--Pic of the Week--
Assassin's Dagger!!
-Favorite Weapon Models-
  1. Punch Dagger
  2. Crusader Sword
  3. Nomad Axe
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Farrp
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--Downloads--
SPACER---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- May 2, 2003
Quivers and Fletching Kit - FINAL
This mod was worked on by SnakeBitten and me (farrp). It adds quivers into MW that will count the number of arrows in your inventory and then fill your quiver with that number of arrows, respectively. It also adds a fletching kit that will allow you to make your own arrows, add poisons to them, and even attach differant arrowheads to them. All of this stuff can be purchased from a vendor in Balmora. Read the ReadMe for more IMPORTANT info.

Zyndaar Flame Blade
This mod was worked on by Lingarn and me (farrp). It adds a magical fire blade that grows in strength with your character. To activate, hold down on the sneak button for a couple seconds to charge it. Once it's charged the blade will burst into flames (particle effects) and it will do fire damage. Once you swing the weapon one time, the flame will go out and you'll have to charge it again. Each charge cost a certain amount of magicka.

Chivera Ice Blade
This mod was also worked on by Lingarn and me (farrp). It's basically the same idea as the Zyndaar Flame Blade except it's a differant weapon model/texture/particle effects. Also, this weapon is a little more powerful than the Flame blade and it costs a little bit more to charge.

WAP (Weapon Ability Point) System - BETA
This mod is being worked on by me (farrp). Special thanks goes to Drendel for doing some texturing for me. It's hard to explain what it does, so here's a snip from the readme: What this mod is and does: There are a couple things that I have to explain about this mod before I can tell you what it does.

This mod adds a system called the Weapon Ability Point (or WAP) System. The system will work very similar to you health and magicka systems that are already in MW. You'll have a max amount of WAP points. As you use them they will go down. As time passes the WAP points will slowly go back up again (just like your magicka and health do). What determines how many max WAP points you get?? Well, a little bit of everything. It mostly depends on your WAP level, your weapon skill levels, your character's level, and a few other attributes. Why would I want WAP points?? Because without WAP points you won't be able to perform very cool weapon abilities. Each weapon that this mod adds will have a couple abilities that you can use. Each one of these abilities will use up some WAP points. Just think of it like magic spells (if you cast a spell it takes your magicka down...but your magicka will slowely go back up and you can eventually use the spell again). This is basically how it works. How fast will my WAP points go back up once I've used some of them?? It all depends on what WAP Level you're at. Yes, not only do you have WAP points, but you also have WAP levels. The WAP levels go up as you use the differant weapon abilites. Each time you use an ability it adds to your WAP experiance points and when those experiance points reach a certain number, you go up a WAP level. Very simple...hehe.
This mod adds several weapons into MW that have abilities that you can use. The weapons are all new models and textures. The weapons can be purchased from an NPC named Balgaar. However, because I'm a fan of true roleplaying items, it will be a little more difficult than than to learn the abilities. Balgaar is a weapon master and has developed unique techniques for the weapons that he's used throughout his life time. Lucky for you and me...he has written these techniques onto books so that others can learn to use them. Each weapon that you buy from him will have 3 books available. If you purchase and read the books you'll learn new abilities as you go. Some books you'll have to read before you can read others, and some you won't be able to understand until you weapon skill levels are higher.
Each weapon will grow with your character and get stronger the higher your WAP levels go. All of these abilities try to simulate a real life attacks. For example: If you use the 'puncture lung' ability (Moxis Axe) the enchantment attached to that weapons will damage fatigue and endurance. This simulates what would happen in real life if you had a punctured lung. Another example: If you choose the 'strike leg' ability you'll cause your opponent to slow down, and it will also damage his/her agility, and acrobatics. I tried to balance all abilities and make them simulate something REAL. NONE of the abilities (as least not yet) are suppposed to be magical in any way. If feel like EVERYTHING in MW is magicka and I thought I'd try to improve the NON-magical attacks that are rare in this game. The way I see it, it's the next best thing to having new attack animations. :)
The weapons are rather expensive because they are powerful (but not over-powerful). Also, the books cost a pretty penny. If you don't want to use the wap system and you just want to swing the new weapons models around...you can do that. If you don't read any of the books available then the weapons will act as normal weapons.

Death Blades -- Coming soon
This mod is being worked on by Snakebitten and I (maybe some others too) and will add serveral differant types of unique weapon-like items. There will be new spells (sort of), and differant types of blades that spin around your character doing damage to whatever it touches. All of these will get stronger as your character does. Hard to explain it really, you'll just have to wait for some pics coming in a week or so.

Trap Making Kit
This mod adds two NPCs named Bryscar (located in the Royal Palace Courtyard in Mournhold) and Braxley (located in Ald' Ruhn near the BIG shell building). These NPCs sells a trap making kit, a book on trap making, empty trap casings, and various MW ingredients. If you purchase the kit you'll be able to make your own traps. This is how they work:
1. There are 3 types of traps that you can make (Fire salt, poison, and flash)
2. To make the traps you'll use your alchemy skill to mix various ingredients and then put them into the empty trap casings (buy the book and read it to learn more). Once the traps are made you'll use the trap making kit to activate the traps and place them on the ground. If anyone (including yourself) steps on the traps they'll go off.
3. As your alchemy skill goes up you'll be able to mix more/differant types of ingredients to make more powerful traps.
4. There is a small chance of the trap blowing up in your face when you make them...this chance is decreased as you alchemy skill goes up. Also, you'll need an alchemy skill of at least 30 to make traps.
5. The traps are heavy to carry around and expensive to make, but they're rather powerful.
6. You'll be able to deactivate the traps and put them back in your inventory (deactivate by clicking the activate button)
7. Mixing the traps will increase your alchemy skill (NOTE: you won't see the red bar for your alchemy skill going up but IT WILL level it up via code)
8. You can remotely detonate an armed trap using your alteration skill. The higher your alteration skill is the farther away you'll be able to detonate the traps from. To remotely detonate a trap you'll need to be in range, you'll need 20 magicka, you'll need to have your spell readied (hands up and ready to cast a spell), and then you'll need to press the sneak button. All traps within range will detonate.

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