Francesco's Leveled creatures-items mod 4.5b

- Changelog
-
Installation / Uninstallation Notes
- Shivering Isles
- Introduction
 
Detailed Description:
     Main File
       - Combat Behavior
       -
Living Economy
       -
Mobs
     Items Add-On
     Creatures Add-On

     Optional files 1:
       - Leveled Quests
       -
Leveled Arena
       -
Leveled Guards
     Optional files 2:
       - Dungeons Chests Loot
       -
Houses Chests Loot
       -
Dungeons Chests Locks
     Optional files 3:
       - Chance of More Enemies
       -
Chance of Stronger Enemies
       -
Chance of Stronger Bosses
     Optional files 4:
       - New Adventurers
       -
More Wilderness Life
       -
Vendors Tweaks
     Optional files Misc:
       - Slower Skills
       -
Respawn Time
       -
Day Lenght Rescale
       -
Level Up Mini-mod
     In-game Customizability
 

Changelog:
4.5b changes:
Changes to the Items Add-on:
- Fixed an issue that caused skeletons to occasionally have two weapons instead of one.

Changes to the Creatures Add-on:
- Zombie Races are now not-playable as they are supposed to be

Misc Changes:

- The Chance of More Enemies plug-in is now installed even if installing the SI version of the mod and selecting to not merge the files
-
Living Economy is now correctly installed even if installing the SI version of the mod without the items add-on.
-
The SI optional, non merged, files don't keep the SI prefix anymore after the installation is completed

4.5
changes:
Shivering Isles:
- The mod has been updated to deal with the official expansion. Every part of the mod now works in the new lands too. A lev 9-12 char at least is now recommended to adventure in the Shivering Isles.
- The forging Amber/Madness weapons system has been completely redone in the Leveled Quests plug-in for a more realistic and non leveled experience (see the Leveled Quests section for more info)
- Durable weapons now have a chance to be found in Tamriel too, this will ensure better continuity between the main land and the expansion (the feature can be turned off with the in game menu, see the mod customizability section)
NOTE: Shivering Isles is NOT required for the mod to work, you are still able to install the non SI version of the mod


Changes to the core of the mod or to optional plug-ins:
- Fixed an issue in the loot tables that caused magical armors to be rarer than how they are supposed to be in chests.
- Fixed an issue that caused key locked chests to spawn in particular quests dungeons where they weren't supposed to spawn (Dungeons Chests Locks)
- Fixed an issue of the More Wilderness Life plug-in that caused a particular quest to be  impossible to complete due to a few wrongly placed spawn points.
- Kvatch has been rebalanced, it is now a little harder at lower levs and easier at higher levs (Leveled Quests)
- Tweaked guards equipment, in previous versions of the mod (and vanilla oblivion) every city guard had both a sword and a bow and always used the bow unless the opponent got too close, now some guards will use the sword, other the bow.. providing a more varied experience.
- Guards have been rebalanced to be a little more competitive at higher levels.
- Fixed an issue that caused road patrolling guards to stay still if the patrol leader was killed (Leveled Guards)
- Fixed an issue that caused the fenced money requests to do the Thives Guild quests to not bet the supposed ones (Leveled Quests)
- The arena champion has received some balance tweaks to make him a little more harder to defeat (Leveled Arena)

Changes to the Items Add-on:
- Armored Circlets have been added (50+ variants). Female NPCs will have a chance to equip one of them, they will also be foundable in chests and buyable at the Red Diamond Jewellery store.
- Added rusted variants of iron and steel weapons, undeads and skeletons will often use them instead of the normal ones
- Illuminate Staves are now buyable at Rindir's Staves
- Fixed a couple of magical weapons that were mising their enchantment.
- Changed the non trasparent background of a couple of shields to the default transparent one.

Changes to the Creatures Add-on:
- Added several variants of race-based zombies. Dead imperials, elves, orcs etc. of both sexes can now be encountered in undead themed dungeons.
- Added a bunch of new creatures and new creatures variants
- Added a few new reagents
- Guars are passive more ofren now

Misc Changes:
- The installer should now able to properly register the BSA files on Windows Vista

Special thanks to Newraven, Adonnay and Swell for their help with translations.


INSTALLATION / UNINSTALLATION  NOTES
- Keep in mind that after completing the installation you still need to load the installed files in the data files section of oblivionlauncher.exe
- The mod requires the official 1.2 patch (and/or SI) to be installed
- To uninstall the mod, please use the uninstaller located into your oblivion\data\Francesco's mod dir. If you remove the files manually without using the uninstaller, please remember, if you did install the items/creatures add-on, to also remove the FraNewItems.BSA and FranNewCrea.BSA entries from your Oblivion.INI file
- The
Shivering Isles version of the mod will obviously not work without the official expansion installed


SHIVERING ISLES
Since the 4.5 release the mod deals with the official expansion too. Every part of the mod now affects SI with the same approach vanilla Oblivion is dealt with. This doesn't however mean that SI is required, if you don't have the official expansion you can install the non SI version of the mod. Apart from expanding the mod to work in the new lands the SI version has some new unique features too like the Amber/Madness Items Forging System Overhaul (check the Leveled Quests section for more info).
NOTE:
A lev 9-12 char at least is now recommneded to adventure in the Shivering Isles.


 

Tired that nearly all creatures level up with you? Bored that at level 25 every bandit of the world are god-like ones with daedric equipment?
Then this mod is for you. I think that the game has to be challenging but that not every fight has to be an epic one.
This mod aims to create a more realistic and enjoyable experience, it will not make the game easier, just more credible (it actually can make it harder depending on the parts you decide to install)
This mod changes nearly all the creatures lists to make them more static. Even if you will still find very strong stuff at high levels you will often (for example) find normal skeletons and zombies in dungeons, wolves and imps in the wilderness and so on.. not every bandit will level up with you but some of them will be static.. I also changed most leveled items lists, in vanilla oblivion at say level 20 you used to find only high level armors and weapons and low-mid stuff nearly disappeared from the game, now it will be much harder to find high lev equipment, and low-mid lev one will still be common later in the game.
One of the strenghts of this mod is it's modular nature.. every part of the mod is optional and you are able to customize it to your taste during the installation.
The optional parts cover many things like
guards (all guards used to keep leveling up with you, so no matter how strong you were they were always a bit stronger than you. Using this part of the mod, while some guards still level up with you, many of them will stop at about levels 15-25. Stronger guards will usually defend more important places/people), vendors (you used to find chainmail/dwarven mithril/orcish armors and weapons in creatures/npcs loot before seeing their appearance in shops, this made armor/weapons vendors nearly useless after reaching level 6-7, now you will find those stuff in shops many levels before but at increased prices), new unique enemies/bosses (a small chance to find stronger unique bosses with names and personalized combat styles/loot), more enemies (more creatures/npcs in dungeons, aviable in three variants) houses/dungeons chests (improved, more interesting, diverse and often more rewarding but still balanced loot), quests (tweaked main and guilds quests to make late quests harder for unexperienced characters, forcing to level up so you can't become master of the fighters guild at lev 8), arena (later ranks will be much harder for weak chars so you can't win it with a low lev character) and much much more (read the full readme for a complete list with detailed info).
There's also an
items add-on which adds a ton of new top quality user made weapons and armors to my loot lists and a creatures add-on adding many quality user made creatures.
The mod also provides very detailed
in game customizability
features.. via an easy to use in game menu you are able to change lots of settings in a couple of clicks. Check the right section in this readme for more info on in game customziability.
Plese read the full description below for detalied info on all the parts of the mod.


Francesco's Leveled Creatures-Items mod - Main file -
This is the required file for my mod to work, it's the core of the mod, where every change to the scaling system of npcs and items was done. Can't list every change here, check the readme after the installation. The main esm file also contains many leveled lists used by the optional parts.
You can choose between a few variants of the main file.. you can decide to have Lyrondor's combat Behavior mod and/or MOBS mod merged into it, and you can choose between 3 different types of loot. You can also decide to install the mod with integrated Living Economy mod. Below you can find a small description of the optional components you can decide to install togeter with the main file.
You can install the mod with 3 different loot systems, where the hardcore and extra-hardcore loots make valuable items rarer and a lot rarer compared to the normal one. You can find a detailed comparison between the various loot systems in the loot spreadsheet contained in the same dir of this readme.
Since the 4.0 release the loot system is fully in game customizable via an easy to use in game menu, see the mod's customizability section.

-- Francesco's leveled creatures-items mod with Lyrondor's combat Behavior --
Lyrondor Combat Behavior mod, changes Ai combat/fighting behaviors... the goal is to provide more diverse fights... sometimes more challenging.    The version included into this mod was tweaked to give creatures/generic npcs about a 20% chance to spawn with Combat Behavior tweaks disabled.. this will ensure even more diverse fights! More info about the combat Behavior mod can be found in the readme. This optional component also adds a feeling script, generic npcs like bandits will have a small chance to flee during combat, the chance is based on both the remainng heath of the npc and a comparison between the npc's level and the player's one.. so npcs weaker than the player will have higher chances to flee.

Some creatures/NPCs will:

- Block more/less often bsp; 
- Do more/less different Power Attacks 
- Do more/less strafing around you as you block with a shield, or from a distance while targeting you with ranged attacks 
- Do more/less regular Attacks
- Do more/less Rushing Attacks
- Add/removes a give amount of Recoil/Stagger Bonus to Attacks - Disable Fleeing before/during a fight (Demoralize spells can still affect fleeing behavior)

The new parameters are governed by percentages, mostly, and new multipliers, so it doesn't mean that the very first Skeleton Champion or Troll you'll encounter will automatically and immediately be more aggresive for the whole fight. The key word here is "potential". It's a simple matter of how lucky you were to encounter one or multiple enemies that actually uses the new potential of higher aggressivity and/or efficiency.

-- Francesco's leveled creatures-items mod with MOBS --
Medieval Oblivion Equipment Balance System
, MOBS rebalances every weapon of the game giving them a more realistic and credible feeling. Range and speed will be lowered (way too high in the vanilla game) while the damage will be overall raised. Every material will now feel more diverse.. glass and elven weapons for example will be faster and lighter (with lesser durability too) while others material like ebony and daedric will have uber damages but won't be that fast, it will still be worth using higher lev materials.. but this increased diversity between materials will add a bit of realism. Arrows will do more damage and will be faster.. but thanks to the reduced backwards running speed close range archery won't be effective like in the vanilla game.. This could also increase the challenge for some type of chars. You can find a spreadsheet containing detailed stats of every weapon of the game in your Francesco's mod dir. Below you can find a description of all the changes that will be done by this part of the mod:

CHANGES TO MELEE FIGHTS:
- Reach, reach has been shortened a fair bit. The reaches in default were too long and it looked weird. You will need to get closer now, but it will look better, as if your weapon is actually hitting the target and as if they can hit you. 
- Speed, speed has been reduced to give the weapons more diversity and to give them a more realistic 'feel'. Glass and elven weapons will be faster than those made of other materials (but it will still be worth using higher lev materials like ebony thanks to their uber damage).
- Damage, damage increases in the usual way with new materials. However scaling is now fixed to a percentage basis, rather than the unbalanced default system whereby weapons with lower damaged increased disproportionately. For example in the default daggers damage increases around 200% from iron to daedric but the longsword increases by only about 100%. This meant the daggers became the most powerful weapon late game. Now all weapons increase percentage wise as follows to maintain the balance. Damage in general has been increased.
- Weight, weight is a more important property than in the default because it has much more of an effect on fatigue burn. Steel has been made to be of the same weight of iron, glass and elven weapons are now lighter than the others materials but they have lesser durability too. Weapons in general are noticiably lighter (expecially higher level ones).
- Fatigue, three game settings concerning fatigue have been altered. The base cost of swinging a weapon or fists is reduced from 7 to 5. Hand to hand will be less fatiguing. The effect that weight of a weapon has on your fatigue as you swing it is increased dramatically. The result is that all weapons will fatigue you more, especially heavier weapons. 
- Power Attacks, the amount of fatigue you lose from performing a power attack has been reduced from 5x a normal swing to 3.5x to stop them from being overly fatiguing. The speed of power attacks has been increased, so as to prevent them form being too slow with the new slower weapon speeds, and to increase their speed from default. So power attacks will be more viable than in the default, for more interesting combat.
- Melee sneak attack bonuses scale up more smoothly as you become better at sneaking:

  Novice Apprentice Journeyman Expert Master
Default 3x 6x 6x 6x 6x
Mobs 4x 6x 6x 6.5x 7x

CHANGES TO ARCHERY:
- Damage, the new ineffectiveness of archery at close ranges (see reduced running backwards speed below) allows for arrow damage to be increased alot. Arrows do 1.5x more damage than default. NPC archers will be more dangerous because of this.
- Arrow Speed and Physics, arrows' speed through the air has been increased 1.8x to better reflect the speed of a real arrow. This will make it easier to hit moving targets and harder to avoid being hit. The way arrows behave, such as bounce off things and arc through the air has been tweaked for more realism
- Arrow Recovery, fired arrows will last longer before disappearing. From 90 to 600. Maximum fired arrows that can exist before they begin to replace each other has been increased from 15 to 50. The chance of recovering a fired arrow from the body of a dead opponent is increased from 50% to 75%.
- Marksman Sneak Attacks, marksman sneak attack bonuses scale up more smoothly as you become better at sneaking
:

  Novice Apprentice Journeyman Expert Master
Default 2x 3x 3x 3x 3x
Mobs 1.5x 2x 2.5x 3x 3.5x

CHANGES THAT CAN AFFECT BOTH ARCHERS AND MAGES:
- Reduced Running backwards speed
, the speed you can run backwards is decreased so you can't sprint backwards as fast as you can forwards. Backpedaling archer/mage was too imbalancing and boring, now you will need a bit more tactic in this type of fights.

CHANGES TO HAND TO HAND COMBAT:
- Reach
, Hand to hand reach has been reduced slighty so it is equal to the dagger.
- Damage, Hand to hand damage is up slightly,.The amount of fatigue damage that hand to hand does has been increased by a factor of 3x. This means that hand to hand will weaken opponents, meaning that they will do less damage and be in danger of collapsing. Hand to hand has been strengthened in many ways because other weapons are more fatiguing and slower. This is where the advantage of hand to hand lies.

If you want to know more about MOBS check its official forums thread http://www.elderscrolls.com/forums/index.php?showtopic=636827

-- Francesco's leveled creatures-items with Living Economy --
Living Economy
tweaks many things related to the economy of the game's world, the goal is to make it more credible and dynamic. If you install this togeter with the new items add-on LE will take care also of every new item giving it regional/dynamic prices. Below you can find a small description of what LE does (this is just a small summary, you can find the full readme inside Francesco's mod dir)  Note: the LE version bundled in this mod has been rebalanced a little to make player's life a bit harder, items selling price has been lowered a bit and vendors will usually have more gold.

Dynamic Barter Gold/Barter Renewal:
No more infinite gold. Makes ALL player transactions affect a merchant's barter gold. If you sell an item for 400 gold, the merchant's gold will go down by 400 gold and vice versa. Repairs, Recharges and Spell purchases also affect the merchant's barter gold. The NPC's Mercantile skill will be the main factor in determining their gold. Additional factors are the player's Mercantile skill and/or his level. Additionally, different merchant types will have different base gold values. Smiths will have more gold than a common merchant reflecting the often expensive prices of arms, while a pawnbroker will have less. Different merchant types will reset their barter gold to base after different amount of days. A common trader will reset their gold every 3 days by default, while a smith resets it every 5 days.

Merchant Skill Progression/Complementary Player Mercantile Progression:  
Now a merchant's mercantile skill will no longer be static. It will dynamically change according to how often the player barters with them. The formulas used are in-par with the speed of the player's mercantile skill. This would make your most visited merchants have a higher Base Barter Gold and raise their prices according to their skills. Their skill will also decay back to their base skill with time to prevent all merchants reaching a master level. The player now has the facility to increase his Mercantile skill based NOT ONLY on the quantity of the transactions, but on the size of the transactions. The burden of needing to sell items individually to achieve significant progress is now lightened.

Random Transactions:
Random merchant transactions, the merchant's gold fluctuate at the start of everyday according to their mercantile skill. Everyday a number of randomly simulated purchases/sales are calculated which alter the net gold of the merchant. The merchant's skill determines the amount of transactions made.

Shop Based/Quantity Bases Prices:
Smiths will offer more gold for arms and repair hammers while paying nothing for miscellaneous clutter. Magic shops will pay handsomely for any soul gems, Aylied stones or staves you may find in your travels. Trader's will pay base price for everything. Prices will also adjust according to the amount of the item a merchant has. A smith that only has 1 hammer left will not let go of it so cheaply (or pay handsomely for another); however, if he had too many in stock, he let them go cheaper.

Regional Prices:
Different Cities will offer different prices for different types of items. Also introduces Global Economy and Local Economy factors that will modify prices of all items in their respective places (whole province or local city). You'll be able to sell weapons in Leyawiin for a higher price than you would on Skingrad, buy glass items cheaper on Cheydinhal, sell luxury items higher on Anvil, etc (you can check the spreadsheet contained in Francesco's mod dir for the full list of regional modifiers). This gives the player incentives for visiting different shops and cities to get the best deals when selling loot or buying new supplies. Note: This applies also to all the items of the new items add-on, if using it.


Francesco's new items add-on
Adds new third party armors and weapons. There will be a chance to find them in every type of loot, chests, npcs/creatures loot etc. The chance is not big.. you will still get vanilla items most of the times. High lev items are rarer compared to lower lev ones. Lower lev items will also have a chance to spawn in vendors. There are also 2 magical variants of every new item.. the current add-on features about 1.400 new normal+magic items.
These weapons and armors were rebalanced to fit well in the mod.. most of the them were simply too powerfull.powerful. Screenshots of all the included stuff can be found in installer. Keep in mind that you have to download and install the add-on containing all the textures and meshes of the items for this part of the mod to work!  The items add-on also adds new  illuminate staves (aviable in 13 different variants)  to loot of Necros, Conjurers and other mages.
New in 4.5: Added 50 armored circlets (and a dozen of magical variants). Female NPCs will have a small chance to equip one of them, there will also be a small chance to find them in chests. A few of them are buyable at the Red Diamond Jewellery store in the IC. NOTE: The circlets cannot be equipped by beast races (credits to Kafei)
New in 4.5:
Added new sets of rusted iron and  steel weapons/armors, undeads and skeletons will often use them instead of the normal ones (credits to Koldron, Windsurfer, Martigen and Daemoncleaner for the resources)

A list of included  items can be found below. Iin case a weapon set is tagged as buyable it means that the lower lev variants are buyable in shops. Even if an item can be found in vendors the chance of this happening is random.. so you have to be a little lucky and/or visit a few shops before finding what you are looking for... keep also in mind that the apparence of these items in vendors is related to your level as any other item of the game.

ARMORs

Reference
Quality  
A+ Stats better than Daedric/Glass
A Stats similiar to Daedric/Glass
B Stats similiar to Ebony/Elven
C Stats similiar to Orcish/Mithril
D Stats similiar to Dwarven/Chainmail
E Stats similiar to Steel/Leather
F Stats similiar to Iron/Fur

 

Full amor sets: 23
Name Author Buyable Heavy/Light Quality
Dragon Knight Armor Drakonnen No  Heavy  A
ArchMage BattleArmor Axeface No  Heavy  B
Noble Armor Ulath Yes Heavy  C
Templar Armor L@zarus No Heavy  C
Scalemail Armor PJ Yes Heavy  E
Heaven's Fury Armor Jerros No Heavy  A+
Gold Mithril Armor Sin No Light  A
Braided Armor Cgramnaes No Light  B
Bronze Chain Armor Ino Zenosis Yes Light  D
Draconic Armor Bad Any Yes Light  C
Cured Leather Armor Neela Yes Light  E
Armored Robes (5 variants) L@zarus Yes Light  E - D - C - B - A
Decorated Fur Armor Frankpants Yes Light  F
Lamellar Armor Frankpants Yes Light  E
Composite Armor PJ Yes Light  D
Chaindress smitty Yes Light  D
Cerimonial Steel Armor GuarTriner No Heavy  D
Dark Paladin Armor cultbrain No Heavy  A
Reinforced Chain Cuirass Francesco Yes Heavy  F
Griffin Armor Phitt No Light  C
Void Mirror Armor Oddbasket No Light  A+
Dragon Scale Armor Aragorn24 No Light  A+
Red Leather Armor Ino Zenosis Yes Light  C

 

Helmets: 22
Name Author Buyable Heavy/Light Quality
Horned full helm L@zarus No Heavy  D
Pegasus Helmet gorgonzola3000 No Heavy  A+
Ebony closed helm L@zarus No Heavy  B
Ancient Sallet Mr.Dave No Heavy  C
Daedric Sallet Mr.Dave No Heavy  A
Iron Sallet Mr.Dave Yes Heavy  F
Dark Legion Helmet Tigin No Heavy  C
Closed Steel Helm GuarTriner Yes Heavy  E
Death Dealer Helm ragethesage No Heavy  A+
Dark Helmet  XMarksTheSpot No Heavy  B
Closed Chainmail Helm GuarTriner Yes Light  D
Glass Sallet Mr.Dave No Light  A
Legion Kettle Helm Mr.Dave Yes Light  D
Helmet of the Stars ayhan No Light  A+
Crusader Helm Grimdeath/Cryo No Heavy  B
Archers chainmail helm ayhan No Light  C
Orcish Closed Helm  Phitt Yes Heavy  C
Steel Sallet Phitt Yes Heavy  E
Ebony Sallet Phitt No Heavy  B
Knight Steel Helmet Phitt No Heavy  D
Light Horned Helm GuarTriner Yes Light  D
Steel Spiked Helm GuarTriner Yes Heavy  D

 

Shields: 51
Name Author Buyable Heavy/Light Quality
Red Dragon Shiled Zynthar No Heavy  A
Silver Skull Shield Zynthar Yes Heavy  D
Yin-Yang Shield Zynthar Yes Heavy  C
Dragon Knight Shield Drakonnen No Heavy  B
Noble Shield Ulath Yes Heavy  D
Tribal Defender Thomas Bramall No Heavy  B
Bronze Shield Tigin Yes Heavy  D
Pegasus shield gorgonzola3000 No Heavy  A+
Orcish nobilty shield MarkQuinn Yes Heavy  C
Heavy scutum  Grumblepunk Yes Heavy  D
Battle iron shield (11 var.) MarkQuinn Yes Heavy  F
Copper Shield PJ Yes Heavy  E
Golden Shield PJ Yes Heavy  D
Runic Shield PJ No Heavy  B
Red Runic Shield PJ No Heavy  A
Blue Runic Shield PJ No Heavy  A
Sanguine Shield PJ No Heavy  A+
Celtic Shield Gervas Yes Heavy  E
Lion Shield Gervas No Heavy  B
Acient Copper Shield Gervas Yes Heavy  D
Elsewir Shield Gervas No Heavy  A
Orcish Cerimonial Shield Gervas No Heavy  C
Scorpion Shield Zynthar No Light  B
Braided Shield Cgramnaes Yes Light  D
Gold Mithril Shield Sin No Light  A
Red Guard Shield MarkQuinn Yes Light  C
Dark Rose Shield KafeiDotour No Light  B
Bronze Chain Shield Ino Zenosis Yes Light  D
Draconic shield  Bad Any Yes Light  C
Tiled Shield PJ Yes Light  E
Wooden Soldier Shield PJ Yes Light  D
Metal Footman Shield PJ Yes Light  C
Large Soldier Shield PJ No Light  B
Meridia Shield PJ No Light  A
Azura Shield PJ No Light  A+
Void Mirror Shield OddBasket No Light  A+
Griffin Shield Phitt No Light  C
Elven Tower Shield VagabondAngel No Light  B
Light Silver Shield Gervas Yes Light  D
Nordic Shield Gervas Yes Light  E
Ancient Warrior Shield Gervas No Light  A


WEAPONs

Reference
Quality  
A+ Stats better than Daedric
A Stats similiar to Daedric
B Stats similiar to Ebony
C Stats similiar to Glass
D Stats similiar to Elven
E Stats similiar to Dwarven
F Stats similiar to Silver
G Stats similiar to Steel
H Stats similiar to Iron

 

Blade Weapons: 104
Name Author Buyable 1H / 2H Quality
Katana (8 var.) Severian1981 Yes One Handed H - G - F - E - D - C - B - A
Dai-Katana (8 var.) Severian1981 Yes Two Handed H - G - F - E - D - C - B - A
Tanto (8 var.) Severian1981 Yes One Handed Small H - G - F - E - D - C - B - A
Dragon Knight Talon Drakonnen No One Handed A
Father's Sword Waalx No One Handed A
Templar Longsword RDjeke No One Handed B
Icxth throttlekitty No One Handed C
Elven Scimitar  RDjeke Yes One Handed D
Warbrand TemplarGFX Yes One Handed E
Luciendar TemplarGFX No One Handed F
Kukri RDjeke Yes One Handed Small F
The Volkoth TemplarGFX Yes One Handed Small G
The Atlantean Sword Waalx No Two Handed A
Glaive (8 var.) Jounk33 Yes Two Handed H - G - F - E - D - C - B - A
War Scythe (8 var.) Jounk33 Yes Two Handed H - G - F - E - D - C - B - A
Short sabre (6 var.) Adonnay Yes One Handed Small G - F - E - D - B - A
Long sabre (6var.) Adonnay