Updated Weapons v1.51 ( for 1.19 )
 
Mod Description:
 
This mod updates all the basic unit weapons to give special abilities to the unit that equips them. Each weapon has a different set of special abilities and the idea behind the mod is to give each weapon a kind of combat role. Most weapons gain 2 special abilities, though a couple of the weapons only have one. This mod does not effect 3 basic weapons, being the crude bow, the Karrazan and its Elemental versionm for balance purposes.This mod also does not effect the special weapons found in CoreSpecialWeapons.xml, though with some coaxing I may add them in a future release. A current list of all effected weapons are as follows:
Gnarled Club:
    - Club Smash:                100%-150% dmg and target can't counter for rest of turn
    - Windup:                       5% per STR attack bonus for 2 round, but unit can not counter for rest of turn
    
Staff:
    - +1 Move
    - Fortify Self:                   +2 defense per Troop, +5% (+1% per dex) bonus to defense and counter attack
    - Rest:                           Heal 2hp per troop on self
    
War Staff:
    - +1 Move
    - Improved Fortify Self:    +3 defense per troop, +5% (+1% per dex) bonus to defense and counter attack
    - Rest:                            Heal 2hp per troop on self
Mace:
    - Bruise                          10%-50% attack, 1% per STR attack penalty to target
    - Hay Maker                    100%-200% attack, 3% per STR defense penalty to target
    
Warhammer:
    - Armor Cracker:              10%-50% dmg and 5% (+1 per str) defense penalty to target
    - Disorienting Smash        Target loses turn and can not counter
    
Battle Hammer:
    - Power Up                      5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack
    - Knockback                    75%-150% attack that knocks a unit back a square
    
Lord Hammer:
    - Blowback                      25%-75% attack that knocks unit back
    - Skull Cracker                25%-100% attack, knocks a unit back a square, and causes target to lose next turn
    
Axe:
    - Deep Gash                    10%-25% attack / -3% per STR combat speed debuff.
    - Bleeding Strike              25%-125% attack, 4 dmg per turn for 3 turns, and 2% per STR defense penalty on target
    
Battle Axe:
    - Dread Fright                  Target is forced to flee the battle
    - Power Up                      5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack
    
Oak Spear:
    - Pierce                          50% attack in true dmg
    - Improved Fortify Self:    +3 defense per troop, +5% (+1% per dex) bonus to defense and counter attack
    
Boar Spear:
    - Bleed:                          2% per DEX attack penalty to target, 2 damage per turn for 3 turns
    - Improved Fortify Self:    +3 defense per troop, +5% (+1% per dex) bonus to defense and counter attack
Cedar Short Bow:
    - Suppressive Fire:           2% per DEX attack penalty on target
    
Cedar Long Bow:
    - Barrage:                       10%-50% attack in a 3x3 area around an enemy unit
Dagger:
    - Bleed:                          2% per DEX attack penalty to target, 2 damage per turn for 3 turns
    - Flurry                           Three 40%-100% hits at 75%, 50%, 25% attack
    
Short Sword:
    - Pierce                          50% attack in true dmg
    - Bleeding Strike             25%-125% attack, 4 dmg per turn for 3 turns, and 2% per STR defense penalty on target
    
Broadsword:
    - Slip Defense:                Unit jumps past defenders at range of 3.
    - Double Strike                Two hits for 30%-100% each
    
Long Sword:
    - Power Up                      5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack
    - Cleave                         Hits all enemy targets surrounding the unit for 10%-50% attack
    
Fang Dagger:
    - Throwing Dagger            3 range 75% ranged attack
    - Double Strike                Two hits for 30%-100% each
    
Imperial Shortsword:
    - Slip Defense:                 Unit does not provoke counter attacks for 2 turns
    - Deep Gash                    10%-50% attack using target's current health as attack power
    
Scimitar:
    - Windup:                       5% per STR attack bonus for 2 round, but unit can not counter for rest of turn
    - Flurry                           Three 40%-100% hits at 75%, 50%, 25% attack
    
Scythe:
    - Cleave                         Hits all enemy targets surrounding the unit for 10%-50% attack
    - Bleeding Strike             25%-125% attack, 4 dmg per turn for 3 turns, and 2% per STR defense penalty on target
Trog Scimitar:
    - Power Up                     5% per STR attack bonus for 2 rounds, -40%(+1% per dex) defense, can't counter attack
    - Decapitate                   40%-100% attack using target's current health as attack power
    
Great Scimitar:
    - Double Strike               Two hits for 30%-100% each
    - Bleed:                         2% per DEX attack penalty to target, 2 damage per turn for 3 turns
    
Claymore:
    - Cleave                         Hits all enemy targets surrounding the unit for 10%-50% attack
    - Knockback                    75%-150% attack that knocks a unit back a square
 
Since these abilities are added in the same manner as other AI special abilities, the AI will use them. Feel free to leave any feedback as well as any bugs so I might address them for future releases.
Download and Installation:
To Download the mod, simply follow this link to the download site.
 
To install, simply place the folder found in the zip file into your my documents/my games/elemental/mod directory. If you are upgrading from a previous version, you will want to remove the directory before installing to ensure you have no undesired effects.
Special Note: Due to the way that Elemental currently handles weapon mods, the use of multiple weapon mods will result in undesired results. If there is another weapon mod which one would like to use with Updated Weapons, please PM me and I will see if I can make an acceptable hybrid so that one can use both.
Change Log:
1.51: - Fixed the war staff to reapply the missing move bonus ( Thanks M. Agrippa for pointing this out)
1.5: - Updated the abilities to include the new spell subclass tag
1.4: - Changed Slip defense to be a 3 range blink
       - Changed Deep gash to be a combat speed debuff
       - Swapped Decapitate for Dread Fright on Battle Axe
1.31: - More Bug fixes - Thanks to everyone submitting bugs!
1.3 - Fixed a bunch of bugs in the mod which caused some of the ability to not work as intended.
1.21 - Fixed a couple of tag issues
1.2  - Updated for 1.09u
      - Made significant changes which are now listed above
1.15 - Updated for the hot fix patch, 1.09p
1.1: -Updated Weapons to use the 1.09o values. I am pretty sure it was just the bows that changed.
1.01: -Updated Fang Dagger to properly add its second ability, poison blade.
 
SubMods: 
Elf Specific Updated Weapons:
This submod has recently been enveloped by the Expanded Factions mod of Heavenfall. In order to get the special abilities for the elven weapons, you will need to install this mod along side Expanded Factions. For a list of all abilities on the elven and angelic weapons, please look https://forums.elementalgame.com/400876/get;2925284
Murteas Updated Weapons:
This adds a few new weapons from the Murteas Grimoire and adds them to the ranks of the updated weapons. This adds a couple of new weapons which use the updated abilities. You can find the submod at https://www.wincustomize.com/explore/elemental_war_of_magic/27. Check out their mod, Murteas' Grimoire for more details, and just to get another kick ass mod.