I'd also like to know how to do this in the online character sheet. I know I can go into items and add an AC or attack bonus manually, but is it possibly to use choose individual pieces of armor as per the "armor modifications" class feature?
It would also be handy to know if weapon infusions can be used on the weapons (e.g. Enhanced weapon on the gauntlets)
I know the developers read the forums for feedback and respond accordingly (recently got a Monk feature approved that I'd been desperately wanting for months). So let's pump this one up, Armorers!!
I too would LOVE to be able to infuse my Arcane Armor with multiple Infusions as per the "Armor Modifications" feature!
Per my post on 5th February: They are aware of this issue, it is in the queue of features being worked on, and will be announced when it is implemented.
Where would they be announcing this? It has been another month and I am not sure where to listen for updates on this. The Tashas Support Thread?
Per my post on 5th February: They are aware of this issue, it is in the queue of features being worked on, and will be announced when it is implemented.
Where would they be announcing this? It has been another month and I am not sure where to listen for updates on this. The Tashas Support Thread?
Watch the first two posts of the Tasha's support thread. They update them as things are addressed. It will almost certainly be announce on a Dev Update video when it is fixed as well. Those happen on their Twitch channel most Thursdays; I think it starts around 11 a.m. central US time, but I may be wrong; I usually catch it as VOD later in the day.
It might be worth it to add arcane armor pieces to the Equipment list, which could be added as 0 weight items to the player's inventory, and are noted in the Arcane Armor section on the level page. That way you'll be able to equip/unequip the pieces of the armor to swap between infiltrator and guardian mode, and can apply the infusions as necessary. The gauntlet, for instance, would be an intelligence based weapon the user is assumed to be proficient in, doing 1d8 thunder or 1d6 lightning damage depending on the armor model. The boots would either have no effect without an infusion for the guardian model or give the player an extra five feet of movement without being considered a magic item, thus allowing them to still be infused.
It might be worth it to add arcane armor pieces to the Equipment list, which could be added as 0 weight items to the player's inventory, and are noted in the Arcane Armor section on the level page. That way you'll be able to equip/unequip the pieces of the armor to swap between infiltrator and guardian mode, and can apply the infusions as necessary. The gauntlet, for instance, would be an intelligence based weapon the user is assumed to be proficient in, doing 1d8 thunder or 1d6 lightning damage depending on the armor model. The boots would either have no effect without an infusion for the guardian model or give the player an extra five feet of movement without being considered a magic item, thus allowing them to still be infused.
If nothing else, you can add Boots and Helm as mundane adventuring gear, zero-out the weight, and apply infusions to them. The Armor Model modifiers are already applied when you choose infiltrator or guardian, that's not based on infusions.
Rollback Post to RevisionRollBack
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
It might be worth it to add arcane armor pieces to the Equipment list, which could be added as 0 weight items to the player's inventory, and are noted in the Arcane Armor section on the level page. That way you'll be able to equip/unequip the pieces of the armor to swap between infiltrator and guardian mode, and can apply the infusions as necessary. The gauntlet, for instance, would be an intelligence based weapon the user is assumed to be proficient in, doing 1d8 thunder or 1d6 lightning damage depending on the armor model. The boots would either have no effect without an infusion for the guardian model or give the player an extra five feet of movement without being considered a magic item, thus allowing them to still be infused.
I would very much like to see it working as Pact Weapon does.
Arcane armor is split in the different pieces for Infusions. Any armor in your Inventory can then be made arcane armor, applying all Infusions to it.
If nothing else, you can add Boots and Helm as mundane adventuring gear, zero-out the weight, and apply infusions to them. The Armor Model modifiers are already applied when you choose infiltrator or guardian, that's not based on infusions.
Sadly, you can not. The armor infusions require a full suit of armor, and a mere pair of boots will not suffice. Further, it won't let you apply weapon infusions onto the Thunder Gauntlets because they're not listed separately as weapons in the inventory (I presume that's the reason).
Yeah, I'm as concerned about having the Thunder Gauntlets/Lightning Launcher recognized in the system as weapons eligible for infusion as the 9th-level divvying-up stuff. More so, actually, since that comes up at level 3 rather than waiting till 9!
How I would fix it: First, have "Arcane Armor - [Piece] of [Armor Name]" appear as inventory whenever you are wearing Armor. Their weight, price, and other traits are set to 0, they cannot be equipped, etc. However, they can be infused to using the appropriate Artificer Infusions, and even increase your Infusion count by 1/2 when you Infuse a piece. If you ever Doff the armor, the Arcane Armor remains in your inventory, tied to that specific item, but lose effect on your character. Donning a different armor will create an alert message concerning the lack of infusions.
How is this not done yet? This subclass came out ages ago.
And there are subclasses that came out even earlier that still have bits that aren’t fully supported (for example, the Divine Soul Sorceror).DDB’s list of things to address is loooooong and keeps getting longer. Resources are finite. It will get done when it gets done, and no amount of asking when or pestering will make it happen any sooner. I know that’s not a satisfying answer, but to the best of my knowledge it is an accurate answer.
The issue is that they are spending their time on things that aren't necessary to playing the game. Meanwhile actually class material gets shoved back if indeed they are actually even planning on working on it. Some of these subclasses have been out for years.
How do I infuse armor (the chest piece), boots, helmet, and the armor’s special weapon separately in the character sheet?
I'd also like to know how to do this in the online character sheet. I know I can go into items and add an AC or attack bonus manually, but is it possibly to use choose individual pieces of armor as per the "armor modifications" class feature?
It would also be handy to know if weapon infusions can be used on the weapons (e.g. Enhanced weapon on the gauntlets)
I know the developers read the forums for feedback and respond accordingly (recently got a Monk feature approved that I'd been desperately wanting for months). So let's pump this one up, Armorers!!
I too would LOVE to be able to infuse my Arcane Armor with multiple Infusions as per the "Armor Modifications" feature!
Yeah, this would be a great quality of life fix.
Where would they be announcing this? It has been another month and I am not sure where to listen for updates on this. The Tashas Support Thread?
Watch the first two posts of the Tasha's support thread. They update them as things are addressed. It will almost certainly be announce on a Dev Update video when it is fixed as well. Those happen on their Twitch channel most Thursdays; I think it starts around 11 a.m. central US time, but I may be wrong; I usually catch it as VOD later in the day.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
Im still hoping they fix this before I hit level 9…
I'm gonna be hitting level 9 this Saturday... Was hoping for a fix before then... *slowly hangs head and walks away*
It might be worth it to add arcane armor pieces to the Equipment list, which could be added as 0 weight items to the player's inventory, and are noted in the Arcane Armor section on the level page. That way you'll be able to equip/unequip the pieces of the armor to swap between infiltrator and guardian mode, and can apply the infusions as necessary. The gauntlet, for instance, would be an intelligence based weapon the user is assumed to be proficient in, doing 1d8 thunder or 1d6 lightning damage depending on the armor model. The boots would either have no effect without an infusion for the guardian model or give the player an extra five feet of movement without being considered a magic item, thus allowing them to still be infused.
If nothing else, you can add Boots and Helm as mundane adventuring gear, zero-out the weight, and apply infusions to them. The Armor Model modifiers are already applied when you choose infiltrator or guardian, that's not based on infusions.
Helpful rewriter of Japanese->English translation and delver into software codebases (she/e/they)
I would very much like to see it working as Pact Weapon does.
Arcane armor is split in the different pieces for Infusions. Any armor in your Inventory can then be made arcane armor, applying all Infusions to it.
Sadly, you can not. The armor infusions require a full suit of armor, and a mere pair of boots will not suffice. Further, it won't let you apply weapon infusions onto the Thunder Gauntlets because they're not listed separately as weapons in the inventory (I presume that's the reason).
Yeah, I'm as concerned about having the Thunder Gauntlets/Lightning Launcher recognized in the system as weapons eligible for infusion as the 9th-level divvying-up stuff. More so, actually, since that comes up at level 3 rather than waiting till 9!
I'm looking into this too, for a potential build.
How I would fix it:
First, have "Arcane Armor - [Piece] of [Armor Name]" appear as inventory whenever you are wearing Armor. Their weight, price, and other traits are set to 0, they cannot be equipped, etc. However, they can be infused to using the appropriate Artificer Infusions, and even increase your Infusion count by 1/2 when you Infuse a piece.
If you ever Doff the armor, the Arcane Armor remains in your inventory, tied to that specific item, but lose effect on your character. Donning a different armor will create an alert message concerning the lack of infusions.
How is this not done yet? This subclass came out ages ago.
And there are subclasses that came out even earlier that still have bits that aren’t fully supported (for example, the Divine Soul Sorceror).DDB’s list of things to address is loooooong and keeps getting longer. Resources are finite. It will get done when it gets done, and no amount of asking when or pestering will make it happen any sooner. I know that’s not a satisfying answer, but to the best of my knowledge it is an accurate answer.
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
Check your entitlements here. | Support Ticket LInk
The issue is that they are spending their time on things that aren't necessary to playing the game. Meanwhile actually class material gets shoved back if indeed they are actually even planning on working on it. Some of these subclasses have been out for years.
still doesn't work :(
Still no fix? My player just hit level 9 and couldn't find anyway to do this.
Just as a reminder that people are still waiting. Still not fixed.