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Suggestions / Re: Re-furbishing for non-firearms.
« Last post by Deep Driller on November 28, 2024, 08:50:46 am »Continuing with the melee weapons. Of course, those are great on its own, and some of them certainly do not require any treatment... but still. I'll exclude some of them, but the majority of melee uniques will get their bonuses, at least in this topic. Starting with...
Swords. That was the first thing that came to my mind. Only three of uniques are worthy of upgrade. Red Dragon is too good to be improved further and Black Blade's nature does not allow to do anything meaningful with it. Now, who or what would help to improve the weapon? Welp, there's not many actual blacksmiths around and Ironheads are never friendly with the hero. That means only one thing: the hero has to do it themselves. With a simple condition of having the mechanics workbench's effect on you, a couple of suitable components, and being handy enough to get the job done.
1. Now here comes the Claymore. Being great on its own... I have nothing more to add except for an Electroshock Generator (100+), or Energy Edge Emitter (100+), along with Plasma Core (110+). That way, if the hero meets the demand of having Mechanics of 100+ and Electronics of 80+, the Claymore will receive the following upgrades:
Electroshock one yields a fixed (40% of Claymore's mechanical) electricity damage per hit to the target and 50% of that electricity damage to any target close to it. That qould result in Claymore's getting +4 to its weight and starting to consume 15 energy per hit.
Energy Edge, on the other hand, should give a certain (depending on quality) energy damage output, but with reduction of the base damage of the Claymore to 11-41. Additionally, the chance of dazing the enemy is reduced to 8%. the durability is decreased to 1200, and its weight increased by 3. Energy consumption is 20 per hit.
The amount of energy on the weapons is determined by Core's quality.
2. Secondly, the Chainsword. A nice weapon on its own but with certain tweaking it would be something slightly different. The two possible ways are not mutually exclusive, as with the case of Claymore.
The first, and major addition would be... a subtraction. Yes, the player can dismantle the sword in order to assemble it back again. But this time, the sword will miss its internal engine. That's right: CVhainsword loses its unique Chainsaw ability. In return, it'll also lose the precision penalty, the STR requirement will be lowered to 6, and base action points will be permanently lowered to 15. This would require only the measly 50 Mechanics and 40 Electronics.
The second addition includes its teeth. Replacing them with spikes (steel, tungsten or TiChrome) will bless Chainsword with +2/3/5 additional min and max damage, along with adding +1 STR to its STR requirement (it can range from 6 to 9, depending on your work on the weapon), and giving it an ability to inflict a bleeding would (10% chance, living targets only) on hit, dealing 50% of the base damage to the target over 3 turns. The requirements this time is: metal spikes of 90+ quality. and 80+ Mechanics skill.
3. So there's only Cutlass left. I'll be brief — one could change the blade of it, but with different outcomes. Only two kinds of metal are suitable for it
If the player is a cheapskate, they could use TiChrome bars (120+) and a Curved Machete Blade Mold, in order to replace the blade. With TiChrone the cutlass becomes less wieldy and heavier, to effectively "swordplay" with it. The crippling chance is halved (10% instead of 20%), minimal STR requirement is increased to 6, and the reduction of chance of getting critically hit is removed. Instead, the minimum damage is increased to 20 (20-60 total), and its durability increased to 1990. The other increase considers its weight — from 2 to 8.
If the player is a moneybag, they could use Super Steel plates (110+) and a Curved Machete Blade Mold. That way the weapon retains its "on hit" effects, instead losing 20% of Parry bonus (+30% from +50%) and some of its critical damage bonus (185% instead of 200%). The damage changes from 5-60 to 15-50. and the weight is increased to 5.
Spears. I'll leave here The Glaive, Lemurian Spear, and Trident. Høddurform is a magic staff, which is beyong the hero's ability to understand its "magic"; Rust Maker does have its shaft replaced and there's nothing that can be done to the tip (every possible upgrade will be dissolved by rusting acid).
1. We'll start with The Glaive. I've only one upgrade for it, and it's the leather-y one. Yes, we're going back to camp Hathor or Yngwar. But this time it'll be different. The Glaive can only be decorated with certain types of leather — both NPC will explain it that they wouldn't want to ruin its beauty.
Fredd can give you a certain protective layer on the shaft. He will accept only Cave Hopper leather (100+) and a bolt of Black cloth (90+). With that, the Glaive permanently reduces its base action points consumption by 1, and gives you +2 movement points in combat and +2% movement speed out of combat. It'll also increase your stealth by 5. That improvement does not have any conditions, except for 250 Charons or free, if the player killed Rathound King. It can also be done in exchange for an Old Mining Helmet.
Yngwar would require a lot more. Firstly, you have to defeat him in a spear fight, using that very Glaive. Then, when talking to him, the player must bring up the fight and show him the Glaive. If the player were nice to Yngwar, they can ask him to "somehow make it better" and call to Yngwar's pride as a skilled spearman and Serpentborn. Yngwar then requires from you nothing less than any Serpent or Wyrm skin (90+) and an hour of time. After that, he will return you the Glaive with additional decorations. The potential outcomes include:
Leper Serpent skin — Mechanical resistance +6%, Persuasion -7.
Heartbreaker Serpent skin — Bio resistance +3%, Persuasion +3, Dodge +5, Stealth -5, Evasion -8.
Sea Wyrm skin — Acid resistance +6%, Intimidation +4.
All of them will increase durability of the weapon to 1500 and its weight to 7.50. Visually the spear will contain neatly cut pieces of correspinding material used.
2. That was quite a lot, so Trident shouldn't be that hard, right? Right. So there would be the similar requirements as for Swords: mechanics workbench in Your house and having its effect on you, along with compoments and skillful hands to put to work to.
In short, the Trident can get additional Electricity/Energy damage for each of its tips. Requirements (components and skills) would be the same as for Claymore, above. Now, side tips would have their Mechanical damage replaced by Electricity/Energy one, but the middle one always retains its Mechanics damage, be that original or diminished.
That way, Trident may deal the following:
Damage: 30-75 (Mechanical)
Mechanical: 10-25
Mechanical: 10-25
Mechanical: 10-25
Damage: 10-25 (Mechanical), 15-36 (Electrical)
Mechanical: 10-25, Electrical: 5-12
Electrical: 5-12
Electrical: 5-12
Damage: 8-22 (Mechanical), Energy (depending on quality)
Mechanical: 8-22, Energy: (depending on quality)
Energy: (depending on quality)
Energy: (depending on quality)
and everything in-between. Although, any number of additions will be powered by a single Plasma Core, with increasing energy consumption, so a higher quality Plasma Core would be a priority. Of course, every addition will also increase the weight of the spear by 2. If all three tips are modified, Trident changes its durability type from mechanical to electronic, without changing its value. But the major trade-off to that would be the restriction for poison coating for any modified tip.
3. Lemurian Spear. In short: the ability to disassemble and reassemble it, as with Fusion Cannon. The only part that can be replaced is the Plasma Core, which could increase its maximum Energy charge. That's that.
Sledgehammers. Balor's Hammer, Mind Cracker, and Quake. Barbaton is just a bunch of teeth and bones glued together.
1. We'll start with Balor's weapon. Providing the hero could carry it to Your house and has the workbench installed, one could do something with it. Could they?..
The obvious thing is that one should replace the head, or modify it somehow. For that I have a couple of ideas:
If the player is to replace its head, they would need two plates of any metal (130+) and 70+ Mechanics. That way, the head will retain its size, but the following numbers will change:
1. Regular steel head — Damage: 40-60; Base action points: 20; STR requirement: 11; Durability: 2000; Weight: 25.
2. Tungsten head — Damage: 45-70; Base action points: 24; STR requirement: 13; Durability: 3000; Weight: 36.
3. TiChrone head — Damage: 35-75; Base action points: 22; STR requirement: 12; Durability: 2540; Weight: 28.
4. Super Steel head — Damage: 50-70; Base action points: 22; STR requirement: 11; Durability: 4000; Weight: 21.
But what if someone were to work on the head itself, instead of removing it? Let's say, add some spice to it? Well, there is a way, if the player didn't replace the head but instead made it hollow:
1. The hollow head is filled with hot coals and sealed with the lid on top of it. Requirements — one TiChrome bar (any quality), 10 Coals, one lighter, 60 Mechanics, 35 Chemistry. The resulting damage is — 20-45 (Mechanical), 12-27 (Heat).
2. The hollow head is filled with luquid nitrogen and sealed with the lid on top of it. Requirements — one TiChrome bar (any quality), 5 Nigtogen thermoses, 60 Mechanics, 40 Chemistry. The resulting damage is — 20-45 (Mechanical), 10-21 (Cold).
3. The hollow head is filled with toxic waste and sealed with the lid, guess on which side Requirements — one TiChrome bar (any quality), 3 Toxic Sludge barrels, 60 Mechanics, 30 Chemistry, 20 Biology. The resulting damage is — 20-40 (Mechanical), 5-15 (Bio). In addition, there's a new on hit effect — 5% chance to apply a stack of contamination to a living target for 5 turns and 20 max stacks.
Any "hollow" modifications result in diminishing the STR requirement to 9, the weight to 20, and severe reduction of durability — 1570. The base attack cost for "hollow"-head is set to 24. In addition, all modifications on Balor's Hammer remove the penalty for Pummel's AP cost.
But the cherry on top should the Balor's eye. Yes, one could install it on top of the hammer (only after any modification performed). That would result in yet another effect: any Ironhead hit with it will get irresistable Fear for 3 turns (not applied unded Aphobia). Additionally, Chief Banner's quest can now be completed with different outcomes:
Additional endings to "Kill Balor" quest:
1. If the player has modified Balor's Hammer with the Eye, Chief Banner will be displeased. With high Persuasion the player can convince them to give reward/or sell the modified hammer to Banner, for 20000*x in Stygian coins (x ranges from 0.1 to 0.9, depending on Mercantile).
1. If the player has Balor's Hammer in their inventory, they could ask for having Balor's Eye back, explaining it with the possibility to run about and scare away Ironheads for good. Chief then asks for any Ironhead-related item, (Iron Head, Claymore or Steyr-Auch) and for any of it (consequently, for deaths of its previous owners) he'll gladly exchange the Eye.
(apply additional XP if nesessary)
2. Yeah, that was a lot and it's not even the half-way done. Next should be Quake. Having your workbench now should be even more beneficial, shouldn't it? It does give a l,ittle aftershocks but what if?..
1. The Quake gets Boot springs x3 (110+) installed. That way it changes drastically — Damage: 60-83; base AP: 27; STR requirement is set to 10; chance to stun and daze are increased to 18% and 70% accordingly. If the required STR is less than 10, for each missing STR there's +10% chance to daze its user for 1 turn, on hit. Most importantly, its weight is increased to 35... and it ignores 10% of mechanical damage threshold when attacking non-organic targers, too. Also it becomes quite noisy (25 volume permanently)
2. The Quake gets Pneumatic hammers x3 (110+) installed. This one gives slight improvement — Damage: 50-77; STR requirement is set to 9; there's an additional on hit 10% chance to stun the living target for 1 turn. The energy consumption of its shockwave effect is increased to 16 per hit. Weight — 29.
Both effects increase its durability to 2230.
3. Finally, the one that is a little peculiar. Mind Cracker. Obviously that weapon is of other world, and it does require specific psi-related knowledge. Of all the users I stopped my mind on two. Ezra and Katya.
1. Ezra's help does require to travel a lot and high enough Persuasion. One should: talk to Wyatt Pear; bring psi-morph to Ezra and ask how he knows all about them; hack the terminal in Oculus in order to read info about Anton Matveev; venture to Hollow Earth and read e-letters regarding Matveev — in Caerus Residential Block. Only after that, and after searching Tanner's room the player can confront Ezra about his past. It will require 150+ Persuasion or presented ACoNR to talk Ezra out of eliminating the hero as unnesessary witness. If Ezra wasn't persuaded, he'll try to wipe hero's mind and it'll take 13+ Will and 150+ Thought Control — to survive his mind attack. Either way, after that Ezra will agree to help you in exchange for your silence.
2. Katya's needs are of a different sort. She wants to experiment with some psi-related stuff.
Non-markable quest: bring Katya 30 Bioluminous Marsh Honey, 5 Spirit Potions, 12 Desaturated Psionic Inhalants, and an unusual medicine (one of the list) — Trance x3/Third Eye x2/The Juice x2/Psionic Accelerator x1.
After that, Katya will agree to listen to you, but will be disgusted with the look of the hammer and refuses to talk unless the hero brings her something to calm her nerves. It'll require 1 Coffee to convince her to help you. The quest itself grants you with 1200/2 XP.
Mind Cracker inprovement (finally number three). Both NPC have the same requirements — 3 Psi Beetle or Psi Crab Carapaces of 100+ quality and 500 charons.
1. Psi Beetle carapaces yield the following: adding on hit effect of 5% chance to inflict a bleeding wound that deals 50% of base damage of 3 turns; burns 15 psi points instead of 50; the penalties when equipped now apply on hit (for 2 turns) instead — the player receives only one penalty of -10 to maximum psi points; weight is increased to 22.
2. Psi Crab carapaces: add the same bleeding on hit effect, same reduction of burned psi points, same change with penalties to on hit effect, but the player receives no penalties from the weapon. Instead, the STR requirement is 9 and its weight is set to 28.
What's left is fist weapons and knives (sorry, Firebrand). I'm gonna tell you all about them... next time.
Swords. That was the first thing that came to my mind. Only three of uniques are worthy of upgrade. Red Dragon is too good to be improved further and Black Blade's nature does not allow to do anything meaningful with it. Now, who or what would help to improve the weapon? Welp, there's not many actual blacksmiths around and Ironheads are never friendly with the hero. That means only one thing: the hero has to do it themselves. With a simple condition of having the mechanics workbench's effect on you, a couple of suitable components, and being handy enough to get the job done.
1. Now here comes the Claymore. Being great on its own... I have nothing more to add except for an Electroshock Generator (100+), or Energy Edge Emitter (100+), along with Plasma Core (110+). That way, if the hero meets the demand of having Mechanics of 100+ and Electronics of 80+, the Claymore will receive the following upgrades:
Electroshock one yields a fixed (40% of Claymore's mechanical) electricity damage per hit to the target and 50% of that electricity damage to any target close to it. That qould result in Claymore's getting +4 to its weight and starting to consume 15 energy per hit.
Energy Edge, on the other hand, should give a certain (depending on quality) energy damage output, but with reduction of the base damage of the Claymore to 11-41. Additionally, the chance of dazing the enemy is reduced to 8%. the durability is decreased to 1200, and its weight increased by 3. Energy consumption is 20 per hit.
The amount of energy on the weapons is determined by Core's quality.
2. Secondly, the Chainsword. A nice weapon on its own but with certain tweaking it would be something slightly different. The two possible ways are not mutually exclusive, as with the case of Claymore.
The first, and major addition would be... a subtraction. Yes, the player can dismantle the sword in order to assemble it back again. But this time, the sword will miss its internal engine. That's right: CVhainsword loses its unique Chainsaw ability. In return, it'll also lose the precision penalty, the STR requirement will be lowered to 6, and base action points will be permanently lowered to 15. This would require only the measly 50 Mechanics and 40 Electronics.
The second addition includes its teeth. Replacing them with spikes (steel, tungsten or TiChrome) will bless Chainsword with +2/3/5 additional min and max damage, along with adding +1 STR to its STR requirement (it can range from 6 to 9, depending on your work on the weapon), and giving it an ability to inflict a bleeding would (10% chance, living targets only) on hit, dealing 50% of the base damage to the target over 3 turns. The requirements this time is: metal spikes of 90+ quality. and 80+ Mechanics skill.
3. So there's only Cutlass left. I'll be brief — one could change the blade of it, but with different outcomes. Only two kinds of metal are suitable for it
If the player is a cheapskate, they could use TiChrome bars (120+) and a Curved Machete Blade Mold, in order to replace the blade. With TiChrone the cutlass becomes less wieldy and heavier, to effectively "swordplay" with it. The crippling chance is halved (10% instead of 20%), minimal STR requirement is increased to 6, and the reduction of chance of getting critically hit is removed. Instead, the minimum damage is increased to 20 (20-60 total), and its durability increased to 1990. The other increase considers its weight — from 2 to 8.
If the player is a moneybag, they could use Super Steel plates (110+) and a Curved Machete Blade Mold. That way the weapon retains its "on hit" effects, instead losing 20% of Parry bonus (+30% from +50%) and some of its critical damage bonus (185% instead of 200%). The damage changes from 5-60 to 15-50. and the weight is increased to 5.
Spears. I'll leave here The Glaive, Lemurian Spear, and Trident. Høddurform is a magic staff, which is beyong the hero's ability to understand its "magic"; Rust Maker does have its shaft replaced and there's nothing that can be done to the tip (every possible upgrade will be dissolved by rusting acid).
1. We'll start with The Glaive. I've only one upgrade for it, and it's the leather-y one. Yes, we're going back to camp Hathor or Yngwar. But this time it'll be different. The Glaive can only be decorated with certain types of leather — both NPC will explain it that they wouldn't want to ruin its beauty.
Fredd can give you a certain protective layer on the shaft. He will accept only Cave Hopper leather (100+) and a bolt of Black cloth (90+). With that, the Glaive permanently reduces its base action points consumption by 1, and gives you +2 movement points in combat and +2% movement speed out of combat. It'll also increase your stealth by 5. That improvement does not have any conditions, except for 250 Charons or free, if the player killed Rathound King. It can also be done in exchange for an Old Mining Helmet.
Yngwar would require a lot more. Firstly, you have to defeat him in a spear fight, using that very Glaive. Then, when talking to him, the player must bring up the fight and show him the Glaive. If the player were nice to Yngwar, they can ask him to "somehow make it better" and call to Yngwar's pride as a skilled spearman and Serpentborn. Yngwar then requires from you nothing less than any Serpent or Wyrm skin (90+) and an hour of time. After that, he will return you the Glaive with additional decorations. The potential outcomes include:
Leper Serpent skin — Mechanical resistance +6%, Persuasion -7.
Heartbreaker Serpent skin — Bio resistance +3%, Persuasion +3, Dodge +5, Stealth -5, Evasion -8.
Sea Wyrm skin — Acid resistance +6%, Intimidation +4.
All of them will increase durability of the weapon to 1500 and its weight to 7.50. Visually the spear will contain neatly cut pieces of correspinding material used.
2. That was quite a lot, so Trident shouldn't be that hard, right? Right. So there would be the similar requirements as for Swords: mechanics workbench in Your house and having its effect on you, along with compoments and skillful hands to put to work to.
In short, the Trident can get additional Electricity/Energy damage for each of its tips. Requirements (components and skills) would be the same as for Claymore, above. Now, side tips would have their Mechanical damage replaced by Electricity/Energy one, but the middle one always retains its Mechanics damage, be that original or diminished.
That way, Trident may deal the following:
Damage: 30-75 (Mechanical)
Mechanical: 10-25
Mechanical: 10-25
Mechanical: 10-25
Damage: 10-25 (Mechanical), 15-36 (Electrical)
Mechanical: 10-25, Electrical: 5-12
Electrical: 5-12
Electrical: 5-12
Damage: 8-22 (Mechanical), Energy (depending on quality)
Mechanical: 8-22, Energy: (depending on quality)
Energy: (depending on quality)
Energy: (depending on quality)
and everything in-between. Although, any number of additions will be powered by a single Plasma Core, with increasing energy consumption, so a higher quality Plasma Core would be a priority. Of course, every addition will also increase the weight of the spear by 2. If all three tips are modified, Trident changes its durability type from mechanical to electronic, without changing its value. But the major trade-off to that would be the restriction for poison coating for any modified tip.
3. Lemurian Spear. In short: the ability to disassemble and reassemble it, as with Fusion Cannon. The only part that can be replaced is the Plasma Core, which could increase its maximum Energy charge. That's that.
Sledgehammers. Balor's Hammer, Mind Cracker, and Quake. Barbaton is just a bunch of teeth and bones glued together.
1. We'll start with Balor's weapon. Providing the hero could carry it to Your house and has the workbench installed, one could do something with it. Could they?..
The obvious thing is that one should replace the head, or modify it somehow. For that I have a couple of ideas:
If the player is to replace its head, they would need two plates of any metal (130+) and 70+ Mechanics. That way, the head will retain its size, but the following numbers will change:
1. Regular steel head — Damage: 40-60; Base action points: 20; STR requirement: 11; Durability: 2000; Weight: 25.
2. Tungsten head — Damage: 45-70; Base action points: 24; STR requirement: 13; Durability: 3000; Weight: 36.
3. TiChrone head — Damage: 35-75; Base action points: 22; STR requirement: 12; Durability: 2540; Weight: 28.
4. Super Steel head — Damage: 50-70; Base action points: 22; STR requirement: 11; Durability: 4000; Weight: 21.
But what if someone were to work on the head itself, instead of removing it? Let's say, add some spice to it? Well, there is a way, if the player didn't replace the head but instead made it hollow:
1. The hollow head is filled with hot coals and sealed with the lid on top of it. Requirements — one TiChrome bar (any quality), 10 Coals, one lighter, 60 Mechanics, 35 Chemistry. The resulting damage is — 20-45 (Mechanical), 12-27 (Heat).
2. The hollow head is filled with luquid nitrogen and sealed with the lid on top of it. Requirements — one TiChrome bar (any quality), 5 Nigtogen thermoses, 60 Mechanics, 40 Chemistry. The resulting damage is — 20-45 (Mechanical), 10-21 (Cold).
3. The hollow head is filled with toxic waste and sealed with the lid, guess on which side Requirements — one TiChrome bar (any quality), 3 Toxic Sludge barrels, 60 Mechanics, 30 Chemistry, 20 Biology. The resulting damage is — 20-40 (Mechanical), 5-15 (Bio). In addition, there's a new on hit effect — 5% chance to apply a stack of contamination to a living target for 5 turns and 20 max stacks.
Any "hollow" modifications result in diminishing the STR requirement to 9, the weight to 20, and severe reduction of durability — 1570. The base attack cost for "hollow"-head is set to 24. In addition, all modifications on Balor's Hammer remove the penalty for Pummel's AP cost.
But the cherry on top should the Balor's eye. Yes, one could install it on top of the hammer (only after any modification performed). That would result in yet another effect: any Ironhead hit with it will get irresistable Fear for 3 turns (not applied unded Aphobia). Additionally, Chief Banner's quest can now be completed with different outcomes:
Additional endings to "Kill Balor" quest:
1. If the player has modified Balor's Hammer with the Eye, Chief Banner will be displeased. With high Persuasion the player can convince them to give reward/or sell the modified hammer to Banner, for 20000*x in Stygian coins (x ranges from 0.1 to 0.9, depending on Mercantile).
1. If the player has Balor's Hammer in their inventory, they could ask for having Balor's Eye back, explaining it with the possibility to run about and scare away Ironheads for good. Chief then asks for any Ironhead-related item, (Iron Head, Claymore or Steyr-Auch) and for any of it (consequently, for deaths of its previous owners) he'll gladly exchange the Eye.
(apply additional XP if nesessary)
2. Yeah, that was a lot and it's not even the half-way done. Next should be Quake. Having your workbench now should be even more beneficial, shouldn't it? It does give a l,ittle aftershocks but what if?..
1. The Quake gets Boot springs x3 (110+) installed. That way it changes drastically — Damage: 60-83; base AP: 27; STR requirement is set to 10; chance to stun and daze are increased to 18% and 70% accordingly. If the required STR is less than 10, for each missing STR there's +10% chance to daze its user for 1 turn, on hit. Most importantly, its weight is increased to 35... and it ignores 10% of mechanical damage threshold when attacking non-organic targers, too. Also it becomes quite noisy (25 volume permanently)
2. The Quake gets Pneumatic hammers x3 (110+) installed. This one gives slight improvement — Damage: 50-77; STR requirement is set to 9; there's an additional on hit 10% chance to stun the living target for 1 turn. The energy consumption of its shockwave effect is increased to 16 per hit. Weight — 29.
Both effects increase its durability to 2230.
3. Finally, the one that is a little peculiar. Mind Cracker. Obviously that weapon is of other world, and it does require specific psi-related knowledge. Of all the users I stopped my mind on two. Ezra and Katya.
1. Ezra's help does require to travel a lot and high enough Persuasion. One should: talk to Wyatt Pear; bring psi-morph to Ezra and ask how he knows all about them; hack the terminal in Oculus in order to read info about Anton Matveev; venture to Hollow Earth and read e-letters regarding Matveev — in Caerus Residential Block. Only after that, and after searching Tanner's room the player can confront Ezra about his past. It will require 150+ Persuasion or presented ACoNR to talk Ezra out of eliminating the hero as unnesessary witness. If Ezra wasn't persuaded, he'll try to wipe hero's mind and it'll take 13+ Will and 150+ Thought Control — to survive his mind attack. Either way, after that Ezra will agree to help you in exchange for your silence.
2. Katya's needs are of a different sort. She wants to experiment with some psi-related stuff.
Non-markable quest: bring Katya 30 Bioluminous Marsh Honey, 5 Spirit Potions, 12 Desaturated Psionic Inhalants, and an unusual medicine (one of the list) — Trance x3/Third Eye x2/The Juice x2/Psionic Accelerator x1.
After that, Katya will agree to listen to you, but will be disgusted with the look of the hammer and refuses to talk unless the hero brings her something to calm her nerves. It'll require 1 Coffee to convince her to help you. The quest itself grants you with 1200/2 XP.
Mind Cracker inprovement (finally number three). Both NPC have the same requirements — 3 Psi Beetle or Psi Crab Carapaces of 100+ quality and 500 charons.
1. Psi Beetle carapaces yield the following: adding on hit effect of 5% chance to inflict a bleeding wound that deals 50% of base damage of 3 turns; burns 15 psi points instead of 50; the penalties when equipped now apply on hit (for 2 turns) instead — the player receives only one penalty of -10 to maximum psi points; weight is increased to 22.
2. Psi Crab carapaces: add the same bleeding on hit effect, same reduction of burned psi points, same change with penalties to on hit effect, but the player receives no penalties from the weapon. Instead, the STR requirement is 9 and its weight is set to 28.
What's left is fist weapons and knives (sorry, Firebrand). I'm gonna tell you all about them... next time.