the game. I was specifically thinking of something to get around the problem with Weapon Familiarity. (A Dwarf of any class should be able to become proficient with the Dwarven Waraxe or the Urgrosh with the Martial Weapon Proficiency feat, and similar comments apply to the Gnome Hooked Hammer). Basically a feat that gives proficiency with the Waraxe and whose only prerequisite is that the user is be a Dwarf should do the trick (don't know if the double weapons are even in this game - I don't recall seeing either one). That should be fairly easy to code if anything is, but I've heard the feats are hard-coded so that might be a very big if. Is this possible with the resources currently available to the modding community (including .dll hacking if all else fails)?
Dwarves and gnomes shouldn't get those weapons automatically. They're still supposed to have to spend a feat on them if they don't take a class that has proficiency in all martial weapons. The problem in ToEE is it requires an Exotic Weapon proficiency feat for those weapons, regardless of race, which means dwarves and gnomes can't have access to those weapons at 1st level. (Since EWP requires a +1 BAB). Which is why he's suggesting adding a feat "Special Dwarven Waraxe proficiency" that can be taken by any dwarf character as their first-level feat.
Check the SRD entries for dwarves and gnomes. They get an ability a little like the elf one, but the difference is they don't get those proficiencies automatically per se; instead, they treat certain exotic weapons as martial. In ToEE, this is implemented correctly for the classes that get all martial weapons automatically, but not for the other classes, who should be able to take these weapons with Martial Weapon Proficiency. (They need Exotic Weapon Proficiency instead, which screws you up if you want, say, a dwarf cleric who uses the waraxe; EWP has a prerequisite, MWP doesn't). This is a fairly minor bug in the grand scheme of things, but I happened to run into it with a dwarf character I really wanted for my second attempt at ToEE and it's been annoying me ever since. The feat I suggested would be a perfectly good workaround if no other solution to the problem exists - and, in another thread, Cerulean assured me that none does. So - anyone? Bueler? Bueler? Is there a way to add a Feat, whether it's the specific one I describe above or something else?
Can't we 'flag' the dwarven waraxe as something that only needs MWP? I mean, it means other folks would automatically get to use it too, but they would KNOW they were cheating, the dirty dogs. EDIT: It might need more than a .dll hack: changing the .dll and expanding the .dll, well, they're two wholly different beasties.
IMO, I'd rather we only add it if we can make it work correctly. No sense in taking one minor thing that's broken and then break the game in a different way to try to fix it. As it stands, Dwarves that don't have a level of Fighter, Ranger or Barbarian have to wait until 3rd level before they can use a Dwarven Waraxe. It sucks, but considering Fighter is a Dwarves favored class, it's not terribly limiting. On the flipside, giving everyone with martial weapon proficiency the ability to wield the waraxe one-handed has a larger impact on the game. (Still not major, but it's bigger than the current issue.)
There is NO masterwork item in the game called Masterwork Dwarven War Axe that can be properly crafted for pluses and magic. The original Dwarven War Axe looks like a real War Axe with a hook on the end of it [looks totally cool]. Can someone make that very same weapon be a masterwork weapon that can be crafted for pluses and magic? * (not the other one that is supposed to be a War Axe, but looks like a cudgel with spikes - also cannot be crafted)? [EDIT] Let me say that I found items # 4064 and # 4164 and I consoled both items in to the game.
Hmm I might not understand the question but isn't brother smyth selling them? That's where i got mine for crafting. On a related note i just noticed there seems to be a bug with either the DWA or the keen spell since adding the keen modifier to the DWA gives it a critical hit of 18-20x3 instead of the 19-20x3 which it should have. No idea why this is happening though. Rawel